Game Maker's Toolkit
Game Maker's Toolkit
  • Video 60
  • Views 130 451 065
The Power of Invisible Choices
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit

Action games typically borrow from RPGs and adventure games when it comes to making choices. But there are significant advantages when using the normal verbs of the games. I call these “invisible choices”.

=== Before you watch ===

Content warning: Scenes of a violent nature

Spoiler warning: Light Mass Effect 2, Spec Ops: The Line, Deus Ex: Human Revolution, Metal Gear Solid, Silent Hill 2 spoilers

=== Sources and Resources ===

- Sources

[1] Do You Copy? Dialog System and Tools in 'Firewatch'
thexvid.com/video/wj-2vbiyHnI/video.html

[2] 'Mooncrash': Resetting the Immersive Simulation
thexvid.com/video/rXm5zCdiNT0/video.html

- Additional r...
Views: 483 600

Video

How The Forgotten City Works
Views 232K28 days ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit Every year I break down the design and development of one of the year's most innovative games. This time: it's the time-travelling, day-looping, crime-solving, remake of a Skyrim mod, The Forgotten City. How was this remarkable game made? Before you watch Content warning: Some violence Chapters 00:00 - Intro 03:24 - The Forgotten Ci...
How Accessible Were 2021's Games?
Views 263KMonth ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit Every year, I like to take a moment to check in with the games biz, and see how things are going in terms of accessibility. I check out 25 blockbuster games, and countless indie titles, to gauge the current state of the industry. Before you watch Disclosure: Riders Republic code provided by Ubisoft Sources and Resources - Sources - ...
Why is it so hard to make game design decisions?
Views 325KMonth ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit This time on Developing, I try to turn my prototype into an actual game - but get hung up on indecision. How will I solve this problem? How to make Predicted Trajectory path of Projectiles in UNITY - Bow and Arrow 2D | The Game Guy thexvid.com/video/3DUmpVi82q8/video.html ROWBYROW Game - verysoftwares.itch.io/rowbyrow Credits Music ...
Why You (Probably) Didn't Get Lost in Metroid Dread
Views 552K2 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit Metroid Dread is a Metroidvania with a sprawling, interconnected map. So how come I always knew where to go, and almost never got lost? Before you watch Spoiler warning: Some late-game items and bosses are shown. No story spoilers are revealed. Games Shown Metroid Dread (2021) Metroid Fusion (2002) Super Metroid (1994) The Mummy: De...
The mistake every new game developer makes
Views 535K3 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit This time on Developing, I want to turn my game idea into reality. But, first, I need to explore my history of failed game-making attempts, to figure out where to begin. Credits Prototype Footage It Takes Two - thexvid.com/video/QbMF1nCiIkQ/video.html Ori - thexvid.com/video/HTksBJeoa1A/video.html Subnautica - thexvid.com/video/pwWk...
How I learned Unity without following tutorials
Views 756K3 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit Welcome to the first episode of Developing - a new series in which I create my own video game. I’m starting from the very first step: choosing a game engine and learning how to use it! Credits Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (...
‘It Takes Two’ - Co-op level design
