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Game Design with Michael
Australia
Registrace 22. 03. 2008
I teach game design theory and talk about the ins and outs of game design so that you are equipped to analyse, discuss and create great games.
I aim to help everyone become better at game design.
I started the channel because I found it difficult to find a good single source for game design concepts. I am also a hobbyist game developer and as a means to get better at making games, creating theory videos for the channel will help us learn how to make better games.
On various Fridays there will be either a game design theory video or a design run. Game design theory is where we introduce one concept or technique and discuss how you can apply it to your games. We also give examples of it’s use in video games out today.
Design run is where we focus on a design aspect of one game in particular and break down whether that game does that aspect well and why, or poorly and what can be done to improve it.
I aim to help everyone become better at game design.
I started the channel because I found it difficult to find a good single source for game design concepts. I am also a hobbyist game developer and as a means to get better at making games, creating theory videos for the channel will help us learn how to make better games.
On various Fridays there will be either a game design theory video or a design run. Game design theory is where we introduce one concept or technique and discuss how you can apply it to your games. We also give examples of it’s use in video games out today.
Design run is where we focus on a design aspect of one game in particular and break down whether that game does that aspect well and why, or poorly and what can be done to improve it.
The Secret Sauce of Remedy's Map Design
Deconstructing what makes the map design of Remedy's Control so good. What is it's ssecret sauce. The level design of Control contributes to the overall game design of control to create great spaces for players to play through linearly initially. Then these spaces open up through 3 key tricks to create easily navigable spaces to return to later.
zhlédnutí: 721
Video
Final Fantasy: What EXACTLY is it? - The 19 key elements
zhlédnutí 689Před 4 měsíci
What defines a Final Fantasy game? I have broken down what elements a Final fantasy game must have to be considered a good game in the series. In this essay we will analyse and explore a whole spectrum of different things you may expect to see in a sequel from Anthology Storytelling to turn based combat. From party members like Cloud or Tifa from FFVII and their impact on the narrative through ...
This Erdtree is WORLD DESIGN at it's peak
zhlédnutí 3,6KPřed rokem
This section of Mt Gelmir displays From Software's excellent world design and the care they took to create world consistency like this in Elden Ring. I talk about how this Erdtree Sapling links logically to Seethewater cave which is why this ulcerated tree spirit can be fought here.
Mt Gelmir is actually a SECRET DUNGEON! Here's why?
zhlédnutí 3,1KPřed rokem
The design of Mt Gelmir is different from all the other areas in Elden Ring. It's because of this that Mt Gelmir actually behaves much more like a secret overworld dungeon than it does an open world area. We dig into the level design From Software has created here in Elden ring to unpack why?
Elden Ring's Levels are built different...
zhlédnutí 11KPřed rokem
Elden Ring has level design and game design I haven't seen in other games for a while. The experimental nature of the way the spaces asks the players to engage with the m differently. We look at single player, open world, linear and non-linear game and talk about the different kinds of development mentality behind the levels. Really digging into From Software's design.
Who is the Horizon Remake for?...Hint: probably not you
zhlédnutí 605Před rokem
Horizon Zero Dawn is getting a remake but who is this remake for. We look at statistics from recent mixed media strategies including Cyberpunk 2077 and the Witcher series and address the upcoming Last of Us TV show to build a case for why this recent game is getting a remake. Ultimately we compare gaming tv shows and their reception to show why the Horizon Zero Dawn remake is obvious.
I finished Scorn... It's Atmospheric but can be frustrating
zhlédnutí 593Před rokem
Scorn is an atmospheric horror fps game made by Ebb Software. This review covers the games atmosphere and art, the flaws and strengths of the combat system as well as the narrative. Ultimately it attempts to answer should you buy Scorn. Answering what should you know before you buy? Scorn is also heavily inspired by the art of H.R. Giger and Zdzisław Beksiński.
🏌️_`_⛳ Golf Club:Nostalgia is PEAK Cozy Game
zhlédnutí 1,5KPřed 2 lety
🏌️_`_⛳ Golf Club:Nostalgia is PEAK Cozy Game
Evolving Halo's Linear Design for Open World
zhlédnutí 799Před 2 lety
Evolving Halo's Linear Design for Open World
The Constant Struggle of being a Small Youtuber
zhlédnutí 502Před 2 lety
The Constant Struggle of being a Small CZcamsr
Why these enemies are deliberately HARD to shoot?
zhlédnutí 3KPřed 3 lety
Why these enemies are deliberately HARD to shoot?
