Keeping players Interested - Pacing in Game Design
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- Опубликовано: 18 апр 2020
- In this video we explore how Pacing can be used to keep players hooked!
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● Learn more about Difficulty: • Difficulty in Video Ga...
More cool resources on Pacing:
● Pacing And Gameplay Analysis In Theory And Practice: www.gamasutra.com/view/featur...
● Advancement, Progression and Pacing: gamebalanceconcepts.wordpress...
● How to Keep Players Engaged (Without Being Evil): • How to Keep Players En...
● Examining Game Pace: How Single-Player Levels Tick: www.gamasutra.com/view/featur...
Games shown:
Portal
Portal 2
Control
Half Life 2
Half Life Alyx
Red Dead Redemption 2
Life is Strange
Batman: Arkham Asylum
The Witcher 3: Wild Hunt
Death Stranding
Deus Ex: Mankind Divided
Ori and the Blind Forest
Call of Duty: Modern Warfare
The Last of Us
World of Warcraft Classic
World of Warcraft Retail
Diablo 3
Path of Exile
Tom Clancy's The Division 2
Horizon: Zero Dawn
Tekken 7
Lego Star Wars: The Complete Saga
Minecraft
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0:24 Sponsor
1:10 Narrative
2:20 Tension Curve
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3:44 Half Life 2
5:10 Reward Schedule
6:48 Anticipation
8:00 Mystery
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@@luizzeroxis Adblocker xD
*Minecraft
Minecraft*
"I'm Mark Brown"
Sorry, had to
I thought the exact same thing, haha 😆 If I were Mark Brown I would be worried! 👍😜
@@Oxmond I wouldn't
God damn it! I confused their thumbnails, too. Again!
I had the same exact thought with the entro haha. hope this is a teaser for a future collab with mark. that be epic.
cameron schiralli and this... is game maker’s toolkit
Hi Brackeys!
I started using Unity and learning c# a few days ago (I’ve wanted to do it for a while but I now finally have the time to do so) and your tutorials helped me a bunch!
Good to see video game writing getting some attention, it's super important to player engagement and often really understated
I really like game theory (not the channel but game design) and would love to see you make more of it!
Tutorials on how to do specific things in Unity are useful but more general game _theory_ is really interesting and engaging to me.
0:11
You might find that they lose interest
*Shows picture of Death Stranding*
Ah well pretty accurate.
lmao
Pacing problems are mostly early on at the game, it gets engaging pretty swiftly as the game progresses. Granted the overall direction is still noticably flawed.
damn my mans got big likes
It’s the first “strand” type game, you wouldn’t get it.
@@imnotjerry2226 Ah so it's like The Physical Impossibility of Death in the Mind of Someone Living.
Game design videos are so helpful and interesting ! A video on system mechanic in video game would be interesting :)
Look at the Gamemakers Toolkit yt channel
tension -> release
anticipation -> reward
anticipation can be brought by hints of rewards
it seems it's missing part of the equation
for example in dark souls, when you see place but can't go to it yet, as it's blocked by giant monster
so it's more of
anticipation -> challenge -> reward
as opposed to normal gameplay:
challenge (fight starts) -> anticipation of reward (if you win - you get rewarded) -> release (reward)
and the bigger the challenge, the greater the reward. Dark souls is genius at that, as it allows you to choose your fights and grow stronger, adjusting the difficulty of each fight, but in turn reward is not as great. I.e. getting sword of lightning (made up name) at the beginning of the game after challenging hard foe is much more rewarding compared to getting it when you're already strong to take on such enemies in groups.
Lovely stuff! Keep in mind tension release / rewards can come in many forms! For example a breathtaking view on top of a mountain after slogging your way through enemy encounters on the way up. Then from that point of tension release, players can plot their next route to objectives from the vantage point and the tension can start building again :)
Love about these game design videos! How about a video on guiding the player attention (like lights where you have to go in fpses for example) or about teaching the player without prompting him with instrctions from the UI?
