OakTree Posted January 1, 2016 Share Posted January 1, 2016 (Sorry if this doesn't belong in the General Gaming section, i''ll delete the topic if it doesn't) https://www.youtube.com/user/McBacon1337 I really like this series about game design, and would like to see it become more popular and see it generate more discussion, it's basically "Every Frame a Painting" for Video Games, my favorite videos are probably the ones about Adaptive Soundtracks, Half-Life 2's lack of traditional tutorials, Naughty Dog's level design and Team Ico's use of Design by Subtraction. Quote Link to comment Share on other sites More sharing options...
sirmola Posted January 1, 2016 Share Posted January 1, 2016 (Sorry if this doesn't belong in the General Gaming section, i''ll delete the topic if it doesn't) https://www.youtube.com/user/McBacon1337 I really like this series about game design, and would like to see it become more popular and see it generate more discussion, it's basically "Every Frame a Painting" for Video Games, my favorite videos are probably the ones about Adaptive Soundtracks, Half-Life 2's lack of traditional tutorials, Naughty Dog's level design and Team Ico's use of Design by Subtraction. Interesting. Not as good as "extra credits" imo, but still good, and as someone who has watched all of the extra credits episodes 2-3 times, i love this. It helps that the analysis (which goes over a level in a lot of detail to explain a concept) is on a different scale then extra credits (which tends to look at an "entire indistry" level'. Quote Link to comment Share on other sites More sharing options...
Zera Posted January 1, 2016 Share Posted January 1, 2016 Game Maker's Toolkit is nice. I only really watched the episodes for Super Mario 3D World and Super Mario Maker, but they were excellent. Quote Link to comment Share on other sites More sharing options...
OakTree Posted January 12, 2016 Author Share Posted January 12, 2016 New video where Mark analyzes the side-quest "Beyond the Beef" from Fallout: New Vegas. Quote Link to comment Share on other sites More sharing options...
OakTree Posted January 26, 2016 Author Share Posted January 26, 2016 New video where Mark talks about how Doom uses a small but varied cast of enemies to create unique combat scenarios without just making the enemies bigger in numbers or stats. Quote Link to comment Share on other sites More sharing options...
Zera Posted January 26, 2016 Share Posted January 26, 2016 New video where Mark talks about how Doom uses a small but varied cast of enemies to create unique combat scenarios without just making the enemies bigger in numbers or stats. So, they're actually trying that "level design" thing? Fantastic! Quote Link to comment Share on other sites More sharing options...
OakTree Posted January 26, 2016 Author Share Posted January 26, 2016 (edited) So, they're actually trying that "level design" thing? Fantastic! I don't get what you mean by that. Edited January 26, 2016 by OakTree Quote Link to comment Share on other sites More sharing options...
OakTree Posted February 23, 2016 Author Share Posted February 23, 2016 New video where Mark talks about the use of morality in a game's mechanics. Quote Link to comment Share on other sites More sharing options...
OakTree Posted March 9, 2016 Author Share Posted March 9, 2016 New video where Mark talks about the process Jonathan Blow uses to create puzzles in Braid and The Witness. Quote Link to comment Share on other sites More sharing options...
OakTree Posted March 29, 2016 Author Share Posted March 29, 2016 New video where Mark talks about how Vanquish, despite being a cover-based shooter, manages to be just as satisfying and fun as Platinum's other games. Quote Link to comment Share on other sites More sharing options...
B.Leu Posted March 29, 2016 Share Posted March 29, 2016 I looks interesting, I'll keep an eye of int. Thanks for showing it to us! Quote Link to comment Share on other sites More sharing options...
OakTree Posted April 12, 2016 Author Share Posted April 12, 2016 New video where Mark talks about Spelunky, and how despite it being a game with randomly generated levels, the game never comes off as unfair to player. Quote Link to comment Share on other sites More sharing options...
Zera Posted April 12, 2016 Share Posted April 12, 2016 On the topic of procedural generation, this video is relevant - https://www.youtube.com/watch?v=TgbuWfGeG2o And this comment from said video... My problem with procedural generation is that the world tends to feel samey. Wherever you go in Minecraft, the forests are basically the same forest and the deserts are basically the same deserts. This is one of the reasons why I am skeptical towards the "infinite space" sims that are on the horizon. After a few hours you begin to see the code and the "rules" with which the space was built, and after that it becomes just an infinite scope of "more of the same". Procedural generation is one of those things you really have to get right to reap the benefits. Most of the games that use it well don't have as much "permanent progression" (i.e. unlocking a new level) as regular games and are instead more about getting a hi-score or something. Quote Link to comment Share on other sites More sharing options...