Views 240K3 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit In this episode of On the Level, I speak to Hazelight designer Oliver Granlund about creating co-op conundrums in It Takes Two. Before you watch Spoilers: Chapter 2 of It Takes Two. Content warning: Mild language. Games Shown It Takes Two (2021) Ori and the Will of the Wisps (2020) A Way Out (2018) Super Mario 3D World (2013) Unchar...
What's next for GMTK?
Views 265K4 months ago
A new series begins Support GMTK at www.patreon.com/GameMakersToolkit /// Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
Dishonored 2 Devs Explain the Clockwork Mansion
Views 266K6 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit In this episode of On the Level, I speak to Arkane designers Dana Nightingale and David Di Giacomo about the shape-shifting Clockwork Mansion in Dishonored 2. Before you watch Accessibility: This video has burned-in subtitles for the French to English translation. The subtitle track "English" disappears during this time. However, th...
The Best Games from GMTK Game Jam 2021
Views 814K6 months ago
The GMTK Game Jam for 2021 was - once again! - our biggest yet. In this video, Mark runs down his 20 favourite games. Support Game Maker's Toolkit on Patreon - www.patreon.com/GameMakersToolkit Play the GMTK Game Jam 2021 games - itch.io/jam/gmtk-2021 Get the winning games: 00:00 - Intro 01:16 - Rift Shift - ihapiece.itch.io/rift-shift 02:10 - Sleepy Blocks - davifox.itch.io/sleepy-blocks 03:01...
Can we Improve Tutorials for Complex Games?
Views 701K7 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit Games in complex genres, like strategy and simulation, can be really hard to learn. So are there ways to make the tutorials for these games more enjoyable and more effective? Sources and Resources - Sources [1] How I Got My Mom to Play Through Plants vs. Zombies | GDC on TheXvid thexvid.com/video/fbzhHSexzpY/video.html [2] Bruce She...
Ori Designer Breaks Down the Awesome Sand Level
Views 331K8 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit In the first episode of On the Level, I speak to Chris McEntee about the awesome desert world in Ori and the Will of the Wisps. Patrons can see the full interview here - www.patreon.com/posts/51170633 Before you watch Spoilers: The Windswept Wastes is one of the later areas in Ori and the Will of the Wisps Support GMTK Support GMTK ...
The Power of Video Game HUDs
Views 542K8 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit The heads-up display can change how a game works, feels, looks, and is made. Let's find out how. Before you watch Content warning: Some blood Sources and Resources Sources [1] How We Made The Last of Us's Interface Work So Well | Kotaku kotaku.com/how-we-made-the-last-of-uss-interface-work-so-well-1571841317 [2] How Slay the Spire’s...
How to Become a Game Designer
Views 569K9 months ago
GMTK is powered by Patreon - www.patreon.com/GameMakersToolkit If you watch GMTK, you might be inspired to turn your passion for game design into an actual career. In this video, I've gathered advice from dozens of designers from around the world to help you land a job in the games industry. Sources and Resources Sources Design Tests and What to Expect from Them | GDC on TheXvid thexvid.com/vid...
How to Turn Movement into a Game Mechanic
Views 587K10 months ago
How to Turn Movement into a Game Mechanic
How the Nemesis System Creates Stories
Views 1.2M11 months ago
How the Nemesis System Creates Stories
How Watch Dogs: Legion Works
Views 360KYear ago
How Watch Dogs: Legion Works
How Accessible Were 2020's Biggest Games?
Views 323KYear ago
How Accessible Were 2020's Biggest Games?
How Zelda's Puzzle Box Dungeons Work
Views 564KYear ago
How Zelda's Puzzle Box Dungeons Work
Who Gets to be Awesome in Games?
Views 524KYear ago
Who Gets to be Awesome in Games?
Are Lives Outdated Game Design?
