This channel is amazing. So many game design videos feel like they are meant for people discovering game design for the first time. This channel is gold for veterans
I can't imagine how much work it would be watching these talks and compiling them. I'm happy someone took the courage to tackle the Dragon Speech. This was a seriously good video, one of your best works. Now I have lots of great talks to catch up to, hahaha.
Thanks Hemang! I'm always surprised how few people know about the Dragon Speech. It really was ahead of it''s time, and is relevant now more than ever. It actually wasn't that much work, I had already watched these talks and taken notes. Enyoy watching them!
I recently came across this video. I'm in gaming college. The Chris Crawford's Dragon is why I chose to study what I study. How amazing is it to know that other people can dream the same as you? And that there are people still fighting for it?
It is so incredibly important for people like you to revive these old, but oh-so-relevant talks through incredible story-telling such as is found in this documentary. I have heard of the Dragon Speech a few times before, but the video just looks so antiquated that it's a bit difficult to appreciate. However, the way you describe its importance and underlying meaning sheds new light on its place in history, and helps many of us who are younger to truly understand what it is that these legends are trying to teach us. Please keep doing what you're doing; inspiring new generations to learn from the past in order to better our collective future!
Thanks so much for the thoughtful comment and the kind words dandymcgee! Your story is interesting because it is precisely why I decided to make videos like these. A few friends of mine had wanted to dive into some gdc talks but were intimidated by the sheer breath of content available, so I thought I would make a summary. This video is obviously reductive, but if it inspires people to do more research of their own I feel like i've done my job! And yeah, it there's one thing I wish we as a community did more of , it's respect the incredible designers and thinkers in our medium a little more. We have so much to learn from them! Thanks Again!
This might have been one of the best overviews of the challenges of the medium and the people working on those forefronts . It is incredibly well made and thought out. Thank you kindly for you overthinking. I’m quite astounded as to how the algorithms have not recommended it sooner to me. You have my respect.
This feels like a situation where in the future you'll have a ton more subscribers, and people will read your comments on older videos that talk about how you deserve more subscribers.
this is the video that I needed, I was looking for something that will tell me what to look for in GDC channel for the best talks, this is the start, gonna watch all of these that you maintained here, thanks for making this video.
I'm late to the game, but thanks a lot, not only for the video in itself, but, as mentioned already, for all the greatly interesting content provided in the video`s description. Great stuff.
I just discovered your channel. Incredible work! I'm going to my first GDC this year so this came in the perfect moment for me. Also very nice of you to post all the links you referenced. You desserve 100x as much subscribers and I hope you get them soon!
brilliant comprehensive summary! I've watched most of these talks, which need to be viewed(multiple times) in order to fully digest the ideas presented. I've yet to see anything that compiles all the collective wisdom in one video, so hats off to you. Many popular game design YT channels recycle these same ideas and milk them into shitty watered down 5 min videos. Cheers.
Thank you so much! Yeah, the idea for the video came when some people I know who were interested in watching GDC talks had no idea where to start, as it can seem a little intimidating with the volume of content they have. So hopefully this video is just a springboard for people to check it out on their own!
Great to see that you are talking about GDC. I've been watching their channel for the last year or so. Mick Gordon's talk about his process when making the music for Doom 2016 touched on a very personal level. Though I don't know anything about programming video games, I am working on a novel and his work mentality on Doom can be applied to any artistic endeavour. His presentation is also technically interesting, very funny and entertaining. It shows, in comparison with other GDC videos, that Mick is well versed in dealing with crowds.
That''s really fascinating! Plenty of the Design principles and more abstract ideals they talk about at GDC are absolutely applicable outside games. Creativity, storytelling tools , music, character development and design are among the many things a creative from any medium can learn from.
This is a entirely deep, concise, and important reasonings about how we can engage in games or the creation of games. My comment doesn't do the depth of knowledge in this video justice. I feel like I am exponentially learning.
