Você precisa estar logado para marcar um episódio como visto. Entrar ou registar.
Temporada 2018
2018x1 So You Want To Be in QA - The Test Chamber Episode overview
Exibido em:
Jan 17, 2018
Quality Assurance, or QA, does not mean you sit around playing games all day. At least, not for fun. But if you have patience, love experimentation, and find the right team, it can be an extremely rewarding job.
Quality Assurance, or QA, does not mean you sit around playing games all day. At least, not for fun. But if you have patience, love experimentation, and find the right team, it can be an extremely rewarding job.
2018x2 Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing Episode overview
Exibido em:
Jan 24, 2018
You would think that paying $60 for a game would be enough, but so many games these days ask for money with DLC, microtransactions, and yes, lootboxes. There's a reason for that.
You would think that paying $60 for a game would be enough, but so many games these days ask for money with DLC, microtransactions, and yes, lootboxes. There's a reason for that.
2018x3 Why Do Games Cost So Much To Make? - AAA Game Budgets Episode overview
Exibido em:
Jan 31, 2018
Let's talk numbers: marketing, office space, dev tool licenses, voice actors, and more that goes into the average AAA game budget. Why do some games never turn a profit while others seem to magically make it work on the cheapest budget possible?
Let's talk numbers: marketing, office space, dev tool licenses, voice actors, and more that goes into the average AAA game budget. Why do some games never turn a profit while others seem to magically make it work on the cheapest budget possible?
2018x4 The Loot Box Question - Designing Ethical Lootboxes: I Episode overview
Exibido em:
Fev 14, 2018
Why does the games industry seem to prefer lootboxes over other types of microtransactions nowadays? Why are they so easily manipulated to abuse players' agency? How can we make them better?
Why does the games industry seem to prefer lootboxes over other types of microtransactions nowadays? Why are they so easily manipulated to abuse players' agency? How can we make them better?
2018x5 The Legality of Loot Boxes - Designing Ethical Lootboxes: II Episode overview
Exibido em:
Fev 28, 2018
Legislating regulation around in-game purchases seems like a good idea, but let's proceed cautiously: the phrasing of such potential rulings could create situations that unfairly affect gamers themselves, not just publishers.
Legislating regulation around in-game purchases seems like a good idea, but let's proceed cautiously: the phrasing of such potential rulings could create situations that unfairly affect gamers themselves, not just publishers.
2018x6 NieR: Automata - Sacrifice and the Meaning of Kindness Episode overview
Exibido em:
Mar 19, 2018
Many video games offer you the chance to make “good” or “bad” choices, but often times these choices lack weight; you as a player aren’t emotionally attached to the circumstances, the .. show full overview
Many video games offer you the chance to make “good” or “bad” choices, but often times these choices lack weight; you as a player aren’t emotionally attached to the circumstances, the causes, or the outcomes. Nier: Automata, however, lets players truly empathize with others in a crucial end-game choice.
2018x7 Break Points - Balancing the Math with the User Experience Episode overview
Exibido em:
Mar 28, 2018
Why does a small, incremental increase in a stat sometimes feel like an overpowered boost? How can we use break points to improve the player's experience?
Guest art by Allison .. show full overview
Why does a small, incremental increase in a stat sometimes feel like an overpowered boost? How can we use break points to improve the player's experience?
Guest art by Allison Utterback! https://twitter.com/ingrid_archer (No, not THAT Allison, but a very awesome Allison nonethless.)
2018x8 Impractical Research - How Academia Can Make Better Games Episode overview
Exibido em:
Abr 04, 2018
Academic research in games should be challenging our need for commonly accepted principles like Skinner boxes or certain narrative structures. Historically it tends to be focused on .. show full overview
Academic research in games should be challenging our need for commonly accepted principles like Skinner boxes or certain narrative structures. Historically it tends to be focused on finding only certain types of quantifiable data, which can be distracting from the medium's overall progress.
2018x9 Unpleasant Design - When Bad Design is Used to Hide Problems Episode overview
Exibido em:
Abr 18, 2018
Sometimes bad design is created intentionally, to cover up a flaw in the system instead of fixing it. Using cities like Seattle and London as examples, we examine how architecture is .. show full overview
Sometimes bad design is created intentionally, to cover up a flaw in the system instead of fixing it. Using cities like Seattle and London as examples, we examine how architecture is designed to remove homeless people from the public eye without actually helping them.
2018x10 Wolfenstein vs Call of Duty - The Need for “B” Games Episode overview
Exibido em:
Abr 25, 2018
Wolfenstein II: The New Colossus offers up one of the most honest depictions and criticisms of Nazism and bigotry in modern mainstream games, and part of that is due to its "b"-game-like .. show full overview
Wolfenstein II: The New Colossus offers up one of the most honest depictions and criticisms of Nazism and bigotry in modern mainstream games, and part of that is due to its "b"-game-like nature--similar to b-movies that transgress the standards of their time.
