Experiential Gameplay: How Non-Gamey Games Are Rocking the World - IndieCade 2012
Channel: IndieCade
Date: 19/05/2014

Speakers: Jenova Chen, Amy Hennig, Ian Dallas 
Moderator: Dan Pinchbeck

It's been a good year for games that focus more on the ebb and flow of the player's experience, their emotional journey, and concentrate on more ambient, atmospheric or abstract play, than being driven by mechanics, or goals. Titles such as Proteus, Journey and Dear Esther have downplayed or even abandoned traditional gameplay architectures, creating instead often simple, fluid, highly immersive games. They're not alone, this approach can be seen from notgames pioneers Tale of Tales to Erik Loyer's Strange Rain to AAA games like the Uncharted series. But are these games really so different? What makes them tick? What makes their designers tick? Is ticking a gameplay mechanic or a perceptual experience? What can be learned from this strange and not-so-strange aspect of game-making, and applied to your own games?This panel brings together interesting folk who make interesting games to discuss these and many more interesting questions. To paraphrase Jimi Hendrix, are you experiential? 

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