{"id":11727,"date":"2026-10-09T20:35:16","date_gmt":"2026-10-09T20:35:16","guid":{"rendered":"https:\/\/migs.biz\/sessions\/validating-the-emotional-impact-of-a-new-ip\/"},"modified":"2026-10-09T22:06:04","modified_gmt":"2026-10-09T22:06:04","slug":"validating-the-emotional-impact-of-a-new-ip","status":"publish","type":"tec_session","link":"https:\/\/migs.biz\/fr\/sessions\/validating-the-emotional-impact-of-a-new-ip\/","title":{"rendered":"Validating the Emotional Impact of a New IP"},"content":{"rendered":"<p>Ambrosia Sky from Soft Rains created a strong emotional impact on players through the way the game and the player character treated the deceased. This session dives into the process the team employed to validate this emotional impact early through playtesting and iteration. The talk explores what worked, and what didn\u2019t, in early prototypes of the Death Rites in Ambrosia Sky. And emphasizes sharing early versions with the team, trusted developers, and potential partners.<\/p>","protected":false},"excerpt":{"rendered":"<p>Ambrosia Sky from Soft Rains created a strong emotional impact on players through the way the game and the player character treated the deceased. This session dives into the process the team employed to validate this emotional impact early through playtesting and iteration. The talk explores what worked, and what didn\u2019t, in early prototypes of the Death Rites in Ambrosia Sky. And emphasizes sharing early versions with the team, trusted developers, and potential partners.<\/p>","protected":false},"author":4,"featured_media":6815,"template":"","meta":{"footnotes":""},"session_track":[239],"session_location":[233],"class_list":["post-11727","tec_session","type-tec_session","status-publish","has-post-thumbnail","hentry","tec_track-green-stage","tec_location-green-stage"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Validating the Emotional Impact of a New IP<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/migs.biz\/fr\/sessions\/validating-the-emotional-impact-of-a-new-ip\/\" \/>\n<meta property=\"og:locale\" content=\"fr_CA\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Validating the Emotional Impact of a New IP\" \/>\n<meta property=\"og:description\" content=\"Ambrosia Sky from Soft Rains created a strong emotional impact on players through the way the game and the player character treated the deceased. This session dives into the process the team employed to validate this emotional impact early through playtesting and iteration. The talk explores what worked, and what didn\u2019t, in early prototypes of the Death Rites in Ambrosia Sky. 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