Extra Credits

  • Premiere: Jul 2010
  • Episoden: 557
  • Anhänger: 9
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Staffel 2015
2015x1
Basics - How To Start Your Game Development
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Ausstrahlung
Jan 14, 2015
Making your first game can be difficult. Remember that your goal is to make a game, any game, not necessarily a complex game like the ones professional teams of game developers in a .. show full overview
2015x2
Practical Rules - Setting (and Keeping) Goals
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Jan 21, 2015
Now that you know the basic principles of how to make your first game (remember: start small!), it's time to break that down into a process you can follow to finish your first game. .. show full overview
2015x3
Minimum Viable Product - How to Scope small and Start Right
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Jan 28, 2015
When you're making your first game, we've told you to start small, but that may leave you wondering: just how small should you be planning for? This brings us to the concept of minimum .. show full overview
2015x4
Launching! How to Market Your Game
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Feb 04, 2015
Before you finish your first game, even before you're ready to publish it, you should plan your marketing and PR campaign. Being an independent game designer means it's up to you to get .. show full overview
2015x5
A Question of Empathy
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Feb 12, 2015
Many studies have investigated whether or not there is a link between video games and violence, but few have looked at the bigger picture. What is the correlation between video games and .. show full overview
2015x6
No Gendered Mechanics
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Feb 19, 2015
Assumptions that certain games are only for people of a certain gender have driven game design decisions for years. Genres that are stereotyped as male, such as first person shooters, .. show full overview
2015x7
What Makes Us Roleplay?
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Feb 25, 2015
Games often condition us to go through the motions of solving the puzzle or saving the world without really asking us to take on the role of the character we're playing. But a few games, .. show full overview
2015x9
Games You Might Not Have Tried #7
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Mär 12, 2015
For our long-running Games You Might Not Have Tried series, Extra Credits reviews and recommends a selection of video games that might have slipped under your radar. We've got everything from philosophical robots to roving Vikings!
2015x10
Asymmetric Play
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Mär 18, 2015
Many multiplayer games have already embraced the idea of "soft" asymmetry, where different characters have skills and playstyles that make them unique but the overall game mechanics are .. show full overview
2015x11
Four Realistic Predictions
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Mär 25, 2015
During the convention season, games media often bursts with predictions about new trends and technology that will be the future of gaming - but many of those bold predictions never come .. show full overview
2015x12
Awesome Per Second
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Apr 01, 2015
Game length does not matter. Game quality does. Keep your work focused and don't be afraid to cut content that's good but not great. Special thanks to our audience for sending us .. show full overview
2015x13
Romance in Games
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Apr 08, 2015
Games often focus on the flirtation and courtship of an early relationship, turning it into a game where saying the right thing means you will win over your romantic interest. These .. show full overview
2015x14
Humane Design
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Apr 15, 2015
Games do not dictate our behavior, but they do affect us. They can affect us in positive ways, by letting us share experiences with other people or giving us a refuge from the troubles .. show full overview
2015x15
Exit Points
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Apr 22, 2015
Part of treating players with respect is respecting the time they have to play your game. Exit points make sure your game offers players plenty of opportunities to put down the .. show full overview
2015x16
Understanding Your Player
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Apr 29, 2015
How much time will players spend with your game in one sitting? The answer affects many aspects of your game's design, and you can remove the guesswork from it by thinking about the .. show full overview
2015x17
On Classical Heroes
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Mai 06, 2015
The classic heroes whose stories have resonated through time have many features in common with each other. Whether it's strength or cunning or some other quality, they have greater .. show full overview
2015x18
Hatred
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Mai 13, 2015
Violence lies at the heart of the Western tradition. Rage is an essential part of human nature, one that literature, art, and games can help us explore in healthy ways. It gives us an .. show full overview
2015x19
Paid Mods
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Mai 20, 2015
Valve's attempt to introduce a marketplace onto the Steam Workshop raises questions about the effect paid mods would have on the mod community and the game companies themselves. The .. show full overview
2015x20
Rust - Representing Race in Games
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Mai 27, 2015
Rust assigns players a skin color on character creation, then ties it to their Steam account so they can never change it. This game design decision creates diversity in the player base .. show full overview
2015x21
Force-of-Nature Villains - Giving a Face to Pure Evil
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Jun 03, 2015
Force-of-Nature villains embody pure evil, or chaos, or other forces that move the world beyond the hero's control. They're not traditional characters with motives, desires, and a .. show full overview
2015x22
Exploration in Games - Four Ways Players Discover Joy
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Jun 10, 2015
Exploration appeals to basic human instincts, and the basic joy we get from discovery makes exploration a key element for many games. While the geographic discovery of finding new levels .. show full overview
2015x23
Social Difficulty Curve - Easing Players into Communication
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Jun 17, 2015
Designers graph gameplay engagement on a curve, making sure that new players have the time to learn and grow comfortable with the mechanics before introducing new ones. Yet for all that .. show full overview
2015x24
Intermediate Social Curve Design - Introducing Cooperation Rewards
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Jun 24, 2015
Once players like Emily have gotten comfortable with the mechanics of the game, they're ready to dip their toes into the social features. Early social challenges should be easy to .. show full overview
2015x25
Advanced Social Curve Design - Empowering the Community
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Jul 01, 2015
Social play allows players like Emily to take on greater challenges than solo play. With the player's confidence in the game's mechanical challenges well established, the design can now .. show full overview