Views 1MYear ago
Are Lives Outdated Game Design?
The Rise and Fall of Britain's Bedroom Coders | Design Icons
Views 263KYear ago
The Rise and Fall of Britain's Bedroom Coders | Design Icons
This Psychological Trick Makes Rewards Backfire
Views 920KYear ago
This Psychological Trick Makes Rewards Backfire
The Games That Designed Themselves
Views 957KYear ago
The Games That Designed Themselves
Last of Us Part II Designer Shows How a Level is Made
Views 492KYear ago
Last of Us Part II Designer Shows How a Level is Made
The Best Games from GMTK Game Jam 2020
Views 1.9MYear ago
The Best Games from GMTK Game Jam 2020
The Birth of the Japanese RPG | Design Icons
Views 627KYear ago
The Birth of the Japanese RPG | Design Icons
Commanding Shepard
Views 873KYear ago
Commanding Shepard
How do Stealth Games Deal with Detection?
Views 474KYear ago
How do Stealth Games Deal with Detection?
How Game Designers Protect Players From Themselves
Views 5M4 years ago
How Game Designers Protect Players From Themselves
Why Metro Exodus is so Immersive
Views 2.9M2 years ago
Why Metro Exodus is so Immersive
What Makes Good AI?
Views 2.6M4 years ago
What Makes Good AI?
The Two Types of Random in Game Design
Views 2.4M2 years ago
The Two Types of Random in Game Design
The World Design of Hollow Knight | Boss Keys
Views 2.2M2 years ago
The World Design of Hollow Knight | Boss Keys
How to Keep Players Engaged (Without Being Evil)
Views 2M3 years ago
How to Keep Players Engaged (Without Being Evil)
What Capcom Didn't Tell You About Resident Evil 4
Views 1.9M6 years ago
What Capcom Didn't Tell You About Resident Evil 4
The Best Games from GMTK Game Jam 2020
Views 1.9MYear ago
The Best Games from GMTK Game Jam 2020
Why Does Celeste Feel So Good to Play?
Views 1.9M2 years ago
Why Does Celeste Feel So Good to Play?
How Cuphead's Bosses (Try to) Kill You
Views 1.8M4 years ago
How Cuphead's Bosses (Try to) Kill You
The Best Games from GMTK Game Jam 2019
Views 1.7M2 years ago
The Best Games from GMTK Game Jam 2019
What Makes a Good Puzzle?
Views 1.6M3 years ago
What Makes a Good Puzzle?
What Makes a Good Combat System?
Views 1.5M3 years ago
What Makes a Good Combat System?
The World Design of Dark Souls | Boss Keys
Views 1.5M3 years ago
The World Design of Dark Souls | Boss Keys
The Rise of the Systemic Game
Views 1.5M3 years ago
The Rise of the Systemic Game
How Baba Is You Works
Views 1.4M2 years ago
How Baba Is You Works
Half-Life 2's Invisible Tutorial
Views 1.3M6 years ago
Half-Life 2's Invisible Tutorial
How Games Do Health
Views 1.3M5 years ago
How Games Do Health
Do We Need a Soulslike Genre?
Views 1.3M4 years ago
Do We Need a Soulslike Genre?
How the Nemesis System Creates Stories
Views 1.2M11 months ago
How the Nemesis System Creates Stories
The Design Behind Super Mario Odyssey
Views 1.2M4 years ago
The Design Behind Super Mario Odyssey
Morality in the Mechanics
Views 1.2M5 years ago
Morality in the Mechanics
What Makes a Good Detective Game?
Views 1.2M4 years ago
What Makes a Good Detective Game?
What Makes Celeste's Assist Mode Special
Views 1.2M3 years ago
What Makes Celeste's Assist Mode Special
The Best Games from GMTK Game Jam 2018
Views 1.1M3 years ago
The Best Games from GMTK Game Jam 2018
Legend of Zelda: Breath of the Wild - An Open World Adventure
Views 1.1M4 years ago
Legend of Zelda: Breath of the Wild - An Open World Adventure
How Games Get Balanced
Views 1.1M2 years ago
How Games Get Balanced
The Making of Hitman 2's Best Level
Views 1M2 years ago
The Making of Hitman 2's Best Level
Redesigning Death
Views 1M6 years ago
Redesigning Death
The World Design of Super Metroid | Boss Keys
Views 1M3 years ago
The World Design of Super Metroid | Boss Keys

