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The Game Design Perspective
Приєднався 7 сер 2023
Game Designers talking about games and game development.
Welcome to The Game Design Perspective, the ultimate destination for all things game development! Join us on this exciting journey into the heart of the gaming industry, where we lift the curtain on the fascinating world of game development.
Meet the siblings, Mau and Santi, seasoned game and level designers with a passion for unraveling the mysteries behind your favorite games. With years of experience in the industry, our dynamic duo brings you insider insights, expert interviews, and in-depth discussions on the art and science of game development.
ua-cam.com/channels/X8g2Kllh0NpojrJ6dFx1zA.html
Welcome to The Game Design Perspective, the ultimate destination for all things game development! Join us on this exciting journey into the heart of the gaming industry, where we lift the curtain on the fascinating world of game development.
Meet the siblings, Mau and Santi, seasoned game and level designers with a passion for unraveling the mysteries behind your favorite games. With years of experience in the industry, our dynamic duo brings you insider insights, expert interviews, and in-depth discussions on the art and science of game development.
ua-cam.com/channels/X8g2Kllh0NpojrJ6dFx1zA.html
Can Indie Games Save the Industry?
Indie games are phenomenal, but the are not enough.
In this video, we explore why indie games, despite their creativity and innovation, may not be the ultimate solution to the problems facing the gaming industry today. As much as we love these passion-driven projects for their fresh ideas and dedication, they’re up against some major industry-wide challenges.
From skyrocketing production costs and relentless microtransactions to publisher-driven pressures, the gaming landscape has shifted dramatically. We look into why indie games-no matter how unique and inspiring-might struggle to counteract issues in the entire gaming industry and how they also rely on large budget tools to create their own games.
Join us for a deep dive into the obstacles indie games face, what they bring to the table, and why their influence might not be enough to change the direction of mainstream gaming. If you care about the future of gaming, you’ll want to see this.
Don't forget to LIKE, COMMENT, and SUBSCRIBE to support us!
#gaming #gamedeveloper #spacemarine2 #indiegame #celestegame #stardewvalley #hadesgame #videogames #aaagaming #gameindustry
Timestamps:
00:00 - Introduction
01:52 - Sad News About Indie Games
03:10 - Why Small Games Are in Trouble - Reason 1
07:27 - Why Small Games Are in Trouble - Reason 2
08:57 - Why Small Games Are in Trouble - Reason 3
11:09 - It's All About Balance
In this video, we explore why indie games, despite their creativity and innovation, may not be the ultimate solution to the problems facing the gaming industry today. As much as we love these passion-driven projects for their fresh ideas and dedication, they’re up against some major industry-wide challenges.
From skyrocketing production costs and relentless microtransactions to publisher-driven pressures, the gaming landscape has shifted dramatically. We look into why indie games-no matter how unique and inspiring-might struggle to counteract issues in the entire gaming industry and how they also rely on large budget tools to create their own games.
Join us for a deep dive into the obstacles indie games face, what they bring to the table, and why their influence might not be enough to change the direction of mainstream gaming. If you care about the future of gaming, you’ll want to see this.
Don't forget to LIKE, COMMENT, and SUBSCRIBE to support us!
#gaming #gamedeveloper #spacemarine2 #indiegame #celestegame #stardewvalley #hadesgame #videogames #aaagaming #gameindustry
Timestamps:
00:00 - Introduction
01:52 - Sad News About Indie Games
03:10 - Why Small Games Are in Trouble - Reason 1
07:27 - Why Small Games Are in Trouble - Reason 2
08:57 - Why Small Games Are in Trouble - Reason 3
11:09 - It's All About Balance
Переглядів: 200
Відео
IO Interactive Seminar for Indie Game Developers
Переглядів 1,2 тис.Місяць тому
As part of the team at IO Interactive (Developers of Hitman and the new James Bond game), I was invited to give a talk to Game Developers in the Indie dev Day Expo in Barcelona and I wanted to share it with everyone. Please enjoy and let me know what you thing in the comments. Don't forget to LIKE, COMMENT, and SUBSCRIBE to support us!
Is This Capcom's Most Important Game Recently?
Переглядів 1,2 тис.Місяць тому
In this video, we dive into Kunitsu-Gami: Path of the Goddess, Capcom's upcoming action-strategy title. With its unique blend of fast-paced combat and strategic gameplay, heavily influenced by Japanese folklore and culture, this game could be one of Capcom’s most ambitious projects in recent years. We explore the core mechanics, including the day-night cycle, where players purify villages by da...