Hi there, I'm the Steve Lee who did the Holistic Level Design talk you mention - thanks for the shout out :) (I noticed you've put my name down as Chris in the video description though, haha)
Impressive video! I didn't expect you to squeeze successfully so many GDC videos without distorting their meaning all within 30 minutes, especially when one GDC talk/video alone is usually lengthier than this compilation altogether xD And while 30 minutes is "too much" for an average youtube video, there are so many more to be said/covered, but the ones you presented are exceptional regardless, and that time limit is understandable -(inb4 "Why didn't you mention X video/talk" like the average top 10 compilation vid comments)- And with so many GDC videos, a lot of time is needed for anyone to see them (and while they are not released frequently, there are so many "old" ones that must be extremely insightful), so this video is really good for those who don't have a lot of time available (and with the references/links, anyone can jump in any talk that sounds super interesting, which is very straightforward) Gotta admit the beginning was slow (mostly analysing 1 talk for 2 minutes, while the others had a lot less, but pretty much every talk can be analyzed for many minutes), but the pacing was very good after that I had no idea of this channel, but consider me Subscribed :)
Thanks! Yeah the main inspiration for the video was to help some friends who were intimidated by all the gdc talks there are. Hopefully this is just a gateway for people into watching more talks,because this video is obviously reductive. Thanks for the feedback and sub!
My problem with Skyrim is that IMO it actually DOESN'T deliver on a promise to forge "Your own identity". Any semblance of identity melts down when instead of being one particular thing of your choice, you start to be 5 or 6 things at once. It feels like collecting achievements when you are not restricted by anything and can be master in everything. While at the same time no one seems to know that you are for example an Archmage. Identity in Skyrim exists only locally and almost never comes up during your other adventures. (Like in Oblivion sadly) I'll say it again in this comment : Skyrim is not half as good as people say it is. The only actual metric it wins over other games is it's sheer size. Which in a sense is the point of the series however IMO Skyrim is the low-point of the series compared to what previous installments achieved in relation to their release date.
Fantastic! Thanks so much. Now I have a lot of videos to watch. :) (BTW, It's Jesse Schell. I've been reading his book and wondered if you were referring to the same person. It looks like you were.)
Thank you Jay! Haha , i actually butchered the pronunciation of a few names, but thanks for the correction. Yes it is the same person, the art of game design is the book you are reading I assume? It's awesome !
I disagree with the hypothesis that games must reach some idea of "meaning" and cease to be fun. Sometimes the fun factor itself is just as meaningful. I think there will be a danger in over-intellectualizing the medium, and no that does not mean I wish for games to be "dumbed down". I think the video work was excellent, much appreciation to the author.
the danger is nonexistent 'cause unfun games are not very popular. and never will be. Also you can place your meaning in a fun game, the game having meaning and not being fun tells us that the game doesn't have a good game design in it. A good game designer can make a meaningful and thought-provoking game fun. My personal philosophy is that every game I make and will make should cause a dopamine release in a player cuz as one wise man said: if it's not fun, why bother?
The only thing I can think of in games that is "just fun" as opposed to "meaningful" in the traditional sense of the word would be things at the intersection of mechanics and kinetics, for lack of a better description. Things like Mario's three-stage jump or a well-executed headshot streak in an FPS. That gamefeely stuff that's hard to put into words, that has this element of satisfactory immediacy that makes old-school games still fun today after decades of innovation. I find it incredibly hard to dissect what it is that actually makes these things "fun". Like, why does it feel so good to respond to being sandwiched between enemies in Smash Bros. by getting a jab in on one of them, evading the one attempting to hit you from behind, and then quick-charging your attack to unleash it on both of them now standing in front of you? And is that "fun" coming from the same place as using the jump and whip in Castlevania at exactly the right moment to destroy a Medusa head? Is it about responding to simuli in a satisfactory way, is it about outwitting a seemingly autonomous entity, do we just like the animation and sounds that play when we do it? And so on. In a roundabout way maybe even this kind of fun that only video games can provide is ultimately about the stories we're telling ourselves in our heads when we're in the middle of the action. So the reason why we enjoy backstory audio logs in BioShock may ultimately not be so different from the reason why we enjoy beating a record in Tetris or jumping around in Mario. They may all just be different ways at different levels of immediacy and granularity (again, for lack of better wording) that create meaning. The video briefly touches on this. I think what people mean when they say games should be meaningful and not just fun is that we should be open to using a wider spectrum of things that create meaning in this specific gamey sense, rather than striving just for what might entertain people at parties for half an hour and then vanish from their minds.
