There are plenty of tutorials out there dealing with the technical aspects of game development such as writing code or creating and using assets. Yet, most projects fail or are never completed.
I want to address this issue by explicitly focussing on the often overlooked “ground work”, i.e. core concepts of game design. This includes detailed analyses of existing games – including different aspects of psychology, (theoretical) game design and game theory. If you don’t know the difference, you are welcome to stay and learn ;)).
These basic concepts broaden the view of game designers to see more things they can change or adjust to improve their game.
I’m starting off with the very fundamentals: What makes a game a game?
This video is mostly intended for new game designers. However, I’m quite certain also veterans can take away some food for thought. That’s at least what happened to me when I first read about these “obvious” things that I never really gave a second thought to:
It’s like listening to a politician talk about something whit poorly done summary on an endless topic
here is some real stuff!!! the study of the history of video games from the point of view of the devs who made it no opinions from market or users jast game cocepts evolution
While GDC offers valuable insights, the talks are mostly made for people already in the industry or experienced designers.
I don’t think people with no experience in game design who want to start making games benefit as much from these videos. And this is my primary target audience.
yes, but to make a video game you need a great knowledge of video games in general whit suggestible thousands of hours of gameplay in thousands of different games
in short if one knows little or nothing about video games it is better to do something else the market is already full of junk products with stunning graphics
not to mention market analysis and user target…you can’t make a video game for a small audience it’s not convenient a los off money
Caledoriv game design and gamepley design they are 2 different things and there are probably subcategories of those two things as well
the creativity is a mathematical concept: is a mixture of Topic knowledge,Technical knowledge, and fundamental thing experience of the topik which comes from a deep disgust OF THE QUALITY OF THE PRODUCTS ON THE MARKET… + investments
We continue with a deep dive into the combat system of Octopath Traveler: We explore the game’s most important mechanic, the Weakness system - and how it affects other systems. With the addition of the character system, boost points, and turn order planning, this combat system provides players with meaningful choices and engaging gameplay.
I disagree with your statement that “game design” and “game play design” are different things. If anything, “game play design” is maybe a subcategory of “game design”… What do you think is the difference?
I’m not quite sure I understand the connection between creativity and disgust of quality?
Octopath Traveler as an example? you are serious? a copycat game with nothing original? FF8 Chrono Cross Grandia 20 years ago they made a better game as graphics and innovative gameplays…and FF8 Chrono Cross Grandia are copy cat game but with a big innovation…
learn creativity from a copycat game? you should study innovation and creativity from ancient legendary artifacts videogames not from new copies of poor copies of copys of copys of copys of copys
have you ever heard of London hellgate? a game 20 years ahead of its time? a inovation masterpice nobody remembers or play…an example of merging different video game genres
It’s super easy when it all sucks and a random angry guy comes along whit a DIY and creates a better product which tomorrow will be replaced by an even better one it’s called PROGRESS/EVOLUTION of technology this is a universal concept that comes from the caveman trying to build weapons to survive and kill anoter stone age caveman…starting from the first animal bone used as axe to todey 12 warhead nuke roket…