Was SEGA Able to Replicate NINTENDO's Level Design?
Переглядів 3682 місяці тому
Nintendo has set the gold standard for level design since Super Mario Bros. on the NES, particularly in the platformer genre. That's why it's so impressive when another game successfully captures that same design philosophy, just like SEGA did. While this Sonic game might not be for everyone, it offers valuable insights for aspiring designers or anyone interested in game development. Don't forg...
The Sonic Game Even the Developers Misunderstood
Переглядів 3,3 тис.3 місяці тому
I stand by you, underrated Sonic game. I love you. Don't forget to LIKE, COMMENT, and SUBSCRIBE to support us! Timestamps: 0:00 - Introduction 1:20 - What the Sega wanted to achieve 2:55 - What the game does really well (and why people hate it) 12:53 - A change the game should have done to improve 16:07 - Where the devs misunderstood this game. 18:27 - The Sonic movies are doing it right 19:00 ...
More Metro Exodus Stories with a DEVELOPER (almost CANCELED) - Part 2
Переглядів 2283 місяці тому
Good thing Metro Exodus wasn't canceled, but it was close. Part 1: ua-cam.com/video/tg83vKwpJW8/v-deo.htmlsi=YBOG_geOsMu3k_a8 Timestamps: 0:00 - Introduction 0:36 - Ziplines are hard to make 1:20 - Metro Exodus was almost cancelled 4:22 - How Metro's Level Design Guides You 5:24 - Enemies were very hard to make 7:50 - Metro is meticulous when you don't control de character 10:16 - Where does th...
Working in METRO EXODUS as a DEVELOPER Was Tough but INCREDIBLE (Stories and Curiosities)
Переглядів 4014 місяці тому
Let's talk about my experience working in Metro Exodus, developed by 4A Games. Timestamps: 0:00 - Introduction 1:12 - Talking about Metro Exodus (Volga) 19:00 - Outro #metroexodus #metrolastlight #metro2033redux #gamedevelopment
Do You Have What It Takes to be a BALDUR'S GATE Developer?
Переглядів 1,1 тис.4 місяці тому
It is a tough test. Timestamps: 0:00 - Introduction 1:36 - What is an RPG Designer? 2:51 - RPG Designer's Test Section 1 3:49 - RPG Designer's Test Section 2 4:48 - RPG Designer's Test Section 3 6:35 - RPG Designer's Test Section 4 7:30 - RPG Designer's Test Section 5 9:45 - RPG Designer's Test Extra 10:15 - Outro #larianstudios #larian #baldursgate #baldursgate3 #dnd #dungeonsanddragons #rpg #...
Classic Zelda is NOT Coming Back Soon... But I Hope it Does
Переглядів 1,2 тис.4 місяці тому
I want to play Link in The Legend of Zelda movie. Timestamps 0:00 - Introduction 0:18 - Zelda has always been about iteration 1:22 - Tears of the Kingdom is BOLD 1:49 - Best Selling Games in the Franchise 2:44 - Zelda's Gameplay Branches 4:52 - Nintendo's Plan Was Unexpected 6:06 - Nintendo, please cast me as Link in the movie 6:38 - Echoes of Wisdom is the New Direction for Zelda 8:37 - Echoes...
Game Developers React to the Nintendo Direct (June 2024)
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Follow Mau and Santi as they react to the amazing new announcements from Nintendo. #zelda #mario #nintendodirect #nintendodirect2024 #GameDevelopersReact #gamingreaction #nintendoswitch #gamingnews #nintendo #nintendogames #summerofgames #gamereaction #GameDevelopers #nintendoswitchgames #reactionvideo #gamingcommunity #gameannouncements #mariogames #zeldagames #supermario #legendofzelda #squar...
