Game Design with Michael
Game Design with Michael
  • 101
  • 469 514
The Secret Sauce of Controls 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.
Переглядів: 589

Відео

Final Fantasy: What EXACTLY is it? - The 19 key elements
Переглядів 5703 місяці тому
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
Переглядів 3,6 тис.Рік тому
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?
Переглядів 2,2 тис.Рік тому
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...
Переглядів 11 тис.Рік тому
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
Переглядів 590Рік тому
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
Переглядів 581Рік тому
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
Переглядів 1,4 тис.2 роки тому
🏌️_`_⛳ Golf Club:Nostalgia is PEAK Cozy Game
Evolving Halo's Linear Design for Open World
Переглядів 7862 роки тому
Evolving Halo's Linear Design for Open World
The Constant Struggle of being a Small Youtuber
Переглядів 4962 роки тому
The Constant Struggle of being a Small UA-camr
Why these enemies are deliberately HARD to shoot?
Переглядів 2,8 тис.3 роки тому
Why these enemies are deliberately HARD to shoot?
Go from Ideas to Gameplay using Gameplay Loops
Переглядів 20 тис.3 роки тому
Go from Ideas to Gameplay using Gameplay Loops
The FUNDAMENTAL UI element most games miss... FULL VIDEO
Переглядів 1,3 тис.3 роки тому
The FUNDAMENTAL UI element most games miss... FULL VIDEO
The FUNDAMENTAL UI element most games miss...
Переглядів 1,5 тис.3 роки тому
The FUNDAMENTAL UI element most games miss...
Are you lighting things like this?... - One Minute Game Design
Переглядів 5 тис.3 роки тому
Are you lighting things like this?... - One Minute Game Design
I finished Bugsnax... here's my Review
Переглядів 1,3 тис.3 роки тому
I finished Bugsnax... here's my Review
I finished PUMPKIN JACK, Here's my Review
Переглядів 7 тис.3 роки тому
I finished PUMPKIN JACK, Here's my Review
I finished Star Wars:Squadrons! Here's my review...
Переглядів 3693 роки тому
I finished Star Wars:Squadrons! Here's my review...
How does it compare? ... Here's my impressions
Переглядів 4763 роки тому
How does it compare? ... Here's my impressions
An in-depth ANALYSIS of STORY STRUCTURE in TLOU 2 asking Did Abby ruin TLOU2?
Переглядів 1,3 тис.3 роки тому
An in-depth ANALYSIS of STORY STRUCTURE in TLOU 2 asking Did Abby ruin TLOU2?
How to structure your story? Act 2 & 3
Переглядів 2,6 тис.3 роки тому
How to structure your story? Act 2 & 3
The Last of Us Part 2 has PROBLEMS! He doesn't agree... (spoilercast)
Переглядів 3713 роки тому
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
Переглядів 1,7 тис.4 роки тому
How to structure your story? Lots of examples - Prologues and Act 1
What do T-Shirts and the 3 Act Structure have in Common?
Переглядів 7064 роки тому
What do T-Shirts and the 3 Act Structure have in Common?
Why you should use the 3 Act Structure??? It's like photoshop...
Переглядів 1,6 тис.4 роки тому
Why you should use the 3 Act Structure??? It's like photoshop...
A Quick Word about this series on the 3 Act Structure...
Переглядів 1,4 тис.4 роки тому
A Quick Word about this series on the 3 Act Structure...
Doom Eternal is designed to be played a specific way...........- Interesting Design Decisions
Переглядів 5 тис.4 роки тому
Doom Eternal is designed to be played a specific way...........- Interesting Design Decisions
I finished CLOUDPUNK.... Here's my review
Переглядів 25 тис.4 роки тому
I finished CLOUDPUNK.... Here's my review
How Drawers Affect Difficulty in The Last of Us? - One Minute Game Design
Переглядів 3,8 тис.4 роки тому
How Drawers Affect Difficulty in The Last of Us? - One Minute Game Design
These LITTLE TWEAKS make Final Fantasy VII Remake BETTER!!!
Переглядів 8204 роки тому
These LITTLE TWEAKS make Final Fantasy VII Remake BETTER!!!

КОМЕНТАРІ

  • @luckyboy5nu
    @luckyboy5nu 6 днів тому

    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

  • @luckyboy5nu
    @luckyboy5nu 6 днів тому

    the classic "yellow paint", sometimes its just too obvious and takes away from the experience imo

  • @luckyboy5nu
    @luckyboy5nu 6 днів тому

    Man these videos are so good and valuable, sucks that youtube's algorithm never pushed them

  • @xxxxxxxxxxxxxxxxxxxxxxxxx981
    @xxxxxxxxxxxxxxxxxxxxxxxxx981 6 днів тому

    nice. a new video. i have watched all your content

  • @kytos4345
    @kytos4345 7 днів тому

    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!

  • @battelbad12
    @battelbad12 10 днів тому

    How about an Isometric game? Especially a game that has a top-down view?

  • @battelbad12
    @battelbad12 10 днів тому

    I think Combat in Scorn is either an afterthought or it clashed with the original design.

