I keep imagining the video title as the name of his next game. Jokes aside, great talk! The breakdown of what makes a decision interesting was spot on. Many games would definitely benefit from using these tips.
I can't align with the argument that a game doesn't fit within the category of decision making. That notion is contrarian at best. Excluding autonomic actions, like breathing or beating your heart, our actions are decisions. I recently assembled a puzzle with a loved one. While I decided to sort pieces into categories of shapes and think my way out of which pieces would be allowed where, she decided to brute force as a tactic. She decided to do the edges, I decided to build out specific visualized objects. Both were means to an end of getting an overview, eliminating options, and getting to the result faster. As far as a rhythm games go, the user is in full control of how and when to use their motor skills. As opposed to banging mindlessly on a cup, it is a decision to return to the game, practice, get better, succeed. Do I decide to put in an effort, do I try casually see how good I am when turning my mind on autopilot: Did I just decide to test my muscle memory? How do I decide to approach this game, what is my tactic at getting better, etc. Decisions might be vague or simple, but they are there. Trying to pass off the argument that gaming isn't about decision making, is trying to come off as sounding smart, and failing.
Best GDC talk I've seen. Great content. Please upload more like this (specifically focusing on board game design). This one worked for both worlds (video and board games). Much appreciated.
On dark souls whenever you succesfully parry you hear this distinctive sound which is such a good feedback. The sound is actually annoying on its own, but associated with doing something really hard and confirming in a "Yeah, you pulled it off" its really satisfying.
once changed my phone ringtone to the dark souls riposte sound, played over and over again overlapsing itself halfway (so it's constantly playing two of the sounds, one halfway further than the other) it was earhell but when I got a call in public sometimes someone would be like Ayyy!
Looking at the "Interactive Movies" genre like the Telltale series, or Heavy Rain / Detroit: Become Human - it would be unfair to define all games as "A series of interesting decisions". That said, a game always contains decisions, and they're always interesting if the experience feels good. So the statement may be more suitable as a lens for decisions: Decisions in a game should be interesting if the experience wants to feel meaningful.
Amazing how every time Sid does a talk there are actual fundamentals being explained. We cannot have enough of his insight on our beloved craft.
I keep imagining the video title as the name of his next game. Jokes aside, great talk! The breakdown of what makes a decision interesting was spot on. Many games would definitely benefit from using these tips.
Ooh, it's the man himself, interesting!
I can't align with the argument that a game doesn't fit within the category of decision making. That notion is contrarian at best.
Excluding autonomic actions, like breathing or beating your heart, our actions are decisions.
I recently assembled a puzzle with a loved one. While I decided to sort pieces into categories of shapes and think my way out of which pieces would be allowed where, she decided to brute force as a tactic. She decided to do the edges, I decided to build out specific visualized objects. Both were means to an end of getting an overview, eliminating options, and getting to the result faster.
As far as a rhythm games go, the user is in full control of how and when to use their motor skills. As opposed to banging mindlessly on a cup, it is a decision to return to the game, practice, get better, succeed. Do I decide to put in an effort, do I try casually see how good I am when turning my mind on autopilot: Did I just decide to test my muscle memory? How do I decide to approach this game, what is my tactic at getting better, etc.
Decisions might be vague or simple, but they are there. Trying to pass off the argument that gaming isn't about decision making, is trying to come off as sounding smart, and failing.
Best GDC talk I've seen. Great content. Please upload more like this (specifically focusing on board game design). This one worked for both worlds (video and board games). Much appreciated.
On dark souls whenever you succesfully parry you hear this distinctive sound which is such a good feedback. The sound is actually annoying on its own, but associated with doing something really hard and confirming in a "Yeah, you pulled it off" its really satisfying.
once changed my phone ringtone to the dark souls riposte sound, played over and over again overlapsing itself halfway (so it's constantly playing two of the sounds, one halfway further than the other)
it was earhell but when I got a call in public sometimes someone would be like Ayyy!
I always listen to a podcast when gaming, and so many games are introducing these audio ques for things :( what about us deaf people? :D
One of the best game design lessons!
unpopular opinion but sid meier's interesting desicions is a shit name for a game. what was he thinking.
I love Sid, wish him all the best.
Thank you
Thanks you. Very insightful.
Is this a repost of a repost?
Looking at the "Interactive Movies" genre like the Telltale series, or Heavy Rain / Detroit: Become Human - it would be unfair to define all games as "A series of interesting decisions".
That said, a game always contains decisions, and they're always interesting if the experience feels good.
So the statement may be more suitable as a lens for decisions: Decisions in a game should be interesting if the experience wants to feel meaningful.
thanks for summarizing the introductory section of the talk
Gold
awesome
COOL!
classic