Ten Principles for Good Level Design

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

ความคิดเห็น • 303

  • @jaimemagnum
    @jaimemagnum 4 ปีที่แล้ว +956

    04:23 1- Good level design is fun to navigate.
    06:47 2- Good level design does not rely on words.
    10:46 3- Good level design tells what to do but never how to do it.
    13:35 4- Good level design constantly teaches.
    16:06 5- Good level design is surprising.
    21:07 6- Good level design empowers the player.
    25:16 7- Good level design is easy, medium, and hard.
    28:13 8- Good level design is efficient.
    32:55 9- Good level design creates emotion.
    37:26 10- Good level design is driven by mechanics.
    41:50 Recap

    • @not_herobrine3752
      @not_herobrine3752 4 ปีที่แล้ว +23

      Thanks, dont have time to watch this vid rn

    • @curranh.8328
      @curranh.8328 4 ปีที่แล้ว +6

      @@not_herobrine3752 You spelled design wrong from #5-#10 but thank you :)

    • @not_herobrine3752
      @not_herobrine3752 4 ปีที่แล้ว +2

      @@curranh.8328 welcome

    • @curranh.8328
      @curranh.8328 4 ปีที่แล้ว +4

      @@not_herobrine3752 oh god I tagged the wrong person my bad 😂😂

    • @not_herobrine3752
      @not_herobrine3752 4 ปีที่แล้ว +6

      @@curranh.8328 You are welcome anyways ;)

  • @seangdovic4967
    @seangdovic4967 6 ปีที่แล้ว +743

    41:50 Recap
    For any level designers who come back to refresh their minds but don’t want to watch the entire thing again.

    • @southoceann
      @southoceann 6 ปีที่แล้ว +5

      Thanks!! That helps a lot!

    • @drgore1797
      @drgore1797 5 ปีที่แล้ว +15

      Not all heros wear capes.

    • @greggeverman5578
      @greggeverman5578 5 ปีที่แล้ว +1

      You’re My new best friend!

    • @whatthefuckesque0
      @whatthefuckesque0 4 ปีที่แล้ว +1

      @@greggeverman5578 That is very sad.

    • @fabianoperes2155
      @fabianoperes2155 4 ปีที่แล้ว +5

      Thanks bro. This guy walking from side to side is really annoying me.

  • @letMeSayThatInIrish
    @letMeSayThatInIrish 5 ปีที่แล้ว +415

    "If the player does something you didn't expect, you should not chastise him, you should design it into the game." -- Dan Taylor

    • @ihonest5355
      @ihonest5355 5 ปีที่แล้ว +1

      Well said bro

    • @Keyecomposer
      @Keyecomposer 4 ปีที่แล้ว +18

      Wish Rockstar games followed that rule.

    • @K3vyB
      @K3vyB 8 หลายเดือนก่อน

      >implements in-game gold store to counter RMT
      (:

  • @frozenfenix0
    @frozenfenix0 4 ปีที่แล้ว +863

    He forgot rule 11 always add a water level

    • @TheConceptBoy
      @TheConceptBoy 4 ปีที่แล้ว +83

      Don't forget the sewer level

    • @bombardier0543
      @bombardier0543 4 ปีที่แล้ว +58

      Don’t forget the cave level

    • @antigrav6004
      @antigrav6004 4 ปีที่แล้ว +68

      Where my poison swamp squad at?

    • @gumfireparalax1371
      @gumfireparalax1371 4 ปีที่แล้ว +52

      You guys are forgetting about a lava level.

    • @donpaisa8627
      @donpaisa8627 4 ปีที่แล้ว +39

      Don't forget the ice level with slippery floor

  • @sunnyboi3867
    @sunnyboi3867 4 ปีที่แล้ว +63

    This made me realize that a Civ game is just one really long level

  • @Enduror19
    @Enduror19 6 ปีที่แล้ว +73

    The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!

    • @awedsy3195
      @awedsy3195 5 ปีที่แล้ว +12

      Physchological horror is best horror, and the scariest one

  • @Enterstainers
    @Enterstainers 9 หลายเดือนก่อน +11

    18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.

  • @AlexMakesGames80
    @AlexMakesGames80 หลายเดือนก่อน +1

    I've rewatched this talk at least 13 times by now

  • @EduardoYukio
    @EduardoYukio 5 ปีที่แล้ว +83

    This was awesome! A real lesson by an experienced designer AND speaker. The way he connected each point of the presentation was gold.

