"A good ending is the least important thing in the game." Life Is Strange: "Hold my 5 empty beer bottles."
@estebanrodriguez5409 Жыл бұрын
why the sound is in stereo?
@tenthlegionstudios1343 Жыл бұрын
I worked with Anthony as an engineer in Seattle. Great game. He did always have uncanny eye for card games, balance, and mechanics. We used to play games at lunch all the time - and he would win the most. Or talk about the average turn - and what your goal should be on a turn in a game. The story of Slay the Spires success reminds me of a book called zero to one. Where you take an idea in a industry (video games) and go from zero of something to one of something. This game was inspired by a mixture of great card games, video games - but the dominion drafting mechanic in a roguelike is what I consider the Zero to One moment. It might not have been the first, but nothing had these mechanics with mainstream success. I believe all the clones or games that were inspired by Slay The Spire speak to this. All the advice mentioned in this talk were crucial, but I think the game concept itself was just as important to its success.
@leemclafferty56222 жыл бұрын
Hey, I just moved to Seattle from the midwest and was looking to get involved with some people working on games! Do you all have a discord or a place to chat with people? I want to try and meet people before I show up at an event not knowing anyone.
@Warriormon873 жыл бұрын
Anyone have the link to the video about Gearbox Borderlands playtesting they were talking about.
@guyfawkes88733 жыл бұрын
This explains why the DMG doesn't explain anything about how to actually run dnd... That was a bad idea btw x)
@keving75053 жыл бұрын
Good info. Thanks
@sppr95593 жыл бұрын
And thats why we ended up with beastmaster ranger. Because of the "scientific" method.. You dont need a 100 000 pole but one person with brain to read through class description for 2 minutes
@TheCBC19843 жыл бұрын
D&D players love saving the (fictional) world. ask them to change 1 behavior to save the real world: different story.
@ishdx93743 жыл бұрын
wny is it so quiiiiiiiiiiiiet
@killmouseky47403 жыл бұрын
Great video. Still impatiently waiting for filter to be added to the Thumper.
@RecklessFables3 жыл бұрын
49:47 Sad he thinks people who want to play barb don't want to RP well or have skills.
@G_BLASTER3 жыл бұрын
45:37 - P R E A C H !
@goblinking13494 жыл бұрын
Slides timeframe: 4:14 What worked: Clarity of Vision 16:25 What worked: Three pillars 24:25 What didn't: Old Habits 32:44 What didn't: Communication 38:52 What worked: Open Playtest 44:55 What worked: Polling for Data 48:42 Class Satisfaction (2013) 50:12 Class Complexity (Oct 2012) 52:17 Complexity vs Noncombat Satisfaction 53:10 Complexity vs Combat Satisfaction 55:40 Rogue Satisfaction (Oct 2012) 56:56 Rogue 59:37 Druid 1:00:50 What's Wrong with Wildshape? 1:02:26 Alpha Triage 1:04:35 What Didn't: Big Releases 1:05:24 What Worked: Diversity 1:08:10 Questions?
@ComradeOgilvy19844 жыл бұрын
52:20 What they are saying is not wrong, but graphing things that way is silly, and looks at it in a more complicated way than is necessary. Clearly there are two buckets: "Sucks" and "Not Sucks". Fighter, Barbarian, Monk are in the Suck bucket. We can see that all the classes in the Not Suck bucket are either (1) well equipped to be important in non-combat challenges (Rogue, Bard, Paladin, Ranger), or (2) are powerful spell casters (Cleric, Mage, Druid) -- these are all pretty similar for Satisfaction. It is the Suck classes that have an obvious paucity of resources for non-combat challenges -- we can see this by inspection, and the Satisfaction ratings put them closely together. I think it is a useful to consider whether complexity is more tolerable outside of combat. However, Occam's Razor offers a simpler explanation for the data here.
@ocwkuro3 жыл бұрын
Firstly they determined complexity as polled was largely rated by how many choices the class has rather than how complicated it is to actually play its mechanics at the table. Then they charted satisfaction against complexity to determine whether people were happy with 'complexity' and whether it made a difference in combat or out. You do raise a valid concern that the data in those particular graphs are not controlled for how well the mechanics of those classes perform in combat vs out. It is possible that most of the options that make the so-called 'complex' classes 'complex' are just geared better for noncombat, and they don't have enough combat options. Also bear in mind that this is data from playtests of the classes as they were in 2013, not as they are now.
