Spry Fox @ GDC 2012

Want to learn more about the exploits of Spry Fox from its co-founders? Looking for insights into the nutty world of f2p, web-based, and/or mobile games? Curious to see if Danc and I are as relentlessly and unforgivably opinionated in the flesh as we are on the Internets? (Spoiler: we are.)

Well, here’s where you can find us at GDC:

Realm of the Counter-Intuitive God (SOGS Postmortem)
SPEAKER/S: David Edery (Spry Fox)
Monday 11:15-12:15 Room 135, North Hall
Social and Online Games Summit / 60-Minute Lecture
Description: Realm of the Mad God is a web-based f2p MMO with a penchant for breaking rules. It’s a MMO bullet-hell-shooter… in Flash. It is based on open source art. It features permadeath (the ultimate in retention challenges)! And it just so happens to be surprisingly popular and very profitable. This lecture will review some of the unusual design and business choices we made and explore which worked, which didn’t, and why. Financial and other data will be shared (and not just the stuff that makes us look good).

Create New Genres (and Stop Wasting Your Life in the Clone Factories)
SPEAKER/S: Daniel Cook (Spry Fox)
Tuesday 3:00-4:00 Room 135, North Hall
Social and Online Games Summit / 60-Minute Lecture
Description: Re-releasing old designs with pretty new graphics means me-too titles fighting off a crowd of similar products. This is the path to mediocrity. To become a master designer, you need to break past a slavish devotion of past forms and create vibrant, new experiences. This design talk covers practical techniques for reinventing game genres. The goal is the invention of a unique and highly differentiated customer value proposition that makes both strong business sense and is also deeply creatively fulfilling. We cover designing from the root, reducing design risk, and igniting original franchises. We also cover the pitfalls of design innovation including fending off shark-like fast followers and other cloners. The presentation covers personal examples from recent titles such as Steambirds, Realm of the Mad God, Triple Town and other innovative successes.

How F2P Games Blur the Line Between Design and Business
SPEAKER/S: Soren Johnson (Game Developer Magazine), Ben Cousins (ngmoco Sweden), Matthias Worch (LucasArts), Tom Chick (Quarter to Three) and David Edery (Spry Fox)
Friday 4:00-5:00 Room 2003, West Hall, 2nd Fl
60-Minute Panel
The free-to-play movement is here to stay and will touch every corner of the games industry. However, the format blurs the line between game design and game business, so that business decisions will become increasingly indistinguishable from design decisions. Free-to-play content must be fun enough to attract and retain players but not so much fun that no one feels the need to spend some money. Managing this tension makes free-to-play design extremely difficult, especially for traditional game designers who are used to simply making the best game possible. Our panelists will discuss this transition and best practices for building free-to-play games with soul.

6 Responses to Spry Fox @ GDC 2012

  1. You guys were awesome at GDC!
    you will go FAR and reach stars one day

  2. David Edery is the Manager of Fuzbi, an independent consulting firm focused on the business and design of digitally-distributed and online games, and CEO of Spry Fox, a game development studio focused on making the world a happier place. Spry Fox has developed several hit games including Steambirds, Triple Town, and Realm of the Mad God. Prior to going his own way, David was the Worldwide Games Portfolio Manager for Microsoft’s Xbox Live Arcade service.

  3. How F2P Games Blur the Line Between Design and Business SPEAKER/S: Soren Johnson (Game Developer Magazine), Ben Cousins (ngmoco Sweden), Matthias Worch (LucasArts), Tom Chick (Quarter to Three) and David Edery (Spry Fox) Friday 4:00-5:00 Room 2003, West Hall, 2nd Fl 60-Minute Panel The free-to-play movement is here to stay and will touch every corner of the games industry. However, the format blurs the line between game design and game business, so that business decisions will become increasingly indistinguishable from design decisions. Free-to-play content must be fun enough to attract and retain players but not so much fun that no one feels the need to spend some money. Managing this tension makes free-to-play design extremely difficult, especially for traditional game designers who are used to simply making the best game possible. Our panelists will discuss this transition and best practices for building free-to-play games with soul.

  4. The Game Narrative Summit comes to GDC this year after being held for seven years at GDC Online in Austin, Texas. The two day program covers interactive narrative in all its forms, from AAA blockbusters to indie games to transmedia projects. The summit is looking to feature an all-star lineup of speakers from every corner of the discipline, with session content ranging from the advanced and theoretical for writers, designers and others seeking to hone their skills.

  5. The IGDA Summit is about celebrating game development by sharing the knowledge and expertise found within the IGDA. This event is the place for our global community to provide valuable professional development, actionable insight and candid discussion to elevate our craft. For the 2013 IGDA Summit, industry leaders from across many disciplines will come together to contribute content to serve developers in the broadest sense, including programmers, producers, studio management, writers, designers, artists, QA and localization and many other functions and specialties. The Summit is open to anyone – at any phase or level of their career, regardless of studio size or game types or platform – who seeks to learn from and share techniques for creating successful careers, games and businesses.

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