  • @NeverduskX
    @NeverduskX 5 ปีที่แล้ว +20

    This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 ปีที่แล้ว +31

    i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle

  • @OaksCU1
    @OaksCU1 6 ปีที่แล้ว +225

    Go to 41:49 for a summary, if you don't wanna watch the whole video.

    • @umartdagnir
      @umartdagnir 6 ปีที่แล้ว +23

      I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.

    • @WnIyLkLvIiAsMt97
      @WnIyLkLvIiAsMt97 6 ปีที่แล้ว +4

      I started the video, got bored quickly as he was going over nothing new (so far) looked at comments for a summary, found this. xD

    • @greggeverman5578
      @greggeverman5578 5 ปีที่แล้ว +3

      Youre my new 2nd best friend! Congrats! :)

    • @greggeverman5578
      @greggeverman5578 5 ปีที่แล้ว +1

      Just dumping another comment to promote this one. These comments are entirely helpful!

    • @greggeverman5578
      @greggeverman5578 5 ปีที่แล้ว +1

      I think so anyway.

  • @harrysanders818
    @harrysanders818 3 ปีที่แล้ว +6

    One of best level design talks ever recorded

  • @cozymonk
    @cozymonk 2 ปีที่แล้ว +8

    55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).

  • @neptuneleveldesign
    @neptuneleveldesign ปีที่แล้ว +5

    Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.

  • @zill4_
    @zill4_ ปีที่แล้ว +5

    Respect how he handled the first “question”- I’d not be sure how to respond.

    • @lanceuppercut8220
      @lanceuppercut8220 6 หลายเดือนก่อน

      Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.

  • @fl260
    @fl260 6 ปีที่แล้ว +97

    This is gold, thanks a ton!

  • @markoos88
    @markoos88 9 หลายเดือนก่อน +2

    If you close your eyes this sounds like a games lecture delivered by Simon Pegg.

  • @roninbadger7750
    @roninbadger7750 3 ปีที่แล้ว +7

    "Real life sucks" - tell that to the Farm and euro truck sim players.

  • @walterwelches4188
    @walterwelches4188 6 ปีที่แล้ว +10

    41:49 is the recap if you’re the TLDR type although I’d recommend watching it through because he gives great examples and elaborates on them.

  • @trevorgustavgreen8148
    @trevorgustavgreen8148 5 ปีที่แล้ว +3

    6 minutes in and I already learned so much. Such a wonderful and useful resource.

  • @chriswahl1337
    @chriswahl1337 2 ปีที่แล้ว +5

    "If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him."
    *E.M.M.I. has entered the chat*

    • @David-zy1lr
      @David-zy1lr 2 ปีที่แล้ว +1

      God the E.M.M.I in Dread really made the game live up to its name

    • @josephcantrell
      @josephcantrell 7 หลายเดือนก่อน +1

      This is in Middle Earth: Shadow of War....great AI in that game. I was impressed playing it.

  • @akillith6841
    @akillith6841 2 ปีที่แล้ว +2

    I can't figure out if i've commented already. TH-cam hard.
    But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.

  • @timdoesleveldesign
    @timdoesleveldesign 2 ปีที่แล้ว +3

    This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design

  • @sprazz8668
    @sprazz8668 6 ปีที่แล้ว +7

    37:09 DAMN THAT'S AMAZING

  • @GlowingOrangeOoze
    @GlowingOrangeOoze 3 ปีที่แล้ว +19

    haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help.
    Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.

    • @itsaUSBline
      @itsaUSBline 3 ปีที่แล้ว +6

      Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.

  • @squishybuspr
    @squishybuspr 3 ปีที่แล้ว +2

    Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆

  • @ЗайкаУшастик-п9у
    @ЗайкаУшастик-п9у 6 ปีที่แล้ว +252

    33:06
    "Last year the US supreme court declared gay videogames were legaly art"

    • @chernobylthing3932
      @chernobylthing3932 3 ปีที่แล้ว +8

      "Bless their cotton little socks"

    • @tobyk5091
      @tobyk5091 3 ปีที่แล้ว +1

      What does this mean

    • @VsevolodKhusid
      @VsevolodKhusid 3 ปีที่แล้ว +1

      I feel motivated to make some art then

  • @silverlight2677
    @silverlight2677 6 ปีที่แล้ว +25

    what a convenience..this is what i need to study

  • @antonmuffin6214
    @antonmuffin6214 ปีที่แล้ว

    so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down

  • @silvernightpuma
    @silvernightpuma 6 ปีที่แล้ว +3

    Looked up Dieter Rams' "Good design" principles on wiki, very nice.