I made a mistake in my previous Xbox Opinion video
Переглядів 1015 місяців тому
Please watch the previous video: ua-cam.com/video/N2T2aChrYzQ/v-deo.html I promise to research more going forward. #xboxgamesshowcase #xboxgamepass #microsoft #pc #pcgaming #xboxshowcase2024 #xboxshowcase #fable #halo #hifirush #starfield
Xbox had a nice showcase, but NOT ENOUGH to save the brand
Переглядів 1,4 тис.5 місяців тому
We want to see you succeed, Xbox! Timestamps: 0:00 - Introduction 0:54 - Where is Xbox Currently 1:31 - Problem 1 2:18 - Problem 2 4:08 - Problem 3 6:15 - Problem 4 8:28 - What Microsoft Should Do 12:18 - Outro Happy birthday, Mau! #xbox #xboxgamepass #microsoft #pc #pcgaming #xboxshowcase2024 #xboxshowcase #fable #halo #hifirush #starfield
Final Fantasy Needs to Fix a Mistake 10 Years in the Making
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I love you, Final Fantasy. Timestamps: 0:00 - Introduction 0:27 - 10 Years of Mistakes 5:43 - Final Fantasy XV Caught an Older Demographic 6:36 - Final Fantasy XVI Tried HARD to Get a New Demographic 7:37 - Final Fantasy Wants to Be Something That It's NOT 9:00 - I Want My Jack Garland Figure 9:13 - Westernizing Final Fantasy Doesn't Work 10:23 - Final Fantasy Numbered Titles are Alienating Peo...
Is Stellar Blade to BLAME For Final Fantasy Underperforming?
Переглядів 3565 місяців тому
There were too many variables against the New Final Fantasy games. Timestamps 0:00 - Introduction 0:09 - Final Fantasy VII Remake Trilogy is Making History 1:49 - Final Fantasy VII Remake Set An Impossible Goal for the Franchise 3:38 - Square Enix Was Bleeding Money 6:08 - Smaller Scope Titles Had a Huge Return of Investment 6:56 - Square Enix Placed Everything on Final Fantasy 8:15 - Stellar B...
I'm a Level Designer on an Action-Platformer! I NEED TO TELL YOU ABOUT IT!
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I really hope you like RKGK! Timestamps 0:00 - Introduction 0:30 - RKGK reveal was so exciting for me 1:02 - What is RKGK 3:05 - Some Levels I Worked On 4:12 - What I did as a Level Designer 6:35 - I Set Speedrun Times for my Levels 8:06 - Outro (Thank you for watching and playing!) #leveldesign #rkgk #rakugaki #leveldesigner #3dplatformer #action #actiongames #gamedevelopment #speedrun #speedr...
5 Game Studios That Renew My Faith in the Gaming Industry
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5 Game Studios That Renew My Faith in the Gaming Industry
The REASON Why Microsoft KILLED Great Studios
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The REASON Why Microsoft KILLED Great Studios
Marketing is Changing Kingdom Hearts DNA
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Marketing is Changing Kingdom Hearts DNA
It's Time for Smartphones to Evolve for Gaming
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It's Time for Smartphones to Evolve for Gaming
Level Designer Studies Metal Gear Solid V: Ground Zeroes
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Level Designer Studies Metal Gear Solid V: Ground Zeroes
Playing Metal Gear Solid V Ground Zeroes with a Game Designer
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Playing Metal Gear Solid V Ground Zeroes with a Game Designer
How a Far Cry 6 Mission is Made by a Ubisoft Designer (Part 2)
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How a Far Cry 6 Mission is Made by a Ubisoft Designer (Part 2)
How a Far Cry 6 Mission is Made by a Ubisoft Designer (Part 1)
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How a Far Cry 6 Mission is Made by a Ubisoft Designer (Part 1)
Ubisoft Level Designer Explains How Open Worlds are Made
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Ubisoft Level Designer Explains How Open Worlds are Made
Final Fantasy VII Rebirth vs. Final Fantasy XVI: A Fair Comparison?
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Final Fantasy VII Rebirth vs. Final Fantasy XVI: A Fair Comparison?
Avoid The Final Fantasy VII Movie (Final Fantasy VII Advent Children)
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Avoid The Final Fantasy VII Movie (Final Fantasy VII Advent Children)
Game Design School - Advice from a Senior Game Designer
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Game Design School - Advice from a Senior Game Designer
The Media Misunderstood Warhammer: Realms of Ruin - Game Designer's Critical Reflection
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The Media Misunderstood Warhammer: Realms of Ruin - Game Designer's Critical Reflection
also I don't know why but I didn't get notification about this video even though I'm subscribed. weird!
You have no idea how true it is that there are so many polished games out there on Steam that just go unnoticed because there was no marketing behind them. Even indies are somewhat divided into the true indie games to the iii indies that have way more marketing thanks to a publisher. Indie games development is not standardized at all. It is impossible for the gaming market to completely rely on indies, as good as they are and how much i love games like Cat Quest, The Plucky Squire and, especially, Crypt of the Necrodancer and Cadence of Hyrule.
