
The team even found guidance in some footage shot by a team member during a trip to Kenya, in which a street performance slowly grows into a joyous crowd. Mizuguchi reminisced how inspired he was during a 1997 trip to the EDM-centric Street Parade music festival in Zurich, Switzerland, and how he insisted that everyone on the development team (even the wallflowers) go out clubbing to experience the kind of rhythm and dynamic atmosphere that a skilled DJ can create.

One of the key takeaways from the Rez postmortem is how much of the development team's time and effort went into discovering the essence of "being in a groove" - the kind of experience you might have at a techno rave.

Nearly 15 years after Rez originally debuted on Dreamcast and PlayStation 2, producer and team leader Tetsuya Mizuguchi gave an enlightening look at how he first created its concept, and how it was realized as the synesthesia-simulating shooter that's been a cult classic ever since. Who knew! The Rez development team attended raves as research
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In both instances, Sony actually lost the case, in which the courts ruled that the development of emulation software is classified as fair use, rather than copyright infringement. Cifaldi also pointed out two major court cases involving emulation, both involving commercial PS1 emulators: Connectix Virtual Game Station for Mac, and bleem! for PC. Many retro games aren't available for purchase unless they're part of (or replaced by) a remake, and even collector's editions often use imperfect ports rather than the unmodified original works. The primary argument was toward preservation of classic games. In a panel about debunking the taboo of emulators, which the games industry has demonized for decades, presenter Frank Cifaldi put forth some great arguments toward the industry embracing the emulation of old games rather condemning it. No emulator has ever been ruled illegal in a court of law And here's another fun fact: Diablo's distinct visual style was directly inspired by the claymation beasts from Primal Rage. The nitty-gritty explanation involves peer-to-peer PC gaming wizardry, but the very notion that one single computer powered hours and hours of online demon-slaying fun is flabbergasting. In his fascinating postmortem talk on the making of the original Diablo, David Brevik revealed the surprisingly modest requirements for running the original iteration of, Blizzard's trademark online service. But way back in the day - 1996, to be exact - the kinds of computations that make multiplayer possible could be relegated to a single desktop. Nowadays, the online servers powering your favorite multiplayer games consist of dozens (if not hundreds) of computers strewn together in a gigantic room. You'd need a hyperbolic time chamber to see all the intriguing panels and exciting console games at GDC 2016, but if you share these bits of game trivia with your friends, it'll almost be like you were there! originally ran off a single computer

Fear not - we're here to share some of our favorite game-design secrets, tidbits, and facts we learned while attending some particularly fascinating talks this year.
