Extra Credits

  • : 2010
  • : 562
  • : 9
  • YouTube
  • Animation Comedy Documentary

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2014
2014x1
The Good We Do
Episode overview
08, 2014
This week, we discuss some of the positive impact our community has on the world.
2014x2
Games You Might Not Have Tried: Collectable Games
Episode overview
15, 2014
This episode has no summary.
2014x3
The Magic Circle
Episode overview
22, 2014
This episode has no summary.
2014x4
Affordances
Episode overview
29, 2014
This episode has no summary.
2014x5
Fail Faster
Episode overview
05, 2014
This episode has no summary.
2014x6
Growing With Our Heroes
Episode overview
12, 2014
This episode has no summary.
2014x7
Simulation Sickness
Episode overview
19, 2014
This episode has no summary.
2014x8
Quest Design (Part 1)
Episode overview
26, 2014
This episode has no summary.
2014x9
Quest Design (Part 2)
Episode overview
05, 2014
This episode has no summary.
2014x10
Games You Might Not Have Tried: Cyberpunk
Episode overview
12, 2014
This episode has no summary.
2014x12
Designing for Youth
Episode overview
26, 2014
Good games inspire children to learn through play, whether in the classroom or at home. Understanding the educational needs of different age groups, from kindergarten to middle school, .. show full overview
2014x13
Net Neutrality
Episode overview
02, 2014
The debate about net neutrality rages on, but the meaning of "open internet" vs. "closed internet" is seldom explained. Without an open or neutral internet, corporations like AT&T or .. show full overview
2014x14
Doing Free to Play Wrong
Episode overview
09, 2014
This episode has no summary.
2014x15
Comedic Games
Episode overview
16, 2014
Comedy relies on timing, but video games can go beyond the scripted scenes of films or television to create interactive "comedy by choice" that lets each player discover humor on their own.
2014x16
Candy Crush's Success
Episode overview
23, 2014
Match three games like Bejeweled have spawned many clones, but none as successful as Candy Crush. Love it or hate it, it's helpful to understand why so many people play it.
2014x17
Education: An End to Fear
Episode overview
30, 2014
Traditional education focuses on assessment, giving students one chance to get their homework right. Games can provide immediate feedback and teach core problem solving skills.
2014x18
Education: Responsive Learning
Episode overview
07, 2014
Games that can track player behavior down to the last click can also keep teachers informed about their classes' progress and give them time to work one-on-one with struggling students.
2014x19
Education: 21st Century Skills
Episode overview
14, 2014
Games give players agency and teach the core 21st century skills of critical thinking, communication, collaboration, and creativity better than any traditional program of rote learning can.
2014x20
Education: Agency
Episode overview
21, 2014
Games show us the immediate, direct impact of our choices in a way that teaches us to plan for our goals and take control of our future. No lesson could be more valuable for a student.
2014x21
Why Games Do Cthulhu Wrong
Episode overview
28, 2014
H.P. Lovecraft and the Call of Cthulhu have inspired many horror games, but the power fantasy that drives most games conflicts with the unfathomable, unreachable terror of Cthulhu.
2014x22
Minecraft Generation
Episode overview
04, 2014
This episode has no summary.
2014x23
Roguelike Returns
Episode overview
11, 2014
Games like Spelunky and FTL led a revival of the roguelike genre. Techniques adopted from other genres simplify the learning curve and make these games accessible again for modern players.
2014x24
The Fighting Game Problem
Episode overview
18, 2014
This episode has no summary.
2014x25
Why the Vita Failed
Episode overview
25, 2014
The PlayStation Vita tried to create a high end mobile gaming solution, but failed to achieve even a fraction of the sales of low end systems like the Nintendo 3DS or even the iPhone.
2014x26
Early Access
Episode overview
02, 2014
Many developers have adopted the trend of giving players early access to a game that's still in development, gaining funding through sales at the high potential cost of a good first impression.
2014x27
The Waiting Game
Episode overview
09, 2014
Games like Candy Box, Frog Fractions, and a Dark Room uproot traditional game design that relies on spectacle and action. Instead they build an interest curve by appealing to our natural curiosity.
2014x28
Open World Design
Episode overview
16, 2014
Open world games offer players great opportunities to explore, but developers must figure out how to organize their team to create an immersive experience across so many hours of content.
2014x29
Choices vs Consequences
Episode overview
23, 2014
Games give players the agency to make decisions, but whether they highlight choices in advance or deliver consequences after the fact changes the experience and the game design itself.
2014x30
How Far Have Games Come Since 2008?