Hey, was wondering if you had a reading list of all the books you mentioned (I'm probably gonna watch again and take a note of them all as I should have done to begin with) as well as any others you can recommend? First year of a computer game art and animation but also highly interested in the design side. Love your work, great channel, look forward to your videos. Peace
Thanks alot Rob! Actually its my bad for not listing the books in the description, here they are. - A theory of fun Raph Koster - The art of game design Jesse schell - Designing Games Tynan Sylvester - Uncertainty in games Greg Costikyan - Hamlet on the holodeck Janet Murray - On interactive storytelling Chris crawford. - Game Feel Steve Swink - Characteristics of games Elias Some additional books to read -Game mechanics advanced game design Ernst adams - book on the fundamentals of mechanics -Advanced game design a systems approach Micheal sellers - book on emergence and systemic design - The ethics of computer games Miguel sicart - morality systems and theme in games - Game design Workshop tracy fullerton A practical guide to design Hope thats helpful!
"ty" (thank you/"arigato/u") for: intro/ducing the names of: lesser known figures, so that: we viewers can: delve deeper, into their: terrific works. "Ja mata" ("c u"/see you "l8r"/later, "minna"/everyone)!
The Sword is real, he showed it to me last time i video called with him :D he made it by himself by not looking up tutorials and trying to solve the craft alone :D
I just simply can't relate to all this story and meaning stuff in games. It tends to ruin the fun for me. IMO I just think play and story are 2 different things.
Than you so much for taking the time to do it, seriously, I am so tired of them making virtue signalling SJW BULLSHIT and blocking the comments, I always wanted to make something similar to make a filter of what I should pay attention there, thanks brother!
Jackson Edwards GDC have been forcing shitty SJW content and blocking comments so I don't know what to watch and this videos helped me to see what is really worth it there
...you realize you just gave us all 30+ hours of content to catch up on.
Indeed so let me save you 5 mins of logistical clicking :)
I made a playlist:
ua-cam.com/play/PLpoJBXGrMlS1jXee8R2ofI_DjsUlIAgU5.html
@@unparalleledgame1542 this is great, thanks for doing this. :)
@@unparalleledgame1542 mvp
This channel is amazing. So many game design videos feel like they are meant for people discovering game design for the first time. This channel is gold for veterans
I can't imagine how much work it would be watching these talks and compiling them. I'm happy someone took the courage to tackle the Dragon Speech.
This was a seriously good video, one of your best works.
Now I have lots of great talks to catch up to, hahaha.
Thanks Hemang! I'm always surprised how few people know about the Dragon Speech. It really was ahead of it''s time, and is relevant now more than ever.
It actually wasn't that much work, I had already watched these talks and taken notes. Enyoy watching them!
Your hard work won't go unnoticed. Please keep up the good work.
I recently came across this video. I'm in gaming college.
The Chris Crawford's Dragon is why I chose to study what I study.
How amazing is it to know that other people can dream the same as you? And that there are people still fighting for it?
It is so incredibly important for people like you to revive these old, but oh-so-relevant talks through incredible story-telling such as is found in this documentary. I have heard of the Dragon Speech a few times before, but the video just looks so antiquated that it's a bit difficult to appreciate. However, the way you describe its importance and underlying meaning sheds new light on its place in history, and helps many of us who are younger to truly understand what it is that these legends are trying to teach us. Please keep doing what you're doing; inspiring new generations to learn from the past in order to better our collective future!
