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	<title>GamingAngels &#187; keynote</title>
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		<title>Sid Meier to Present Keynote at GDC 2010</title>
		<link>http://www.gamingangels.com/2010/01/sid-meier-to-present-keynote-at-gdc-2010/</link>
		<comments>http://www.gamingangels.com/2010/01/sid-meier-to-present-keynote-at-gdc-2010/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 23:22:06 +0000</pubDate>
		<dc:creator>Tiffany Nevin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[keynote]]></category>
		<category><![CDATA[Sid Meier]]></category>

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		<description><![CDATA[Co-founder of Firaxis Games (and  Sid Meier has been selected for the opening keynote address of Game Developers Conference 2010. What&#8217;s the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/GDCbug_2010_200x200.jpg"><img class="alignleft size-full wp-image-26145" title="GDCbug_2010_200x200" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/GDCbug_2010_200x200.jpg" alt="GDCbug_2010_200x200" width="200" height="200" /></a>Co-founder of Firaxis Games (and  Sid Meier has been selected for the opening keynote address of Game Developers Conference 2010. What&#8217;s the topic of his presentation? &#8220;The Psychology of Game Design (Everything You Know is Wrong).&#8221; In it, he&#8217;s going to argue that the psychology of the player is what game designers should be taking into account when they work. He&#8217;s going to do this with examples from his own work. (As a psychology person, I am extra-intrigued and wish to subscribe to his newsletter.)</p>
<p>GDC organizers have also lined up more topics and lectures, detailed below.</p>
<p>- Ubisoft Montreal lead designer <span class="xn-person">Patrick Plourde</span> will speak on &#8216;Designing <em>Assassin&#8217;s Creed 2&#8242;</em>, discussing how &#8220;the design team faced the challenges of an enormous scope, one of the biggest development teams ever assembled and a limited time frame&#8221; for the critically acclaimed, Renaissance Italy-set action game.</p>
<p>- In a lecture entitled &#8216;Get Your Game Out Of My Movie! Interactive Storytelling in <em>Mass Effect 2&#8242;</em>, BioWare&#8217;s  Armando Troisi &#8220;will focus on the narrative design fundamentals used at BioWare and how they evolved for <em>Mass Effect 2</em>, explaining components of the just-debuted game&#8217;s story design, problems encountered during implementation, and design choices made for the long-awaited franchise sequel.</p>
<p>- The always popular Game Design Challenge returns this year with a unique theme &#8211; the designers &#8220;must conceive a game that somehow incorporates the actual death of a real person.&#8221; The contestants for the &#8216;Real-World Permadeath&#8217; challenge, MC-ed by <span class="xn-person">Eric Zimmerman</span>, are last year&#8217;s Challenge winners <span class="xn-person">Heather Kelley</span> (<em>Kokoromi</em>) and <span class="xn-person">Erin Robinson</span> (<em>Puzzle Bots</em>), facing off against Thatgamecompany co-founder <span class="xn-person">Jenova Chen</span> (<em>Flow, Flower</em>) and Airtight Games&#8217; <span class="xn-person">Kim Swift</span> (<em>Portal</em>).</p>
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