I think you're wrong about people always finding ways to cheat and then doing it all the time. For one, cheating isn't possible in a video game unless you hack it or it is bugged. At most, you can exploit the system you're given. However, exploiting the system is just a misnomer that mischaracterizes the very essence of what games are about: Learning how the game works and using those mechanics to your advantage. Game devs really need to stop confusing successful play with cheating. Accept that your ego is irrelevant, your wisdom is not infinite and some players will beat your game in ways you didn't expect. Don't cry foul if they won by your own rules, and don't go back on your own rules because you don't like the score. Instead, find ways to maintain a challenge for those players without gainsaying or destroying the success they earned. After all, that's what it usually boils down to when devs talk about exploits: Limiting player agency and taking away success instead of making the effort to balance for a diverse range of players with varying levels of skill and ingenuity.
@@MyGameDevPal I have two different ideas for cyber security. The first one is to make sure personal emails have a description option and just use peoples names. The second one is to make sure links can be investigated further.
"A Theory of Fun" 6 patterns in games and how they map to MDA (Mechanics, Dynamics, Aesthetics): 2:19 1. Calculation of odds and prediction of events => Challenge 2:38 2. Social Status => Competition (Extra credit's version) 3:07 3. Spatial Reasoning => Challenge 3:17 4. Memory => Challenge 3:25 5. Visceral Responses => Sensation 3:33 6. Teamwork => Fellowship 6:39 3 core questions: 1. What is the core lesson your game teaches? 2. How does your game keep itself interesting? 3. At what point will your game get boring?
Your point of stripping the game down to it's core gameplay to determine whether or not it's fun is really interesting! this is such a helpful video, thank you!
It's actually very misleading. Most games work holistically, and that will only be when everything comes together, now, this doesn't mean when the game is polished, but when all the game systems are implemented; these includes (but not limited to): Sound FX, Feedback & Game Feel, Progression system, Reward system, Story etc. I can give you examples of existing games right now that won't be fun if you just strip them down to just their basic gameplay or verb mechanics (without sounds, VFX, story etc... as the author of this video said): Vampire Survivor, All Narrative Games and their derivatives, Point and Click games, Card games, and so on... I hope you get the point now; these games only work when it's holistically working with all the systems.
I was coming to the point where I felt the game I'm working on was pretty close to artistically and mechanically complete.... Then I asked myself "but is it fun?" Now I'm realizing my game lacks structure, risk and reward, and a satisfying loop - so it's back to the design stage! Great video as always Ori :), and perfect timing no less!
I do also want to add, and this is something that I learned from talking to other game devs: the concept of "this mechanic can be broken/exploited and therefore is bad" In a multiplayer game, absolutely - this can lead to really frustrating situations where your opponent has clipped through the map and is super safe... But in a single player game "this can be exploited" or "this can be broken" shouldn't always be seen as a negative. People will always play the game the way they enjoy it the most, even if that isn't the intended method. Think Oblivion and it's hilariously exploitable AI, or Elden Ring with it's 'it's really hard but you can kind of cheese the boss by doing this right here'. The way these games can be exploited doesn't always lead to less fun. In some cases - it leads to more fun. In my case, sure, players can exploit the fact that the main mechanic isn't 100% necessary to play the game and instead just sweep the area while mashing the X button until something happens, and if they want to play that way? more power to them. If they find enjoyment in that, that's great! If not, they simply won't play that way because they aren't forced to play the game in the first place I just thought this was an interesting topic to talk about seeing how fun is the topic for this video :) Can't wait to see the next one!
@@titanseek3r759 I wholeheartedly agree with you. Playing single-player should only be played your own way because it's single-player for a reason. You don't have to bend yourself to others. I am looking forward to what kind of game you are making.
@@titanseek3r759This doesnt apply to all types of gamers. More expert and older players tends to like structured systems without broken things. The problem arise if you manage to know how to win early with a non intended mechanic, but that non intended route is not intrinsically fun to hold you there
The main problem with "theories of fun" is that these fit into pre-scientific methods: "I think of a reasonable explanation, it seems to cover all the cases, therefore it must be true". Theories should be tested, and I don't know how much testing various theories of fun have actually received. I respect Raph Koster a lot, but this is straight into the same murky area as theory of consciousness in the first place.
0:14-Fun is a boast of dopamine that we get when we learn something new 0:38-Learning in games is different as it provides us with an environment where we can freely learn without bearing the consequences of our actions 1:16- 1:56- 2:18:1st Category 2:41-2nd Category: Social Status 3:05-3rd Category: Spatial Reasoning 3:18-4th Category Memory Reasoning 3:24-5th Category Visceral Reasoning 3:34-6th Category Teamwork 3:58-Game Mechanics 4:02-Gamplay Paradigm 4:12- 5:27- 6:23- 6:40-
This guy is so underrated, great video! I liked the fact that you explained the video for people who don't know stuff about designing games. I was actually wondering about the stuff you talked about in this video recently. I can see your channel growing, and you'll hopefully get far with the channel sometime in the soon.
@@MyGameDevPal also thank you because I'm trying to make an indie game and had a good story just couldn't seem to think of what would make it fun, thanks for helping me out
I am currently working an a mobile gallery shooter, and here are my answers to your question atm. 1. The Core Lesson? Balancing the decision to attack an enemy, duck an incoming threat, and/or reload for a player buff. 2. Keeps Interest? As you progress, you will find bullet types that can be loaded in a certain order in the magazine. These bullets will provide the player that buff when the weapon is reloaded after firing the round. Choosing to end a run without dying allows you to take these bullets into the next run. If the player dies they will lose the custom bullets and will need to rebuild their collection the next run. A small set a base bullet buffs are not lost to allow players to incrementally gain power, similar to mechanics in roguelites. 3. Game grows Boring? When the player has learned all the patterns of the enemy AI, when the player has obtained their favorite bullet buffs and mastered the gameplay loop, and when the player has experiences all the unique bullet buffs and small room arena's that the game becomes repetitive. I do have some other ideas to provide more interest into a game genre that has heavily stagnated over the years, given that the format essentially rips away the movement aspect of a shooter. But given your point that a game needs to be fun in its purest form with no audio/visual enhancements, I am only focusing on what I consider to be the core game for my audience at the surface. That is to say that I have focused these answers only on the gallery shooter portion of my game, as that portion of the game will need to instill fun in players even if they never progress out of the gallery shooter. If my game is not fun on those merits, then there isn't really a purpose of packaging an expansion into a more traditional PvE FPS game to be discovered by the player. I also am aware I am riding very close to the line when I have trouble concisely describing my game in a sentence, which is typically a sign of a poor game from a game design perspective. But I am going to ignore that red flag and keep pushing forward :D Great video btw, keep up the good work!
