That's a hidden gem if I've ever seen one. Big shame on youtube algorithms that this channel didn't take off. Would love to see channel's come back though. In any case, huge thanks for your hard work, I definitely will be back to rewatch your stuff!
My absolute biggest gripe with games, and it's an almost universal problem, is a lack of consistency. Games will set something up as a possibility, but then waffle about exactly when it's possible. My favorite example, at the moment, is Elite: Dangerous. When you fly into a star system, you have a scanner on your ship that you can use to find every planet, determine the mineral content of each planet, and detect if life is present on each planet. All this is done from the center of the system, millions of whatever units you feel like using from the planets. When you fly to a planet you have another sensor you can use to scan the surface in more detail. This will show you a rough map of where life is likely to be found. But when you fly down to the surface, your ship suddenly has no way of pinpointing where life is. You have to land, get out, and stumble around looking for it. You do have a handheld device that sends out a ping that will highlight any biology it contacts. Somehow, that device couldn't be fitted to the ship. It also couldn't be a HUD that mimics the behavior of the scanners on the ship. The devs took the feeling of being an explorer and turned it into a silly whack-a-mole mini-game where you are just running around a planet, spamming the ping button in hopes of finding a patch of bacteria. Frontier's entire philosophy with E:D is that everything has to be a mini-game. It makes it impossible to engage in serious role-play or to otherwise enjoy the game. There's too much thematic disconnect in the styles of play. One minute you're neck deep in the moment, tweaking settings on the scanner to document each planet. The next minute, you're playing some mobile-quality treasure hunt game. Mechanics have to make sense.
I've been looking for a podcast like this that focuses on the core principals and lessons learned from industry professionals in both their studio and indie experiences. Thank you for putting this together!
I've recently found out that I need a central story to enjoy the game. The games without one, like Kenshi, I call them "entertain yourself" games. I don't like playing them. But I also don't like stories that are too linear. Sometimes the main quest is structured in such a way that leaving main road to explore is completely kicking me out of immersion. "Your daughter/son/whoever is missing!" "Sure, just let me first spend a whole in-game month playing minigames, finishing every side quest in the area and collecting money to buy the best sword i can"
Wow! Oh, I heard the opening and even with the blank screen I was like “I know this game. I love this game.” I clicked on this video not knowing if the person who made it would have credentials and it turns out the video is overflowing with credentials. I really got lucky on this one. This was so interesting.
Such a fascinating video! Thank you for gathering such incredible minds and putting together this collection. So very interesting as a budding indie dev.
Rand and Robyn, you at Cyan say worlds are the power of games, and I've got to say you at Cyan are genuine masters of that particular power. Your worlds have for a long time amazed and inspired me. Kudos. Also got to say, glad whoever edited this set of interviews, you should have a more popular channel than this because it is all masterfully edited. Loved the inclusion of the clips from Outer Wilds too as that was such a beautiful, impactful indie game very much hits that feeling of venturing into a mystery and the unknown and learning about what's going on as you explore. That feeling of exploration and discovery, is a thing that ties together many of my favorite games IMO.
*Feel is literally Everything, especially for single player games. Killer Is Dead, Lightning Returns, Hitman Absolution, Control, Mafia 3....all games that aren't considered the best but I loved them because they capture a certain Vibe and Feel perfectly* 👌
Awesome video. Thanks for the awesome content! I also made a game design video on breaking down complex shots in easy to follow steps. Hopefully it's as useful as this video!
These "principals" are too vague to be useful for anybody. Real game design principals are thing like form-fits-function, IDID mechanical design, minimum difference, etc.
The “principles” aren’t really explored or explained, their personal experiences aren’t really relevant, the overall rhythm is sluggish. Even the length of the chapter transitions is annoying.
That's a hidden gem if I've ever seen one. Big shame on youtube algorithms that this channel didn't take off. Would love to see channel's come back though. In any case, huge thanks for your hard work, I definitely will be back to rewatch your stuff!
you cant take off with 6 videos, that's not how algorithm works.. algorithm does not know whats in the video
Looks like they only ever made 6 videos before calling it quits. Not really the YT algorithm's fault.
@@MonkeyBall2453that’s 6 more videos than you have. So maybe if you have nothing nice to say, shut it.
@@ninja_tony I’ll say whatever I want.
@@MonkeyBall2453 Not to mention the not so good sound quality.
My absolute biggest gripe with games, and it's an almost universal problem, is a lack of consistency. Games will set something up as a possibility, but then waffle about exactly when it's possible. My favorite example, at the moment, is Elite: Dangerous. When you fly into a star system, you have a scanner on your ship that you can use to find every planet, determine the mineral content of each planet, and detect if life is present on each planet. All this is done from the center of the system, millions of whatever units you feel like using from the planets. When you fly to a planet you have another sensor you can use to scan the surface in more detail. This will show you a rough map of where life is likely to be found. But when you fly down to the surface, your ship suddenly has no way of pinpointing where life is. You have to land, get out, and stumble around looking for it. You do have a handheld device that sends out a ping that will highlight any biology it contacts. Somehow, that device couldn't be fitted to the ship. It also couldn't be a HUD that mimics the behavior of the scanners on the ship. The devs took the feeling of being an explorer and turned it into a silly whack-a-mole mini-game where you are just running around a planet, spamming the ping button in hopes of finding a patch of bacteria. Frontier's entire philosophy with E:D is that everything has to be a mini-game. It makes it impossible to engage in serious role-play or to otherwise enjoy the game. There's too much thematic disconnect in the styles of play. One minute you're neck deep in the moment, tweaking settings on the scanner to document each planet. The next minute, you're playing some mobile-quality treasure hunt game. Mechanics have to make sense.