I’m starting my development journey and your videos really help
I don't want this game design series to end. Consider making a video about game attractions - what exactly does players see in a game and gets hyped about it.
I'm loving this game design series of videos. I hope you guys keep adding more amazing content to it :D
You Brackeys are the main reason I finally decided to give game dev a go, and I’m so glad I did. Iv started to log my progress on my own channel. Thank you, Ben
Thank you Brackyes and team, because this kind of videos are really useful for indie devs trying to reach the sky while entertain people with our games.
Something interest to talk about it could be markets and game genders by platforms.
Xen in Black Mesa uses anticipation masterfully. You see the end building the moment you get in there. It's far away but it looks super important and menacing. You often gets shots of that place when you switch between settings. It instantly gives you a goal in Xen and it reminds you that you keep getting closer to whatever it is.
Your thumbnails were always good but now they're best
Haha pacing on my little jumping ball game. Yes! Also, great video as always! I really enjoy your content and it make me want to get better at programing and making games.
Me: Ohh a new Brackeys video!
My Ludum Dare game: don't you dare...
I gave up. My project was to complex for me and I wouldn't make it in time(it lacks one of the core elements)
iswydt
Don’t you Ludum Dare
I’d like try a game jam but I still haven’t finished a real game lol
Bought that amazing course, thanks for the coupon!
I really love the game design videos! Please keep them coming!!!
Thanks for your tutorials. I just released my game on playstore
I just got the Masterclass! I can't wait to start!
One strange pacing that I love is the middle.
The beginning of the journey in a movie when the characters are established, the first true goal is set and you enjoy the journey of exploration and seeing the characters interact.
In a game this is like going from level to level, new obstacles and enemy lineups. You enter a passive enjoyment where you're not focused on finishing what's happening but just enjoying the present and go with it. Like in Rayman 2 or Half Life. Going from room to room, seeing new areas, meeting new encounters and situations. You don't care about the story, the goal or the skill just playing on auto pilot and having fun. It's not until the end you snap out of it and realize the adventure you've gotten comfortable with at a constant steady but surprising pace is suddenly in high gear and you're in the climax.
I always feel like I wanted more, just enjoy more of the world and play through the discovery of areas and obstacles with foes changing it up.
I really like that you do some game design topics !
Loving the videos like these, please do a video on either boss music or multiplayer there needs to be more multiplayer on RUclips
I'am is 13 years old, and I am is the beginer to making game, sometimes i'am is bored to make games, but when i watch this channel, i dont know why
I am so happy and excited to make the game again.
That's called motivation!
Awesome! We lovooooooooe your videos about game design! Keep up the good work! 👍🤓🧡
Oh i love these game design stuffs please do more!
im impressed, this explanation is spot on!
Thanks Brackeys, it's always good to get these great ideas to implement in my future games and projects! Awesome!
Exactly! It's professional advice for free!
"Setup-Confrontation-Resolution" I'll remember that as a key!
Loving these desing videos, keep em coming :)
the content I subscribed for in this amazing channel, which is tutorials about how to create games in unity, is no more existed!!! rethink about that please
please continue making videos on game design and thanks for this one
I do have a particular topic in mind for you Brackeys, I've always been interested in the aspect of 'balancing' a game, what it is, how to approach it, good/bad ways to do it, etc, I would love to see you make a video about that topic. Cheers.
He made a video on that ruclips.net/video/bxp4G-oJATM/видео.html
nice more interestingly deep into the subject
As much as I enjoy these videos, you’re just scratching the surface and not going too deep. I know it's a very big subject to fit in a 10 min video, but at least give us some references to go to. Also something I almost never see, and would like some videos about, is how to structure (architect) the whole game. You have many videos on tiny things for games but nothing on putting them all together and that's not as easy as it sounds. Would love a series exploring these issues.
There are many hour long lectures on this subject they really help
Yeah, more videos on game design are always good! Adds some variety.