  • @rompevuevitos222
    @rompevuevitos222 6 ปีที่แล้ว +81

    imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all

    • @mezzmar
      @mezzmar 6 ปีที่แล้ว +4

      I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.

    • @rompevuevitos222
      @rompevuevitos222 6 ปีที่แล้ว +5

      With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing.
      Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls

    • @sprazz8668
      @sprazz8668 6 ปีที่แล้ว +3

      Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.

    • @UltramanII
      @UltramanII 5 ปีที่แล้ว +2

      That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.

    • @4ll3sb4n4n3
      @4ll3sb4n4n3 5 ปีที่แล้ว +1

      I absolutely agree! Gameplay and level design.
      My favorites:
      - Thief 2
      - Shadow Warrior
      - Half Life 2
      - Portal (probably the best level design out of all of these)
      - Super Mario
      - GTA 5

  • @Fjuron
    @Fjuron 5 ปีที่แล้ว +6

    Very nice Talk!
    Excellent general guiding rules; not just level design but for game design in general.
    Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.

  • @Tekkai50
    @Tekkai50 ปีที่แล้ว +2

    Rockstar should take some notes.
    Let's look at RDR2 for an example.
    When it comes to the open world of that game, the level design is excellent.
    but in main quests it's so on rails it almost feels like QTE.

  • @ciriak
    @ciriak 5 ปีที่แล้ว +53

    Halo 3 thumbnail, Final boss of clickbait :D

  • @josephcantrell
    @josephcantrell 7 หลายเดือนก่อน

    Also I think good level design is that it builds on the previous level, and prepares you for the next one.

  • @StitchfaceAirsoft
    @StitchfaceAirsoft ปีที่แล้ว +1

    he sounded like such a small little guy at 22:06 when he said almost as many people that played dead space 2 lol

  • @Drecon84
    @Drecon84 6 ปีที่แล้ว +55

    Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.

    • @nerychristian
      @nerychristian 6 ปีที่แล้ว +33

      True. It works with public schools. Create the illusion of freedom, while imprisoning the mind and body.

    • @Scroteydada
      @Scroteydada 6 ปีที่แล้ว +6

      No, it's to keep them out of society. Inmates get released, hopefully a little less crazy than before.

    • @johnnyfreetanga5506
      @johnnyfreetanga5506 6 ปีที่แล้ว +6

      Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.

    • @oklol496
      @oklol496 6 ปีที่แล้ว +13

      "See! I told you we'd find advice on how to build the prison in comments sections! I told you!"

    • @Fualkner
      @Fualkner 5 ปีที่แล้ว +20

      ​@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.

  • @QuassGamer
    @QuassGamer 6 ปีที่แล้ว +12

    47:30 That's actually good question I want see what he would say about multiplayer level design!

    • @bruceparab2102
      @bruceparab2102 6 ปีที่แล้ว +2

      Its totally different for multiplayer games, there are choke points, boosts and other aspects of the gameplay session to consider

    • @____uncompetative
      @____uncompetative 6 ปีที่แล้ว +6

      (( | )) is all _Halo_ arena maps
      | | | is all _Call of Duty_ maps
      . * , • ' is all _Battlefield_ maps

    • @0u73rh34v3n
      @0u73rh34v3n 6 ปีที่แล้ว +1

      I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.

  • @Nebulaoblivion
    @Nebulaoblivion ปีที่แล้ว +1

    36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.

  • @F2t0ny
    @F2t0ny 2 ปีที่แล้ว +1

    I think level design would be my dream game dev job

  • @greggeverman5578
    @greggeverman5578 5 ปีที่แล้ว +1

    This guy's pretty brilliant! Wonderful talk.

  • @a5hen
    @a5hen 2 ปีที่แล้ว +1

    First half of DS1 just peaks everything

  • @John-996
    @John-996 3 ปีที่แล้ว +1

    this guy has crazy CV the amount of big studios he has worked at.

  • @leetNightshade
    @leetNightshade 6 ปีที่แล้ว +2

    Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it.
    [Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?