>Celestranni
i like your nails!
This is so true, you can see the consequences across the industry. Great video!!
great talk, timing impeccable
Thank you I was hoping the jokes landed haha.
Great talk!
Thank you! 😁
Awesome video! I love that you provide real-world examples. Thanks for sharing!
Thank you for watching!
So basically' Square Enix should pull a Megaman 9/10.
I'm verry different than most gamers, but a game with a Japanese name, I'm more likely to buy.
Is the japanese name the main reason you buy the game? Or would you buy it knowing it's japanese but it has an English name?
@@gdperspective I'm really into japanese culture, and usually games about Japanese culture have Japanese names, Okami for example.
I'm looking forward to playing it
It is definitely worth supporting. And it is addicting haha
One of the few who played both versions and enjoyed them. I agree that it’s design it’s a bit underrated and overlooked. Even if not every level makes the new parkour system effective, the levels are at least decent and fun when jumping and spin dashing doing combos. Great video btw! Hope your channel gets bigger and more people can see it! 😊
Exodus is one of my favorites. The story isnt anything crazy, but i love the emotional resonance it has and the family feel it was going for with your band of brothers traveling across the country in search of a home. I know some people felt that the game lacking an actual antagonist made it feel kind of weak, but i was fine with the direction it went. Im glad it went for something more personal and heartfelt rather than trying to take down some big bad, not that there's anything wrong with that, 2033 and last light are great narratives in their own right. But they lacked a distinctive emotional punch for me outside of a few moments here and there that i feel like exodus really nailed. My biggest gripe with Exodus was the games awkward movement. Im curious, is there any reason that the movement is the way it is? Specifically with hills, stairs and ledges, if you run too fast and go off an edge, you'll go flying, or if you try to run up stairs, sometimes you'll awkwardly slide and bounce around at weird angles. And considering the setting it was hardly a rarity. It was just an odd way to script the movement IMO. Never felt quite right. Overall i adore this game, and thank you for being apart of it. I have around 20 days in it (real time) across multiple playthroughs through the years. Im eagerly awaiting the 4th entry and Awakening
Sorry for the late reply here. To answer your question, the movement of Metro Exodus was balanced for the open environments. The team wanted a very grounded feeling while exploring the more bigger levels, we wanted the environment to attract the attention to the player and for that we slowed them down after a lot of playtests of people just running past everything to their objectives. It is kind of a response against people not absorbing their surroundings in general. As for the awkwardness you feel, well... let's say the team was very very ambitious with the movement in general, and we overscoped...
@@gdperspective I actually started playing the game on PC for the first time a few days ago, and the movement feels much, much better to the point where it doesn’t feel even remotely janky. The awkward bouncing and sliding is still a factor when running up stairs or certain angles, but just moving around doesn’t feel awkwardly weighty and wrong. It feels much more natural.
To me, this game sorta reminds me of the cancelled Sonic X-tream, but less compact in terms of level design.
They both share the same blocky structure
Now that you mention it, you're right. It has a similar vibe artistically too. Also, it kind of seems like the mid point between 2D and 3D Sonic, similar to Super Mario 3D Land.
While I like Sonic Lost World when the gimmicks aren’t intrusive *Looks at the 3DS Version* I’m not a big fan of its writing. I’m actually doing a challenge right now where every time I get a Chaos Emerald, I switch to a random Sonic game until I get another Emerald or that game’s equivalent. I’ve recently added Lost World to it after finding out that the Chaos Emeralds were in the game, I just never knew until last week when I watched a video on it.
Are you kidding me?!! I didn't know the Chaos Emeralds are hidden in Sonic Lost World!!!