Thanks so much for the thoughtful comment and the kind words dandymcgee! Your story is interesting because it is precisely why I decided to make videos like these. A few friends of mine had wanted to dive into some gdc talks but were intimidated by the sheer breath of content available, so I thought I would make a summary. This video is obviously reductive, but if it inspires people to do more research of their own I feel like i've done my job!
And yeah, it there's one thing I wish we as a community did more of , it's respect the incredible designers and thinkers in our medium a little more. We have so much to learn from them!
Thanks Again!
This might have been one of the best overviews of the challenges of the medium and the people working on those forefronts . It is incredibly well made and thought out. Thank you kindly for you overthinking. I’m quite astounded as to how the algorithms have not recommended it sooner to me. You have my respect.
This feels like a situation where in the future you'll have a ton more subscribers, and people will read your comments on older videos that talk about how you deserve more subscribers.
Finding this video felt like striking gold. Thanks, lad!
this is the video that I needed, I was looking for something that will tell me what to look for in GDC channel for the best talks, this is the start, gonna watch all of these that you maintained here, thanks for making this video.
I'm late to the game, but thanks a lot, not only for the video in itself, but, as mentioned already, for all the greatly interesting content provided in the video`s description.
Great stuff.
I just discovered your channel. Incredible work! I'm going to my first GDC this year so this came in the perfect moment for me.
Also very nice of you to post all the links you referenced. You desserve 100x as much subscribers and I hope you get them soon!
Thank you so much! As a tip, try to plan out which talks you really want to go to , and work your schedule around that.
brilliant comprehensive summary! I've watched most of these talks, which need to be viewed(multiple times) in order to fully digest the ideas presented. I've yet to see anything that compiles all the collective wisdom in one video, so hats off to you. Many popular game design YT channels recycle these same ideas and milk them into shitty watered down 5 min videos. Cheers.
Thank you so much! Yeah, the idea for the video came when some people I know who were interested in watching GDC talks had no idea where to start, as it can seem a little intimidating with the volume of content they have. So hopefully this video is just a springboard for people to check it out on their own!
Thanks for the highlights and the detailed summaries of the many talks you referenced! Keep up the good work, TGO!
Thanks a lot Chris! TGO.... I kinda like that !
Great to see that you are talking about GDC. I've been watching their channel for the last year or so. Mick Gordon's talk about his process when making the music for Doom 2016 touched on a very personal level. Though I don't know anything about programming video games, I am working on a novel and his work mentality on Doom can be applied to any artistic endeavour. His presentation is also technically interesting, very funny and entertaining. It shows, in comparison with other GDC videos, that Mick is well versed in dealing with crowds.
That''s really fascinating! Plenty of the Design principles and more abstract ideals they talk about at GDC are absolutely applicable outside games. Creativity, storytelling tools , music, character development and design are among the many things a creative from any medium can learn from.
Chris's sword was real. He made it himself. He's really proud of that.
This is a entirely deep, concise, and important reasonings about how we can engage in games or the creation of games. My comment doesn't do the depth of knowledge in this video justice. I feel like I am exponentially learning.
Thanks for your time and saving mine by making this awesome video and the links in the comments
Hi there, I'm the Steve Lee who did the Holistic Level Design talk you mention - thanks for the shout out :)
(I noticed you've put my name down as Chris in the video description though, haha)
No problem, it was a fantastic talk! Haha, thanks for the correction, ill make sure to change it.
Thank you for this awesome video and I can't wait till the channel gets the audience it deserves
Thank you! Hopefully we can grow the channel together!
Hey this was a really well made video, thanks for spending the time on it. I'll have to check out some of the talks you mentioned.