"Games are fun when they teach players to learn patterns which match their personal interests at a good place without providing ways to cheat." Thank you for making this video, I'm using this quote for my Uni project. I've watched the full video and it's amazing the effort you've put in. Keep it up.
This video was extremely helpful, especially to a beginner who just recently decided she wants to start a video game. I know I have a lot to learn, and taking into account all the points you have listed will really help me in the long run. I always knew variety is an important factor when it comes to video games, but I never thought of it in depth like this. It's really eye-opening. I love this video!!
Perfect video! However, while it might be true for most games that removing everything (SFX, story, etc) and checking the game itself, its core, whether or not it's fun, is the ultimate test, there are Telltale games (as well as Quantic Dreams, Supermassive Games, etc.) where there is minimal gameplay, and the fun is the story. Without the story, there is no game. There is a little bit of exploration, but what motivates us to play those games (and what makes it fun), is that we want to know more about the story, and, when we are so engaged, we want the best outcome for our character (and their entourage). The game would then fall into the category of "Calculation of Odds and Predictions of Events". With the information we have about the game, and what other characters told us (and our exploration within this world), when we want to make a choice (which character to kill in the game, to hide from someone or run away, sacrifice a friend or sacrifice yourself), and to make that choice, we use what we know previously to calculate odds and predict the game's next events so that we have the best outcome. I think it is also fun because it teaches us about real life; it's, as you said, a simulation, and a pattern recognition that we learn about in games, without having to go through it in real life. Making those choices offers a challenge (putting aside desire for mastery) and can help us navigate life better or helping our community better (to a certain extent). That's how I feel about story games, where it's focused on our choices having consequences and very little gameplay (again, like Telltale's Batman, Walking Dead, or Supermassive's Devil In Me or House Of Ashes, or Quantic Dreams' Detroit Become Human). Of course, there is the element of fun, which is living a story, which is, I believe, the same fun we get from movies [suspense/humour/feeling emotions/learning about others/identifying ourselves through others in a story), but more (because we are in the game). -Ziad G
I very much agree. I also made a comment with a similar idea. Pure gameplay is not always the core of what makes a game fun. If it was, then watching movies wouldn't be fun.
@@June26A7 Exactly, thank you! I am lost in life right now, but I am trying to work with a professor to develop a game, combining those elements, that can help people in a specific area. With me luck, haha!
Ive also noticed, relaxing music and a soft voice relaxes you just at the right point of taking in alot more of what youre saying as well as not being as distracted or anxious
This video was great. I'm not one to consume much visual media, but you were short, concise and clear. I'm following you just for the quality and depth. Good work!
My game I'm going to make when I start my coding course will be so fun, I hope lots of people play it and enjoy it, in theory my game will have every aspect in this video, except I will never add transferring of items from player to player due to duping
underrated video just WOW you described all those feelings i felt in a video that i couldnt put into words until today. Thank you! Hope you reach your deserved fame!
Very interesting video, however I would love to see more slides for clarity, or have you speak a little slower, as it’s hard to grasp a concept before you’ve already moved to the next one. Great theme to explore though!
I am currently creating a game via a discord bot My game is a modified version of rock paper scissors with more options and other crazy cards I started creating it 2 days ago Now I awnser the questions: 1. You need to think about what your opponent(s) play and therefore play your best choice 2. I think adding more cards to the game and playing it every now and then with your friends. Exploring what every card can do one by one 3. When I run out of ideas for cards to make or if it feels too repetetive for a player
I love your comment at 1:55, however I do think the fun in video games goes much deeper, I hope to one day develop games that will enhance sensory receptiveness just from playing the game, and make any one faster, stronger, and smarter. I always thought one day these games would come out, like Tetris for instance, pattern recognition on 2 fronts, while on another drawing focus to the object falling, and taking more concentration to observe the next and previous piece and where they will all go. Plus there is always the satisfaction of completing something, which after enough of, problems become less visible to the beholders. 2:04
I have a few games in the prototype stage for board game development. I'll use the one that's furthest along to answer your questions from the end of the video. 1. Prediction and flexibility based on the actions of others. Maybe some memory dabbled in there. It's a competitive trick-taking game, so a bit of all that stuff. 2. Some of the cards in the game change how others play. Player goals and targets are partially determined by other players. Every hand can be unique (though mathematically there is obvious a limit). Even if you card count, you can't be quite sure what the other person has. 3. Hopefully never. I've played easily 80+ rounds and am still finding interesting things. But I think if luck isn't on your side and you get consistently bad deals, it'll be boring then. Or more realistically given the current board game market, another game comes out that uses similar ideas in a different way.
I remember playing a business simulator game for MS DOS. It lacked story, graphics and music, yet was one of the best games I ever enjoyed. Although I think, that there are games that are fun mainly due to vibe they give, rather than some game mechanic. The purest example of this are visual novels and games that simulate some life experience.
That last bit about see if your game is fun without any aesthetics was a great piece of advice. Idk much about video game design but in TCGs I think it’s a good start to see if your card game is fun. Thanks for the help I’m going to read that book you mentioned as well.
“This category has many applications in real life where you need to weigh the risks against the rewards, such as going to college, or going straight to work.” 😩
I’ll bear these points in mind as I’m progressing with my game. Good video! Tu and Sub. Getting closer to sorting out my game loop after putting in lots of different ideas.
*I think overall, Unpredictability transfers into Fun. the more unpredictable a game is, the more it draws an interest and curiosity from the player. the best thing about unpredictability is its different in every genre. RPG fun is different than Racing fun. Sports fun is different than Graphic Novel fun. you have to really pick a genre and MASTER its unpredictability....so if you're working on a multi-genre project, you should REALLY take your time* 🙏
Hey! I just wanted to say that this was a really good take on psychology in the game world, and makes me think about aspects of game design that I haven't considered. I am creating a document for myself, as I am currently self teaching game development, and I have added your video as a reference in my study. So thank you very much! I just wanted to say one thing, 06:23 I can't help but disagree with "no amount of features will make it fun". I was thinking of guitar hero (beat saber or OSU), one of the (previously) most popular music emulation games out there. I just can't imagine the game being even remotely fun without the music. Perhaps you are onto something though, it's probably more accurate to say something along the lines of "no amount of features outside the concepts that make games fun, will add more fun to the game" Guitar hero uses the music in the game to turn the simple task of pressing a button on a stick in accordance to buttons sliding on a platform, into a visceral response. You feel and hear the music being played when you hit the right notes, and when you mess it up, you hear the god awful guitar thud through the speaker. With that being said, this was a well put together video, and has really provoked a new train of thought for me. I look forward to checking out your other content. You gained a subscriber!
