Wow, overall great video! To be honest, I have much to say and discuss but I don't recall any of it because of the length of the video. I feel a video of this length (and on such content that has so much depth) would better be suited as a series. I loved how you compared the history of video games and game design to that of cinematography. Us as developers and designers should use the past in related fields to better understand our current time and future. Once again, amazing video!
Thanks for the kind words! I actually agree with you on breaking the video down. Initially i wanted to do histories of specific genres, but the time commitment to do those seemed too daunting. With this video I just wanted to give people a general sweeping survey of things and cover as much as I could, because I don't know how much longer I will be making youtube videos. Perhaps I condensed things a little too much though haha! Thanks again!
@@thegameoveranalyser4835 Oh no, how come you might stop? Your videos are top notch. I do agree with Jerome that this one could have been broken down a bit.
Thanks for saying that Olin! Hopefully I can continue, its just I want to cover certain topics in case i do stop. The support of people like you does mean a lot though!
@@thegameoveranalyser4835 I understand the sheer amount of work required to pump out these videos. And your videos are top notch--so I appreciate you and your content. So hopefully that's not burning you out. How do you research and go about pre-production/production? Is it completely solo?
Thanks again Jerome. My process of production is unconventional I'd say. I start with trying to notice strange connections between disparate things , and then seeing where the idea takes me. For example, this video was a mix of the psychology of creativity, the history of games and Raph kosters talk. I work as a researcher by day, so my process there is to bookmark and categorize every source i find interesting so i can come back to it easily later. I'm alone for now, but i'd love to have a community large enough to brainstorm with in the future!
@@thegameoveranalyser4835 it was ^^ I think it's one of the best and well researched videos I've seen in a while, it's a compilation of good things, great job and thanks you for this video, it must have taken a lot of time
I spend a lot of my time designing games. I've also played many games in my life. Journey is my favourite hands down, and as many great games I have played, nothing has come close to it yet. It was both very fitting and reassuring that this video went out to its soundtrack. For those of you who have not played Journey, I personally feel every human being should experience the game at some point in their lives. It is an experience worth having.
"Instead of thinking about sheer size for open-world design, perhaps we should be thinking of the breadth of activities we can craft, but actually fulfill the need, a player has."
While seeing this is a 33 minute video, it was really well-made. No pacing issues or anything like that, so I could easily watch it to the end with no attention span problems (usual thing for such long vids xD)
Youll like the games made by Charlie Cleveland of "Unknown Worlds Entertainment". With Natural Selection he combined RTS with FPS, and SubNautica he made exploration, terror(not horror) and adventure come together. He done a few GDC talks too.
Absolutely incredible video, and also an exhilarating change of point of view, focusing on emotions instead of mechanics. I'm so looking forward for more people to grasp on these ideas. Regarding the video itself, maybe you could consider doing shorter and more focused videos, to make them more palatable to more general public? I personally prefer this style, but you have something huge here, and everyone would win with more exposition.
Thank you for the kind words Undi! I appreciate the feedback and completely understand what you are saying. My videos are fairly niche in their content, and the range of things I cover might deter more casual viewers. I'm trying to find a balance between maintaining academic integrity and being entertaining and watchable, but i'm still figuring things out to be honest. Shorter more focused videos seems like a good place to start!
Honestly i feel some gamers give devs a hard time from learning and taking notes from other games however if it benefits the vision or aesthetic that is being aimed for then there should be no harm, it also means learning from the mistakes and improving on the success of other titles and it could benefit the way we make games later down the line
Games are interactive experiences, you can try and broaden how gamers contextualize their experiences (thus broadening the typology of "genres") but Players/gamers are always going to come up with "short hand" labels that refer to "what you do" thus=mechanics/actions. An FPS with themes of loss and relationships, or one that deals with power fantasies and science fiction techno; are still going to be FPS experiences. - Unless your goal is to craft games not for players, but for critics and other creators. In my opinion; this is what happened to art (which is why modern art is considered to be pretensions crap), "art" used to be a product commissioned by a benefactor, then over time it became art for arts sake, and sold buyers on the ego of it all... This is why people who didn't give a shit about the stagnant decaying art scene, just ignored it and started being creative for the fun of it: hence graffiti. - But I'm loving the depth of thought and references I'm seeing in your videos... definitely worth my subscription!
If a video game is first person, it's an "Adventure" genre of game.. if it has stealth elements like Thief, it's _"Adventure Stealth"_ If it's point-and-click like Septerra Core or Diablo, it's _"Roleplay"_ Turn based happens in both strategic (Imp2) & tactical (Odium-Gorky17) games, so that won't be a class. Any game whether TBS or RTS (like Cossacks) will be _"Leadership"_ genre of games, since you manage a team or a large group / nation etc. Adventure genre develops *Individualism* and all it's traits, Roleplay enhances *Exploration* and puzzle-solving skills, and limited team-building learning.. Leadership games improve multiple talents from resource handling, military planning (defense / liberation), foresight, intuition, guidance and effectively taking charge of destiny for a land / people, and taking initiative when needed (the kind of skills necessary for future leaders, in any field of their future choice) _Other game genres, if essential, will be made known later.._
This may be late to comment but how I now view Rpg's are through the lense of whether they are a CSRPG (Character-Specific) or CGRPG (Character Generated) which seems to entail design philosophies succinctly, conversely to the non-meaning which I found ascribed within a nationalistic-geographic perspective on genre definition.