Comments

  • Ivan Dimitrov
    Ivan Dimitrov 2 minutes ago

    One thing I never heard people mention is the music of Prey. It is so simple, but creates this incredibly immersive atmosphere that makes you feel so small when gazing into space. Prey is a masterpiece, like all of Arkane's games in my opinion. Incredibly smart game, I hope more people give it a shot - it is definitely worth it.

  • winKoneR - Music
    winKoneR - Music 2 minutes ago

    The video contains minor to major spoilers from: Mass Effect 2, Spec-Ops: The Line, Demon Souls, Chrono Trigger, Bioshock It's obvious that video with such topic will contain spoilers, but you could maybe list the major ones in the beginning so people know if it's safe for them if they already played them. I understand that you don't want to discourage people from watching your video, but spoiling them some major events is just robbing them of some great gaming moments.

  • Tonki Janousek
    Tonki Janousek 26 minutes ago

    this is such an amazing video

  • Tonki Janousek
    Tonki Janousek 33 minutes ago

    acccurate

  • Maxwell Anselm
    Maxwell Anselm 34 minutes ago

    For years I didn’t realize you could save Paul in Deus Ex. I always assumed it was a scripted no-win event. But if you do manage it it significantly changes later story beats. That was an amazing moment when I found out about it for the first time.

  • Keiyan Goshin
    Keiyan Goshin 38 minutes ago

    Options are amazing. Because it gives you more outcomes to choose from and makes them significant. Yes/No is not enough anymore. Dealing with the consequences themselves well, that’s another video lol. Hidden options however, well, I have a love hate relationship with them. Does logic apply? Game logic or real logic? Does the game treat the players the same way across all parts or chapters? How big or small, do the decisions made, impact your progress? It’s the difference between thinking ‘oh nice’ and ‘reload game’. Thank you for sharing your insight. Stay safe. ❤️

  • unsinpilt
    unsinpilt Hour ago

    lol, you should know that light in talos principles is actually radiowaves. so this is more importante information that any others.

  • Lord Cameron
    Lord Cameron Hour ago

    Did you get the broomcloset ending? The broom closet ending was my favourite.

  • skejeton
    skejeton Hour ago

    Undertale actually becomes easier if you go the peaceful path than if you do the evil one. So the game starts out harder for peaceful run, but gets easier over time. For evil run the game starts out easier, but as a consequence the game becomes harder over time

  • Keiyan Goshin
    Keiyan Goshin 2 hours ago

    Dear game developers, please include an assist option in more games. Especially to games for the wider public. Players can challenge themselves if they wish and if they can. Having the choice is nice. No harm in asking. 😅😁

  • Matt Silverwolf
    Matt Silverwolf 2 hours ago

    _Cries in Dota 2_

  • Keiyan Goshin
    Keiyan Goshin 2 hours ago

    I generally avoid trailers. Not because they’re good or bad, but because they often reveal too much. I understand the need to hook the player in from the get go, but if the game is a classic genre then, I’ll have it figured out before I even start and that makes me lose interest. Indie games however are different, original, new!! Because of this, trailers are important not just to teach you about the game but also to attract players. Indie games are the return of games made by gamers. And they’ve given me hope for the future of video games. Thank you for this excellent video. Stay safe. ❤️

  • Donato Clandorf
    Donato Clandorf 2 hours ago

    Oh please just let games be games, I don't need solitaire to start changing things based on if I finish red stacks or black stacks more often. I don't need sudoku making decisions based on the fact that I fill the numbers in from low to high. Invisible choices are a pain in the neck, either I don't notice them (like bio-shock) or I DO notice them (usually by reading the game's achievements list, or hearing about it on the internet) and then I can't get immersed, its game in one hand, walkthrough in the other, o-clock.

    • Donato Clandorf
      Donato Clandorf 2 hours ago

      Meme's jokes and goofs are all well and good. Not playing Far Cry 4, and skipping straight to the end (as far as I can tell), isn't a choice, so much as it is a gag. Similar principles for psycho-mantis, and the orcs. Honestly, psycho-mantis could probably have had a fixed script that was the same for all the players and it'd have had roughly the same effect "woah he's talking about castlevania, and saving the game, how weird!" Same for the orcs, I certainly don't remember your name, or whether or not I killed you, or you killed me the last time we fought, but have a writer stick 20 different dialogues down your throat to that effect, and roll a dice to determine which one you say and it'll be great!

  • River Braithwaite
    River Braithwaite 4 hours ago

    A fun asymetric co-operative multiplayer mode could be one player controlling the character and one in 'designer mode' placing magnetic level elements. It'd play somewhat similar to the Portal 2 co-op I think, where one player is often placing portals for the other to use. One example could be if there were only two magnetic panels in a level, and the player in designer mode would have to be picking up and placing the panels quickly enough for the player in character mode to swing between them before falling. If you'd prefer to keep the game wholly single player, you could alternate between designer mode and player mode, which would be a bit more like Lemmings/Worms. Alternatively you could have the character navigate levels in a way that changed them, eg. pushing magnetic crates/opening magnetic doors, and then return to those levels later in the game to re-solve with the changed elements. Feel free to use any of those ideas if they're useful and not something you already thought of months ago. I hereby rescind any rights or claims over them! The game seems like a lot of fun, I'm excited to see what you come up with.