Thank you for making this. This was a fun video because I learned something new. I guess now I can explain clearly to other people why video games are fun or what makes a good video game. The fact that different games will appeal to different people is exactly why we should not care about whether someone likes a game or not because even if it is good, it just might not be their cup of tea. That's why I often judge games for myself and found out which categories I like. You can also develop an interest for more categories, I certainly have.
The presentation is good (but the volume needs to be much higher). I hadn't heard of "A Theory of Fun" but unfortunately it seems to be an inferior version of "MDA: A Formal Approach to Game Design and Game Research" which better covers all games aesthetics (Mechanics/Dynamics are infinite). Nicely explained in Extra Credit's "Aesthetics of Play" and the list is: Sensation, Fantasy, Narrative, Challenge, Fellowship, Competition (EC added), Discovery, Expression, Leisure (called Abnegation or Submission). Link: th-cam.com/video/uepAJ-rqJKA/w-d-xo.html As an easy example of the limitation of "A Theory of Fun" is that Final Fantasy 7 (original) has none of the 6 patterns but does have aesthetics: Fantasy, Narrative, Expression, Discovery, Challenge, Leisure. 4:12 "The Holy grail is a game that provides never ending challenges, requires a wide range of skill to succeed, and has a difficulty curve that perfectly adjusts to the player's skill level over time." So math would qualify lol. But seriously: this is a great statement and I'll think about it. A weakness of the statement is that it lacks the aesthetic of leisure: even if a player is making slow progress, at a certain point the high difficulty will make it too much work to bother with. 0:36 the same statement applies for design "designed to enjoy for the sake of survival". This isn't evidence for evolution but I admit it'd be hard to word that statement fully neutrally and it is just a quick joke. And obviously your opinion on this is irrelevant to the video's topic. 1:08 that sounds like an argument against perma-death or other very high stakes games. 1:12 not sure if that's an intentional dig against Ori but I would've used Desert Bus as a backdrop here. 1:19 fun fact: babies actually do learn (a minimal amount) before birth. Specifically, the ability to recognize parent's voices. 1:50 a game of tic-tac-toe with X playing perfectly. O didn't play perfectly because it should've started in the middle (which would result in a cat's game) 2:04 objection: providing an easy way is good design (to avoid being too hard). Boredom is when a player makes a game too easy in which case, they'll (if possible) make it harder again. 2:17 same statement: "for survival" would be the neutral way to word it. 2:26 or Black jack: a push your luck game with simple odds 3:11 mmmm. Delicious platforming. I want some but I don't know what game it is. 4:55 if we keep getting "the same but slightly better" then we'll slowly end up in a great place. Also a story line and learning the specifics (like level layout) can still make a completely unoriginal game fun even if it is only played once. 6:35 that only applies to some but not every aesthetic. You should look up MDA 6:47 I'm guessing that's going into depth on your question 2 "How does your game keep itself interesting?" and I'd like to see that video but it doesn't exist.
3:01 "How many times has a friend made a joke at your expense stating that their rank is higher than yours?" That's not a friend, that's an egocentric jerk calling himself a friend. If he really was your friend, he wouldn't make fun of you. 4:27 "Competitive gamea provides infinite amount of challenges" Correction: Infinite amount of stress, toxicity and hostility for a limited amount of long time
Sorry for writing this in advance I’m very intoxicated: 1. Our life is finite. No amount of upgrades or preparation will stop us from death 2. Every run is unique. Like a casino everyone wants to keep rolling until they get something they think they can beat death with 3. When the player has explored everyone option and every combination they will get bored
1. Teamwork and having fun like those nostalgic good ol games, like pixel gun 3D! 2. Playing with your friends will make it interesting in many ways, it'll have no boundaries except your enemies, you can explore, do whatever you want, go on adventures to find Easter eggs, and defeat your enemies from those secret places! 3. It doesn't, except when you play it too much, like, really really too much, for like... 4 continuous days Extra. My game doesn't have the equality border, and what I mean by that is, look at fortnite, and every game like it, they give you a chance to be equal with your enemies, they don't randomize the chances of you getting something till the point where you could get 10 ammo in a rare chest or whatever, they will atleast give you 2 weapons and alot of ammo and materials when you open the worst chest there is, why was fortnite good? Well, you couldn't get weapons that easily, and it was fun running away from people while screaming for your dumb friends help, and you didn't die easily, because that dudes aim was bad, and if you were that dude, then you'd scream happily because you're thinking rhat you're gonna get him and kill him, in my game, the controls are good but because it's for mobile, it'll be a bit harder to aim, and more fun, it'll give you that noob feel, and guns and ammo will be randomly distributed in the whole map, so your enemy may get the best weapons, and you may get the worst weapon of all, or you may even not get one at all, and the fun in it is that it's controls are not heavy, it's fast, smooth, but balanced, so you can run away from the people shooting you, and because the controls don't feel heavy, you'd be stealthy, you can hide in one of these secret places, not the ones where everyone knows, but the ones where not so many people go to, even if they know the place, and there wouldn't be so little or so many secret places, it's not even a secret place, it's a known place, but feels out of boundaries, just like the clouds in pixel gun 3D, you'd get that happy feeling, why? Well because you can run away, hide from your enemies, get a pistol and demolish them, the best thing is that even if you have the best gun you'd need to aim good and aiming good in a mobile game is hard, but it's gonna be fun, I can't explain it but my game is gonna be nostalgic.
I'm a game dev as well an I love the idea of lethal company it has so many possibilities and hacks aren't really fun unless you like seeing kids cry everyday.
For my game personally, i think it is a good bit of fun because it makes you feel like a badass from the 1st second yoh play, but this is also a disadvantage because i feel that its hard to raise the experience if you already start off having fun
Learning is indeed the goal, interactability is the method. Games that respond to everything the player does will get the most engagement. This is why PVP games are slowly dying, as players narrow into an uninteractive hypercompetitive meta, and PVE games are starting to soar. (Deep Rock Galactic, Helldivers, Lethal Company, ect)
hi, im planning to make ahorror game pretty realistic with psychological horro elements im trying to make it a fun experience while making it grounded something that scares people a little to make them feel like they are not the most dominant in the planet something that keeps people grounded im also trying to make a happy ending the game will start in a really disturbing eerie way while the focus on the things that will be in the game like obstacles environment and enemies what would be a good obstacle and environment and what would a good enemy look like
Thanks for the video, in general I agree but what about narrative games like date simulators or mystery games like heavy rain. Strip those games from story and they become
I thought maybe those games fell under visceral responses (seeing as these responses occur when we feel strong emotion). Then the story serves a completely different purpose, because the game is in itself the story. In simpler terms, the game is about building/uncovering a story, and it's fun because as the player, you strive to get the story to move in a direction that triggers certain emotions within you. With all that said, it's just a theory, and I'd look forward to know what you think about it.
