Its a more algorythmic headline you are talking about. If you are rushing through and passed 10 games (Levels) in a row, Thema next Up ist set so hard that you have to buy or use "Cheats". This Gamedesign , Leveldesign etc. Is truely awesome at its perfection. But it has no hearth. However people Pay For win ;)
Yes it's true , you are the product, they do want your money, King is no different from the rest. Never forget the Hook Habit Hobby model. Your addiction is their salary. They have no issue targeting addicts, children, the elderly, the vulnerable. That said, good lecture, no nicely presented ,
For professionals of the sector it is a bit underwhelming. Not much information is relevant, as if he didn't want to give information or...the target was a more casual audience, pun intended XD.
yeah I'm sure people in the audience we're frustrated to find themselves in level design 101, but it's nice that it's available online for actual beginners. it's a shame he (understandably) comes at it from a strictly commercial pov
I'm a bit confused, does he design the whole interactions of the level, including what pieces get dropped pass the initial state or is it just the initial state of each level ?
Level design shouldn't be "how much money this level will make" but "how much this level is fun/challenging"... I want to become a game dev one day, but I'll never be corrupted by money, that's a secondary goal, the first is making a good game
what he says doesn't contradict that. in fact, you should strive to have levels that are both fun and monetise well, because an engaged player is much more likely to spend money on your game. that said, even the most fun games don't always monetise well, and we all need food on the table to just survive, so it's also important to know how to monetise your game. going indie is extremely risky so you'll probably start working in game dev for someone else. and most likely it's that someone who will be "corrupted", not you.
@@barokas. There's absolutely no risk in going indie at all if you do it on your own time while maintaining another income source and being realistic about your budget for any outsourced help needed.
No offense to this specific guy presenting, but wth would you talk about level design in a game with randomly generated levels that are randomly unbeatable, this being with the only objective of pushing people to put money in the game. King is like top5 developers who are a shame to the concept of game design itself. Seriously what the hell.
@@maxk4471 yeah that's what I mean by "randomly unbeatable". In the point of view of the player, you can't know when you will play a level that will let or won't let you win. So technically it's not random but from the perspective of the player it is. Not native english speaker either though, so what I'm trying to say might be hard to understand aha
@@maxk4471 And that's just your hunch or feeling, your looking for something that's not there. The game itself doesn't use any kind of AI and doesn't change the difficulty dynamically. Many companies experimented with this, and it didn't work out so far. I can 100% assure you that homescapes is just honestly that random. It's actually pretty easy to make levels that have specific difficulty. Hard levels are designed to require anywhere from 10 to 20 tries to beat the level, some people will beat in 1 try, some won't beat it in 20, but most will do it in the give range. And all that "the game lets you win or doesn't let you win" is purely related to how match-3 works, it's just that honest random formula that makes it so fun for most players.
And then you put that 1 level from time to time that is extremely hard unless you are lucky or the player buy the power ups to beat them
Its a more algorythmic headline you are talking about. If you are rushing through and passed 10 games (Levels) in a row, Thema next Up ist set so hard that you have to buy or use "Cheats".
This Gamedesign , Leveldesign etc. Is truely awesome at its perfection.
But it has no hearth. However people Pay For win ;)
Yes it's true , you are the product, they do want your money, King is no different from the rest. Never forget the Hook Habit Hobby model. Your addiction is their salary. They have no issue targeting addicts, children, the elderly, the vulnerable.
That said, good lecture, no nicely presented ,
thank you. this was super useful.
I'm new to this area. I found this very helpful. Thank you. 👌🏽
I actually find this talk very informative. Thanks for sharing
For professionals of the sector it is a bit underwhelming. Not much information is relevant, as if he didn't want to give information or...the target was a more casual audience, pun intended XD.
yeah I'm sure people in the audience we're frustrated to find themselves in level design 101, but it's nice that it's available online for actual beginners.
it's a shame he (understandably) comes at it from a strictly commercial pov
Thank you!
I'm a bit confused, does he design the whole interactions of the level, including what pieces get dropped pass the initial state or is it just the initial state of each level ?
The Mark Brown video, lol
I was not expecting that!
I really dislike when speakers just read the slides. I can do that myself.
That's really rude. Its something Called A presentation
There's a reason why the guy is presenting & you're commenting on his video lol. . My Best.
Level design shouldn't be "how much money this level will make" but "how much this level is fun/challenging"...
I want to become a game dev one day, but I'll never be corrupted by money, that's a secondary goal, the first is making a good game
what he says doesn't contradict that. in fact, you should strive to have levels that are both fun and monetise well, because an engaged player is much more likely to spend money on your game.
that said, even the most fun games don't always monetise well, and we all need food on the table to just survive, so it's also important to know how to monetise your game.
going indie is extremely risky so you'll probably start working in game dev for someone else. and most likely it's that someone who will be "corrupted", not you.
@@barokas. but I don't want money, I want to make a good game
Bomber TV I know, and I respect that. I do too.
Correct, eventually you will have to plant a level 65 to monetise, that the speaker clearly mentioned.
@@barokas. There's absolutely no risk in going indie at all if you do it on your own time while maintaining another income source and being realistic about your budget for any outsourced help needed.
39:00
See my level designs and rate them
No offense to this specific guy presenting, but wth would you talk about level design in a game with randomly generated levels that are randomly unbeatable, this being with the only objective of pushing people to put money in the game.
King is like top5 developers who are a shame to the concept of game design itself.
Seriously what the hell.
And you are pretty much wrong :)
@@maxk4471 yeah that's what I mean by "randomly unbeatable". In the point of view of the player, you can't know when you will play a level that will let or won't let you win.
So technically it's not random but from the perspective of the player it is.
Not native english speaker either though, so what I'm trying to say might be hard to understand aha
@@maxk4471 And that's just your hunch or feeling, your looking for something that's not there. The game itself doesn't use any kind of AI and doesn't change the difficulty dynamically. Many companies experimented with this, and it didn't work out so far. I can 100% assure you that homescapes is just honestly that random. It's actually pretty easy to make levels that have specific difficulty. Hard levels are designed to require anywhere from 10 to 20 tries to beat the level, some people will beat in 1 try, some won't beat it in 20, but most will do it in the give range. And all that "the game lets you win or doesn't let you win" is purely related to how match-3 works, it's just that honest random formula that makes it so fun for most players.
@@JM-vl3cy check my levels
@@yum6692 see my levels