2018x11 The Digital Museum - Assassin’s Creed Origins Discovery Tour Episode overview
Exibido em:
Mai 09, 2018
The Assassin's Creed Origins team recently added a non-violent exploration mode to their game coupled with an educational voiceover narrating facts about ancient Egypt. How could we improve on this museum-like experience
The Assassin's Creed Origins team recently added a non-violent exploration mode to their game coupled with an educational voiceover narrating facts about ancient Egypt. How could we improve on this museum-like experience
2018x12 Choice Paralysis - Too Much of a Good Thing Episode overview
Exibido em:
Mai 23, 2018
Game designers must decide how to segment and present choices so that the player isn't overwhelmed. From character creation to strategy, there's a lot of complexity to the user experience.
Game designers must decide how to segment and present choices so that the player isn't overwhelmed. From character creation to strategy, there's a lot of complexity to the user experience.
2018x13 Blockchain Games - Can Blockchain Technology be a Game Mechanic? Episode overview
Exibido em:
Mai 30, 2018
Say hello to Matt Krol, our new narrator! Today we're talking about about that cursed buzzword "blockchain" that's appeared on the fringes of the game industry within the past year, most .. show full overview
Say hello to Matt Krol, our new narrator! Today we're talking about about that cursed buzzword "blockchain" that's appeared on the fringes of the game industry within the past year, most infamously Cryptokitties. How could blockchain tech actually provide good game design value?
2018x14 Ladders and Team Games - Doing it Wrong Episode overview
Exibido em:
Jun 06, 2018
Thanks to Skillshare for sponsoring this video. The first 500 people to sign up at this link get their first 2 months for free: http://skl.sh//extracredits
Why do team-based video games .. show full overview
Thanks to Skillshare for sponsoring this video. The first 500 people to sign up at this link get their first 2 months for free: http://skl.sh//extracredits
Why do team-based video games like Overwatch seem to struggle with judging team cooperation and not just individual skill? The answer, surprisingly, comes from chess.
2018x15 Games You Might Not Have Tried #14 - Mechs, Monsters and More! Episode overview
Exibido em:
Jun 13, 2018
These games are definitely perfect...ly suited to expanding your game design knowledge, even if they have some flaws here and there. It's another edition of "extra" game reviews: Games You Might Not Have Tried!
These games are definitely perfect...ly suited to expanding your game design knowledge, even if they have some flaws here and there. It's another edition of "extra" game reviews: Games You Might Not Have Tried!
2018x16 The Content Conundrum - Why So Many Games Feel Generic Episode overview
Exibido em:
Jun 20, 2018
Procedurally generated content seems like a really appealing route for a lot of indie developers--it's what AAA game studios are doing, and it seems to protect game balance! But often .. show full overview
Procedurally generated content seems like a really appealing route for a lot of indie developers--it's what AAA game studios are doing, and it seems to protect game balance! But often times it's worth the extra effort to craft a few handmade pieces, even at the risk of "breaking" the game.
E-sports scholarships are becoming slowly more commonplace, but they have inherited some of the bad qualities of other college sports, as well as unique issues like the usually short .. show full overview
E-sports scholarships are becoming slowly more commonplace, but they have inherited some of the bad qualities of other college sports, as well as unique issues like the usually short lifespans of video games themselves. Should you pursue an esports career?
2018x18 The Three Pillars of Game Writing - Plot, Character, Lore Episode overview
Exibido em:
Jul 04, 2018
Let's examine the elements that make up "game writing." Plot, characters, and lore all have to be balanced depending on the type of game you're making--knowing what to cut from your story bible is just as important as knowing what to keep.
Let's examine the elements that make up "game writing." Plot, characters, and lore all have to be balanced depending on the type of game you're making--knowing what to cut from your story bible is just as important as knowing what to keep.
2018x19 The Price of Randomness - Balancing RNG Episode overview
Exibido em:
Jul 11, 2018
Let's compare the RNG design in Hearthstone and Slay the Spire and figure out how we can design RNG for strategic difficulty without veering into completely frustrating players.
Let's compare the RNG design in Hearthstone and Slay the Spire and figure out how we can design RNG for strategic difficulty without veering into completely frustrating players.
2018x20 Ma, The Space Between - Uncluttered Game Design Episode overview
Exibido em:
Jul 18, 2018
Today we're talking about a Japanese word "ma" and how it applies to game design. Incorporating rest, space, and emptiness can make the rest of the gameplay, action, and narrative stand out.