Go from Ideas to Gameplay using Gameplay Loops
zhlédnutí 21KPřed 3 lety
Go from Ideas to Gameplay using Gameplay Loops
The FUNDAMENTAL UI element most games miss... FULL VIDEO
zhlédnutí 1,3KPřed 3 lety
The FUNDAMENTAL UI element most games miss... FULL VIDEO
The FUNDAMENTAL UI element most games miss...
zhlédnutí 1,6KPřed 3 lety
The FUNDAMENTAL UI element most games miss...
Are you lighting things like this?... - One Minute Game Design
zhlédnutí 5KPřed 3 lety
Are you lighting things like this?... - One Minute Game Design
I finished Bugsnax... here's my Review
zhlédnutí 1,3KPřed 3 lety
I finished Bugsnax... here's my Review
I finished PUMPKIN JACK, Here's my Review
zhlédnutí 7KPřed 3 lety
I finished PUMPKIN JACK, Here's my Review
I finished Star Wars:Squadrons! Here's my review...
zhlédnutí 373Před 3 lety
I finished Star Wars:Squadrons! Here's my review...
How does it compare? ... Here's my impressions
zhlédnutí 481Před 3 lety
How does it compare? ... Here's my impressions
An in-depth ANALYSIS of STORY STRUCTURE in TLOU 2 asking Did Abby ruin TLOU2?
zhlédnutí 1,4KPřed 3 lety
An in-depth ANALYSIS of STORY STRUCTURE in TLOU 2 asking Did Abby ruin TLOU2?
How to structure your story? Act 2 & 3
zhlédnutí 2,7KPřed 4 lety
How to structure your story? Act 2 & 3
The Last of Us Part 2 has PROBLEMS! He doesn't agree... (spoilercast)
zhlédnutí 373Před 4 lety
The Last of Us Part 2 has PROBLEMS! He doesn't agree... (spoilercast)
How to structure your story? Lots of examples - Prologues and Act 1
zhlédnutí 1,7KPřed 4 lety
How to structure your story? Lots of examples - Prologues and Act 1
What do T-Shirts and the 3 Act Structure have in Common?
zhlédnutí 724Před 4 lety
What do T-Shirts and the 3 Act Structure have in Common?
Why you should use the 3 Act Structure??? It's like photoshop...
zhlédnutí 1,6KPřed 4 lety
Why you should use the 3 Act Structure??? It's like photoshop...
A Quick Word about this series on the 3 Act Structure...
zhlédnutí 1,5KPřed 4 lety
A Quick Word about this series on the 3 Act Structure...
Doom Eternal is designed to be played a specific way...........- Interesting Design Decisions
zhlédnutí 5KPřed 4 lety
Doom Eternal is designed to be played a specific way...........- Interesting Design Decisions
I finished CLOUDPUNK.... Here's my review
zhlédnutí 25KPřed 4 lety
I finished CLOUDPUNK.... Here's my review
How Drawers Affect Difficulty in The Last of Us? - One Minute Game Design
zhlédnutí 4,2KPřed 4 lety
How Drawers Affect Difficulty in The Last of Us? - One Minute Game Design
These LITTLE TWEAKS make Final Fantasy VII Remake BETTER!!!
zhlédnutí 821Před 4 lety
These LITTLE TWEAKS make Final Fantasy VII Remake BETTER!!!
Accept when the bad guys are attractive. Ahem. Wesker.
Because things that are considered conventionally attractive tend to sell better.
Picked this up on xboxone for $4. Available until the end of July.
Very straight forward and on point, loved it.
It’s brilliant, as it immerses you through anxiety („Am I supposed to go there? Will I end up somewhere where I can’t properly backtrack anymore?“) because games have trained us so much into progressing in pretty clear paths or objectives. This anxiety while pushing forward has provided my with much more tense and memorable gaming experiences than basically following the same route that I know every player goes. Even if the „reward“ is an item that doesn’t suit my build, I am rewarded with an experience and a much better understanding of the connection of space (Volcano Manor was fantastic in this regard as well).