That was amazing! Keep doing game design videos!
On your gravity simulation video, it would be awesome to see an update talking about scaling. Making gravity is pretty easy, making planets that orbit the sun, players that orbit the planet and making all of that fit inside a work is quite different.
So far I've found it quite challenging actually. At this point I'm about to give up and just have the planets orbit on a wire. I wanted the ability to de orbit planets with weapons and stuff, but damn has it been hard
I really love this channel!
Hey Brackeys, could you perhaps make a video on equiping items to a specific button/input? What I mean is having a select number of items on an inventory and when you press a certain key or button that item is equiped to that button, be it a sword, a bow or any other item.
Many games in the legend of zelda series do this, and Ori and the Will of the Wisps did too, allowing for the player to asign certain weapons to the Z, X, C keys on keyboard or the B, Y, A buttons on an xbox controller.
I don't know how I would approach this, i havent seen any tutorials or any articles/design documents on it.
Thanks in advance and great video!
Assuming that you have an inventory system, you probably have some sort of item class. You can then make a new class for equipable items, which extends the item class. This class should have some sort of "use" function. You can either make each equiment slot a field for itself on the player class or make the slots an array. Then, in your update, you check if any of the relevant keys have been pressed, and if they have, you call the use function on that item.
Hope that helps
great content, man! thank you for that.
I would love a video about procedural worlds and the lack of personality VS hand crafted world and their limitations
hl series is the best example.
you cant forget the story and curiosity about g-man.
I like the more abstract advanced concepts. Can you do a video on massive project setup. Like if you start with the unity example game, where would you put in settings, menu, network layer, leaderboard.
best detail you provide thanks
I think you need to think about tutorials videos and mini project as well as this types of videos. By the way, you are great , great wishes from INDIA 🇮🇳. 🔥🔥
Hey Brackeys I love your videos man keep doing what your doing. Also man what happened to dev assets the website are guys working on it or done with it?
More about Game Design, please. ♥
On an unrelated topic, can you talk about some ways to "oomph up" the action in action games? By "oomph up", I mean making the player's fighting look more epic by using the right type and the right amount of effects.
I have a video idea i am building an 2d A* pathfinding system that updates the area to walk on every second, but it needs 0.6seconds each time(in wich the game pause for calculation) so i tried to put the most stuff in a new thread that runs in background but i am a bit confused about multiy threading maybe u can make a video about something like this
might be an idea just to take the plunge and buy a a* path finding asset from the asset store - for a few pounds it will save you a lot of headaches and the developer could help you with any problems. I have just done an a path finding (can't go diagonal) which recalculates and is very quick, not sure it would be much use but its fast, still I'd suggest getting a proper solution, there are many out there. I've had problems with multithreading not having the performance benefits I was hoping for. Good luck with it
@@djyork8634 thanks for the idea but i dont want to spent money so i try it on my own and everything worked exept of the performance so i wont like to buy something but thanks anyway
I would like to see a tutorial on Property Drawers. I don't like the default appearance of the variables but I don't know how to use property drawers to make it look more clean so it would be nice.
Brackeys please make vr tutorials your are the best game dev tutor in i
RUclips!
I'd like to see a brief study into what makes local multiplayer games tick. Whether that be from Brackeys or GMTK.
Specific topic hmmm.. maybe spawning randomized enemies having only few assets like: default enemy(no weapons), weapon1(sword), weapon2(axe), weapon3(spear).
Or something bigger like Shadow of Mordor/Shadow of War nemesis system for generating memorable enemies.
Or extension on animating with inverse kinematics in 3D. Having legs adjust to the slope/stairs, attack animations adjusting to position of the target player is aiming at. In another words using the same sword swing animation for attacking enemy right in front of you and the one 60 degrees above, but you sword actually swings at the enemy and not just cuts air in front of character model.