20:36 I actually find current genres conventions much more useful than what you're proposing. For example, you would put Gone Home, Dear Esther, SOMA, Firewatch, Stanley Parable into different genres, but I for me, knowing that those games all fall into walking simulator genre is very useful, because I don't like that genre and despite different themes I didn't enjoy any of those games. Current genres are not perfect, but at least for me, they are much more useful than what you're proposing.
Fully agree! Video Games are first and foremost an interactive medium. Trying to shoehorn them into established narrative genres is the task of those who view themselves as writers or directors (that's just how they view the world). What's more applicable to video games; Naratology or Ludology? It's as simple as that... - I agree that there's much to be learned from and leaned on with regards to older mediums, but those who fail to see the differences between mediums are doomed to stagnate/become obsolete... imagine being an old school radio actor and then trying to transition into film. Sure, I absolutely love old radio shows but they are what they are, they're not 3D IMAX experiences.
I really enjoyed your video; it's well done (I'm going to have to rewatch it several times; to try and absorbe everything), thanks for sharing. I also wanted to add: Koster is a postmodern progressive feminist twat... his book had some ok stuff in, but most of it was crap, this is the current problem with academia; it's been overrun with people who all fall on the same ideological side, with no room for counter arguments or opposing viewpoints.
Such an underated video. Why didn't youtube recommend me this sooner
You did a a great job blending history, design tips, and entertainment into one video.
You deserve more views. Good job.
Thanks Scooby!
One of the best summaries to game design approaches I've seen. ...Actually, the only one. Excellent!
Wow, overall great video! To be honest, I have much to say and discuss but I don't recall any of it because of the length of the video. I feel a video of this length (and on such content that has so much depth) would better be suited as a series. I loved how you compared the history of video games and game design to that of cinematography. Us as developers and designers should use the past in related fields to better understand our current time and future. Once again, amazing video!
Thanks for the kind words! I actually agree with you on breaking the video down. Initially i wanted to do histories of specific genres, but the time commitment to do those seemed too daunting. With this video I just wanted to give people a general sweeping survey of things and cover as much as I could, because I don't know how much longer I will be making youtube videos. Perhaps I condensed things a little too much though haha!
Thanks again!
@@thegameoveranalyser4835 Oh no, how come you might stop? Your videos are top notch. I do agree with Jerome that this one could have been broken down a bit.
Thanks for saying that Olin! Hopefully I can continue, its just I want to cover certain topics in case i do stop. The support of people like you does mean a lot though!
@@thegameoveranalyser4835 I understand the sheer amount of work required to pump out these videos. And your videos are top notch--so I appreciate you and your content. So hopefully that's not burning you out. How do you research and go about pre-production/production? Is it completely solo?
Thanks again Jerome. My process of production is unconventional I'd say. I start with trying to notice strange connections between disparate things , and then seeing where the idea takes me. For example, this video was a mix of the psychology of creativity, the history of games and Raph kosters talk. I work as a researcher by day, so my process there is to bookmark and categorize every source i find interesting so i can come back to it easily later. I'm alone for now, but i'd love to have a community large enough to brainstorm with in the future!
I genuinely really enjoyed and learned a lot from this video! I hope you grow in the future!
Thanks Scawt! I appreciate the kind words.
Your videos are great! Keep improving and doing what your doing! You deserve more attention!
Thanks Elijah! That means a lot to me that you would say that!
That was absolutely insane tbh
Thanks Narice!.... I'll take that as a compliment!
@@thegameoveranalyser4835 it was ^^
I think it's one of the best and well researched videos I've seen in a while, it's a compilation of good things, great job and thanks you for this video, it must have taken a lot of time
This video is a hidden gem on TH-cam. Thank you :)
Awesome video, there was a lot of vocabulary that went over my head but overall, your exploration and delivery on the topic was brilliant! Thanks
I spend a lot of my time designing games. I've also played many games in my life. Journey is my favourite hands down, and as many great games I have played, nothing has come close to it yet. It was both very fitting and reassuring that this video went out to its soundtrack.
For those of you who have not played Journey, I personally feel every human being should experience the game at some point in their lives. It is an experience worth having.
Beautiful presentation 🎉
Thanks so much for creathing this and plase create more and more and more! Wish you luck in life and in your creative endevors.
That was a great video! This will definitely help me in my video game studies class.
Great video. Love the content!
12:00 were CYOA books from befofe colossal cave adventure?
"Instead of thinking about sheer size for open-world design, perhaps we should be thinking of the breadth of activities we can craft, but actually fulfill the need, a player has."
While seeing this is a 33 minute video, it was really well-made.