@@MyGameDevPal For most people the better word would possibly be User Interfaces cuz maybe they take graphics as the literal game itself (all the things that are visible to eye)
now i get it why monster hunter is fun, because the game has all of these categories. calculation odds = unpredictable rewards social status = equip a rare armor teamwork = u can set traps and using strategy with u friends how to beat the monsters visceral response = when u get killed by monsters, because sometimes its hard memory = recalling the moveset of each weapons to make a great combo moves spatial reasoning = remembering and read the monster's pattern and moveset so u won't get hit
the point near the end is wrong, removing all the graphics is staring at a plain screen, and removing all of the story could involve removing gameplay changing sections of the game
A pretty game that sucks is still a sucky game.. But a great game that looks nice in an immersive world is an amazing experience. The graphics, music and story is second priority behind game design. Thats the point
@@brinax8540 yeah, but you don't need to strip the graphics and story down to binary on a grid to ruin the experience of an otherwise great game. some more minor changes can totally interfere with the game experience as a whole.
Don't care about team work or the social part. A game is fun when one can explore with good power ups and enjoyable normal difficulty and when doesn't have artificial difficulty or artificial padding (botw have both, terrible padding, artificial difficulty, and a mediocre gameplay with boring gimmicks).
The "no amount of story will make it fun" part is far from accurate. First example, visual novels. The core game mechanic is pressing "next", and guessing which one has a secret number behind it when given a choice of which next. Without music, color, or story, it's incredibly boring. The story makes it fun. Next, Amogus. Without the story of the crewmates vs imposters, you're just running around doing stupidly simple tasks until another Grey blob makes it easier to do those same tasks, and talking about which grey blob is bad when they're all the same. Idle games, Gacha Games, and most JRPGs, and even some western rpgs. So much is built on aestetics, colors, sound, and story. They lose their appeals without them. Even minecraft would be boring if all the blocks were just white cubes. How many colorless monsters can you [[MERCY]] or [[ATTACK]] with no dialog until you get bored? I'd say I'd quit before Toriel's home, but all that and the even existence of monsters are story. There are games that can, like Half Life, Halo, and Hollow Knight, but so many wouldn't work without those. And even these can be argued to be boring without, I have no interest in the first two with, save for Alex.
This question deserves its own video, but my quick personal answer is that I always dreamed about retiring on my own farm, stardew let’s me do that now 😅☀️
@@MyGameDevPal but I don’t think all who enjoys stardew valley dreamed of becoming farmers. I feel like, seeing progress is what makes us feel driven. The results of our progress. In real life, we have to put in more effort to see the results. Just my thoughts😆
I completely agree with you on that, as I said, stardew valley deserves its own video, it’s a masterpiece. I personally just like farming 😅 my favourite board game is viticulture.
Nice and explanetory video! I searched for content like this and was not disappointed =) I am an amature coder, building a turn based Stategy Space survival game in python - SpaceCraft'er. I have tons of ideas, what i want the game to be, but must climb the "learn to code" moutain, one centimeter at time. I will take on your challange and Answer your three Questions: 1) The core lesson is to teach economics, return on investement and risk manegement. 2) the game keeps itself interesting by: Advancing of mechanics, as the game goes on. Combat will get increased number of choices. Mining and crafting will have to be estimated if it is worth the time investment, with over time, more things to consider. And quests will have tu be estimated by the player, if they are worth taking up. 3) The game will become boring if: The patterns become to recgnisable, or if players are not into economic, strategic, thinking at all.
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I think you're wrong about people always finding ways to cheat and then doing it all the time. For one, cheating isn't possible in a video game unless you hack it or it is bugged. At most, you can exploit the system you're given. However, exploiting the system is just a misnomer that mischaracterizes the very essence of what games are about: Learning how the game works and using those mechanics to your advantage.
Game devs really need to stop confusing successful play with cheating. Accept that your ego is irrelevant, your wisdom is not infinite and some players will beat your game in ways you didn't expect. Don't cry foul if they won by your own rules, and don't go back on your own rules because you don't like the score. Instead, find ways to maintain a challenge for those players without gainsaying or destroying the success they earned.
After all, that's what it usually boils down to when devs talk about exploits: Limiting player agency and taking away success instead of making the effort to balance for a diverse range of players with varying levels of skill and ingenuity.
I'm absolutely loving these "less tangible" topics that explore theory, design, and structure!
I'm loving that you're loving them!
There's plenty more to come in this series ^_^
@@MyGameDevPal what was the snow bording game at the begining of the vidio
@@leafynar3256 linked in the pinned comment!
@@MyGameDevPal I have two different ideas for cyber security. The first one is to make sure personal emails have a description option and just use peoples names. The second one is to make sure links can be investigated further.
"A Theory of Fun" 6 patterns in games and how they map to MDA (Mechanics, Dynamics, Aesthetics):
2:19 1. Calculation of odds and prediction of events => Challenge
2:38 2. Social Status => Competition (Extra credit's version)
3:07 3. Spatial Reasoning => Challenge
3:17 4. Memory => Challenge
3:25 5. Visceral Responses => Sensation
3:33 6. Teamwork => Fellowship
6:39 3 core questions:
1. What is the core lesson your game teaches?
2. How does your game keep itself interesting?
3. At what point will your game get boring?
What does he mean by core lesson?
@@Casedilla73 I assume he means how to play the game. What does ideal gameplay look like and how does your game lead players to it?
Or what skills to train while playing the game
for example thinking ahead or having quick reaction
Thx for the comment. My english is not very good but ths helped me understand the seperate parts
Your point of stripping the game down to it's core gameplay to determine whether or not it's fun is really interesting! this is such a helpful video, thank you!
I'm glad you found this interesting!
It's actually very misleading. Most games work holistically, and that will only be when everything comes together, now, this doesn't mean when the game is polished, but when all the game systems are implemented; these includes (but not limited to): Sound FX, Feedback & Game Feel, Progression system, Reward system, Story etc.
I can give you examples of existing games right now that won't be fun if you just strip them down to just their basic gameplay or verb mechanics (without sounds, VFX, story etc... as the author of this video said): Vampire Survivor, All Narrative Games and their derivatives, Point and Click games, Card games, and so on... I hope you get the point now; these games only work when it's holistically working with all the systems.
I was coming to the point where I felt the game I'm working on was pretty close to artistically and mechanically complete....