Today we're talking about a Japanese word "ma" and how it applies to game design. Incorporating rest, space, and emptiness can make the rest of the gameplay, action, and narrative stand out.
2018x21 Game Therapy - How Can Games Improve Mental Health? Episode overview
Exibido em:
Jul 25, 2018
Games can help us heal, emotionally as well as physically. We need to do more research on their positive impacts and how we can maximize the emotional value of commercial games, not just on the harmful effects of gaming disorders.
Games can help us heal, emotionally as well as physically. We need to do more research on their positive impacts and how we can maximize the emotional value of commercial games, not just on the harmful effects of gaming disorders.
2018x22 Don't Just Hire Your Fans - Creating a Good Design Team Episode overview
Exibido em:
Ago 01, 2018
Having 500+ hours logged on a particular game or franchise shouldn't be a job requirement to work on that particular game or franchise--in fact, by working with folks who aren't already .. show full overview
Having 500+ hours logged on a particular game or franchise shouldn't be a job requirement to work on that particular game or franchise--in fact, by working with folks who aren't already "super-fans" of your game, you'll end up making better creative design decisions.
2018x23 Steam: What Sells - What Steam's Player Numbers Tell Us About Game Genres Episode overview
Exibido em:
Ago 08, 2018
We can learn a lot from Steam's player numbers about why certain games, like PUBG and Paladins, continue to be popular on Steam, as well as why niche driving simulators are doing better than adventure games.
We can learn a lot from Steam's player numbers about why certain games, like PUBG and Paladins, continue to be popular on Steam, as well as why niche driving simulators are doing better than adventure games.
Gestalt design principles--how we understand groups of objects as a whole unit via symmetry, proximity, closure, and more--is a powerful tool in game design to quickly and effectively communicate visual information to the player.
Gestalt design principles--how we understand groups of objects as a whole unit via symmetry, proximity, closure, and more--is a powerful tool in game design to quickly and effectively communicate visual information to the player.
2018x25 How Games Challenge Us - Empathy and Intuition in Puzzle Design Episode overview
Exibido em:
Ago 22, 2018
How can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are based in reflex and logic challenges?
How can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are based in reflex and logic challenges?
2018x26 Games You Might Not Have Tried #15 - September 2018 Edition Episode overview
Exibido em:
Set 12, 2018
Check out some new games to play this month!
Here's the list of the games in this video, accompanied by a link to the PC versions on the Humble Store if available (if you do decide to .. show full overview
Check out some new games to play this month!
Here's the list of the games in this video, accompanied by a link to the PC versions on the Humble Store if available (if you do decide to make a purchase through any of the Humble links, you'll be informed that a small percentage will go back to supporting Extra Credits, i.e. paying our artists!).
* Yoku's Island Express (NOTE: if you own a Switch, we recommend getting the Switch version instead, as the controls and portability are very delightful) https://www.humblebundle.com/store/yo...
* Legendary Gary: https://store.steampowered.com/app/68...
* 20XX: https://www.humblebundle.com/store/20...
* Cultist Simulator: https://www.humblebundle.com/store/cu...
* Wars Across the World: https://store.steampowered.com/app/34...
* Prey - Mooncrash DLC: https://www.humblebundle.com/store/pr...
* The Awesome Adventures of Captain Spirit: https://store.steampowered.com/app/84...
* Omen Exitio: Plague: https://www.humblebundle.com/store/om...
* Cardinal Cross: https://store.steampowered.com/app/81...
* The Painscreek Killings: https://www.humblebundle.com/store/th...
History of Virtual Reality, part 1: https://www.youtube.com/watch?v=bWIyz... brought to you thanks to Oculus Rift: http://bit.ly/2vJIFRZ
2018x27 The Joy of Losing - Learning to Have Fun Playing Games Episode overview
Exibido em:
Set 19, 2018
The design of multiplayer games means that, in most cases, half the playerbase is losing games at any given time. However, that shouldn't mean that half the playerbase is miserable or is .. show full overview
The design of multiplayer games means that, in most cases, half the playerbase is losing games at any given time. However, that shouldn't mean that half the playerbase is miserable or is unable to have fun. You can still have fun learning how to be a better team leader and practicing mechanical skills--which is important for combatting toxicity in multiplayer games.
2018x28 The Metaphor is Meaning - "Show, Don't Tell" in Game Design Episode overview
Exibido em:
Set 26, 2018
Every developer should be taking full advantage of the visual and interactive mechanics in games to deliver extra layers of meaning without having to do all game storytelling through .. show full overview
Every developer should be taking full advantage of the visual and interactive mechanics in games to deliver extra layers of meaning without having to do all game storytelling through text. And players can enhance the depth of their gaming experiences by paying attention to possible metaphors that exist!