The fact that you show valve titles (half life and portal) makes me smile
I needed this
i knew u were going to make something related to half life, thank you and PLZ make more
More videos on Game Design!!!
Congrats for 1M
This video was great and it made me miss the old ExtraCredits.
Love your Videos
could you do a video on how to price your games?
Great video :)
I wonder how classic shooter games evolve in difficulty (especially williams defender from 1980). Is there a formular of how such more or less simple games are getting harder every level? Is there a book about this topic? I mean adding up enemies every level without a plan can easily result in uncontrollable quadratic raise of difficulty. I think there has to be an algorithm that takes the amount and the difficulty of the enemies and the learning curve of the player into account to create an addictive experience.
How to create water physics and a good boat control. Can you make a tutorial please? That would be awesome!
i wanna see more on game design pleeease
can you please do a tutorial on gun attachements?
Fantastic :)
Thank you for the discount on udemy C# course.
Don't forget a good interest spike at the beggining of the curve to set the hook!
Its looks really familiar, have you ever make videos like this?
*Brackeys* can you please make a video about multiplayer in _Unity_ ?
Also I want to understand what distinguishes the _good multiplayer_ game from the _bad one_?
thank you so much guys 😊
Will you ever show us how to make third person movement or how to put your game online or how to put game on server. Tanks
third person is easy. Take first person, and pull back the camera in the editor until you find the sweet spot for your game. The end.
He already has tutorials on online games
I'm not sure if you already have done this, but do you think you can make a video that goes over cut scenes and stuff like that?
For all of the people asking for more “how to make games” videos, think about it. He already made a video teaching almost everything there is. Once you know how to make a game, you need to worry about making the game fun; which is where his videos are going right now
Please make a video on npc and gameplay programming in unity3d c#
Do you have any tutorials about creating a 3d interactive viewer?
Please redo the Multiplayer FPS series!
Could you make a tutorial about how to create a random generated dungeon game such The Binding of Isaac. I would love to make a game like this but I dont know how.
Brackeys when will you be back?
I still have hope for your glorious comeback
I miss the static brackeys photo flying around
You should make a tutorial series
Wow before I saw an author I was 100% sure an author is gmtk. And maybe it's not an gmtk but it feel like gmtk. And you know what. love it :)
You never made a tutorial for 2D and 3D grappling. Please do it!!!
I want to learn about monetization and how to know which is the best platform for my game type, for example If I developed a puzzle game, should I launch it on Cell phones or PC
Very good
Sir i am making a game, i saw this forest template on unity which i wanna use which is 2.4 gb. So when i publish my game will it be that heavy? How does it work out ?
I am new to unity
How to make a moving platform
Plz help.
you could use the animation, or you could write a very simple script, or you could google.
@David Lad i personally do not like these types of people, who want everything to be spoonfed to them. it will only worsen their critical thinking skills, and increase their dependency on others
how would i make a Megaman style weapon/style switch? been trying to think of a method but can't think of much?
I can't afford online C# Classes. I'm 11. I watch Charger Games C# Lessons (which are free) then I intend to look at youtubers like you and BlackThornPod to learn after learning code.
1:14 Brackeys you forgot to modify the animation curve for the word "Tension."
Really cool videos. Something different from the usual brackeys content and still super good! I want to know your opinion. What so you believe new game devs must do? Small or big games? I'm currently working on this in my channel but I want to know your opinion too. See you!
hello can you make a tuturial about making a 3D Car Phisic Please?? Thanks
Dear Brackeys , your RPG tutorial is not working in newer versions , could you update some parts of it , like interactable video
Thanks Cap.
Plz make a video on how to make an online leaderboard
Hey brackeys i dont know which option to pick when I downloaded visual studio and it says whether to pick c++ or unity and I'm following your guides so I'm not sure which to pick
Can you pls make a video of how to make 2d ragdoll?
with stand and walk.
i might be asking a stupid question but is needed, you are using the paid version right? which one is it? of course you a god in this