talks @ gaming matter
talks @ gaming matter
GLS 2012 - Skyrim
Sorry, no slides on this one. David Simkins led the team and has them.
Overall, we broke down the first 10 minutes of play to show how Bethesda guides and provides context for a open ended narrative in a sandbox game space. The player moves from being controlled to having total control over the gameplay experience.
Skyrim has a layered quest system that provides the designers a manageable production schedule and the player the feel of a open-ended system. We explain that quests can be sorted by the range of effect: World, Regional, Factional, and mini-quests with no effect on the game world.
David also presented a model of game play interest that I’ll leave for him to write more on.
Fun session, well attended!
Wednesday, June 13, 2012
GLS 2012 Skyrim
Well Played session on Skyrim