2018x29 World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters) Episode overview
Exibido em:
Out 03, 2018
Let's look at how, in 2005, World of Warcraft accidentally provided a virtual simulation of a pandemic that academics have been studying in papers since.
Let's look at how, in 2005, World of Warcraft accidentally provided a virtual simulation of a pandemic that academics have been studying in papers since.
2018x30 Aspirational Play - Adding a Sense of Wonder to Game Design Episode overview
Exibido em:
Out 10, 2018
From internet drama stories of Crusader Kings 2 to the secret rooms in Enter the Gungeon, there is value in designing really cool gameplay and story experiences that not all of your .. show full overview
From internet drama stories of Crusader Kings 2 to the secret rooms in Enter the Gungeon, there is value in designing really cool gameplay and story experiences that not all of your players will necessarily get to experience (at least, not immediately). Stoke imagination and wonder by including exciting details that players can enjoy experiencing, even if only vicariously through shared transmedia knowledge.
2018x31 The New Player Experience - Hooks, Tutorials, Rewards Episode overview
Exibido em:
Out 17, 2018
A good new player experience consists of three pieces: the hook, the tutorial, and the reward. Spider-Man (2018) is an example that gets this right, by giving players an amazing experience right off the bat and not waiting until the second act.
A good new player experience consists of three pieces: the hook, the tutorial, and the reward. Spider-Man (2018) is an example that gets this right, by giving players an amazing experience right off the bat and not waiting until the second act.
Guest writer Evan Hill (a level designer from Naughty Dog) talks about creating surprises--expectation gaps--in your game, and why adhering to a "lifelike" experience isn't the same as preserving the player's sense of immersion.
Guest writer Evan Hill (a level designer from Naughty Dog) talks about creating surprises--expectation gaps--in your game, and why adhering to a "lifelike" experience isn't the same as preserving the player's sense of immersion.
2018x33 Games You Might Not Have Tried #16 - Spooky Scary Game Recommendations Episode overview
Exibido em:
Out 30, 2018
Happy Halloween! Today a whole bunch of the Extra Credits folks are here with some spooky scary skele-games for you to try!
Happy Halloween! Today a whole bunch of the Extra Credits folks are here with some spooky scary skele-games for you to try!
2018x34 Building Streaming Into Your Game - Designing Games for Observers Episode overview
Exibido em:
Nov 07, 2018
Adding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the gameplay mechanics that cater directly to players.
Adding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the gameplay mechanics that cater directly to players.
2018x35 Tutorials That Don't Talk Down To You - Context Sensitive Design Episode overview
Exibido em:
Nov 14, 2018
Context sensitive game design is often the key difference between a good tutorial, and a condescending, painfully obvious and frustrating tutorial.
Context sensitive game design is often the key difference between a good tutorial, and a condescending, painfully obvious and frustrating tutorial.
2018x36 The GDPR - What It Means For You! (Developers AND Players!) Episode overview
Exibido em:
Nov 21, 2018
The GDPR stands for the “General Data Protection Regulation.” It’s a European regulation that became effective in May 2018, designed to overhaul the way we think about data and data .. show full overview
The GDPR stands for the “General Data Protection Regulation.” It’s a European regulation that became effective in May 2018, designed to overhaul the way we think about data and data privacy--even internationally--especially when it comes to the privacy of your game-playing data.
2018x37 Games You Might Not Have Tried #17 - New Games to Learn From! Episode overview
Happy 400th episode Extra Credits! Consider taking some time today to play a game you love. YOU matter, so, take care of yourself!
Happy 400th episode Extra Credits! Consider taking some time today to play a game you love. YOU matter, so, take care of yourself!
2018x39 Because Games Matter - MJ's Story: How Games Brought a Family Together Episode overview
Exibido em:
Dez 12, 2018
Growing up, MJ fought non-stop with their brother--until they discovered Pokemon Stadium together. It would not only change their own life, but that of their entire family, for years to come.
Growing up, MJ fought non-stop with their brother--until they discovered Pokemon Stadium together. It would not only change their own life, but that of their entire family, for years to come.
2018x40Final da Temporada Because Games Matter - A Teachable Moment: Kingdom Hearts in the Classroom Episode overview
Exibido em:
Dez 19, 2018
High school English teacher Patrick wondered how he could connect better with his students--for one in particular who kept to herself, she just needed someone to let her know that it was OK to talk about video games in the classroom.
High school English teacher Patrick wondered how he could connect better with his students--for one in particular who kept to herself, she just needed someone to let her know that it was OK to talk about video games in the classroom.
Se faltam episódios ou banners (e eles existem no TheTVDB) você pode solicitar uma atualização automática :
Se você gosta dessa série, talvez também goste destas :