  • tiefling corpse
    tiefling corpse 4 hours ago

    in my experience if the big attacks have long anticipation and long recovery leaving you vunerable to attack then im just gonna spam small attacks until the enemy is dead. like if there isnt really any benefit to the big attacks other than it deals a lot of damage and there isnt really any good moment to use the big attack it feels like your better off being patient and using small attacks

  • neandervölgyi
    neandervölgyi 5 hours ago

    My favorite death system in vieogames is in a ragegame, the name of the game is "getting over it with Bennet Foddy", because it not the normal system, when you fall down you die. If you mess up you get to play the hole thing play over and over agan, and this game the repatiton is never get boring, and the fail have consequences. A another clever solutio in "the last guardian", this game when you die you have to play a mini game. (sorry my english is really bad)

  • Ronald G64
    Ronald G64 6 hours ago

    Can we get a video about leveling up in games and the best and worst types of level up systems

  • Fábio Dias
    Fábio Dias 6 hours ago

    I think u made the gargoyles in batman seem better than they are Sure u take out a guard from a safe zone but there's a limited number of them and not all enemies pass under one It gives a certain balance because when you enter a room all the guards are active and obviously the more guards the harder the game so you can use the gargoyles to take out some guards in a relatively easy way but once the room is emptier it's easier to leave the safety of the gargoyles and use other strategies

  • FlashMeterRed
    FlashMeterRed 7 hours ago

    Spec ops is not full of them - the very first one, where you come across another army guy who's edging towards a repelling line while you argue... There is no non-fighting action you can make. You can't melee, warning shot or disable with a foot shot. It's immersion-breaking and makes the limits on choice clear.

  • Kitt Spiken
    Kitt Spiken 7 hours ago

    You'd think 47 would need to tan before he could convince other guards in Columbia that he was on the up and up, or down and out as it were.

  • Rotmg Troller Fan
    Rotmg Troller Fan 7 hours ago

    the only reason i know this game exists is because rotmg troller played it

  • IcyLucario
    IcyLucario 8 hours ago

    Unless I missed something I thought the control options in Riders Republic sucked.

  • Talking like nerds
    Talking like nerds 8 hours ago

    9:46 I mean this is just like portal 2

  • Jelle
    Jelle 9 hours ago

    In Elder Scrolls Oblivion the tutorial is hidden choice all the way. At the end you talk to the NPC to choose your build. He suggests a build based on all the choices you made so far. Especially back in the day, I was blown away by this mechanic! Also a good way to introduce players to that system and it's options instead of starting out witch character creation.

  • Jon
    Jon 9 hours ago

    you already mentioned the best HUD..... Dead Space

  • IcyLucario
    IcyLucario 11 hours ago

    To be fair in Darkest Dungeon's case, you aren't doing it for "profit". Arguably not even for yourself. There's an entire cosmic horror that really needs to get snuffed out for the good of humanity. Tossing naive warriors who have no idea what they signed up for, while you know full and well the dangers you are about to put them through, is if anything commentary on war.

  • Maybe Crispy Waffles
    Maybe Crispy Waffles 11 hours ago

    Avid interest in metroid, but only ever played through Fusion and Dread. I still was able to 100% the entire game, just needed a guide for the last few bullshit hidden items, but all the same, it was still fun.

  • Trader Of Goods
    Trader Of Goods 11 hours ago

    "I have seen the future, and the future is... Magnets!" ~ Varrick

  • LyricCreator 740
    LyricCreator 740 11 hours ago

    The Squad in the isle in Roblox has ai that actually scares me… they all go off of each other to basically buff each other with things like a spotter increasing the snipers aim and the medic doing what a medic does and it all comes together to be overall a spooky experience

  • Girl Who Plays Madden
    Girl Who Plays Madden 11 hours ago

    middle earth is legendary. the game feels realistic because everything you do has impacts, and enemies actually figure you out. like I was playing this one boss, and he learned that I kept jumping over his head, and then he learned and started blocking it.

