Uploaded March 2019 | Updated September 2026, 2 hours ago
PRACTICE 2013: Warren Spector
Choices Have Consequence: Creating the Immersive Simulation
November 15-17, 2013
Most designers focus - to the detriment of their games and their players - on choice, rather than on consequence. How much player choice is too much? And why does choice even matter? This talk will look at the crucial game design tool of choices and consequence, as a way of understanding how we create meaningful moments for players in games.
To learn more about PRACTICE, visit practice.gamecenter.nyu.edu
For more on the NYU Game Center, visit gamecenter.nyu.edu
PRACTICE 2013: Warren Spector
Choices Have Consequence: Creating the Immersive Simulation
November 15-17, 2013
Most designers focus - to the detriment of their games and their players - on choice, rather than on consequence. How much player choice is too much? And why does choice even matter? This talk will look at the crucial game design tool of choices and consequence, as a way of understanding how we create meaningful moments for players in games.
To learn more about PRACTICE, visit practice.gamecenter.nyu.edu
For more on the NYU Game Center, visit gamecenter.nyu.edu










