Design in Depth at Supercell: Why Great Ideas Aren't Enough
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- čas přidán 26. 08. 2018
- In this 2018 GDC presentation, Supercell veteran Touko Tahkokallio (Boom Beach, Hay Day) shares his game design philosophy and presents many practical examples of granular design examples around aspects of the company's games.
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Brawlstar player here, I think it shows it's vital to play your game like normal players play, because it become obvious why many players switch to stick control: you can't move frequently without affecting your vision, especially when the positions you're trying to go is often exact positions enemies are likely to show up, it's stupid to use tapping as movement.
I needed this
2V2 GOLD RUSH!!!
FROM A SINCERE FAN!
I like his accent...how he says cookie.
woah he designed eclipse
In Boom Beach, I don't refresh the opponents who alredy quit the game or progressing slower in levels. I also look for opponent that have a lot of resources.
Getting opponents from matchmaking, that are far from appealing is like a wasted effort and pretty stale. Too much randomness and not enough meaningful choices in multile Soupcell games.
This guy seems alright, but Supercell is notorious for milking the player for every microtransaction. The revenue stream is perfect...at the cost of fun in their games. This singular developer might be great and creative, but I have serious reservations against Supercell as a whole.
Could you give a little more detail on the why behind your reasoning pls? Maybe an article or two if you can't be arsed to write any? Cheers
@@razaz03 just download their apps and you'll see
@@baggern isn't there an easier/more objective way for you to demonstrate, rather than asking me to download random apps on my phone?
Maybe their first few games had the notorious timer-based systems, but that was more just a trend in the industry at the time. Surely you can't make that generalization against Clash Royale, which came out years later. I feel like CR shows a lot more respect to the players, in terms of making purchases meaningful.
@@oscarr5734 not sure about meaningful purchases in CR, since there seems to be some kind of contra-deck match making in the use. (Long time Clash of Clans, ex Boom Beach and Clash Royale player).
Supercell e se vc criarem uma carta que fosse chamada de mega construtor onde ele tivesse uma maquina destruidora que tira 500 de atack e 2000 de vida
Good
Tambi başbelası
Ya suprcell şu ayarlarla oynama lan
Save elprimo
Brawl Stars is so amazing game.