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Finding new models for game stories
Thursday, September 7, 2006
10:00am - 11:00am

Traditional story models (movies, plays, novels) still have plenty of value for game writers. But to really expand into the next evolution of game story, it?s helpful to look outside the traditional story box, to such diverse sources as sports, advertising, and reality shows.

 
Writing Comedy for Games
Thursday, September 7, 2006
11:30am - 12:30pm
Dying in video games is easy. Comedy in video games is hard. Just ask these guys. In this session, our panelists will field perilous questions like “What’s Funny?” “What’s Funny In Games?” “Why Should Games Ever Be Funny?” “What’s The Difference Between Being Funny In Life (movies, plays, TV, fiction, parties, bar mitzvahs, etc.) And Being Funny In Games?” “How Do I Get My Developer To Let Me Put Some Funny In My Game?” “Can Funny Help Sell Games?” and “PS3 Price Point: Are They Nuts?”
 
Screen/Play: Story Documentation
Thursday, September 7, 2006
2:00pm - 3:00pm

The next generation of game consoles affords us the opportunity to create more compelling story content, but the cost of development has increased dramatically. It?s crucial that writers, designers, and creative directors approach story design in a methodical and organized fashion. This session discusses spreadsheet formatting, technical writing standards, passive and active storytelling methods, the role of the writer, and the Screen/Play method for game content documentation.
 
The Imago Effect: Avatar Psychology
Thursday, September 7, 2006
3:30pm - 4:30pm
Creating an in-game representation often holds a strange fascination for players; for some games, we spend more time crafting our avatars than we do playing. How can game writers support character creation, one of the sacred pillars of fiction? On the surface, player-driven character creation seems simple. This session explores the notion that there?s much more going on in the player?s mind, taking a look into the ways we let our audience engage in self-expression through avatar. Do players really want the game?s authorial voice to wholly abdicate creative control of the protagonist? The session will cover associated issues and questions, spelling out various approaches to character creation, using examples from classic and recent games. The session will provide commentary on development considerations, statistical concept test results, and (perhaps foolishly) predictions about the future of game avatars.
 
Breakout Sessions (include three sessions)
Thursday
, September 7, 2006
4:45pm - 5:30pm
Techniques For Script Doctoring
- Richard Dansky, Central Clancy Writer (Splinter Cell : Double Agent), UbiSoft
Moving to a New Medium: Taking Your Writing Career Into Games
- Wendy Despain , Writer (Bratz: Forever Diamonds) / Producer , Quantum Content
How to Write the Best Game. Ever
- Chris Avellone, Creative Director (Neverwinter Nights 2), Obsidian
 
Title: The 4th Austin Austin Game Conference
Date: September 6th - 8th,2006
Address: Austin Convention Center 500 East Cesar Chavez St Austin, 78701
OFFICESITE: Officesite
The Austin Game Conference (AGC) is the definitive conference for online and networked game development, including massively multiplayer online games, casual games, online PC and console games.
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AGC 2005

AGC 2005 IN MMOSTE