One of the best RUclips recommendation I got in months. Many thanks for this well polished video/interview/essay
Your comment really made my day! So glad you discovered this video. Thanks so much for watching.
- Stephen
this was a pretty great video. I zoned out at the end and was left thinking when the video ended. And that's a powerful feeling. Greatly put together
Wow, thanks so much. That's the feeling I want to have after a video, so it means a lot!
- Stephen
I've been looking for a podcast like this that focuses on the core principals and lessons learned from industry professionals in both their studio and indie experiences. Thank you for putting this together!
As someone who is looking at getting into video game development, this was such a phenomenal watch. Thanks for taking the time to make it!
I've recently found out that I need a central story to enjoy the game.
The games without one, like Kenshi, I call them "entertain yourself" games. I don't like playing them.
But I also don't like stories that are too linear. Sometimes the main quest is structured in such a way that leaving main road to explore is completely kicking me out of immersion.
"Your daughter/son/whoever is missing!"
"Sure, just let me first spend a whole in-game month playing minigames, finishing every side quest in the area and collecting money to buy the best sword i can"
If you haven't tried it, I think you'd really enjoy Westerado.
I like this as well. But since I'm not even sure how to organize my stories in the linear way, I'll leave it to later projects I'll make inshallah -_-
Wow! Oh, I heard the opening and even with the blank screen I was like “I know this game. I love this game.” I clicked on this video not knowing if the person who made it would have credentials and it turns out the video is overflowing with credentials. I really got lucky on this one. This was so interesting.
As I wrap up my first successful Kickstarter campaign for the latest game I made, I WISH I saw this video before - such good insights!!!
Such a chill video but so much practical advice when it actually comes to making games. Hope there will be more content to come :3
Such a fascinating video! Thank you for gathering such incredible minds and putting together this collection. So very interesting as a budding indie dev.
Thanks for watching-- I'm so glad that you got something worthwhile out of the video! Best of luck with your own design work. - Stephen
Amazing video! Thanks for gathering up so many different things and wrapping into a simple and easy to follow movie :)
Rand and Robyn, you at Cyan say worlds are the power of games, and I've got to say you at Cyan are genuine masters of that particular power. Your worlds have for a long time amazed and inspired me. Kudos. Also got to say, glad whoever edited this set of interviews, you should have a more popular channel than this because it is all masterfully edited. Loved the inclusion of the clips from Outer Wilds too as that was such a beautiful, impactful indie game very much hits that feeling of venturing into a mystery and the unknown and learning about what's going on as you explore. That feeling of exploration and discovery, is a thing that ties together many of my favorite games IMO.
Thanks so much for the thoughtful comment! It's very satisfying to know that these creators and principles resonate with other people too. - Stephen
A game's sound effects and music stay with me the longest out of any other component.
This is one of the best videos I have ever watched. Why is this so underrated? It should have a million views!
That is incredibly kind of you to say!
- Stephen
What a great video! Thanks for the free resource.
Myst and Riven! That's a blast from the past!
Nostalgic memories of watching my father play them.
Thanks for the great insightful video!
sick first vid, love hearing from these people
Thank you! It really was a pleasure to talk with them
- Stephen
This video is such a good find, I'm glad I found it today!
Absofuckingly great ! This channel is amazing ! Good work !
A lot of great advice here, and a very well-made video!
Hey, thank you! It was a real treat to talk with so many smart devs.
- Stephen
INNER MILDS MENTIONED. Awesome video. I should have probably watched your videos BEFORE making the game studio come to think of it...
Very nice Video, thank you very much
Awesome video
I played Myst on PC when I was 12 . I loved it
thanks that was quite interesting
that was so awesome!
Ty❤
great video!
Thank you! Glad you enjoyed it - Bryan
Love to see brikwars getting some attention. It's my favorite wargame!!
What, really?? I almost never meet anyone who knows about Brikwars! I had so many questions for Mike. :D
- Stephen
I enrolled my child in Moonpreneur, which offers a game design course. Was it a wise decision?
I made a game listening to this called pixel arcade it's just fun
popped into my feed, today. hai
This is my Bible
Awesome video
Thank you, kind sir! - Bryan
*Feel is literally Everything, especially for single player games. Killer Is Dead, Lightning Returns, Hitman Absolution, Control, Mafia 3....all games that aren't considered the best but I loved them because they capture a certain Vibe and Feel perfectly* 👌
Awesome video. Thanks for the awesome content! I also made a game design video on breaking down complex shots in easy to follow steps. Hopefully it's as useful as this video!
16:00
Very attractive
This video bored me to death. I couldn't make it thru
Such a boring and misleading video.
These "principals" are too vague to be useful for anybody. Real game design principals are thing like form-fits-function, IDID mechanical design, minimum difference, etc.
That's an interesting point. Maybe "principles" is the wrong word, although I'm still not sure what we would have named the video otherwise!
- Stephen
Loved your vid :)@@FieldOfViewGameDesign
I think this video has to be rewatched again and and again and again, for a person to sink in that many tips and dvelve upon it.
This doesn't help me at all
@@smokelingers And?
@@smokelingers Ok, thank you then
The “principles” aren’t really explored or explained, their personal experiences aren’t really relevant, the overall rhythm is sluggish. Even the length of the chapter transitions is annoying.
obduction was god awful
super cool video @mediaartssbcc