Post by Deleted on Jan 8, 2016 6:00:20 GMT
There is a great YouTube channel I've run across today called Extra Credits. These professional developers offer a philosophical approach to game design, mirroring the level of quality we wish to employ for Domdaria. I'd encourage any builder to take a look at these 5 minute videos -- if only for some inspiration.
Quest Design I, II - How to Create Interesting MMO and RPG Quests
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THIS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If you only check out one video out of this list, please watch this. It perfectly illustrates the idea of quest writing beyond the monotony of quests found in many games. These two videos are highly inspirational!
www.youtube.com/watch?v=otAkP5VjIv8
www.youtube.com/watch?v=ur6GQp5mCYs
Open World Design - How to Build Open World Games
This one is interesting, and made me think of how Domdaria is going about the design and where we fit in with other games. At the end the guy says he is looking forward to seeing someone crack the "blending of modules, mini adventures and tiny cohesive stories in an open world design." It was funny because that's been my own hope for Domdaria since coming aboard.
www.youtube.com/watch?v=udF7XX_vTUE
Bad Writing - Why Most Games Tell Bad Stories
This episode is about designing narrative across the broad spectrum of elements of a game. Good food for thought.
www.youtube.com/watch?v=KG1ziCvLkJ0
More Than Exposition - Building Worlds Without Info Dumps
The tact of writing efficient, but meaningful text is covered here. They do a good job of summarizing the style we have been developing in Domdaria. They make a good point about keeping jargon, proper names and too much lore from muddying up the player experience.
www.youtube.com/watch?v=TEERJ1a2rsU
Word Choice
Here they discuss choosing the right words for characters to say, in relation to the character and the point of the narrative. The concept of 'book ending' is also brought up, which is something Domdaria could use more of when finishing quests especially. For example, when I finish the quest and suddenly get the quest rewards; that's like reading a book until the climax and then tossing it away. At the moment, we aren't usually giving the player a reflective moment with their accomplishment.
www.youtube.com/watch?v=5j1PXhkXJ2A
When Difficult is Fun - Challenging VS Punishing Games
The argument here is pretty much accurate about the role of difficulty in games. Pretty good to think about when you really want to add a trap or make something tough.
www.youtube.com/watch?v=ea6UuRTjkKs
Intrinsic VS Extrinsic
This episode discusses how to look at what a player gets out of the various elements of the game -- in-game (intrinsic) rewards such as gear, and personal, out-of game (extrinsic) rewards such as having fun doing something.
www.youtube.com/watch?v=h86g-XgUCA8
Perfect Imbalance - Why Unbalanced Design Creates Balanced Play
Wow! Here is a topic which I've never really thought about, but have experienced in most great games. The end point of taking feedback of players about some issue is genius; is the issue of unbalance purposeful or merely lazy / broken design.
www.youtube.com/watch?v=e31OSVZF77w
Microtransactions
Here is a 9 minute video about microtransactions and the importance of incorporating game design into them. Afara, you may be interested in Extra Credits' episodes about this and free to play business models, as the writer for this works as a consultant for companies doing these types of games.
www.youtube.com/watch?v=WXA559KNopI
Quest Design I, II - How to Create Interesting MMO and RPG Quests
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THIS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If you only check out one video out of this list, please watch this. It perfectly illustrates the idea of quest writing beyond the monotony of quests found in many games. These two videos are highly inspirational!
www.youtube.com/watch?v=otAkP5VjIv8
www.youtube.com/watch?v=ur6GQp5mCYs
Open World Design - How to Build Open World Games
This one is interesting, and made me think of how Domdaria is going about the design and where we fit in with other games. At the end the guy says he is looking forward to seeing someone crack the "blending of modules, mini adventures and tiny cohesive stories in an open world design." It was funny because that's been my own hope for Domdaria since coming aboard.
www.youtube.com/watch?v=udF7XX_vTUE
Bad Writing - Why Most Games Tell Bad Stories
This episode is about designing narrative across the broad spectrum of elements of a game. Good food for thought.
www.youtube.com/watch?v=KG1ziCvLkJ0
More Than Exposition - Building Worlds Without Info Dumps
The tact of writing efficient, but meaningful text is covered here. They do a good job of summarizing the style we have been developing in Domdaria. They make a good point about keeping jargon, proper names and too much lore from muddying up the player experience.
www.youtube.com/watch?v=TEERJ1a2rsU
Word Choice
Here they discuss choosing the right words for characters to say, in relation to the character and the point of the narrative. The concept of 'book ending' is also brought up, which is something Domdaria could use more of when finishing quests especially. For example, when I finish the quest and suddenly get the quest rewards; that's like reading a book until the climax and then tossing it away. At the moment, we aren't usually giving the player a reflective moment with their accomplishment.
www.youtube.com/watch?v=5j1PXhkXJ2A
When Difficult is Fun - Challenging VS Punishing Games
The argument here is pretty much accurate about the role of difficulty in games. Pretty good to think about when you really want to add a trap or make something tough.
www.youtube.com/watch?v=ea6UuRTjkKs
Intrinsic VS Extrinsic
This episode discusses how to look at what a player gets out of the various elements of the game -- in-game (intrinsic) rewards such as gear, and personal, out-of game (extrinsic) rewards such as having fun doing something.
www.youtube.com/watch?v=h86g-XgUCA8
Perfect Imbalance - Why Unbalanced Design Creates Balanced Play
Wow! Here is a topic which I've never really thought about, but have experienced in most great games. The end point of taking feedback of players about some issue is genius; is the issue of unbalance purposeful or merely lazy / broken design.
www.youtube.com/watch?v=e31OSVZF77w
Microtransactions
Here is a 9 minute video about microtransactions and the importance of incorporating game design into them. Afara, you may be interested in Extra Credits' episodes about this and free to play business models, as the writer for this works as a consultant for companies doing these types of games.
www.youtube.com/watch?v=WXA559KNopI