lessons from the 90's

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LESSONS FROM THE 90'S What We Believed Then and Why it Matters Now

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Lessons From the 90's. What We Believed Then and Why it Matters Now . Brief Bio. From 1989-1999 worked on AAA titles In 1999 -2011 took a break from games I n 2011 revived by Playdom. How Different Can It Be?. How different can it be?. File Sharing. …now. How different can it be?. - PowerPoint PPT Presentation

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Page 1: Lessons From the  90's

LESSONS FROM THE 90'S

What We Believed Then and Why it Matters Now

Page 2: Lessons From the  90's

Brief Bio From 1989-1999

worked on AAA titles

In 1999 -2011 took a break from games

In 2011 revived by Playdom

Page 3: Lessons From the  90's

How Different Can It Be?

Page 4: Lessons From the  90's

File Sharing

…now

How different can it be?

Page 5: Lessons From the  90's

File Sharing

…then

How different can it be?

Page 6: Lessons From the  90's

Communication

…now

email

How different can it be?

Page 7: Lessons From the  90's

Communication

…then

email

How different can it be?

Page 8: Lessons From the  90's

How different can it be?

Target Audience

…now

Page 9: Lessons From the  90's

How different can it be?

Target Audience

…then

Page 10: Lessons From the  90's

So… have you fought any imperials lately?

I’ve been.. away

What makes you think you can fight imperials in today’s rebellion?

I was fighting imperials when you were a tadpole. I know how to fight imperials

…. the Interview

Page 11: Lessons From the  90's

rules that still work(aka fighting imperials101)

There are lessons that we can draw from making games in the 90’s that serve us well today

Because of the differences in market and environment perhaps they are durable

Page 12: Lessons From the  90's

Lessons We Can Learn:

Lesson 1: be earnest; love your audience; love your characters

Page 13: Lessons From the  90's

So much of movie acting is in … loving your characters. I try to know them, and with that intimacy comes love. And now, I love Voldemort.

Ralph Fiennes

Examples Outside of Games:

• (US) Advertising• Politics• And any other kind of confidence game

be earnest; love your audience; love your characters

Page 14: Lessons From the  90's

Lessons We Can Learn:

Lesson 2: a clear story

Page 15: Lessons From the  90's

a clear story

It takes seven seconds for us to judge another person when we first meet them.

Most healthy teenagers and adults are unable to sustain attention on one thing for more than about 20 minutes at a time

Page 16: Lessons From the  90's

Lessons We Can Learn:

Lesson 3: size matters

size matters!

Page 17: Lessons From the  90's

size matters With floppies, size

meant cost of goods

CDs and DVDs, size management went out the window

Now, size matters again both in loading time and server processor cycles

Page 18: Lessons From the  90's

Lessons we can learn:

Lesson 4: the theater of the mind is alive and well

Page 19: Lessons From the  90's

Love story? Chinese New Year?

theater of the mind

Page 20: Lessons From the  90's

"If a writer of prose knows enough about what he is writing about he may omit things that he knows and the reader, if the writer is writing truly enough, will have a feeling of those things as strongly as though the writer had stated them. The dignity of movement of an iceberg is due to only one-eighth of it being above water."

- Death In the Afternoon, Hemingway

theater of the mind

Page 21: Lessons From the  90's

Lessons we can learn:

Lesson 5: understand need versus want and what risk of originality you can afford

Page 22: Lessons From the  90's

Originality Risk: Want vs Need

Jose Ortega Y GassetSome Lessons in Metaphysics

Want: to desire more of something that existsNeed: to crave something that does not yet exist

Page 23: Lessons From the  90's

Originality Risk: Your Decision

• A sequel to a movie, a second episode of a show or playing a game “from an established genre”, are fulfilling a ‘wants’

• The majority of economic activity is ‘want’ fulfilling

• There is an established desire for it, as long as you can recreate or slightly improve on the status quo – society is set up for this

• ‘Needs’ are tricky/risky because there is no roadmap

• No guarantee that people share your need

• Some original games can be a runaway success, start a new genre, create new wants

• In the end, you make the money off of the ‘want’ – maybe you arrived there from a ‘need’, but it’s the ‘want that paid off

Page 24: Lessons From the  90's

One of the newest things I had to learn

Casual gamers are like hardcore gamers but they wont put up with your bullshit

Page 25: Lessons From the  90's

ConclusionThank you for putting up with my B***t

Q&A

Additional Questions and [email protected]