@@gdperspective Ikr? To make them appear, it looks like you need to collect the Red Star Rings.
i started playing metro when i was in highschool I started with metro 2033 and i fallen in love with that game series my favorite is Metro last light and now i am indie games developer and my dream job is to work on the metro series
i actually like ff 16 like really reallly like it i actually want a least another game made by square with its combat system Edit: i just want ff 16 combat system to get better I want a competitor to dmc
“Am I the only one who likes (insert controversial sonic game)?” -some sonic fans. But I appreciate sonic lost world as a game not as a sonic game. What I don’t like about sonic lost world is that it killed the boost formula because they had the perfect game engine all we needed was a game in sonic generations engine that had completely original level aethstetics. The perfected it. And then they blew it all for that. And when returning to that formula they didn’t base it off generations they based it off sonic lost world which wasn’t a boost game
After watching this video and looking at Clair Obscur Expedition 33. I feel like that game will be another big hit on turn based combat that will give a wake up call to Square Enix. Oh yeah and Metaphor Refantazio
SONIC GOAT WORLD
Fellow Lost World enjoyer 🤝 The parkour is something that needs a second chance in a more traditional Sonic game, it's a vastly underused idea even in Lost World itself since most sections that require it are skippable
I don't understand what your real points are if you don't elaborate on them (examples or analysis of a specific level example and so on). What is the level flow in Desert Ruins Zone 1? I don't feel any progression or flow in it myself because the level assets just feel scattered around without much thought, and pace gets ruined by the 2D sections. Also, you repeat yourself too often, try to script videos and edit out repetition. Also, personal opinion, Lost World has a good moveset, but the level themes and especially the tubular level design ruined it (preventing linear "hallway" design by being on a small/large tube lets the player just avoid all platforming or enemies by going elsewhere and is much faster, because platforming and enemies just slow the player down, so there's no reward by putting in more effort), and the 2D sections are too basic where nothing's going on as well. The multiplayer levels have the strongest level design because it tries its hardest there to make the game actually difficult. I would've made a mod that implements those into singleplayer but modding tools are too difficult right now. You can find a wip version of the mod on Gamebanana though. The boost games are supposed to be challenging by being fast, and asking the player to find ways to beat the game faster through repetition, that's not a game design problem. I dunno how people get motion sickness from boost games (the camera work does enough to prevent all of it from happening), I get more motion sick from Yo Noid 2's PlayStation 1 polygon warping or even just from playing Penny's Big Breakaway. I don't see the potential of Zelda Zone's first section. It looks pretty, but there's no point in doing anything in there, outside of maybe getting an additional heart container, and maybe getting rupees if you need to still grind for animals for later levels in the game... which isn't a good excuse or a fun objective. There's no platforming challenges or something fast-paced or something arcade-y like chaining tricks/combos together and rewarding the player with points and grading the player with a rank at the end to get players to replay levels over and over again (that's very essential to Modern Sonic; all Sonic games made by Sonic Team since Sonic Adventure 2 do this, even Sonic Runners).
Awesome, thank you for talking about Sonic.
Overrated*
cant be overrated if most people hate it
@@callmesnowboo the “most” in question is just a loud 30% or something.
I like Sonic Lost World, and I will sit there with you and defend it, but i'm 8 minutes into this video and it sounds like you don't even understand it from a design perspective, which is a little worrying, since that is the name of your channel. I'll continue listening to you till the end though. But So far I disagree that the game is linear and it's blocky. It's one of the most spherical 3D games and there is lots of room in the level design for open player freedom and expression. I'm sorry dude, but this is very rambley and when you try to make a point it either contradicts another point or doesn't go anywhere. 12:53 Sonic Lost World does do this! You have your more open and secret filled levels right, and then you have the ones which are more linear, and the game spreads them out! Pointing to The Ledend of Zelda Zone as the only open level is a really bad example. What does that level do which any of the other levels don't do? Are you being tricked by the tiny open field at the beginning, before the level becomes just another tube level? Levels like Windy Hill, Frozen Factory, and Sky Road have more open content than this level. Sorry if this comment seems very negative, but I watched till the end for you. I would love to talk Sonic Lost World and Video Game design with you, and would like to see you succeed as a content creator. I think you really need to work on your scripts though.
I see where you're going with this. By blocky I mean the way the level is built. I understand how the level divides its acts and beats in sphere worlds, which is pretty neat and works wonders. But the way the challenges are placed is very blocky and modular. You can see the literal pieces of greybox that make up every challenge. You don't have many ramps that lead up a cliff, instead, you see the greybox pieces that suggest you to jump or use a spring to land up there. That's what I mean by blocky. This is also what makes the level challenges feel very intentional by the level design team. It's also one of the reasons it feels so similar to Super Mario games. There' s absolutely nothing wrong about it, it's the opposite, actually. Yes, you're right with the game doing this, but what I'm not talking about those kind of open zones. I used the The Legend of Zelda Zone as an example merely by the camera system and how it worked in that level. i'm talking about larger open levels, and only open levels, that were more explorable than what I've seen Sonic Lost World do. That's why I directly talk about Super Mario 64 diorama style levels, and also why I talk about them improving the camera system to make it more robust to make these kind of levels. I would have loved to see that in a sequel, but it probably will never happen. I'm also thinking about a follow up video no Sonic Lost World, analyzing a level or the level design throughout the game and, with that, I would love to ask you which level or levels are you favorites? Which ones do you think showcase this game the best? Don't worry about it. Your comment is totally fine and I get what you're talking about. We are aware of this and this is part of the reason why the channel is about to shift into an upload every two weeks instead of every week. Both Santi and I have been having issues keeping up with the channel and quality we want each video to have. In all honesty, thank you for your comment.