  • @thrivenugget
    @thrivenugget 2 ปีที่แล้ว +1

    In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went

  • @chadrichjellming4911
    @chadrichjellming4911 2 ปีที่แล้ว +1

    This is a ton of good information. Thanks for the presentation!

  • @ty_teynium
    @ty_teynium 3 ปีที่แล้ว +1

    Does every slide have to have picture of a game? Also it obscures the words a bit.

  • @DoomsDay117x
    @DoomsDay117x หลายเดือนก่อน

    Does 4. Pattern Analysis contradict with 5. Surprising level design? If the enjoyment is derived from when the 14:01 "human mind enjoys processes patterns for retrieval later", then how is "fun created through uncertainty"? 17:18

  • @jeffreyjumisko5165
    @jeffreyjumisko5165 3 ปีที่แล้ว

    Great talk. I'm unsure why it is so blurry from the audience view.

  • @michaelcostaphoto
    @michaelcostaphoto 6 ปีที่แล้ว +31

    loved the influencer references- great talk, but lol, dry crowd

    • @civilwarfare101
      @civilwarfare101 5 ปีที่แล้ว +2

      Not many of them played Dead Space 2, shame on them.

    • @scheve1994
      @scheve1994 3 ปีที่แล้ว +4

      GDC crowds are dry almost 100% of the time. It's a bit of a shame when the presentator puts in the effort to make the talk engaging.

    • @misterchief5378
      @misterchief5378 3 ปีที่แล้ว +3

      i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.

  • @SteveHolmesDrums
    @SteveHolmesDrums 3 ปีที่แล้ว +2

    6:34 MW2 was Infinty Ward, not Treyarch.

  • @mammothfurfur774
    @mammothfurfur774 6 ปีที่แล้ว +1

    Great Talk and great questions at the end!

  • @Lovuschka
    @Lovuschka 4 ปีที่แล้ว +3

    A good designer does not punish the player for doing something unforeseen.
    The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.

  • @unrealhabitat
    @unrealhabitat ปีที่แล้ว +1

    This is gold

  • @owenrivers16
    @owenrivers16 5 ปีที่แล้ว +4

    This is my dream job

  • @QMDLevelDesign
    @QMDLevelDesign 5 ปีที่แล้ว +1

    Very much appreciated, thanks!

  • @adamlee2550
    @adamlee2550 3 ปีที่แล้ว +10

    That note about Bethesda making modular levels is why I always get bored of their games and put them down.

    • @jefawksspaghettorium
      @jefawksspaghettorium 3 หลายเดือนก่อน

      so true
      in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket

  • @chriswahl1337
    @chriswahl1337 4 ปีที่แล้ว +2

    25:28 YES! This man gets it! I knew I wasn't the only one.

  • @amac333
    @amac333 6 ปีที่แล้ว +12

    One of the principals for describing something is to not use the word you're trying describe in the sentence.

    • @daggawagga
      @daggawagga 5 ปีที่แล้ว +1

      You can add an exception to than when talking about recursion

    • @Maouww
      @Maouww 5 ปีที่แล้ว +4

      So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence."
      Yes?

  • @analogGigabyte
    @analogGigabyte 3 ปีที่แล้ว

    If the player does something you don't expect, my friend, that is interesting gameplay

  • @D0ubleRadiation
    @D0ubleRadiation 6 ปีที่แล้ว +12

    How can, in 2013, do a conference on Level design and not talk about Dark Souls? Still, amazing video, lots of very interesting points!

    • @DavidBulczak
      @DavidBulczak 6 ปีที่แล้ว +7

      Very good point. Especially since Dark Souls breaks a lot of these principles in a good way.

    • @civilwarfare101
      @civilwarfare101 5 ปีที่แล้ว

      I am glad that someone actually acknowledges Ratchet and Clank.

  • @raph2550
    @raph2550 6 ปีที่แล้ว +4

    Very great talk!

  • @josephcantrell
    @josephcantrell 7 หลายเดือนก่อน

    What about always gives you experience points in your stats?

  • @resurrectedsunlight155
    @resurrectedsunlight155 ปีที่แล้ว +2

    Is it me or does Dan sound a lot like Simon Pegg?

  • @repman597
    @repman597 4 ปีที่แล้ว +2

    The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.

  • @jonasdietrich8109
    @jonasdietrich8109 ปีที่แล้ว

    Thanks for the insight!