@ComradeOgilvy19843 жыл бұрын
@@ocwkuro "the options that make the so-called 'complex' classes 'complex' are just geared better for noncombat, and they don't have enough combat options" My guess is a class where you have at least one (1) obvious, (2) easy to use (3) effective combat option is going to rate well. Having additional options is nice, but having a default action that is satisfying goes a long way. Rage is pretty satisfying, for example, and it requires little mental effort to use well. I think that is why the Druid rates poorly. It has a similarly higher number of choices to other primary spellcasters, but if you look at their low levels spells, they are just not as easy to use in combat, compared to other classes. Shillelagh and Thunderwave are useful spells, but fall short of being a solid nobrainer default choice when we are talking about someone running around in leather armor. (In contrast, a Tempest Cleric donning heavy armor will find a lot of easy joy from Thunderwave, even to the point of upcasting it and boosting with Channel.)
@iuravi4 жыл бұрын
It would seem the KZbin algorithm has found a new love for this video. Also, basic maths are hard 17:55
@adventuresingamedevelopment4 жыл бұрын
Great talk, really liked the segment on scaffolding skills with skill chains
@dragonfliesdance4 жыл бұрын
At 49:02 they present a table and say explicitly the column headings are incorrect, but then they draw conclusions from those incorrect headings. They even give an example: "Barbarian is a 'beat stick' class, players don't want them to 'talk purty'". Except if the headings ARE incorrect as they say they are, the barbarian is one of the MOST satisfying in combat and the LEAST satisfying out of combat (by a pretty damn large margin) - which to me implies barbarian needs much more non-combat love. People wanted the barbarian to talk more. That is the literal opposite conclusion, and one that matches my in-game experience with barbarians.
@TennysonP3484 жыл бұрын
yes, Mearls' point is that it's okay for Barbarian to be less satisfying out of combat, because the types of players who play Barbarians tend to be the types who don't seek satisfaction in those situations in the first place.
@matthewleahy65653 жыл бұрын
I think you may be mistaken. The corrected columns are average-combat-noncombat with the barbarian scoring 3.68-4.02-3.33; if you check the later satisfaction vs complexity graphs you will see the presenters are correct
@lapineagaric1344 жыл бұрын
Cant watch, dowvoted. Shitty audio peaking in one fucking ear. This sucks.
@consonaadversapars4 жыл бұрын
Here's a cleaned up mono mp3 file (with some eq, compression and de-essing): www.sendspace.com/file/gysnrv
@johnmiller4464 жыл бұрын
If you hover over the like button, you will find that there is a 200ms delay before the text pops up. While you're there, you might as well click it too.
@whiskas-14 жыл бұрын
For mac users, you can go into acessibility controls and set "play stero as mono" in the audio tab
@MohammodZunayedHassan Жыл бұрын
Just noticed the similar settings in Windows 11
@alex-qn5xp Жыл бұрын
@@MohammodZunayedHassan Hate to reply to an old comment but any idea where I can find it? Edit: Nevermind, it's right there in the sound settings.
@Kramlets5 жыл бұрын
Open VLC Media Player, Go to Media > Open Network Stream (Ctrl+N), copy and paste in the video URL, press Play, go to Audio > Stereo Mode > Left.
@bryang62115 жыл бұрын
It is all about the process.
@CrazyRiverOtter5 жыл бұрын
Thank God my computer has a "turn on mono audio" feature.
@KatajunMusic5 жыл бұрын
who uploaded this in left mono
@IGDASeattle5 жыл бұрын
who knows :) it is an older video and none of the current IGDA Content volunteers have the original copy so apologies :)
@DarksideModerator276 жыл бұрын
This is the most useless game design talk I've ever had to sit through.
@chriscapaudio6 жыл бұрын
Willbert Rogert, II did a fantastic job composing this game score! It is really great to see into his thought process as well as the technical aspects of the recording. Holy $#!^… Martin O'Donnell in the Q&A!!!
@Prismatic_Rain6 жыл бұрын
A lot about this video makes me sad. As a D&D enthusiast who has been playing for 30 years my preferences run more with what the designers instincts told them rather than what the polling data was showing. So all the polls just ended up making the game worse for me while making it better for beginners I guess. yay?
@aureliomanalo4 жыл бұрын
Their bottom line as a corporation is profit. Fan service was never their intent, it was to create growth in other areas. Hence, the "High Wall".
@matthewleahy65653 жыл бұрын
Whats wrong with using polling to determine how people are enjoying the game? It seems very clever to me. As they said, forums were very unreflective of the overall population's opinions
@Snyperwolf913 жыл бұрын
@@matthewleahy6565 How many of those people really played D&D enough to have a judgement about it ? Or better yet , how many of those people are truly fans of D&D ? If you got too many non-fans that are already not interested in D&D from the begin with , they wanna have definitly changes that are too drastic and destructive for the core values what makes D&D really D&D . Its not the question about the accesibility but rather "how can we change the core principles of the product to appease the lowest common consumer-base? " Its like changing D&D into a cheap chess knock-off but still holding the name D&D because of brand recognition . Its ugly , kills the franchise and makes more problems then solving them.
