The analogy between composing music and designing a game reminded me of how Shinichiro Watanabe, one of the most beloved directors of anime, always approaches his work through music. There really must be something to this connection since it keeps popping up with various content which is well-received by its audience. Thank you for the great talk!
Oh, so thats why star control II combat was unplayable when I tried it out a year ago? edit: Yeah, 38:58 yeah that drives me crazy. It makes non-linear games completely linear. Its just do you choose the linear good experience, or the linear bad experience?
I like metaphors based around music and composition, to design other experiences like game design, so some useful ideas in this talk for sure. Cheers. :)
It's not just you. :) I haven't been even able to listen some talks thru because of this thing. It's been IMO a problem with a lot of the GDC talks. Not sure, if the mixing department is inexperienced or are the persons just talking too close to the mic or don't they process the audio at all for the videos or what. Was it whatever, I think it's pretty clear the mics are capturing way too much sounds. But it isn't anything that couldn't be toned down in post process without losing too much of the audio quality.
AFAIK, the mic is sometimes on their shirt. It's not like a stand or something. They won't just remove the mic just to drink and since the mic is lined up with their throat, we hear that.
Yo, really good, educational video. Gave me a new perspective to think about a certain type of games. At least now we know that the game designers are much better at real, professional video game critique. Who needs imbeciles from IGN, GameSpot, and other "video game journalism" media when you can have a professional game designer explaining how games work and what problems particular games may have. Awesome!
You have your own opinion of the Infamous series ok, but I believe this guy hasn't done the majority of his career at Sucker Punch as seen in the first minute of the video. He worked on the Halo series for a good while which is "kinda good" design wise. Also, I could argue that being bad at something might be the best position to give advice to anyone else and constructive criticism is a form of advice. So I'm not sure why this guy would have no right to criticize (I assume you mean "this guy" when you say Sucker Punch, I might be mistaken).
That was cool, learned many things.
Thanks to him and GDC
The analogy between composing music and designing a game reminded me of how Shinichiro Watanabe, one of the most beloved directors of anime, always approaches his work through music. There really must be something to this connection since it keeps popping up with various content which is well-received by its audience. Thank you for the great talk!
Oh, so thats why star control II combat was unplayable when I tried it out a year ago?
edit: Yeah, 38:58 yeah that drives me crazy. It makes non-linear games completely linear. Its just do you choose the linear good experience, or the linear bad experience?
Good talk. I don't think I understood what he was trying to say with his answer to the final question 🤷♂️.
I like metaphors based around music and composition, to design other experiences like game design, so some useful ideas in this talk for sure. Cheers. :)
which part of the video does this happen?
I know it's just me but please stop gulping into mic.
It's not just you. :) I haven't been even able to listen some talks thru because of this thing. It's been IMO a problem with a lot of the GDC talks. Not sure, if the mixing department is inexperienced or are the persons just talking too close to the mic or don't they process the audio at all for the videos or what. Was it whatever, I think it's pretty clear the mics are capturing way too much sounds. But it isn't anything that couldn't be toned down in post process without losing too much of the audio quality.
It drove me mad too.
Here as well. :D But I'll have to endure.
AFAIK, the mic is sometimes on their shirt. It's not like a stand or something. They won't just remove the mic just to drink and since the mic is lined up with their throat, we hear that.
I had to turn it off
Yo, really good, educational video. Gave me a new perspective to think about a certain type of games. At least now we know that the game designers are much better at real, professional video game critique. Who needs imbeciles from IGN, GameSpot, and other "video game journalism" media when you can have a professional game designer explaining how games work and what problems particular games may have. Awesome!
WOOOT! You did NOT just critisize OoT! Blasphemy! Game devs and speedrunners unite, alarm the internet police! :D
2011 - Infamous 2 - trash
2014 - Infamous: Second Son - trash
Sucker Punch didn't make a good game in a while. They have no right to criticize here.
You have your own opinion of the Infamous series ok, but I believe this guy hasn't done the majority of his career at Sucker Punch as seen in the first minute of the video. He worked on the Halo series for a good while which is "kinda good" design wise.
Also, I could argue that being bad at something might be the best position to give advice to anyone else and constructive criticism is a form of advice.
So I'm not sure why this guy would have no right to criticize (I assume you mean "this guy" when you say Sucker Punch, I might be mistaken).