Thanks Chris ! Please do, there's so much more to learn than i covered !
Impressive video! I didn't expect you to squeeze successfully so many GDC videos without distorting their meaning all within 30 minutes, especially when one GDC talk/video alone is usually lengthier than this compilation altogether xD
And while 30 minutes is "too much" for an average youtube video, there are so many more to be said/covered, but the ones you presented are exceptional regardless, and that time limit is understandable
-(inb4 "Why didn't you mention X video/talk" like the average top 10 compilation vid comments)-
And with so many GDC videos, a lot of time is needed for anyone to see them (and while they are not released frequently, there are so many "old" ones that must be extremely insightful), so this video is really good for those who don't have a lot of time available (and with the references/links, anyone can jump in any talk that sounds super interesting, which is very straightforward)
Gotta admit the beginning was slow (mostly analysing 1 talk for 2 minutes, while the others had a lot less, but pretty much every talk can be analyzed for many minutes), but the pacing was very good after that
I had no idea of this channel, but consider me Subscribed :)
Thanks! Yeah the main inspiration for the video was to help some friends who were intimidated by all the gdc talks there are. Hopefully this is just a gateway for people into watching more talks,because this video is obviously reductive.
Thanks for the feedback and sub!
Deserves more views. Great job
Thanks Adam!
My problem with Skyrim is that IMO it actually DOESN'T deliver on a promise to forge "Your own identity". Any semblance of identity melts down when instead of being one particular thing of your choice, you start to be 5 or 6 things at once. It feels like collecting achievements when you are not restricted by anything and can be master in everything. While at the same time no one seems to know that you are for example an Archmage. Identity in Skyrim exists only locally and almost never comes up during your other adventures. (Like in Oblivion sadly)
I'll say it again in this comment : Skyrim is not half as good as people say it is. The only actual metric it wins over other games is it's sheer size. Which in a sense is the point of the series however IMO Skyrim is the low-point of the series compared to what previous installments achieved in relation to their release date.
Just found your video. What a great summary. Thank you for making this :)
Thanks for Watching!
Its interesting i added alot of these videos to my playlist of game design
Thanks ! Thats awesome, you really should check them out, and subscribe to GDC while you're at it.
Fantastic! Thanks so much. Now I have a lot of videos to watch. :)
(BTW, It's Jesse Schell. I've been reading his book and wondered if you were referring to the same person. It looks like you were.)
Thank you Jay! Haha , i actually butchered the pronunciation of a few names, but thanks for the correction. Yes it is the same person, the art of game design is the book you are reading I assume? It's awesome !
@@thegameoveranalyser4835 Yes! It is a fantastic book, and I'm only up to lens 20. :)
Jesus the first guy said everything that happened all these years.
I disagree with the hypothesis that games must reach some idea of "meaning" and cease to be fun. Sometimes the fun factor itself is just as meaningful. I think there will be a danger in over-intellectualizing the medium, and no that does not mean I wish for games to be "dumbed down". I think the video work was excellent, much appreciation to the author.
the danger is nonexistent 'cause unfun games are not very popular. and never will be. Also you can place your meaning in a fun game, the game having meaning and not being fun tells us that the game doesn't have a good game design in it. A good game designer can make a meaningful and thought-provoking game fun. My personal philosophy is that every game I make and will make should cause a dopamine release in a player cuz as one wise man said: if it's not fun, why bother?
The only thing I can think of in games that is "just fun" as opposed to "meaningful" in the traditional sense of the word would be things at the intersection of mechanics and kinetics, for lack of a better description. Things like Mario's three-stage jump or a well-executed headshot streak in an FPS. That gamefeely stuff that's hard to put into words, that has this element of satisfactory immediacy that makes old-school games still fun today after decades of innovation.