Terrible level design og souls way better
Awesome video, Loved learning about the Story Structure of this game even though its messy as hell at 1:12:56 it seems like you forgot but i'm pretty sure the First Plot Thickener for Abby is her getting kidnapped by the Scars and almost getting killed but then getting saved by Lev/Yara Same thing at 1:38:40 i'm pretty sure Lev's climax is when Abby is about to Kill Dina but then by going against Abby she makes her realize that she needs to stop and move on with her new self and find the light, i'd say that's the climax for Lev pretty much
the classic "yellow paint", sometimes its just too obvious and takes away from the experience imo
Man these videos are so good and valuable, sucks that youtube's algorithm never pushed them
nice. a new video. i have watched all your content
I would seriously LOVE if Nicolas tried to expand it even further. My only criticism to the game is that it sucks when you’ve played everything and you really want more!
How about an Isometric game? Especially a game that has a top-down view?
I think Combat in Scorn is either an afterthought or it clashed with the original design.
Bro why mine is not pulling
This is really streching the definition of "short"
croner
This is pure gold thanks for making this ❤
I LOVE control. The map's great because you can go wherever you want, but not easily
Survival horror is paragon of this design philosophy, imo. I am playing through RE8 again and it's so impressive to me how much mileage they're able to get out of small areas.
Jippii, saatana.
souls games are like that, I don't know if I would necessarily say that it is absolutely great and a must do, it has good things and bad things, like... as a purely game play design aspect, you want to make levels that have that way of being explored, as it is amazing for creating exploration, but as story and world building wise, the more you exploit it the worse it is on that aspect, it starts to lose realism, and the other way around, if you carefully create the most realistic level, it might be amazing for story and world building, but it might start making the level and the exploration lame simple and boring, I would say you need to find a balance usually, and I would say that souls games make a.... somewhat decent job? not excellent, but clearly decent, better than the average
Sometimes the higher level "tertiary loop" dictates the fun of the game rather than the primary. Case example - turn based strategy game like Civ1, Colonization. Primary loop is just primitive click the unit, click the city; the addictive 1-more-turn fun comes from the higher level loop where you have an URGE to build up resource, expand or conquer the neighbor or waiting for research or race for a World Wonder.
good example of this could be bgmi or pubj because when your in end fight or in last zone player get more focus on game because they do no from were player can attack them . at that time player forget about surrounding for sometimes . you teach game design very good way . I 16 years learning game design from youtube love form india
This video will be useful
I personally hate any kind of "loop" in game design. It's just waste my time until I can see something new.
Your game would be an hour long if you only saw new stuff
It is the feeling that makes you feel like you in fact aren't in a video game, but an explorer in a land rather than a player following story beats. You have to consistently engage with it. I'm not going to lie it does sound like you are throwing shade at it when you call it not realistic and videogamey. It is ironic.
2:00 joystick
Too short 😭
5:49 Chris????? Great video by the way, made me think long and hard abt how I would approach enemy movement in the dozens of game ideas I have which will never seen even a second in development! ❤
The way mirrors edge contrast it's obstacles is perfect example of Affordances and Signifiers in my opinion, the red and white with sometimes scratches on key places to go.
so simply saying? diegetic sound is sound effect nondiegetic sound is background music or repetitive midi which i always turn off in games, because i cant tell which is good or bad, so if i allow the back music, this will damage my brain.
This must be one of THE BEST resumes for a gameplay loop explanation i ever seen. ❤❤
Great content, make more videos
I'm on my first playthrough. I'm the kind of person who doesn't wanna miss anything in the game, so I just straight up check every corner in every location ever, but when I saw Mt. Gelmir's map I was like "Holy sh*t" and decided to stop playing for the day, I got online to see at least what path should I take to approach the zone, but didn't want to watch a guide, so I found this video and the way you explained the zone made me realize how it was actually a very simple zone. Took your approach and now it's probably my favorite non-legacy dungeon zone of the game so far, thanks!!!