  • @wowmobilewow4531
    @wowmobilewow4531 14 днів тому

    Bro why mine is not pulling

  • @Mallchad
    @Mallchad 16 днів тому

    This is really streching the definition of "short"

  • @aeroperea
    @aeroperea 17 днів тому

    croner

  • @praveenm5723
    @praveenm5723 20 днів тому

    This is pure gold thanks for making this ❤

  • @zaidlacksalastname4905
    @zaidlacksalastname4905 20 днів тому

    I LOVE control. The map's great because you can go wherever you want, but not easily

  • @gregsmith80
    @gregsmith80 20 днів тому

    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.

  • @Insill
    @Insill 20 днів тому

    Jippii, saatana.

  • @NeroDefogger
    @NeroDefogger 21 день тому

    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

  • @voon7820
    @voon7820 22 дні тому

    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.

  • @k.kkiller1197
    @k.kkiller1197 22 дні тому

    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

  • @pandjus
    @pandjus 27 днів тому

    This video will be useful

  • @x1101126
    @x1101126 29 днів тому

    I personally hate any kind of "loop" in game design. It's just waste my time until I can see something new.

    • @elenexxenele8443
      @elenexxenele8443 3 дні тому

      Your game would be an hour long if you only saw new stuff

  • @KSharp2
    @KSharp2 Місяць тому

    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.

  • @TheJohn2272
    @TheJohn2272 Місяць тому

    2:00 joystick

  • @toniok.4726
    @toniok.4726 Місяць тому

    Too short 😭

  • @sethtfp2373
    @sethtfp2373 Місяць тому

    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! ❤

  • @happyduck1424
    @happyduck1424 Місяць тому

    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.

  • @abcdef2069
    @abcdef2069 2 місяці тому

    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.

  • @JesusRomero-ih1os
    @JesusRomero-ih1os 2 місяці тому

    This must be one of THE BEST resumes for a gameplay loop explanation i ever seen. ❤❤

  • @mhahveergujjar
    @mhahveergujjar 3 місяці тому

    Great content, make more videos

  • @xd-px5ne
    @xd-px5ne 3 місяці тому

    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!!!

  • @EliteFetishist
    @EliteFetishist 3 місяці тому

    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 😢

  • @HiddenWall
    @HiddenWall 3 місяці тому

    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.

  • @nangld
    @nangld 3 місяці тому

    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.

  • @leolightfellow
    @leolightfellow 3 місяці тому

    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.

  • @ExMateriae
    @ExMateriae 3 місяці тому

    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 :)

  • @bunnyrabbit443
    @bunnyrabbit443 3 місяці тому

    🪅

  • @dohnjoughy
    @dohnjoughy 3 місяці тому

    I’ve been scowering UA-cam 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.

  • @ftblr66
    @ftblr66 3 місяці тому

    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.

  • @ziga226
    @ziga226 3 місяці тому

    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 😂

  • @chriswastyping
    @chriswastyping 4 місяці тому

    Any good resources to learn about this?

  • @Badbonelesswings
    @Badbonelesswings 4 місяці тому

    Worst fucking game I’ve ever played I wasted 30 bucks on this crap

  • @julianbailey2749
    @julianbailey2749 4 місяці тому

    Everyone loves Huxley.

  • @apophisstr6719
    @apophisstr6719 4 місяці тому

    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.

  • @sfg206
    @sfg206 5 місяців тому

    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

  • @quietdignityandgrace
    @quietdignityandgrace 5 місяців тому

    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.

  • @cloudneer
    @cloudneer 5 місяців тому

    I really appreciate how well you explain complex concepts in just 5 minutes. Thank you!

  • @abdulalgharbi8784
    @abdulalgharbi8784 5 місяців тому

    Very cool videos Keep it up!

  • @zarodgaming1844
    @zarodgaming1844 5 місяців тому

    "in amd out, experiment, transition, be creative" guy that has to program all that from scratch: 😮

  • @anonymous49125
    @anonymous49125 5 місяців тому

    I NEED more videos like this one... gdc talks are like an hour long, so it's a huge investment in time to watch one all the way through... having like a rundown and even mentioning if a talk is worth the watch is invaluable. I look forward to more of these types of videos.

  • @the-sz8sq
    @the-sz8sq 5 місяців тому

    10 minutes to explain that people react to and remember things they see

  • @anonymous49125
    @anonymous49125 5 місяців тому

    I think it was a bad decision, but I think it was intentional that the gunplay was so terrible. Evidence of this would be from the trailer (narrated by Doug Bradley) that says that the fauna 'wants nothing more than to be left undisturbed', while also saying plainly that 'scorn is not a shooter'. I think the intention for the hyper accurate enemies that take a bunch of shots and reloads to down, is to dissuade the player from engaging in combat at all... which this goes against established genre tropes of horror video games, where ammo economy is an essential part of the game, in an effort to heighten the tension of the gameplay - that gunplay IS important and what brings tension into those other games - I think it just gets misread in scorn as being 'challenging' rather than 'a hostile mechanic that you are not intended to use'. Other evidence to support this is most monsters in scorn just 'go away' if you wait long enough. It does NOT read well, and most reviews state the obvious that the gunplay is garbage - because of course that's what people will do in an fps. If my read on that is correct and that was truly their aims, then they should have made the combat even worse, so that it really was futile to attempt. A game that I think does it way better is undertale - where they actually exploit that 'quick to hostility' genre expectation and flip it on you - so there is room for games that go against established norms and use them against the player. In any case, good review, enjoyed it