Episode overview
30, 2014
For our 200th episode, we take a look back at all the good things games have accomplished, as an industry and a community, since Extra Credits started in 2008!
2014x31
Too Many Games
Episode overview
06, 2014
The number of games coming out has hugely increased thanks to distribution platforms like Steam and the App Store, but storefronts have become a cluttered mess with inadequate search options.
2014x32
Randomness in Esports
Episode overview
13, 2014
Skill should be the determining factor in Esports, but many competitive games include a random element such as critical strike chance or card draw that can change the outcome of a match.
2014x33
Games You Might Not Have Tried: Humble Bundle
Episode overview
21, 2014
Extra Credits reviews and recommends a selection of video games that might have slipped under your radar.
2014x34
First Move Advantage
Episode overview
27, 2014
In turn-based competitive games, the player who goes first gets initiative. Designers must find ways to balance this advantage and keep track of win rates for both players as the game changes over time.
2014x35
Free to Play Is Currently Broken
Episode overview
03, 2014
Squeezing money from their highest spending players causes most free to play games to push out the majority of their playerbase.
2014x36
Historical Games
Episode overview
10, 2014
Historical games can be a great way to learn while playing, but giving the player choice means not re-enacting history as it happened. Systems and mechanics can make the player's choices feel like the choices of a historic figure.
2014x37
MMO Economies
Episode overview
17, 2014
Every quest reward or sellable item in an MMO generates more gold that goes into the economy, causing inflation as the gold becomes more common and less valuable. There are several ways .. show full overview
2014x38
Shovelware
Episode overview
24, 2014
Games based on popular movies or books often turn out to be disappointing for fans of the original material. These poorly made cash-in games often spend most of their budget buying a .. show full overview
2014x39
Big Bad I
Episode overview
01, 2014
Video game villains that don't match the overall tone of the game distract the player and can become more of a laughing stock than a threat. Game designers must understand the two basic .. show full overview
2014x40
Big Bad II
Episode overview
08, 2014
Villains are people too. A compelling narrative villain does not just do evil things for the sake of being evil, but because their view of the world or the actions they've taken within .. show full overview
2014x41
Digging Deeper
Episode overview
15, 2014
Our brains have a tendency to gloss over the minute-to-minute action in video games, leaving us with a few minutes of distinct memories after hours of gameplay. Unlike with books or .. show full overview
2014x42
Plan, Practice, Improvise
Episode overview
22, 2014
Successful game design requires focus, which means the designer must understand what types of play best suits their game and make sure that all the game mechanics support it. Planned .. show full overview
2014x43
Horror That Lingers
Episode overview
29, 2014
Too many horror games rely on "cheap" frights like jump scares or cliche monsters like zombies. While they may succeed in making the player afraid for a few moments, they rarely leave a .. show full overview
2014x44
Shiver with Antici-pation
Episode overview
05, 2014
Good horror games have their own pacing that's unique to the genre. To keep the player scared, games use a cycle of tension and release that keeps the player on the edge of their seat. .. show full overview
2014x45
Video Game Rating Systems
Episode overview
12, 2014
Games are becoming more common than ever, but the time-consuming and expensive methods to rate them for mature content haven't grown along with them. Small games, especially indie games, .. show full overview
2014x46
Interactive Video
Episode overview
19, 2014
Early games like the 7th Guest mixed film footage with the interactivity of video games, but the poor quality led to bad results that deterred other games from following their lead. .. show full overview
2014x47
How to Approach Game Difficulty
Episode overview
26, 2014
Games often start by asking the player, "What difficulty would you like to play on?" But how is someone who has never touched the game before supposed to figure out whether they want to .. show full overview
2014x48
How Games Scratch Your Multitasking Itch
Episode overview
03, 2014
Games that ask the player to do nothing more than wait while numbers increase have seen a surge in popularity. They fill a developing modern need for activity, giving players a window in .. show full overview
2014x49
Global Games: Norway
Episode overview
10, 2014
Norway faces a unique set of challenges when it comes to developing its role in the games industry. Despite some notable successes, the Norwegian game industry has yet to make its mark .. show full overview
2014x50
Mechanics and Tone
Episode overview
17, 2014
Game mechanics often come "first" in the development phase, with a narrative being tacked on later. But when game mechanics become separated from story, the disjunct makes for a bad .. show full overview
2014x51
Snakes and Ladders
Episode overview
24, 2014
Snakes and Ladders, or Chutes and Ladders, has been around for generations, going back perhaps 2000 years to its invention in India. Though simple - or perhaps through its simplicity - .. show full overview