OakTree Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) New video where Mark talks about the importance of difficulty on the Souls games and how it's not really necessary to have an Easy Mode on these games. Edited April 25, 2016 by OakTree Quote Link to comment Share on other sites More sharing options...
Zera Posted April 26, 2016 Share Posted April 26, 2016 Does that mean... we can never have a Hard mode in Kirby? Quote Link to comment Share on other sites More sharing options...
OakTree Posted May 10, 2016 Author Share Posted May 10, 2016 New video where Mark talks about the evolution of controllers, and how there is no "universal" controller, as different controllers are better fit for different things. Quote Link to comment Share on other sites More sharing options...
Zera Posted May 10, 2016 Share Posted May 10, 2016 (edited) Some examples of games that put real good thought into the utilization of the controller... [spoiler=Sin & Punishment: Star Successor] 1. Mutually exclusive actions are mapped to the same button (tap or hold), so the player never has to move their fingers to different buttons. 2. Offensive actions are mapped to the Wii Remote, while defensive actions are mapped to the Nunchuck. This makes the controls easier to understand. 3. The Wii Remote's IR pointer is PERFECT for shooting things - a vast improvement over the original Sin & Punishment. [spoiler=Metroid Prime Trilogy] 1. Actions and buttons are paired based on the frequency of the action and the reachability of the button. 2. Holding the +/- buttons opens pointer shortcuts for switching beams and visors. 3. The Wii Remote's IR pointer is PERFECT for shooting things - a vast improvement over the original Metroid Prime. And those that didn't... [spoiler=Metroid: Other M] 1. The player must change the orientation of the controller - in a fast-paced action game - a recipe for disaster. 2. Using a directional pad for 3D movement. [spoiler=Super Mario 64 DS] 1. Using a directional pad for 3D movement... and worse, the original game was built for a control stick! [spoiler=Kid Icarus: Uprising] 1. Walking, dashing, and dodging are all mapped to the circle pad, with no button inputs to separate them. Combine with limited stamina for disaster. 2. Swiping the touch screen to turn the camera is worse than tilting a control stick OR pointing at the edge of the screen. 3. Moving while aiming and using powers is literally impossible. 4. The "scope" button, regardless of mapping, is impossible to reach comfortably. 5. This portable game comes with a stand for your 3DS. Edited May 11, 2016 by Zera Quote Link to comment Share on other sites More sharing options...
OakTree Posted May 23, 2016 Author Share Posted May 23, 2016 New video where Mark talks about how Star Fox Zero's controls lack anything that truly makes it come off as if it's an experience that can only be done on the Wii U Gamepad. Quote Link to comment Share on other sites More sharing options...
Zera Posted May 24, 2016 Share Posted May 24, 2016 (edited) https://youtu.be/m544qfVMIPs?t=6m48s - This bit here disturbs me. They purposefully made the TV screen's reticle inaccurate. On the bright side, Mark also mentioned my favorite "accurate reticle" game, Sin & Punishment 2. If only Star Fox Zero could be played with a similar style, it could work extremely well... Edited May 24, 2016 by Zera Quote Link to comment Share on other sites More sharing options...
OakTree Posted June 1, 2016 Author Share Posted June 1, 2016 New video where Mark talks about how Hitman uses repetition to incentive different approaches to the same missions. Quote Link to comment Share on other sites More sharing options...
OakTree Posted June 11, 2016 Author Share Posted June 11, 2016 New video of a new series where Mark talks about Zelda's dungeon design starting with A Link To The Past. Quote Link to comment Share on other sites More sharing options...
OakTree Posted June 21, 2016 Author Share Posted June 21, 2016 New video where Mark talks about the problems in the design of Mirror's Edge Catalyst's open world and uses Burnout Paradise as an example of how to do it better. Quote Link to comment Share on other sites More sharing options...
Zera Posted June 21, 2016 Share Posted June 21, 2016 That was very interesting. I wonder if any of it can be applied to Zelda: Breath of the Wild? Quote Link to comment Share on other sites More sharing options...
OakTree Posted July 1, 2016 Author Share Posted July 1, 2016 New video of Boss Keys where Mark talks aboute the dungeon design in Link's Awakening. Quote Link to comment Share on other sites More sharing options...
OakTree Posted July 16, 2016 Author Share Posted July 16, 2016 New video where mark talks about mobile game Downwell, and how the way it works give everything in the game multiple purposes. Quote Link to comment Share on other sites More sharing options...
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