I find it incredibly hard to dissect what it is that actually makes these things "fun". Like, why does it feel so good to respond to being sandwiched between enemies in Smash Bros. by getting a jab in on one of them, evading the one attempting to hit you from behind, and then quick-charging your attack to unleash it on both of them now standing in front of you? And is that "fun" coming from the same place as using the jump and whip in Castlevania at exactly the right moment to destroy a Medusa head? Is it about responding to simuli in a satisfactory way, is it about outwitting a seemingly autonomous entity, do we just like the animation and sounds that play when we do it? And so on.
In a roundabout way maybe even this kind of fun that only video games can provide is ultimately about the stories we're telling ourselves in our heads when we're in the middle of the action. So the reason why we enjoy backstory audio logs in BioShock may ultimately not be so different from the reason why we enjoy beating a record in Tetris or jumping around in Mario. They may all just be different ways at different levels of immediacy and granularity (again, for lack of better wording) that create meaning. The video briefly touches on this. I think what people mean when they say games should be meaningful and not just fun is that we should be open to using a wider spectrum of things that create meaning in this specific gamey sense, rather than striving just for what might entertain people at parties for half an hour and then vanish from their minds.
This is gold, good job.
Absolutely amazing video! I can't wait to get some free time so I can go through all of the gdc talks
Very Interesting, thank you for all the links!
Thanks! Hope you enjoy them.
Amazing work and interesting things to think about
Thank you for the kind words!
This is a fantastic video, great work! This is a great consolidation of information, definite sub from me :)
Thanks for the kind words and the sub!
Hey, was wondering if you had a reading list of all the books you mentioned (I'm probably gonna watch again and take a note of them all as I should have done to begin with) as well as any others you can recommend? First year of a computer game art and animation but also highly interested in the design side. Love your work, great channel, look forward to your videos. Peace
Thanks alot Rob! Actually its my bad for not listing the books in the description, here they are.
- A theory of fun Raph Koster
- The art of game design Jesse schell
- Designing Games Tynan Sylvester
- Uncertainty in games Greg Costikyan
- Hamlet on the holodeck Janet Murray
- On interactive storytelling Chris crawford.
- Game Feel Steve Swink
- Characteristics of games Elias
Some additional books to read
-Game mechanics advanced game design Ernst adams - book on the fundamentals of mechanics
-Advanced game design a systems approach Micheal sellers - book on emergence and systemic design
- The ethics of computer games Miguel sicart - morality systems and theme in games
- Game design Workshop tracy fullerton A practical guide to design
Hope thats helpful!
Ah! The famous Jesse _Schnell_
"ty" (thank you/"arigato/u") for: intro/ducing the names of: lesser known figures, so that: we viewers can: delve deeper, into their: terrific works. "Ja mata" ("c u"/see you "l8r"/later, "minna"/everyone)!
The Sword is real, he showed it to me last time i video called with him :D he made it by himself by not looking up tutorials and trying to solve the craft alone :D
Top video!
I literally have so many hours of video to watch now from the sources lmfao ;_;
So at 0:30 this is a nice exercise.
How many games can you link to the topics given?
So as not to over-analyze : Thank you
2:59 i think it's worth noting that way more poeple play tic tac toe than go
you deserve more subs
I just simply can't relate to all this story and meaning stuff in games. It tends to ruin the fun for me. IMO I just think play and story are 2 different things.
Than you so much for taking the time to do it, seriously, I am so tired of them making virtue signalling SJW BULLSHIT and blocking the comments, I always wanted to make something similar to make a filter of what I should pay attention there, thanks brother!
What do you mean?
Jackson Edwards GDC have been forcing shitty SJW content and blocking comments so I don't know what to watch and this videos helped me to see what is really worth it there
@@dinifromthehoodI see, I hadn't heard about that. What kind of SJW content?
@@protowalker ua-cam.com/video/0GROVGdetG4/v-deo.html
ua-cam.com/video/lN5Qe4F-wBQ/v-deo.html
@@protowalker You just need to see the ones that have comments blocked...
He is nuts