  • @ZoeyTheSobble
    @ZoeyTheSobble 3 ปีที่แล้ว

    Cod campaign designers should watch this

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 ปีที่แล้ว +2

    the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"

  • @ThinkCitric
    @ThinkCitric 4 ปีที่แล้ว

    That was a great talk, thank you for sharing it!

  • @twosoulfox
    @twosoulfox ปีที่แล้ว

    Yes.

  • @felipenovais8364
    @felipenovais8364 6 ปีที่แล้ว +4

    Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards.
    The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.

  • @Ralke1
    @Ralke1 หลายเดือนก่อน

    very cool tips

  • @blind_neighbourhoodNerd
    @blind_neighbourhoodNerd 6 ปีที่แล้ว

    Loved this talk

  • @initial_C
    @initial_C ปีที่แล้ว +1

    10 Principles of good Level design: uses Halo as Thumbnail
    That's a weird choice

  • @zefile
    @zefile 6 ปีที่แล้ว +38

    >skyrim
    >nebulous objectives
    i'm sorry but WHAT

    • @WhereIsTheIntruder
      @WhereIsTheIntruder 6 ปีที่แล้ว +27

      Skyrim is awful

    • @shiftyjim4138
      @shiftyjim4138 6 ปีที่แล้ว +19

      Quetzalcoatl Skyrim and it’s waypoint objectives actually ruin exploration or any challenge found in discovery.

    • @hypno_ibram
      @hypno_ibram 5 ปีที่แล้ว +4

      @@shiftyjim4138 There's probably a mod to remove it.

    • @FerintoshFarmsPhotography
      @FerintoshFarmsPhotography 5 ปีที่แล้ว +4

      Must have meant morrowind lol

    • @fernandoramos187
      @fernandoramos187 5 ปีที่แล้ว +2

      @@WhereIsTheIntruder You have not understand nothing about this video...

  • @unfa00
    @unfa00 2 ปีที่แล้ว +2

    6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.

  • @Randor11
    @Randor11 4 ปีที่แล้ว

    Outstanding !!!

  • @cabreram.4734
    @cabreram.4734 4 ปีที่แล้ว

    God, this is a very good talk! 😳

  • @morecarstuff
    @morecarstuff 3 ปีที่แล้ว

    Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.

    • @morecarstuff
      @morecarstuff 3 ปีที่แล้ว

      on a side note though, older games incorporate most of these features better then most of the new ones. imo.

  • @aerodynamic1440
    @aerodynamic1440 5 ปีที่แล้ว

    Useful principles.

  • @tysonasaurus6392
    @tysonasaurus6392 5 ปีที่แล้ว +1

    I enjoyed watching the whole thing but if you want to jump straight to his ten principles 4:21

  • @TwilightPB
    @TwilightPB 4 ปีที่แล้ว +1

    great talk, but i couldn't help but notice the speaker was completely unable to decide whether to roll with 'him', 'him/her' or singular they. lol

  • @gabrielchavarria760
    @gabrielchavarria760 10 หลายเดือนก่อน

    What is the name of the book he tells on number four?

  • @lauralai9694
    @lauralai9694 2 ปีที่แล้ว

    Very interesting! Thank you! :-)

  • @3N1StaticGaming
    @3N1StaticGaming ปีที่แล้ว

    5:09 but sometimes I like a game that lets you get lost.

  • @gargamellenoir8460
    @gargamellenoir8460 3 ปีที่แล้ว +6

    It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.

    • @larry3828
      @larry3828 3 ปีที่แล้ว +3

      skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day
      i guess it would be classed as emergent story rather than explicit

  • @nintendude794
    @nintendude794 3 ปีที่แล้ว +1

    6:38 Treyarch? You mean Infinity Ward?

  • @KimboKG14
    @KimboKG14 5 ปีที่แล้ว +4

    30:30 WRONG! 343Guilty spark is a completely linear level it may fool you by it's similar looking rooms, but If you don't get lost in the maze there's no room you have to enter twice and especially not the forest! you come out at an absolutely diffrent place than you got into the underground facility.
    the only bi-directional level might be "assault on the control room" / "double betrayal" but these are seperate levels with changed geometry.

