A university with an acceptance rate of 5%, and a tuition fee of 14k a year. Yet I am able to view a seminar on how to make a game addictive. THANK YOU RUclips!!!
35:50 profound words there "If you stay in my game long enough you'll think you are getting better and better and better but what you'll actually do is getting older"
Anybody who actually got nothing from this lecture probably was typecasting him from the very start and stopped watching 10 minutes in. Im 30 minutes in and already I see a lot of valuable information about overarching conceptual design, innate human desires, and marketing strategies. Dont listen to these people, this lecture is worth watching.
Many people here are terrible listeners, and have the attention span of a fruit fly. I found him very interesting, and I liked his anecdotes about some of the old-school game shops. A little history never hurt anyone. I would seek him out for more talks. With age comes wisdom.
This is a first-class lecture. There is a lot here about what it takes to make an engaging ('addictive") game. Chuck has the wisdom of a man with a long career in the industry, and he lets you in on some of the experiences he has had at some of the top companies in gaming past. If you have an attention span at all, it is thoroughly enjoyable to sit back and listen to what he has to offer. His discussion about Bullfrog and their design process (which was very effective), and about Flow and how that actually translated into game design, were highlights of the talk. The critiques here are kind of awful. When did we get so impatient?
I agree. You have to look beyond the style of his presentation. Many people are very impatient with older people and their style of lecture. Not everything is a TED Talk. He has some very useful insights about game design, particularly about how Bullfrog went about their process, and how EA just couldn't get their head around that. The discussion of FLOW is incredibly pertinent. I have read and seen other talks that refer to this, but this is precisely what makes games "addictive". He's a pretty brilliant guy. This is my first time seeing him speak.
I noticed this seniority trick with War Thunder, a milsim game. You bring a certain amount of tanks into battle, but the more you grind the more you can bring in (by unlocking and purchasing). This lets you make more mistakes but also get more engagements and chances of enemy kills. I wasn't actually getting 10 times better because my kd was 10 to 1, I was still the same but I had more opportunities to increase it. And War Thunder does this multiple times, with every tier, so I may be a senior at tier 4 but at tier 5 I'm only just starting out. I wasted 3000 hours on that game...
Guys I have a question for you. Say there was a chrome extension which 'attempt' to fetch and display the summary of long RUclips videos at first hand. Handy?
got 14.5 minutes in and gave up because it just seems like him trying to tell people how great he is. Half tempted to see where he actually starts talking game design but have other things to do with my life.
Well, as i see it: 30-33 minutes - basic human needs, covered by games; 42-46 minutes, requirements and conditions for "flow" state; 53-72 minutes, explanation about simple-hot-deep concept.
@@gastroacid1971 I wanted to know how to design an addictive game, and that's what I learned. Thanks to this video, I made a game so addictive that when I play tested it for the first time I was unable to stop playing and have been trapped playing it for the last THREE YEARS since I made that comment. Thanks to your reply, I have finally remembered the reason why I made the game. I will now release my creation into the world complete with little pop up adds that you accidentally click on while trying to play. Muahahahaha~ Happy Thanksgiving.
This is just awful. I'm sure what he's trying to tell us is on point but his method of delivering it is just terrible. He's all over the place when trying to describe something simple. It's like he was given a lesson that was literally 5 minutes of content and told to make it last an hour and a half.
Ehm.. it's just me or.. :D he NEVER start talking about the topic? 80 infinite minutes about what happened in grandpa's life? Really? An infinite bunch of grandpa's tales, glued together with some low-quality images of old games? :D
A university with an acceptance rate of 5%, and a tuition fee of 14k a year. Yet I am able to view a seminar on how to make a game addictive. THANK YOU RUclips!!!
Don't thank you tube, thank Stanford
@@NicholasDunbarExactly
18:44 is when it starts
No it never started.
35:50 profound words there
"If you stay in my game long enough you'll think you are getting better and better and better but what you'll actually do is getting older"
Anybody who actually got nothing from this lecture probably was typecasting him from the very start and stopped watching 10 minutes in. Im 30 minutes in and already I see a lot of valuable information about overarching conceptual design, innate human desires, and marketing strategies. Dont listen to these people, this lecture is worth watching.
