Subjective Simulation Design: Ludonarrative Congruence in the Shrouded Isle
Date : Monday, November 12th - 15.45 - 16.45 > 510D
Description: Most management games depict an objective, materialist reality, focusing on the generation and expenditure of physical resources. The Shrouded Isle, in contrast, simulates the subjective, psychological reality of a cult's leadership by having the gameplay focus on balancing conflicting religious and political motives. By exploring an alternative to standard reward cycles, system designers can discover new philosophies of simulation that maintains ludonarrative congruence. This talk will be part post-mortem, part analysis of techniques for exploring subjective simulation design.
Targeted public: This talk is primarily intended for intermediate systems designers in a small team, who are curious about simulating subjective or psychological realities.
Takeaways: Attendees will learn about how designers can combine subjective resources, character-driven mechanics and information based progression to create simulations while maintaining ludonarrative congruence.