East of the volcano, there is this big canyon of inclined rocks. We are simply allowed to circle around it. When you look at it on the map, you see it takes a lot of space, a space that is forbidden to explore. I still want to go inside 😢
My first Final Fantasy I ever played was X-2 because my copy of X never worked past the first fight in the intro of the game. But I still fell in love with the series for the music, the party banter, the combat, the world building and story, and the fantastical locations you visit. Since then I've played through FF 1, 6, 7, 8, 9, 10, 12, all of the 13 series, 15, and final 16 and I've felt like every Final Fantasy I've played up until around 15 nailed most of those points. I was mostly okay with playing 15, it didn't do anything to impress me, but I enjoyed it. Come the trailer for 16, and something about it just seemed off and really didn't interest me, but I gave it ago and I honestly think its my least favorite FF game I've played. While I never hoped on the bandwagon of calling it "Not a Final Fantasy", I did find it to be rather weak, and felt like if it was branded as a spin off rather than a mainline title, I would have been fine, but there was a level of quality I was expecting more than just good voice acting and nice visuals. The lack of a true party to journey around the world with, and listen to them talk truly soured the experience. The fact that exploration gave no rewards for venturing off the beat path other than some pick up for 3 Gil. I'm actually in the boat that this music for this game is rather bland. The battle theme and Eikon themes are the highlights, but I cannot remember any other songs, nor even hum a single one aside from those, and even those two themes have faded from my memory. There was all these things and more that were absent in this game that I had come to expect of the Final Fantasy experience that by the end of the game I was jaded and felt like maybe I had expected too much of this game.
All Final Fantasy games are story-driven Wizardry clones in a nutshell. Some just have real-time combat. With the exception of tactics spinoffs, where positioning is important. Drastically different RPG would be Nethack, which relies on hunger and unindentified items mechanics. FF branched into this direction with the Chocobo Dungeon spinoff, except instead of `hunger` they had unkillable monster appearing to drive the player forward. But it is hard to bolt on an arbitrary story onto the tactics or classic rogulike game, therefore Wizardry clones. Good idea would be just ditching the grindy combat completely and turn these games into something like Quest for Glory with several characters.
This is a great video. I'd be interested in you doing a video on FF16's menus and stuff too, if you want to.
Thanks for the great work. I'm discovering programming and I think I'll try making a few games, I'll watch all your content again for inspiration and tips :)
🪅
I’ve been scowering CZcams for a Final Fantasy analysis that both honors all that this franchise has had to offer as well as respectfully point out the developmental turn (for better or worse) its been taking; and I’m so happy to say that you hit the nail right on the head with this video. Its almost a rite of passage that those who hold onto what was cannot be pleased with what *is* in the gaming community. I’ve been a culprit of this, as I hold the original Final Fantasy 7 very near and dear to my heart. Seeing it modernly re-imagined is something I’ve approached holding my breath; but having watched this all the way through, I think I’m finally able to exhale and let the series run its course. Keep up the amazing work, and thank you.
This comment on a two year old video won't get seen by anyone, so I'll just write out my thoughts for myself. The whole moulded jiggle doesn't add to the tension and stakes of the horror. Same deal with the zombies in a game like Alyx. I'm never thinking about conserving ammo because I'm in danger when this happens, I'm rolling my eyes in frustration. It's something like "Oh Jesus Christ this shit AGAIN?" It feels tedious, and there is nothing on earth that obliterates horror quite as well as annoyance and frustration. I have seen people stumble around in a stupor, and the 'zombie jiggle' is far too wild and it takes me out of the world. It's like a drunken seizure that doesn't knock you off your feet and it looks like nothing you'd ever see if you were in the game world. It makes me think of the motion capture actor being told to over act on a blue mat, not a horrific undead monster charging me to claim my life.
Best thing is you can see the almost every endgame area from the "first step" grace how can they put together this big world with such a clear vision from the very start seems like they just took their A team and went all out 😂
Any good resources to learn about this?
Worst fucking game I’ve ever played I wasted 30 bucks on this crap
Everyone loves Huxley.
The thing about Elden Ring's obscure paths design is that it sometimes invokes that senses of when you discovered a place in a game that wasn't intended by the dev, that peculiar feeling that you could only find from out-of-bound stuff. That feeling is especially strong if you were a Souls veteran, when jump wasn't a thing back then.
Honestly one of the biggest let downs for me was the childish dialogue throughout the game, i think its meant for kids? It would have been sooooo much better if they gave it a GTA1 (top down) style story, doing jobs for gangsters, blowing up stuff, having a gun you can shoot etc, police hover cars etc etc
Ran it on my channel. Great quirky fun. Warhammer precursor. All this left over tech, no clue how it was made, you can't replicate it, but your civilization will., and is., collapsing without it.