  • The Elemental Gamer
    The Elemental Gamer 11 hours ago

    My first playthrough was fairly simple. I did get stuck in a room near the start for... probably around 5 minutes, though, because I forgot how to slide...

  • Richard Grego
    Richard Grego 11 hours ago

    Exploration style - I found out about the points of no return / smaller real map - very quickly and found it annoying, as I wanted to go back and explore

  • supremechaosbeing ت
    supremechaosbeing ت 11 hours ago

    You mentioned gungeon's unlockable items, but what about unlockable characters? Gunslinger, for example, makes every gun have all of its synergies (very powerful. trust me. now your gun shoots elephants and fire at the speed of an ak-47) when you pick it up, and he costs 7 hegemony credits to play. He takes major skill to unlock, but it still should count. Sounds a good deal stronger than "your guy reloads faster and has 1 extra health at the start," yeah? (Marine has a few other benefits. They are not mentioned here to keep the non-existent brevity of this youtube comment)

  • Louis Robitaille
    Louis Robitaille 12 hours ago

    5:15 Edit: Below is an example of intense cognitive load/cognitive overload, but it's not actually related to UI specifically. I tend to get lost in a single aspect (cognitive load in this case) when I write comments, sorry ^^'. A very straight forward way to understand cognitive load imo is just to look at a single snapshot of a game of League of Legends, ideally a proplay game since they know exactly which objectives to prioritize (between towers, dragon, herald, baron, kills, etc) and just identify all the things they have to keep in mind at all times. Here's a non-exhaustive list (a "-" is a point, a "==" is a sub-point of the point it's under): - Every laner has to keep in mind the cooldowns of their enemy laner's 3 basic abilities at all times (this becomes extremely hard in skirmishes or teamfights where many abilities go off at once, multiple times, etc); - Every player has to keep in mind the cooldowns of all player's ultimate abilities, summoner spells, and other special abilities that have a specific cooldown like Sylas' ultimate's passive cooldown on each champion; - Every player has to check the minimap as often as possible. Coaches and TheXvidrs usually recommend every 2-3 seconds for low elo players to climb, but I'm sure proplayers literally keep an eye glued to the minimap and the other to their screen. - Every player has to play their champion properly: == Laners have to stay far enough from the enemy champion to not get caught, but close enough to be able to hit minions properly; == They have to track the enemy jungler's path in the jungle (which is pretty hard even though pros put a LOT more vision down than normal players, even in challenger). Tracking means they have to constantly look at the scoreboard and check how many CS the enemy jungler has to predict roughly which camps he killed and which camps he has yet to go to. This is significantly harder to do than it sounds like. == Laners have to constantly look to punish the enemy. Here's an example: every time the enemy goes to hit a minion, they hit him to "punish him", dealing a little bit of damage to them. That little damage adds up. == They have to know their combos exactly to know how much damage it'll do and if that amount is enough to kill an enemy, whilst adjusting that amount based on the resistances of the enemy. == They have to know the amount of mana each ability costs to know when they're safe and when they're at risk of being attacked. == They have to know the enemy's killing potential to not get killed by them. /!\ Oh and btw, there're over 150 champions in League of Legends right now. 150x 4 abilities and like 10 other champion-specific aspects to keep in mind at all times. Those are all things that, as a high gold player, I can't do at all. I've been playing for a little over 4 years and the only thing I can actually do consistently is know when I'm "safe or not" on my main champion. I've started to incorporate "punishing the enemy laner" and "tracking the enemy jungler" into my gameplay, but it's very hard to juggle between the two. I could probably come up with a proper list if I wanted to, but I just wanted to show a small example of cognitive overload xd. I think y'all can understand why over 50% of the player base in League of Legends is in low gold and below now x)

  • empty banana
    empty banana 12 hours ago

    kinda awkward to watch since i dropped stardew valley after the first 30 minutes despite being gung-ho for similar games like animal crossing