Then I asked myself "but is it fun?"
Now I'm realizing my game lacks structure, risk and reward, and a satisfying loop - so it's back to the design stage!
Great video as always Ori :), and perfect timing no less!
I do also want to add, and this is something that I learned from talking to other game devs:
the concept of "this mechanic can be broken/exploited and therefore is bad"
In a multiplayer game, absolutely - this can lead to really frustrating situations where your opponent has clipped through the map and is super safe...
But in a single player game "this can be exploited" or "this can be broken" shouldn't always be seen as a negative. People will always play the game the way they enjoy it the most, even if that isn't the intended method. Think Oblivion and it's hilariously exploitable AI, or Elden Ring with it's 'it's really hard but you can kind of cheese the boss by doing this right here'. The way these games can be exploited doesn't always lead to less fun. In some cases - it leads to more fun.
In my case, sure, players can exploit the fact that the main mechanic isn't 100% necessary to play the game and instead just sweep the area while mashing the X button until something happens, and if they want to play that way? more power to them. If they find enjoyment in that, that's great! If not, they simply won't play that way because they aren't forced to play the game in the first place
I just thought this was an interesting topic to talk about seeing how fun is the topic for this video :) Can't wait to see the next one!
Haha, i'm glad our timings are in sync!
Looking forward to seeing your answers to the questions I asked ;)
@@titanseek3r759 I wholeheartedly agree with you. Playing single-player should only be played your own way because it's single-player for a reason. You don't have to bend yourself to others. I am looking forward to what kind of game you are making.
@@Vik1919Well Said
@@titanseek3r759This doesnt apply to all types of gamers. More expert and older players tends to like structured systems without broken things. The problem arise if you manage to know how to win early with a non intended mechanic, but that non intended route is not intrinsically fun to hold you there
The main problem with "theories of fun" is that these fit into pre-scientific methods: "I think of a reasonable explanation, it seems to cover all the cases, therefore it must be true". Theories should be tested, and I don't know how much testing various theories of fun have actually received. I respect Raph Koster a lot, but this is straight into the same murky area as theory of consciousness in the first place.
0:14-Fun is a boast of dopamine that we get when we learn something new
0:38-Learning in games is different as it provides us with an environment where we can freely learn without bearing the consequences of our actions
1:16-
1:56-
2:18:1st Category
2:41-2nd Category: Social Status
3:05-3rd Category: Spatial Reasoning
3:18-4th Category Memory Reasoning
3:24-5th Category Visceral Reasoning
3:34-6th Category Teamwork
3:58-Game Mechanics
4:02-Gamplay Paradigm
4:12-
5:27-
6:23-
6:40-
This guy is so underrated, great video! I liked the fact that you explained the video for people who don't know stuff about designing games. I was actually wondering about the stuff you talked about in this video recently. I can see your channel growing, and you'll hopefully get far with the channel sometime in the soon.
I appreciate that! Thank you so much for your kind words, I hope so too 🙏
@@MyGameDevPal also thank you because I'm trying to make an indie game and had a good story just couldn't seem to think of what would make it fun, thanks for helping me out
Criminally underrated channel and video, keep it up
Thank you for your kind words, I plan on it! ;)
I am currently working an a mobile gallery shooter, and here are my answers to your question atm.
1. The Core Lesson? Balancing the decision to attack an enemy, duck an incoming threat, and/or reload for a player buff.
2. Keeps Interest? As you progress, you will find bullet types that can be loaded in a certain order in the magazine. These bullets will provide the player that buff when the weapon is reloaded after firing the round. Choosing to end a run without dying allows you to take these bullets into the next run. If the player dies they will lose the custom bullets and will need to rebuild their collection the next run. A small set a base bullet buffs are not lost to allow players to incrementally gain power, similar to mechanics in roguelites.
3. Game grows Boring? When the player has learned all the patterns of the enemy AI, when the player has obtained their favorite bullet buffs and mastered the gameplay loop, and when the player has experiences all the unique bullet buffs and small room arena's that the game becomes repetitive.
I do have some other ideas to provide more interest into a game genre that has heavily stagnated over the years, given that the format essentially rips away the movement aspect of a shooter. But given your point that a game needs to be fun in its purest form with no audio/visual enhancements, I am only focusing on what I consider to be the core game for my audience at the surface. That is to say that I have focused these answers only on the gallery shooter portion of my game, as that portion of the game will need to instill fun in players even if they never progress out of the gallery shooter. If my game is not fun on those merits, then there isn't really a purpose of packaging an expansion into a more traditional PvE FPS game to be discovered by the player. I also am aware I am riding very close to the line when I have trouble concisely describing my game in a sentence, which is typically a sign of a poor game from a game design perspective. But I am going to ignore that red flag and keep pushing forward :D
Great video btw, keep up the good work!
When can I play it?
uhm.. nah.😕
What an amazing video, I've never seen anyone explain fun this way. Keep it up!
Wow, thank you for your kind words 🙏
"Games are fun when they teach players to learn patterns which match their personal interests at a good place without providing ways to cheat." Thank you for making this video, I'm using this quote for my Uni project. I've watched the full video and it's amazing the effort you've put in. Keep it up.
I agree, mostly. Except even cheating at games using built-in systems can also be fun. Like mods in single-player games like fallout 4.
dude same, this video is a lifesaver
Super high quality video for a channel this size! Great stuff!
This video was extremely helpful, especially to a beginner who just recently decided she wants to start a video game. I know I have a lot to learn, and taking into account all the points you have listed will really help me in the long run. I always knew variety is an important factor when it comes to video games, but I never thought of it in depth like this. It's really eye-opening. I love this video!!
Perfect video! However, while it might be true for most games that removing everything (SFX, story, etc) and checking the game itself, its core, whether or not it's fun, is the ultimate test, there are Telltale games (as well as Quantic Dreams, Supermassive Games, etc.) where there is minimal gameplay, and the fun is the story. Without the story, there is no game. There is a little bit of exploration, but what motivates us to play those games (and what makes it fun), is that we want to know more about the story, and, when we are so engaged, we want the best outcome for our character (and their entourage). The game would then fall into the category of "Calculation of Odds and Predictions of Events". With the information we have about the game, and what other characters told us (and our exploration within this world), when we want to make a choice (which character to kill in the game, to hide from someone or run away, sacrifice a friend or sacrifice yourself), and to make that choice, we use what we know previously to calculate odds and predict the game's next events so that we have the best outcome. I think it is also fun because it teaches us about real life; it's, as you said, a simulation, and a pattern recognition that we learn about in games, without having to go through it in real life. Making those choices offers a challenge (putting aside desire for mastery) and can help us navigate life better or helping our community better (to a certain extent). That's how I feel about story games, where it's focused on our choices having consequences and very little gameplay (again, like Telltale's Batman, Walking Dead, or Supermassive's Devil In Me or House Of Ashes, or Quantic Dreams' Detroit Become Human). Of course, there is the element of fun, which is living a story, which is, I believe, the same fun we get from movies [suspense/humour/feeling emotions/learning about others/identifying ourselves through others in a story), but more (because we are in the game).
