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GDC: See how Paradox balances historical accuracy with good game design

Paradox Interactive senior game designer Chris King is going to delve into the tricky balancing act that comes with making games about historical events at <a href=gdconf.com/?_mc=BP_LE_CON>GDC 2016</a>. Don't miss it!

February 8, 2016

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As the GDC 2016 lineup locks into place, organizers would like to highlight another great Design track talk at next month's conference that you should know about.

With "History In Game Design" Paradox Interactive senior game designer Chris King is going to delve into the tricky balancing act that comes with making games about historical events.

Not all history naturally lends itself to good mechanics, so you need to develop solutions to bring history into your game, while at the same time ensuring you have a fun and compelling gameplay.

Paradox is no stranger to this tricky balancing act, having created game series like Crusader Kings (pictured) and Europa Universalis, and during his talk King will share some of the solutions Paradox has devised. Don't miss it!

Elsewhere on the Design track of talks at GDC 2016 you'll find great sessions like "Beat It. A Retrospective of Need for Speed: Hot Pursuit" by Criterion games' James Svensson, Ubisoft's Jason VandenBerghe speaking about "Engines of Play: How Player Motivation Changes Over Time," and Psyonix design director Corey Davis' talk "Rocket League: The Road From Cult Classic to Surprise Success."

Plus, conference officials look forward to announcing many more GDC 2016 sessions spanning a diverse array of game industry issues in the months ahead. 

GDC 2016 itself will take place March 14-18th at the Moscone Center in San Francisco. For more information on GDC 2016, visit the show's official website, or subscribe to regular updates via FacebookTwitter, or RSS.

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