I'm sorry but Sonic is not Linear like Mario is. Sonic games live or die depending on the ability to take branching paths. Most of those branch offs either can put Sonic into a much slower platforming part of the level or can reward you with a shortcut. The other thing is I play Sonic FOR THAT MOMENTUM, not having it kills the essence of Sonic for me. I am pretty open with HOW Sega implements momentum, but it has to be there and stopping all forward progress while you are taking out a chain of badniks the wrong way and it is not even consistant as some allow you to keep going on your way and others stop you. That is and always will be horrible Sonic design to me. As far as the story, I want Sonic to have proper stakes in its story and dumbing it down to Mario is an insult to SONIC. I actually really like Frontiers story as while it is very simple there is a fair amount of depth if you care to know about the details. I think Lost World insults my intelligence with all of the one liners and self-deprecating humor. Which I share with Colors, and to a slightly lesser extent Generations and is just not "COOL" and is not what I want to see in Sonic. But I think Sonic should be harder than Mario on a base level. To me, I think Sonic should be about Medium difficult at base and go harder from there. As far as the accessible component, I think Sonic needs to inspire players to keep at it like Sonic to not give up as opposed to making the games easier. I got so many game overs as a child, but I got back on the Hedgehog again and again until I beat it. The only Sonic games I have never beaten is somewhat ironically, Sonic 2 for both Genisis and Game Gear because it takes too much time and effort to get back to what stops me. Now THAT is not something that is fun or inspiring, that is just poor design to me. I should not have to play a game for over an hour to get back to what gave me my latest game over.
No, Sonic is not linear like Mario is. Sonic levels, when considering those bonus branching paths, become semi-linear, but the game is always clear on which one is the main, non bonus path. Sonic and Mario have very different kind of levels, you're totaly right. Sonic Lost World just shifted that scale into merging those levels with Super Mario's levels. I totally love them, but that's why I state that, yeah, everyone who doesn't like the game for that lack of momentum is totally right. Sonic has crowned itself as a momentum fast-paced platformer, and the most popular. A part of why I like Sonic is that it can go very hard in its story components and, at the same time, not take itself too serious. I have never found Sonic's design to be one that inspires a very deep and super serious story, and those kind of stories have been a bit hit or miss within the Sonic IP. Forces being the first example that comes to mind. But it's something that keeps Sonic fresh as every game and story releases. I couldn't agree with you more on the accesibilty component. The issue I see is with a game releasing back in 2013 is that the game was already competing with an overflowing market of mobile games, so it was harder to make a player engage with a game that could be frustrating for them. It's even worse now. Players can just go and look for another game easy. Not that it's impossible. Souls games are very popular even with how hard they are, it¡s just harder to do. I think Sonic is in a better position now.
@@gdperspective Forces is just a mess that didn't know what it wanted to be story wise. The game was such a mess that they FINALLY got rid of their story head who was cancer to this franchise and got the guy who was the actual story head for the Archie Comics. The Sonic mythos has been a mess for such a long time until Frontiers came along and not only did a soft reset but also did the best job they could at trying to tie everything together into a cohesive timeline. There are still many problems with it but for the first time in like 20 years, I like Sonic stories again. Now if only SEGA would stop pushing their dev teams into impossible deadlines to meet their quota's. It has been obvious to me that Sonic is a compendium of headaches to develop for since the physics engines are super advanced, and the levels require a lot of fine tuning to not be a glitchy mess. As much as it pains me, 3D Sonic needs to have at least 5-7 years of dedicated development time for EACH game. Anything less and we end up with Frontiers which is amazing in concept but flubs the gameplay because it was rushed out, again.