-Ziad G
I very much agree. I also made a comment with a similar idea. Pure gameplay is not always the core of what makes a game fun. If it was, then watching movies wouldn't be fun.
@@June26A7 Exactly, thank you! I am lost in life right now, but I am trying to work with a professor to develop a game, combining those elements, that can help people in a specific area. With me luck, haha!
@@nobleshopper465 Good luck with the game. Hope you do well.
Ive also noticed, relaxing music and a soft voice relaxes you just at the right point of taking in alot more of what youre saying as well as not being as distracted or anxious
This video was great. I'm not one to consume much visual media, but you were short, concise and clear. I'm following you just for the quality and depth. Good work!
Congratulations for the content, you managed to synthesize well what was extremely useful.
BEEN ,looking for video like this for a long time ,Thanks for the incredible thoughts
0:05 0:15 0:37 0:54 1:03 1:11 1:28 I See 1:55 2:18 2:39 3:05 3:18 3:25 3:34 3:52 Well Said 4:33 4:56 THANK YOU
You have a very great way of storytelling. Thank you for this great video and I hope more will come in the future, subbed!
My game I'm going to make when I start my coding course will be so fun, I hope lots of people play it and enjoy it, in theory my game will have every aspect in this video, except I will never add transferring of items from player to player due to duping
All the best
underrated video just WOW you described all those feelings i felt in a video that i couldnt put into words until today. Thank you! Hope you reach your deserved fame!
Excited, focused, confident, powerful. These are the emotions of having fun while playing a game.
6:51 I love YOU! ❤ Great video!
really interesting video, loved how you got down to the essentials !!!
Very interesting video, however I would love to see more slides for clarity, or have you speak a little slower, as it’s hard to grasp a concept before you’ve already moved to the next one. Great theme to explore though!
I am currently creating a game via a discord bot
My game is a modified version of rock paper scissors with more options and other crazy cards
I started creating it 2 days ago
Now I awnser the questions:
1. You need to think about what your opponent(s) play and therefore play your best choice
2. I think adding more cards to the game and playing it every now and then with your friends. Exploring what every card can do one by one
3. When I run out of ideas for cards to make or if it feels too repetetive for a player
So much amazing information in one video. Thank you for sharing!
Looking forward to the video including beautiful ascetics and visual effects. keep up the good work!
Thank you! Appreciate the kind words 🙏
I love your comment at 1:55, however I do think the fun in video games goes much deeper, I hope to one day develop games that will enhance sensory receptiveness just from playing the game, and make any one faster, stronger, and smarter. I always thought one day these games would come out, like Tetris for instance, pattern recognition on 2 fronts, while on another drawing focus to the object falling, and taking more concentration to observe the next and previous piece and where they will all go. Plus there is always the satisfaction of completing something, which after enough of, problems become less visible to the beholders. 2:04
I have a few games in the prototype stage for board game development. I'll use the one that's furthest along to answer your questions from the end of the video.
1. Prediction and flexibility based on the actions of others. Maybe some memory dabbled in there. It's a competitive trick-taking game, so a bit of all that stuff.
2. Some of the cards in the game change how others play. Player goals and targets are partially determined by other players. Every hand can be unique (though mathematically there is obvious a limit). Even if you card count, you can't be quite sure what the other person has.
3. Hopefully never. I've played easily 80+ rounds and am still finding interesting things. But I think if luck isn't on your side and you get consistently bad deals, it'll be boring then. Or more realistically given the current board game market, another game comes out that uses similar ideas in a different way.
I remember playing a business simulator game for MS DOS. It lacked story, graphics and music, yet was one of the best games I ever enjoyed.
Although I think, that there are games that are fun mainly due to vibe they give, rather than some game mechanic. The purest example of this are visual novels and games that simulate some life experience.
My new fav game Dev teacher on TH-cam
I appreciate that! Glad you’re enjoying my content!
Now i know why game is boring,is learning fun but If there is no learning is boring,thanks for this video
That last bit about see if your game is fun without any aesthetics was a great piece of advice. Idk much about video game design but in TCGs I think it’s a good start to see if your card game is fun. Thanks for the help I’m going to read that book you mentioned as well.
4:11 you dont take the king, you put the king into check and if the king cant get out of check then its checkmate
Under appreciated topic, free market fixes companies shitting out bad games but it's a shame it still happens.
“This category has many applications in real life where you need to weigh the risks against the rewards, such as going to college, or going straight to work.”
😩
This video is awesome. First time ever watching a video from you, and I'm already subscribed. Thanks for the great info.
I’ll bear these points in mind as I’m progressing with my game. Good video! Tu and Sub.
Getting closer to sorting out my game loop after putting in lots of different ideas.
*I think overall, Unpredictability transfers into Fun. the more unpredictable a game is, the more it draws an interest and curiosity from the player. the best thing about unpredictability is its different in every genre. RPG fun is different than Racing fun. Sports fun is different than Graphic Novel fun. you have to really pick a genre and MASTER its unpredictability....so if you're working on a multi-genre project, you should REALLY take your time* 🙏
Great topic, I loved the video!
Glad you enjoyed it!
He's so smart he got me to smile by the sound of the xbox achievement noise.
What category do the sandbox, city builders and tycoons fall into? Are these considered as puzzles?
Yeah they're all considered as puzzle games :)
Hey!
I just wanted to say that this was a really good take on psychology in the game world, and makes me think about aspects of game design that I haven't considered. I am creating a document for myself, as I am currently self teaching game development, and I have added your video as a reference in my study. So thank you very much!
I just wanted to say one thing, 06:23 I can't help but disagree with "no amount of features will make it fun". I was thinking of guitar hero (beat saber or OSU), one of the (previously) most popular music emulation games out there. I just can't imagine the game being even remotely fun without the music.
Perhaps you are onto something though, it's probably more accurate to say something along the lines of "no amount of features outside the concepts that make games fun, will add more fun to the game"
Guitar hero uses the music in the game to turn the simple task of pressing a button on a stick in accordance to buttons sliding on a platform, into a visceral response. You feel and hear the music being played when you hit the right notes, and when you mess it up, you hear the god awful guitar thud through the speaker.