2015x26
The Witcher III - Wild Hunt - Best Detective Game Ever Made
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Jul 08, 2015
The Witcher: Wild Hunt distills all the best practices of hard-boiled detective novels and translates them brilliantly into a game. To understand how and why this works so well, we have .. show full overview
2015x27
The New Future of Japan - The Auteur Movement
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Jul 15, 2015
Celebrity game developers from Japan have become frustrated with AAA development and begun breaking off to form their own, small teams. The AAA side of the industry is shrinking .. show full overview
2015x28
Procedural Generation - How Games Create Infinite Worlds
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Jul 22, 2015
Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot drops. This random element .. show full overview
2015x29
Speedrunning - Games Done Quick and Developer Tips
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Jul 29, 2015
A passionate community has grown around speedrunning, when players try to find the fastest possible way to complete a run. Different types of speedrun may require the player to beat the .. show full overview
2015x30
A Generation of Remasters - Welcome Updates or Troubling Omens
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Aug 05, 2015
Making new content is expensive, time-consuming, and risky. Many publishers have fallen back on remastering their previous games, where they only need to upscale the graphics and can .. show full overview
2015x31
Returning to WWII - Four New Approaches to War Games
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Aug 12, 2015
World War 2 games like Call of Duty, Medal of Honor, and Battlefield flooded the market during the 1990's and continued to dominate the first person shooter genre for years to come. .. show full overview
2015x32
Progression Systems - How Good Games Avoid Skinner Boxes
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Aug 19, 2015
Progression systems in games are far too often designed as Skinner boxes: psychological traps that feed us carefully measured rewards to create habit-forming activity loops. Skinner .. show full overview
2015x33
Puzzle Break - Teamwork and Escape the Room Games
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Aug 26, 2015
We're big fans of Seattle-based "escape the room" designers Puzzle Break, so we teamed up with them to run a big, 100+ person party during PAX. The premise is simple: you're locked in a .. show full overview
2015x34
Fallout Shelter - How a Casual Game Won Over Hardcore Players
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Sep 09, 2015
The Fallout Shelter app's breakout success took everyone, including Bethesda, by surprise. It's a casual, free-to-play game - exactly what many hardcore players hate - but it became so .. show full overview
2015x35
Romantic Dilemmas - How Witcher 3 Builds Character through Choice
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Sep 16, 2015
Geralt in The Witcher III: Wild Hunt finds himself torn between two women he loves. His relationship with Yennefer is passionate but tumultuous, while his relationship with Triss is more .. show full overview
2015x36
Frame Rate - How Does Frame Rate Affect Gameplay?
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Sep 23, 2015
To understand the debates over frame rate that pop up over so many new game releases, we have to start with an understanding of what frame rate means and does. All moving video is really .. show full overview
2015x37
Power Creep in Hearthstone - What It Teaches Us About Games
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Sep 30, 2015
Since we last talked about power creep on Extra Credits, the phrase has become widely used by many players and yet it is often used incorrectly. Many Hearthstone players responding to .. show full overview
2015x38
Future Proofing Your Design - Looking at Hearthstone and Planning Ahead
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Okt 07, 2015
Most games released today are expected to have at least a 5-year lifecycle with patches and expansions. As the original design team moves on to new jobs, they must be careful about what .. show full overview
2015x39
Bartle's Taxonomy - What Type of Player are You?
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Okt 14, 2015
Bartle's Taxonomy was the earliest attempt to break down player psychology in a multiplayer environment. Richard Bartle, who created the first MUD in 1978, interviewed the players of his .. show full overview
2015x40
Balancing an MMO Ecosystem - Getting a Mix of Player Types
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Okt 21, 2015
Dr. Richard Bartle's Taxonomy provides rough guidelines for understanding the types of motivations that players have. It also allows us to appeal to those players in broad groups, for .. show full overview
2015x41
Places of Horror - The Secrets of Scary Settings
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Okt 28, 2015
Horror settings fall into two basic categories: places of disempowerment and places of isolation. Places of disempowerment - such as alien worlds and the bottom of the sea - force us .. show full overview
2015x42
Destiny is Gaming's "Law & Order" - Video Game Comfort Food
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Nov 04, 2015
Destiny is rarely great, but it is consistently good - enough to become a "comfort food" in the games world. The first person shooter style gameplay is familiar enough to most players, .. show full overview
2015x43
The Delta of Randomness - Can You Balance for RNG?
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Nov 11, 2015
Randomness has three major functions in game design: 1) it creates exciting moments, 2) it gives the weaker player a chance to win occasionally, 3) it forces players to adapt to changing .. show full overview
2015x44
More Ways to Use Randomness - What is the Goal of RNG?
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Nov 18, 2015
While a positive random effect can only benefit the player who controls it, there are other varieties of random effects. Negative randomness means the effect can actually be bad for the .. show full overview
2015x45
The Antihero - Can Games Create Antiheroes?
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Nov 25, 2015
An antihero is someone whom you want to see succeed, even though it almost feels like you shouldn't. They're not villains, whom we can love but whose plans (like world destruction) we .. show full overview
2015x46
Where Does Your Console Come From? - Supply Chains
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Dez 02, 2015
Consoles take a complicated route to get from us - all the way from being minerals in the ground to being assembled in factories across the world. A close look at how this happens .. show full overview
2015x47
Games You Might Not Have Tried - Winter 2015
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Dez 09, 2015
For our long-running Games You Might Not Have Tried series, Extra Credits reviews and recommends a selection of video games that might have slipped under your radar.
2015x48 Staffelfinale
Propaganda Games - Sesame Credit - The True Danger of Gamification
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Dez 16, 2015
China has gamified being an obedient citizen with the creation of Sesame Credit. The game links to your social network and gives you a score for doing things that the government approves .. show full overview

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