  • @simonjohnwright5129
    @simonjohnwright5129 หลายเดือนก่อน

    After playing video games for many years, I found Mirrors Edge a terrible game. And still do.
    For me, Far Cry 2 was a step in the right direction and felt like a very well thought out game by design. Far Cry 2, Socom games made by Zipper Interactive, the first couple of Splinter Cell games and the first couple of Tomb Raider games were standout games centered around design.
    Bioshock gave fantastic atmosphere in the game and instilled fear in the player but was a badly designed game.

    • @slavsit7600
      @slavsit7600 9 ชั่วโมงที่ผ่านมา

      can you tell me why mirrors edge is a bad game?

  • @kjj26k
    @kjj26k 5 ปีที่แล้ว +1

    29:50 is when that Halo 3 thumbnail you came for comes into play.

  • @giddeo
    @giddeo 6 หลายเดือนก่อน

    This is exactly where red dead redemption falls down for me. That emergent gameplay was removed and every step the player took was carefully co-ordinated which robbed mme of that feeling of having any real influence on the world around me.

  • @sofiemagko5911
    @sofiemagko5911 2 ปีที่แล้ว

    43:55 Q&A

  • @Adrian-hj7ih
    @Adrian-hj7ih 3 ปีที่แล้ว +1

    PARA OS BR QUE NUM ENTENDE INGREIS :D
    Um bom Level Design...
    1. É DIVERTIDO DE NAVEGAR
    cria uma linguagem visual clara porém se
    sinta livre de colocar um pouco de caos.
    2. NÃO DEPENDE DE PALAVRAS
    use narrativa implicita e emergente do
    que explicita para contar uma história,
    sendo a implicita a abordagem que não
    deixa claro para o jogador e a emergente
    que tem envolvido as ações do próprio
    jogador.
    3. CONTA OQUE MAS NÃO COMO
    Faça objetivos claros para assim o jogadores
    completarem de qualquer maneira ou
    na ordem que eles quiserem.
    4. ENSINA CONSTANTE
    Mantem o jogador engajado com introdução
    ou subvertencia de novas mecânicas.
    5. É SURPREENDENTE
    não tenha medo te correr riscos com
    estimulação estética ou outros elementos.
    6. EMPODERA O JOGADOR
    videogames são uma forma de escapismo
    então faça o jogador sentir o impacto das
    suas ações.
    7. É FÁCIL, MÉDIO E DIFÍCIL
    use risco e recompensa para então o jogador
    setar a dificuldade de forma dinâmica.
    8. É EFICIENTE
    Feito para modularidade pelo direcionamento
    e "não-linearidade" e outros.
    9. CRIA EMOÇÃO
    começa no final com as respostas emocionais
    desejadas e retrocede para selecionar a
    mecânica adequada para eliciar a resposta.
    10. É DIRIGIDO PELAS MECÂNICAS
    Acima de tudo mostra as mecânicas do jogo
    através do nível para reforçar a natureza
    interativa unica de video games.

  • @MEGA_TREE
    @MEGA_TREE 2 ปีที่แล้ว

    Very attractive

  • @austin0_bandit05
    @austin0_bandit05 ปีที่แล้ว +1

    14:00

  • @KenTWOu
    @KenTWOu 6 ปีที่แล้ว +2

    5:58 - I'm not sure that MW2 mission was really 'fun'. I've heard in another talk that Favela level was number one drop point in MW2 single player campaign and multiplayer map based on it was one of the least popular maps. That's the talk:
    th-cam.com/video/GZ99gAb4T0o/w-d-xo.htmlm7s

    • @RaiceGeriko
      @RaiceGeriko 5 ปีที่แล้ว +1

      I vaguely remember the level, but I do remember it. Unfortunately, I remember it for a very bad reason: near the start of the map, I kept dying over and over and over. I seem to recall there was a metric shit ton of enemies all over the place with Aimbot turned on to Max and I continued to die because I didn't have time to react to them and continue. I eventually got past it, but I remember it being very frustrating in a bad way.

  • @oldvlognewtricks
    @oldvlognewtricks 4 ปีที่แล้ว +4

    9:03 - Gives an example of environmental storytelling. A big sign with the date written on it... 🙄

  • @sodkfniw2669
    @sodkfniw2669 3 ปีที่แล้ว +3

    Anyone else here cause they’re bored in Mario Maker? No? Just me?

  • @jolanxblca
    @jolanxblca 4 ปีที่แล้ว +1

    38:30 too many HD words, he's lagging