No pacing issues or anything like that, so I could easily watch it to the end with no attention span problems (usual thing for such long vids xD)
Haha thanks Yellow Architect! Glad I could keep your attention :)
Great video, very inspiring ! Thank you for sharing such a well thought-out content
Great video
Youll like the games made by Charlie Cleveland of "Unknown Worlds Entertainment". With Natural Selection he combined RTS with FPS, and SubNautica he made exploration, terror(not horror) and adventure come together.
He done a few GDC talks too.
Thanks for the suggestion Gisp, those are some great examples.!
Absolutely incredible video, and also an exhilarating change of point of view, focusing on emotions instead of mechanics. I'm so looking forward for more people to grasp on these ideas. Regarding the video itself, maybe you could consider doing shorter and more focused videos, to make them more palatable to more general public? I personally prefer this style, but you have something huge here, and everyone would win with more exposition.
Thank you for the kind words Undi! I appreciate the feedback and completely understand what you are saying. My videos are fairly niche in their content, and the range of things I cover might deter more casual viewers. I'm trying to find a balance between maintaining academic integrity and being entertaining and watchable, but i'm still figuring things out to be honest. Shorter more focused videos seems like a good place to start!
Very good!
Honestly i feel some gamers give devs a hard time from learning and taking notes from other games however if it benefits the vision or aesthetic that is being aimed for then there should be no harm, it also means learning from the mistakes and improving on the success of other titles and it could benefit the way we make games later down the line
Holy shit, when I finished the first part I knew I was gonna watch the whole thing.
24:58 SMITE framework
1990s: hard to make a game. 2022: easy to make a game! Now the market is flooded with games and it's hard to think of anything new.
❤❤❤❤❤❤
Games are interactive experiences, you can try and broaden how gamers contextualize their experiences (thus broadening the typology of "genres") but Players/gamers are always going to come up with "short hand" labels that refer to "what you do" thus=mechanics/actions. An FPS with themes of loss and relationships, or one that deals with power fantasies and science fiction techno; are still going to be FPS experiences.
-
Unless your goal is to craft games not for players, but for critics and other creators.
In my opinion; this is what happened to art (which is why modern art is considered to be pretensions crap), "art" used to be a product commissioned by a benefactor, then over time it became art for arts sake, and sold buyers on the ego of it all...
This is why people who didn't give a shit about the stagnant decaying art scene, just ignored it and started being creative for the fun of it: hence graffiti.
-
But I'm loving the depth of thought and references I'm seeing in your videos... definitely worth my subscription!
If a video game is first person, it's an "Adventure" genre of game.. if it has stealth elements like Thief, it's _"Adventure Stealth"_
If it's point-and-click like Septerra Core or Diablo, it's _"Roleplay"_
Turn based happens in both strategic (Imp2) & tactical (Odium-Gorky17) games, so that won't be a class. Any game whether TBS or RTS (like Cossacks) will be _"Leadership"_ genre of games, since you manage a team or a large group / nation etc.
Adventure genre develops *Individualism* and all it's traits, Roleplay enhances *Exploration* and puzzle-solving skills, and limited team-building learning..
Leadership games improve multiple talents from resource handling, military planning (defense / liberation), foresight, intuition, guidance and effectively taking charge of destiny for a land / people, and taking initiative when needed (the kind of skills necessary for future leaders, in any field of their future choice)
_Other game genres, if essential, will be made known later.._
This may be late to comment but how I now view Rpg's are through the lense of whether they are a CSRPG (Character-Specific) or CGRPG (Character Generated) which seems to entail design philosophies succinctly, conversely to the non-meaning which I found ascribed within a nationalistic-geographic perspective on genre definition.
I don't see point of this distinction.
R.I.P Dreams
20:36 I actually find current genres conventions much more useful than what you're proposing. For example, you would put Gone Home, Dear Esther, SOMA, Firewatch, Stanley Parable into different genres, but I for me, knowing that those games all fall into walking simulator genre is very useful, because I don't like that genre and despite different themes I didn't enjoy any of those games.
Current genres are not perfect, but at least for me, they are much more useful than what you're proposing.
Fully agree! Video Games are first and foremost an interactive medium. Trying to shoehorn them into established narrative genres is the task of those who view themselves as writers or directors (that's just how they view the world). What's more applicable to video games; Naratology or Ludology? It's as simple as that...
-
I agree that there's much to be learned from and leaned on with regards to older mediums, but those who fail to see the differences between mediums are doomed to stagnate/become obsolete... imagine being an old school radio actor and then trying to transition into film. Sure, I absolutely love old radio shows but they are what they are, they're not 3D IMAX experiences.
I really enjoyed your video; it's well done (I'm going to have to rewatch it several times; to try and absorbe everything), thanks for sharing.
I also wanted to add: Koster is a postmodern progressive feminist twat... his book had some ok stuff in, but most of it was crap, this is the current problem with academia; it's been overrun with people who all fall on the same ideological side, with no room for counter arguments or opposing viewpoints.
You should get better at organizing your ideas
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