With that being said, this was a well put together video, and has really provoked a new train of thought for me. I look forward to checking out your other content. You gained a subscriber!
Thank you for making this. This was a fun video because I learned something new. I guess now I can explain clearly to other people why video games are fun or what makes a good video game. The fact that different games will appeal to different people is exactly why we should not care about whether someone likes a game or not because even if it is good, it just might not be their cup of tea. That's why I often judge games for myself and found out which categories I like. You can also develop an interest for more categories, I certainly have.
Awesome video. Thank you! I am using placeholder art and still trying to get all the game mechanics working but hopefully it will be fun once I do 😊
The presentation is good (but the volume needs to be much higher). I hadn't heard of "A Theory of Fun" but unfortunately it seems to be an inferior version of "MDA: A Formal Approach to Game Design and Game Research" which better covers all games aesthetics (Mechanics/Dynamics are infinite). Nicely explained in Extra Credit's "Aesthetics of Play" and the list is: Sensation, Fantasy, Narrative, Challenge, Fellowship, Competition (EC added), Discovery, Expression, Leisure (called Abnegation or Submission). Link: th-cam.com/video/uepAJ-rqJKA/w-d-xo.html
As an easy example of the limitation of "A Theory of Fun" is that Final Fantasy 7 (original) has none of the 6 patterns but does have aesthetics: Fantasy, Narrative, Expression, Discovery, Challenge, Leisure.
4:12 "The Holy grail is a game that provides never ending challenges, requires a wide range of skill to succeed, and has a difficulty curve that perfectly adjusts to the player's skill level over time."
So math would qualify lol. But seriously: this is a great statement and I'll think about it. A weakness of the statement is that it lacks the aesthetic of leisure: even if a player is making slow progress, at a certain point the high difficulty will make it too much work to bother with.
0:36 the same statement applies for design "designed to enjoy for the sake of survival". This isn't evidence for evolution but I admit it'd be hard to word that statement fully neutrally and it is just a quick joke. And obviously your opinion on this is irrelevant to the video's topic.
1:08 that sounds like an argument against perma-death or other very high stakes games.
1:12 not sure if that's an intentional dig against Ori but I would've used Desert Bus as a backdrop here.
1:19 fun fact: babies actually do learn (a minimal amount) before birth. Specifically, the ability to recognize parent's voices.
1:50 a game of tic-tac-toe with X playing perfectly. O didn't play perfectly because it should've started in the middle (which would result in a cat's game)
2:04 objection: providing an easy way is good design (to avoid being too hard). Boredom is when a player makes a game too easy in which case, they'll (if possible) make it harder again.
2:17 same statement: "for survival" would be the neutral way to word it.
2:26 or Black jack: a push your luck game with simple odds
3:11 mmmm. Delicious platforming. I want some but I don't know what game it is.
4:55 if we keep getting "the same but slightly better" then we'll slowly end up in a great place. Also a story line and learning the specifics (like level layout) can still make a completely unoriginal game fun even if it is only played once.
6:35 that only applies to some but not every aesthetic. You should look up MDA
6:47 I'm guessing that's going into depth on your question 2 "How does your game keep itself interesting?" and I'd like to see that video but it doesn't exist.
Which game is shown at 1:55? It looks interesting, like snowboarding with animals?
Hey mate, it’s called “slopecrashers”, there’s a link in the description!
@@MyGameDevPalOh, strange, I don't see a link about it in the description. But thanks, I'll check it out!
Hi love your story i just subscribe congrats on 2k
Thanks! It's insane that we're on almost 6k now only 2 weeks later...
Excellent insight on this one, thank you!
3:01 "How many times has a friend made a joke at your expense stating that their rank is higher than yours?"
That's not a friend, that's an egocentric jerk calling himself a friend.
If he really was your friend, he wouldn't make fun of you.
4:27 "Competitive gamea provides infinite amount of challenges"
Correction: Infinite amount of stress, toxicity and hostility for a limited amount of long time
itd be cool to deliberately make life more fun by using these principles
This video is amazing, gave me some good ideas for the project I'm working on.
Thank you for your kind words 🙏Glad I could help!
Banger video dude,
Keep it up!
Appreciate it! Will do 🙏
What is the game at 3:17 and 5:15? Thanks for this! Showed my coding club students this and we found it very inspiring!
idk what i should do about mine i have a flappy bird game with a gun a meme charecter and differant charecters that are bosses so what should i do
Grear vid. I hope it will help my game to one day be finished
Sorry for writing this in advance I’m very intoxicated:
1. Our life is finite. No amount of upgrades or preparation will stop us from death
2. Every run is unique. Like a casino everyone wants to keep rolling until they get something they think they can beat death with
3. When the player has explored everyone option and every combination they will get bored
im a junior game dev. creating games always starts with no music or sound. 99% of the time, bgm&sfx are added when the game is 80 to 90% finished.
can you tell me what is the game in 1:55 it looks great
1. Teamwork and having fun like those nostalgic good ol games, like pixel gun 3D!
2. Playing with your friends will make it interesting in many ways, it'll have no boundaries except your enemies, you can explore, do whatever you want, go on adventures to find Easter eggs, and defeat your enemies from those secret places!
3. It doesn't, except when you play it too much, like, really really too much, for like... 4 continuous days
Extra. My game doesn't have the equality border, and what I mean by that is, look at fortnite, and every game like it, they give you a chance to be equal with your enemies, they don't randomize the chances of you getting something till the point where you could get 10 ammo in a rare chest or whatever, they will atleast give you 2 weapons and alot of ammo and materials when you open the worst chest there is, why was fortnite good? Well, you couldn't get weapons that easily, and it was fun running away from people while screaming for your dumb friends help, and you didn't die easily, because that dudes aim was bad, and if you were that dude, then you'd scream happily because you're thinking rhat you're gonna get him and kill him, in my game, the controls are good but because it's for mobile, it'll be a bit harder to aim, and more fun, it'll give you that noob feel, and guns and ammo will be randomly distributed in the whole map, so your enemy may get the best weapons, and you may get the worst weapon of all, or you may even not get one at all, and the fun in it is that it's controls are not heavy, it's fast, smooth, but balanced, so you can run away from the people shooting you, and because the controls don't feel heavy, you'd be stealthy, you can hide in one of these secret places, not the ones where everyone knows, but the ones where not so many people go to, even if they know the place, and there wouldn't be so little or so many secret places, it's not even a secret place, it's a known place, but feels out of boundaries, just like the clouds in pixel gun 3D, you'd get that happy feeling, why? Well because you can run away, hide from your enemies, get a pistol and demolish them, the best thing is that even if you have the best gun you'd need to aim good and aiming good in a mobile game is hard, but it's gonna be fun, I can't explain it but my game is gonna be nostalgic.
