Really well done. There’s so much meat to this. Either she’s been preparing for this talk for years, or she’s a total pro, or both. She’s right, this isn’t really talked about enough. She had some somewhat complex ideas, but presented them in a relatively easy and digestible way, which makes her a good teacher. I appreciated her environmental storytelling examples and explaining how these systems relate to that. The spawn system breakdown was useful. She even had a colorblind map prepared. My only criticism is that I wish it was longer. I wish she had a 50 minute slot with some Q&A at the end.
Although gatherables may seem like a simple issue at first, it has many complexities and this talk brings those to light. Gathering is one of those major things that can make your game seem tedious, repetitive, and exhausting if not done correctly. If done right, it's fun.
Awesome presentation. Gathering done well is like the icing on the cake for most games. Bad gathering is like walking with a stone in your shoe. For the first mile it's ok and you're still enjoying the scenery. By mile 10 you're ready to tear your own foot off.
Awesome talk, so many good points! Balancing the life cycle of collectable materials is tricky. On one hand, it is frustrating when all your previously collected materials suddenly become useless as you progress beyond a certain point, but on the other hand, it is also annoying to have to backtrack to earlier/easier locations for materials later on. There should always be enough use cases for materials to run out before their usefulness expires, or ways of turning them into something else.
You got me thinking about how I’ve definitely under utilised gathering and collectables in my game, and given me some ideas that I’m excited to try. Thank you.
I think checklist gameplay is one of the most detrimental types of content for an MMO. It's not rewarding "exploration" - it's encouraging behavior that players end up resenting wether they realize it or not.
I do a lot of gathering in FFXIV while I play D&D in discord. it's so perfect to keep my hands busy while I listen to the GM and stopped at any moment's notice when it's time to roll.
The idea with koroks was for you to want to go pick them up when you first start seeing them, but for the rewards for finding them to diminish as you gain more health and stamina. This is intentional, and meant to keep players from wanting to find them all because there is 1000 of them and there not fun to look for, only to stumble upon when on your way somewhere else. I do agree though. Once there is not enough incentive to collect them, A sort of apathetic feeling can emerge from knowing that there is content there but that it just isn't worth your time to go get it.
Really well done. There’s so much meat to this. Either she’s been preparing for this talk for years, or she’s a total pro, or both. She’s right, this isn’t really talked about enough. She had some somewhat complex ideas, but presented them in a relatively easy and digestible way, which makes her a good teacher.
I appreciated her environmental storytelling examples and explaining how these systems relate to that. The spawn system breakdown was useful. She even had a colorblind map prepared.
My only criticism is that I wish it was longer. I wish she had a 50 minute slot with some Q&A at the end.
Amazing professionalism. She knows level design and incentives like the back of her hand while I pause to think of every bullet points separately
What a fantastic talk!
Although gatherables may seem like a simple issue at first, it has many complexities and this talk brings those to light. Gathering is one of those major things that can make your game seem tedious, repetitive, and exhausting if not done correctly. If done right, it's fun.
Awesome presentation. Gathering done well is like the icing on the cake for most games. Bad gathering is like walking with a stone in your shoe. For the first mile it's ok and you're still enjoying the scenery. By mile 10 you're ready to tear your own foot off.
Awesome talk, so many good points! Balancing the life cycle of collectable materials is tricky. On one hand, it is frustrating when all your previously collected materials suddenly become useless as you progress beyond a certain point, but on the other hand, it is also annoying to have to backtrack to earlier/easier locations for materials later on. There should always be enough use cases for materials to run out before their usefulness expires, or ways of turning them into something else.
"What is time?" My favourite line:) Thanks for all of the useful, flexible insight Leah.
An incredible talk! Also it made me sad remembering how much fun I had exploring in wildstar
I can tell she has a lot of knowledge and passion for this topic. Excellent talk.
You got me thinking about how I’ve definitely under utilised gathering and collectables in my game, and given me some ideas that I’m excited to try. Thank you.
This is a great insight into collectables and gatherables and what the difference is. Great advice throughout and well presented, thanks Leah and GDC!
This talk was awesome! Thanks, Leah and GDC!
I think checklist gameplay is one of the most detrimental types of content for an MMO. It's not rewarding "exploration" - it's encouraging behavior that players end up resenting wether they realize it or not.
Magnificent presentation!
Secret tunnel! Secret tunnel! Through the mountains! Secret, Secret, Secret, Secret Tunnel!
I was not expecting to see Hbomberguy suffering through DK64 in A GDC talk.
Thats kinda neat.
Aloha and mahalo for the info!
Super quality talk
I do a lot of gathering in FFXIV while I play D&D in discord. it's so perfect to keep my hands busy while I listen to the GM and stopped at any moment's notice when it's time to roll.
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Hate koroks. It’s always the same. I can see from afar where I don’t have to go look because I know it’s just a korok.
The idea with koroks was for you to want to go pick them up when you first start seeing them, but for the rewards for finding them to diminish as you gain more health and stamina.
This is intentional, and meant to keep players from wanting to find them all because there is 1000 of them and there not fun to look for, only to stumble upon when on your way somewhere else.
I do agree though. Once there is not enough incentive to collect them, A sort of apathetic feeling can emerge from knowing that there is content there but that it just isn't worth your time to go get it.
1st
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@@DAYDAY25000 I appreciate that