Many people here are terrible listeners, and have the attention span of a fruit fly. I found him very interesting, and I liked his anecdotes about some of the old-school game shops. A little history never hurt anyone. I would seek him out for more talks. With age comes wisdom.
This is a first-class lecture. There is a lot here about what it takes to make an engaging ('addictive") game. Chuck has the wisdom of a man with a long career in the industry, and he lets you in on some of the experiences he has had at some of the top companies in gaming past. If you have an attention span at all, it is thoroughly enjoyable to sit back and listen to what he has to offer. His discussion about Bullfrog and their design process (which was very effective), and about Flow and how that actually translated into game design, were highlights of the talk. The critiques here are kind of awful. When did we get so impatient?
This is actually absolutely phenomenal. Thank you Chuck. It is one of my all time favorite lectures
I agree. You have to look beyond the style of his presentation. Many people are very impatient with older people and their style of lecture. Not everything is a TED Talk. He has some very useful insights about game design, particularly about how Bullfrog went about their process, and how EA just couldn't get their head around that. The discussion of FLOW is incredibly pertinent. I have read and seen other talks that refer to this, but this is precisely what makes games "addictive". He's a pretty brilliant guy. This is my first time seeing him speak.
great lecture, thank you
I noticed this seniority trick with War Thunder, a milsim game. You bring a certain amount of tanks into battle, but the more you grind the more you can bring in (by unlocking and purchasing). This lets you make more mistakes but also get more engagements and chances of enemy kills. I wasn't actually getting 10 times better because my kd was 10 to 1, I was still the same but I had more opportunities to increase it. And War Thunder does this multiple times, with every tier, so I may be a senior at tier 4 but at tier 5 I'm only just starting out. I wasted 3000 hours on that game...
Thank you for sharing this excellent lecture.
About Dungeon Keeper 2: "so that was probably a good game" - you're damn right it was :)
He's talking about Dungeon Keeper, which was a great game, I look down and see the likes at "666" - hilarious 😂 Great lecture!
Guys I have a question for you.
Say there was a chrome extension which 'attempt' to fetch and display the summary of long RUclips videos at first hand.
Handy?
Not necessary. Read the description below the videos.
I researched when you said it. I downloaded. :)
4:42 Finally someone noticed this. This was bothering me for a while.
30:40 Bothers me how physiological isn’t capitalized…
Now we need a course of how to not get addicted to addictive games
The only way to win is not to play
Thank you!
Is this Stanford?
The video finished.. when will he start talking about the topic?
got 14.5 minutes in and gave up because it just seems like him trying to tell people how great he is. Half tempted to see where he actually starts talking game design but have other things to do with my life.
Well, as i see it:
30-33 minutes - basic human needs, covered by games;
42-46 minutes, requirements and conditions for "flow" state;
53-72 minutes, explanation about simple-hot-deep concept.
41:26 Flow
Is he explaining common sense for artists?
Would not like to take his class
Life hack: Settings> Playback speed> 2> Watch a different video.
I watched a
I wanted to know how to design an addictive game.
Same can you provide me books 📚
Glad you didn't get it or quit watching early on, the fewer addictive games out there the better
@@gastroacid1971 I wanted to know how to design an addictive game, and that's what I learned. Thanks to this video, I made a game so addictive that when I play tested it for the first time I was unable to stop playing and have been trapped playing it for the last THREE YEARS since I made that comment. Thanks to your reply, I have finally remembered the reason why I made the game. I will now release my creation into the world complete with little pop up adds that you accidentally click on while trying to play. Muahahahaha~
Happy Thanksgiving.
This is just awful. I'm sure what he's trying to tell us is on point but his method of delivering it is just terrible. He's all over the place when trying to describe something simple. It's like he was given a lesson that was literally 5 minutes of content and told to make it last an hour and a half.
Ehm.. it's just me or.. :D he NEVER start talking about the topic? 80 infinite minutes about what happened in grandpa's life? Really? An infinite bunch of grandpa's tales, glued together with some low-quality images of old games? :D
"all bullfrog games were multiplayer" what ??? are you on drugs ?