I'm a game dev as well an I love the idea of lethal company it has so many possibilities and hacks aren't really fun unless you like seeing kids cry everyday.
"Games allow us to do things without facing the consequences."
Spec Ops The Line: hold my beer
What is that snowboard game that was being shown?
For my game personally, i think it is a good bit of fun because it makes you feel like a badass from the 1st second yoh play, but this is also a disadvantage because i feel that its hard to raise the experience if you already start off having fun
The Mario Effect is something education can learn from to help teach us better
Yep... I'm thinking the current education system will be stripped out within the next 75 years... well, hoping more than thinking...
Where I have the most fun in a videogame, there's chaos.
Learning is indeed the goal, interactability is the method. Games that respond to everything the player does will get the most engagement. This is why PVP games are slowly dying, as players narrow into an uninteractive hypercompetitive meta, and PVE games are starting to soar. (Deep Rock Galactic, Helldivers, Lethal Company, ect)
Great video! What's the snowboarding game, and what's the last game with the woman walking with a sword? Thanks
hi, im planning to make ahorror game
pretty realistic
with psychological horro elements
im trying to make it
a fun experience
while making it grounded
something that scares people a little to make them feel like they are not the most dominant in the planet
something that keeps people grounded
im also trying to make a happy ending
the game will start in a really disturbing eerie way while the focus on the things that will be in the game like obstacles environment and enemies what would be a good obstacle and environment and what would a good enemy look like
What's the game at 5:29?
Well written narration
Thanks for the video, in general I agree but what about narrative games like date simulators or mystery games like heavy rain. Strip those games from story and they become
I thought maybe those games fell under visceral responses (seeing as these responses occur when we feel strong emotion). Then the story serves a completely different purpose, because the game is in itself the story. In simpler terms, the game is about building/uncovering a story, and it's fun because as the player, you strive to get the story to move in a direction that triggers certain emotions within you.
With all that said, it's just a theory, and I'd look forward to know what you think about it.
I wish I had game designer skills, so I could use my programming and 3d skills to make a game.
Thanks, but i don't understand how to play the game without graphics, what do you mean by that ?
The game should be fun using blockout art (i.e no fancy graphics) or if it’s strategic, then possibly even on pen and paper.
@@MyGameDevPal For most people the better word would possibly be User Interfaces cuz maybe they take graphics as the literal game itself (all the things that are visible to eye)
now i get it why monster hunter is fun, because the game has all of these categories.
calculation odds = unpredictable rewards
social status = equip a rare armor
teamwork = u can set traps and using strategy with u friends how to beat the monsters
visceral response = when u get killed by monsters, because sometimes its hard
memory = recalling the moveset of each weapons to make a great combo moves
spatial reasoning = remembering and read the monster's pattern and moveset so u won't get hit
the point near the end is wrong, removing all the graphics is staring at a plain screen, and removing all of the story could involve removing gameplay changing sections of the game
A pretty game that sucks is still a sucky game..
But a great game that looks nice in an immersive world is an amazing experience.
The graphics, music and story is second priority behind game design. Thats the point
If you cut down any game to 0s and 1s they aren't fun anymore
@@brinax8540 yeah, but you don't need to strip the graphics and story down to binary on a grid to ruin the experience of an otherwise great game. some more minor changes can totally interfere with the game experience as a whole.
at what age did u get diagnosed with autism?
@@avespooky bold of you to assume i was old enough to remember
Nice video keep up 👏
lets go ori and the will of wisps mentioned
awesome as always
No u
Nice video, but imagine playing the original Resident Evil with no sfx, music, graphics or story.
Don't care about team work or the social part. A game is fun when one can explore with good power ups and enjoyable normal difficulty and when doesn't have artificial difficulty or artificial padding (botw have both, terrible padding, artificial difficulty, and a mediocre gameplay with boring gimmicks).
Me too
Good Video, Just needed to drop a comment
I simply don't like every game lack of story and graphics.
Thanks!
Excellent video
Glad you liked it!
4:40 is this a real game??
No, it's a motion graphic sim, you should make it ;)
0:46 ooooh but what about UNDERTALE?
What even is this background music?
The "no amount of story will make it fun" part is far from accurate. First example, visual novels. The core game mechanic is pressing "next", and guessing which one has a secret number behind it when given a choice of which next. Without music, color, or story, it's incredibly boring. The story makes it fun.
Next, Amogus. Without the story of the crewmates vs imposters, you're just running around doing stupidly simple tasks until another Grey blob makes it easier to do those same tasks, and talking about which grey blob is bad when they're all the same.
Idle games, Gacha Games, and most JRPGs, and even some western rpgs. So much is built on aestetics, colors, sound, and story. They lose their appeals without them. Even minecraft would be boring if all the blocks were just white cubes. How many colorless monsters can you [[MERCY]] or [[ATTACK]] with no dialog until you get bored? I'd say I'd quit before Toriel's home, but all that and the even existence of monsters are story.
There are games that can, like Half Life, Halo, and Hollow Knight, but so many wouldn't work without those. And even these can be argued to be boring without, I have no interest in the first two with, save for Alex.
How you going on that book on woman?
Great video
Thanks!
why are casual relaxed games like stardew valley are fun then.
This question deserves its own video, but my quick personal answer is that I always dreamed about retiring on my own farm, stardew let’s me do that now 😅☀️
@@MyGameDevPal but I don’t think all who enjoys stardew valley dreamed of becoming farmers. I feel like, seeing progress is what makes us feel driven. The results of our progress. In real life, we have to put in more effort to see the results. Just my thoughts😆
I completely agree with you on that, as I said, stardew valley deserves its own video, it’s a masterpiece. I personally just like farming 😅 my favourite board game is viticulture.
this is gold
I'm glad you think so! 🙏
Underated.
Nice and explanetory video! I searched for content like this and was not disappointed =)
I am an amature coder, building a turn based Stategy Space survival game in python - SpaceCraft'er.
I have tons of ideas, what i want the game to be, but must climb the "learn to code" moutain, one centimeter at time.
I will take on your challange and Answer your three Questions:
1) The core lesson is to teach economics, return on investement and risk manegement.
2) the game keeps itself interesting by: Advancing of mechanics, as the game goes on. Combat will get increased number of choices. Mining and crafting will have to be estimated if it is worth the time investment, with over time, more things to consider. And quests will have tu be estimated by the player, if they are worth taking up.
3) The game will become boring if: The patterns become to recgnisable, or if players are not into economic, strategic, thinking at all.
that was the best video for game dev i ever saw in my life.
Greate video :)