  • Louis Robitaille
    Louis Robitaille 12 hours ago

    I feel like I'd call those types of choices "hidden choices" and "invisible choices" would be something like "going somewhere in an open world". It's not even remotely something that people would think is a choice because it's just a normal part of an open world: going wherever you please. I'm not talking about the ones where it's obvious like having 3 possible quest starting points in 3 different cities on a map. I mean something like "if X place was visited first, then change the enemies at Y place to behave in a different way" or something similar. Something the players would have no way of knowing unless they play the game a lot or have a look at the code. Does that even count as a choice actually? Edit: Apparently it's part of his 3rd and 4th points. I still feel like there should be a separation between #1-2 and #3-4 into the terms above :shrug:

  • Girl Who Plays Madden
    Girl Who Plays Madden 13 hours ago

    so essential the essentials for a good combat system is everything that skyrim doesn't have, which is honestly true. tes combat sucks nuts

  • fan Bat
    fan Bat 14 hours ago

    honestly this is actually helpful for a guy like me if im up to being a programmer

  • Keiyan Goshin
    Keiyan Goshin 16 hours ago

    An excellent video on the usage of the camera angle on video games. For me it comes down to, the camera shows you want you want to see, or it fails to do so, on purpose or not. Have you ever found yourself leaning into the screen and tilting your head as if to see more of, whatever the camera can’t show you? Me, all the time lol. Thank you for this video. Stay safe. ❤️

  • Keiyan Goshin
    Keiyan Goshin 16 hours ago

    In 90% of games, the HUD is mainly, your HP and MP gauges, your skills hot keys (or hotbar) and the mini map. Games can have minimalist to charged HUDs and everything in between. For myself less is more. Especially when playing an open world game where you want to get immersed in. It’s a delicate balance that not all game developers succeed in. But a good point mentioned here is how a HUD can be an integral part of the game world. Very cool.

  • Titular Hero
    Titular Hero 16 hours ago

    These are even better when used in tandem with each other. An old school example of this is dragon age origins, in which if you romance morrigan she gives you a ring that allows you to track each other. It has pretty low stats and the player is given no ingame motivation not to sell it. If you keep it in your inventory she is easier to persuade to let the player go with her at the end of the dlc, and if you are wearing it, then when looking for her a party member will comment on the fact you always fiddle with the ring.

  • Dan Pellett
    Dan Pellett 16 hours ago

    That’s cap

  • SilverFlame15
    SilverFlame15 16 hours ago

    Just finished the game after I heard about it from your video. Great game, thanks for the recommendation

  • Vanessa __
    Vanessa __ 17 hours ago

    As an UX-Designer I really appreciate videos like this! Love it

  • Rufaro Kembo
    Rufaro Kembo 17 hours ago

    I swear he made this script high👀🤔

  • rojakstudios
    rojakstudios 17 hours ago

    It Takes Two was my 2021 GOTY. I've noticed that Hazelight Games have exceptional clarity and pacing, two elements that are often overlooked in game design. With It Takes Two, you always knew WHAT you were supposed to do and WHERE to go, but not necessarily HOW to it. A lot of AAA games have such convoluted design that you sometimes don't even know WHAT you're supposed to do or WHERE to go. It Takes Two also had excellent pacing. It gave the right challenge without being frustrating. I never wanted to put the controller down.

  • wpshadow
    wpshadow 17 hours ago

    Still a good video, gave me some good ideas for my game... thx

  • GamePhysics
    GamePhysics 17 hours ago

    Choices, what seperates video games from other mediums.. And the invisible ones are just so much better. Honestly don't know why they're not more common in the industry.

  • ToeTruck
    ToeTruck 18 hours ago

    barotrauma is a good example of a complex game that makes its tutorials very effective while still using the old style, it shows you all the little moving parts of the game and how they work, and then basically gives you a big box of them and says "ok, now dont die"

  • MohammedShah
    MohammedShah 18 hours ago

    Breath Of The Wild. When Link has low health, it shows link flashing red, if hes out of stamina, he pants. Turn on ‘No HUD’ mode, and it’s the best UI in any game I’ve ever played