I loved sonic lost world. Loved the bonus level idea and the skillset sonic had. The multi homing was buttery
I agree! The character controller feels so smooooooth!!!
@@gdperspective not to mention still one of more visually appealing games. The colors and sharp visuals were welcome. The multiplayer was a nice touch as well. Definitely had some features other games don't usually have
Really interesting video!
Thank you so much!!!
I love Sonic Lost World and hope they do bring it back, Sonic’s moveset felt great
I agreee!!!! I want to see a sequel!
This is an awesome video
Thank you so so much!!!
SONIC LOST WORLD! LES GOOOOO!
LEEEEEEEEEEEET'SSS GOOOOOOOO!!!
I liked the game cuz it was silly
I agree!!! I liked that it doesn't take itself too serious.
Im currently beating the game using only the bastard. I'm kinda curious why it was gimped so hard in exodus?
Great video
this is so cool!! great logo too!!
This level feels super-tight. Much more than the main game. I wish you had more stuff to do here after you finish the content.
Ultimate graphics in your mind tho, in full 16K graphics with dolby surround-sound & feel ;)
I hit that thumbs up symbol on your segment. Excited to see more creations from you. Fantastic upload, The Game Design Perspective. Persist in the awesome work.
I really disliked Final Fantasy XVI. Almost felt like it was ashamed to be a part of the series with how much it threw out the window. Most everything I like about FF was discarded, I really hope this isn’t the new series direction of the series. Also I never have the numbered issue. It only takes a second to explain it’s an anthology series and you can start wherever
The whole community loves all the 3 games we just need Co-op or multiplayer for 1-3 players to play with and you guys can definitely do it and in return friends will convince other friends to buy it for co-op so future purchases without having a sale !! 😅
The team has tried multiplayer since last light, but the reality is that it increase the scope of the project significantly. We were around 100 people making this game, and barely finished the single Player on time.
@@gdperspective maybe with a bigger team in the future ! Btw search up “metro exodus it’s just a game” on UA-cam and you will find countless fan made edits of the game with the comments full of amazing positive feedback!!
@@gdperspective search up “metro exodus it’s just a game” on UA-cam and you will find countless fan made edits of the game with the comments full of positive feedback !
Y they have to put a bad ending in game tho it's stupid
You can replay it twice on a higher difficulty and have a different ending it’s actually awesome !
One of the pillars of Metro is to be mindful of the world you inhabit. The good and bad ending are meant to show that.
Oh, Hi, glad to see you amigo! ))
Good to hear from you!
Great video, Santi!
Thanks man! I enjoyed your video as well!
Ziplines 🤣🤣
Yeah... I love them and hate them
YES :D The smile in my face when you said this is going to be a 3 part video. There's something really cozy about watching other game designers nerd out about their children (games xD). This makes me want to go back to Metro 2033, which I unfortunately never finished due to various life distraction, just so I can play Last Light and finally experience Exodus for myself. I mean, I was going to do that anyway sooner or later, but I just might do it sooner
I am very very proud of this game, and I believe it is a special experience. But, if you play it please let me know what you think.
@@gdperspective Sure will! Sadly might take a while, but I'll get there :D
This is actually crazy. I was literally telling a friend of mine a few hours ago how Metro Exodus was one of my all-time favorite games, and now I see this video???
Thank you for the love, I'll keep talking all about Metro in the coming weeks.
I feel like A Link Between Worlds was the start of the open air 2D Zeldas. That was the start of Zelda overcorrecting Skyward Sword's aggressive linearity. Personally I'm not a big fan of the latest Zelda games, or open world games in general, but I might give Echoes a chance if it at least has dungeons on the level of ALBW. If they bring activating terminals in any order into the 2D games, or memory cutscenes, I'm out.
You might be correct that they need shorter games, with shorter production times, and more iteration, but the results that would come from that probably will not match the quality we expect. I wonder if any of us are misjudging how well they're iterating, that sequels still take as long to develop as the first parts. It's possible they are failing to cut down, and are intentionally taking the same amount of time to instead make things better than the previous parts, which might be a mistake. I have no idea. I can understand more broadly that there would be an attraction to focus more resources into sequels of previous successes, but I don't know if that's short-sighted or just sensible. Perhaps pouring more resources doesn't actually increase the potential profit, but it's justified in hind-sight (until it doesn't).
After 19 minutes, the music in this video was driving me crazy. So repetitive and not subtle.
I don't have time to watch. Is it the action combat?