@matthewleahy65653 жыл бұрын
@@Snyperwolf91 "how many people have played d&d enough to have a judgement about it" I don't think this is a useful question as the answer is completely subjective. "How many of these people are true fans of D&D? Again not a useful question. When niche hobbies/interests/musicians broaden their appeal it can turn off the previous consumer base. It's happened to me too. That's the economic system we live in. I don't see the sense of hacking at the branches instead of the roots.
@matthewleahy65653 жыл бұрын
@@Snyperwolf91 Well then I have good news for you! There are lots of people who feel the same way. They play with the older rulesets. You can too!
@youngtylerj6 жыл бұрын
If you are a one earbud user you will only hear one of the presenters. Each presenter is in one ear.
@matpeery39003 жыл бұрын
I see Wizards has just apparently never hired a good production company for these presentations, lol
@GaIlows6 жыл бұрын
!!!Volume Warning!!!: First speaker can't be heard, once Mike starts speaking at 2:54 you can hear everything fine. Don't blow your ears out by cranking the volume at the beginning.
@aureliomanalo4 жыл бұрын
Thanks, I almost blew out an eardrum.
@TheSaintMystic6 жыл бұрын
Starts at 2:54
@IGDASeattle6 жыл бұрын
Apologies for the A/V issues, all! We're still working out some kinks with our setup, but will improve!
@chooseareality6 жыл бұрын
Thanks for recording this. I usually can't make it out to speaker events due to kids and this is great. Just a heads up the audio mixing of demos vs speaker was rough when she was demoing things.
@IGDASeattle6 жыл бұрын
Thanks for the heads up, Brooke! We're definitely still working to improve & sort out our A/V kinks and really appreciate the feedback!
@kevinqueen62467 жыл бұрын
THIS IS THE MOST EXCEPTIONAL INFO ON GAME DESIGN
@ZaidMahomedy7 жыл бұрын
Very useful, timeless lessons
@TerenceBradshaw7 жыл бұрын
DanC! Not only is he a great designer, but a great guy, too! (Went to school with him. LOL)
@hahajason17 жыл бұрын
my left ear is a game designer now
@DoomRater7 жыл бұрын
That quip about Metroid came out a lot less effective than it should. Tourian, and by design Mother Brain boss battle are much much easier parts of the game than the rest of it. In fact I would argue the entirety of exploration in Metroid does nothing to prepare you for the final battle save from collecting the very tools you need to win. Breath of the Wild is a much better example because the game even offers you the choice to try the final battle ill-equipped if you're masochist!
@mostdubious96247 жыл бұрын
I took the time to watch this while taking notes, to get the things in my head. I am in a loving relationship with a notebook.
@soldirix26667 жыл бұрын
10:45 "Barrel of Doom" ;).
@astralbraintentacles12127 жыл бұрын
Nice one Akash. - Wim
@sebbychou7 жыл бұрын
"Rogue not Taken" haha! BTW: A quick "hack" to fix the left-ear only audio problem, go in your sound panel and activate the karaoke "Voice Cancellation". For some reason it makes this video equally sound in both stereo speakers/headphone.
@dutchmenneer32897 жыл бұрын
Right ear doesn't like this vid.
@fkkcloud7 жыл бұрын
awesome video.
@smackerlacker87087 жыл бұрын
I watched 15 minutes of this, then clicked another GDC video with only RIGHT audio. I'm pretty much done with this crap.
@mrjdavidt7 жыл бұрын
The authorities come and take your sheep...ha
@Protocurity8 жыл бұрын
I listened to the entire lecture, and I now know less about designing a game than when I started. This entire video is full of fluff, and sounds like extensive padding an English major would shove into term paper to meet the minimum word count. Everything is either so general that it is meaningless, or so convoluted that it obfuscates what should be a really simple concept. There's this talk about "loops" and "arcs", but that's all jargon. Here's the real simple breakdown: A) What do you _do_ in the game? B) Is what you _do_ fun or entertaining? C) Why would you _do_ thing in the game? What is the motivating factor. D) Are there any points where the thing you _do_ becomes too repetitive? E) Does it become too complicated or convoluted at one point? From there, it all goes down into the specific needs that specific types of games would have. All of this is post-hoc analysis of successful games that produces no meaningful movement toward innovation or guaranteed success.