Game Developers Conference March 5 - 9, 2007 San Francisco, CA
International Game Developers Association
Who is Attending
Who is Attending
- Sande Chen
- Tamir Nadav (The Aquatic Jew)
- please add name
Who Wants to Meet For Dinner (put down date and time)
- add name
- add name
- add name
Game Writing Related Sessions at GDC
Interactive Storytelling Boot Camp
 (101) Interactive Storytelling Boot Camp Speaker: David Freeman (Game Designer/Writer, The Freeman Group), Hal Barwood (Designer/Writer, Finite Arts), E. Daniel Arey (Creative Director, Naughty Dog - SCEA), Richard Dansky (Manager of Design/Writer, Red Storm Entertainment), Michael McCormick (Backbone Entertainment), Daniel Erickson (Lead Writer, Bioware) Date/Time: Monday (March 5, 2007) 10:00am â€” 6:00pm Location (room): Room 3011, West Track: Game Design Format: Full-Day Tutorial Experience Level: All
Session Description Interactive storytelling is a cutting-edge field, and this tutorial tackles it in depth. How much freedom can you give the player and still have the player feel like he or she is part of a "story"? How do you make gameplay emotional? How do you not have the more violent or fast-paced moments of a game numb a player to more subtle emotional experiences? How can information be delivered in a way that doesn't break the flow of play? What game structures facilitate interactive storytelling? Day by day, the future of interactive storytelling is being forged. This fast-paced workshop by five of the industry's most experienced leaders in the field will load you with creative tools to push the envelope.
Idea Takeaway This intermediate-to-advanced tutorial will arm attendees with precise creative tools and methodologies to help them alchemically combine story, emotion, and gameplay into the nonlinear elixir called "interactive storytelling."
Intended Audience This tutorial is open to all audiences. However, only intermediate and advanced material will be taught, and the pace will be fast, so those with no experience in the field are encouraged to drink lots of coffee.
"...And Make It Snappier!" Learn Better Game Writing in a Day https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3810
 (201) "...And Make It Snappier!" Learn Better Game Writing in a Day Speaker: Evan Skolnick (Producer / Editorial Director, Vicarious Visions / Activision) Date/Time: Tuesday (March 6, 2007) 10:00am â€” 6:00pm Location (room): Room 3002, West Track: Game Design Format: Full-Day Tutorial Experience Level: Intermediate
Session Description Former Marvel Comics editor/writer Evan Skolnick's 2006 GDC presentation on better dialogue writing for games electrified its audience but left many asking for more. He's now expanded this popular presentation into a comprehensive, day-long tutorial on the broader subject of game writing, offering writers of novice to intermediate experience an opportunity to learn the basics of good story structure, vibrant character development, and, of course, "snappy" dialogue writing.
In order to fully participate in this working session, attendees are encouraged to bring a laptop with USB, a working CD-ROM drive, and Microsoft Word installed. PCs are preferred.
Idea Takeaway Through a series of insightful lectures, entertaining examples and skill-building exercises, attendees of this tutorial will gain insight and ability in the area of fiction writing for videogames.
Intended Audience Game designers and game writers wishing to get a better grasp of the basics of good writing and how they're applied to videogames will benefit greatly. The only prerequisite is a desire to become a better writer for games.
sessions (less expensive)
Pirates of the Caribbean: Writing Across Game Platforms
Pirates of the Caribbean: Writing Across Game Platforms Speaker: Mike Goslin (VR Studio), Jeff Gomez (CEO, Starlight Runner Entertainment), Ted Elliott (Screenwriter), Sande Chen (Writer and Game Designer), Matt Costello Date/Time: Friday (March 9, 2007) 9:00am â€” 10:00am Location (room): Room 3001, West Hall Track: Game Design Format: 60-minute Panel Experience Level: Intermediate
Session Description Presented by the New Media Caucus of the Writers Guild of America, west (WGAw), this Pirates of the Caribbean themed panel explores the craft of writing from traditional screenplay through increasingly immersive forms of interactive entertainment. Starting with the blockbuster movies, the panelists explore the methods and choices that enabled them to build on the compelling story and memorable characters of the original property. The key to successfully adapting an existing property across different platforms is in knowing how to blend these elements into a design that offers the best possible player experience. Our panelists discuss how developers can accomplish that by examining the craft of writing and how to balance story, gameplay, and player volition.
Idea Takeaway Attendees learn the important elements in creating vivid worlds and characters that live on in different story media. In addition, they gain insight into the specific issues pertaining to writing for different game platforms.
Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3745
Creating and Extending Original Franchises https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4207
Experience Variance through 3-Dimensional Stories - Approaches in Interactive Storytelling https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4414
Experience Variance through 3-Dimensional Stories - Approaches in Interactive Storytelling Speaker: Sherol Chen (Student, University of Delaware) Date/Time: Wednesday (March 7, 2007) 1:00pm â€” 2:00pm Location (room): Poster Session Area Track: Game Design Format: 60-minute Poster Session Experience Level: All
Session Description Methods in communicating stories and literary ideas have long been expressed through various forms of media. In an era of interactive technology, the introduction of experience variability to the art of storytelling requires some form of intelligence or management on behalf of the medium itself. The controversy faced today is a compromise made between agency of the audience and the dramatic significance of the experience. Research today is focused on finding ways of synthesising intelligence whether through acyclical branching, story management, or dynamic composition. The purpose of this research is in creating event based story telling, allowing, not event variability, but perspective variability. The Robin Hood Model introduces a new approach to interactive experiences with a set sequence of dramatically compelling events and a variable audience perspective using character profile matching.
Idea Takeaway The intention of this poster presentation is to discuss conventional ways of interactive storytelling, its shortcomings, and introduce a new approach to this rising technology. Using what is available today, what are the possibilities and usages of current developments?
Intended Audience A technical background in AI is not necessary but may be helpful for this high-level discussion of story architecture and implementation. The poster is geared towards specific interests in interactive storytelling and current research of this technology
Game Writers' Round Table: Tricks, Techniques and Concerns https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4761
Game Writers' Round Table: Tricks, Techniques and Concerns (Three Days) Speaker: Richard Dansky (Manager of Design/Writer, Red Storm Entertainment) Date/Time: Wednesday (March 7, 2007) 2:30pm â€” 3:30pm Location (room): Room 123, North Hall Date/Time: Thursday (March 8, 2007) 2:30pm â€” 3:30pm Location (room): Room 114, North Hall Date/Time: Friday (March 9, 2007) 2:30pm â€” 3:30pm Location (room): Room 113, North Hall Track: Game Design Format: 60-minute Roundtable Experience Level: All
Session Description As the importance of good writing in games increases, more and more attention is paid to methods of developing the content. What is sometimes left behind is the technical side of writing, everything from best practices for crafting dialogue to establishing feedback loops with level designers to establishing an editorial presence. This roundtable is chance for game writers and those who work with them to connect and share their techniques and concerns. Writers can discuss common obstacles, approaches to dealing with them, techniques for improving their work and successful methods for interacting with other members of their teams.
Idea Takeaway Attendees will be able to share techniques for improving their game writing and streamlining their game writing process. They will be able to share techniques, throw questions open to a community of peers, and piggyback ideas on others' suggestions.
Intended Audience The intended audience for this roundtable is primarily game writers and those team members who intersect with them - designers, sound engineers, etc. - during the course of production.
Interactive Cinematography https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4395
Narrative Landscapes: Shaping Player Experience through World Geometry https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4621
The Emotion Machine called 'NPC' https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4689
The Future of Storytelling In Next-Generation Game Development https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=4698
The Future of Storytelling In Next-Generation Game Development Speaker: Warren Spector (PRESIDENT, JUNCTION POINT STUDIOS) Date/Time: Wednesday (March 7, 2007) 12:00pm â€” 1:30pm Location (room): Room 135, North Hall Track: Game Design Format: 60-minute Lecture Experience Level: All
Session Description A follow-up to the session, "What Would Aristotle Do?" presented at GDC 2004, Spector looks at recent developments in game narrative and what the power of next gen hardware allows developers to do - and players to experience - that may not have been possible before. What's the current state of the art in game narrative? Where will progress be made? Where must progress be made? Are the challenges facing interactive storytellers technical, creative, or simply a matter of will? A partly philosophical, partly practical, partly ranty talk about games and stories, past, present, and future.
Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War Speaker: Susan O'Connor (Game Writer, Susan O'Connor Writing Studio) Date/Time: Wednesday (March 7, 2007) 2:30pm â€” 3:30pm Location (room): Room 2009, West Hall Track: Game Design Format: 60-minute Lecture Experience Level: Intermediate
Session Description Game stories succeed when they connect with the player. But no two players are the same. Everyone brings their own style and personality to the controller. How can you create a story that will appeal to your audience, regardless of who they are? In this lecture, we'll look at tools the developer can use to make that elusive player connection.
Idea Takeaway Attendees will leave this session with new insight into what players think - and feel - as well as a new set of tools they can use when designing stories for games.
Intended Audience Developers who want a new perspective on the relationship between the game and the player. Attendees who have shipped at least one title will particuarly benefit from this session, since it will draw from recent production experience.
The Game Studies Download: Top 10 Research Findings (this was the best talk from last year BTW) https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3703
Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3943
Writers Group Gathering https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=3899