3 Most Powerful Fun Hacks In Game Design

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Here are a couple of very powerful game design tricks for making a fun video game!

Crafting fun gameplay is quite a challenge for some developers, but these 3 techniques can make every game more fun, no matter how good or bad it already is.

You should learn to leverage them for your own projects, but don't let them trick you into thinking your prototype is more fun than it actually is!

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Like and subscription for ZAtisfying accent! 👍

valentinbiktairov
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I really wish the player on the left would win at least one round :(

AaronLoving
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You're my favorite German YouTuber.

astral
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Randomness in games is a very contensios issue - Richard Garfield has made whole lecures about it. Super quick synopsis:
Multiple types of randomness:
1. Randomness effecting the starting posision
2. Randomness before you make a decision eg pick up a card at the start of your turn
3. Randomness after making a decision EG you decide to attack - now roll to see if you manage to hit.

Generally 3 is not a great idea.

This is board/card game related, but relates to computer games as well.

yogyog
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Jonas: "These techniques"

Mellenialls: "get the frick out of here"

Jonas "these hacks"

Mellenialls: "shoot fella, that's all you had to say"

zig
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"Our job is definitely not to produce gambling addicts"
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*Mobile game companies left the chat*

ThisIsWorthless
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1) Multiplayer: 0:26
a) Not always the best choice 1:03
b) Hides bad design 1:27
2) Feedback 2:23
3) Randomness 3:45
a) Not always good. Not to produce gambling addicts or break the balance 4:35
4) Progression 5:57

peterschooley
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"Pretty much every game is more fun if you play it with a friend" I found the extrovert

Rissa_
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Damn, the player on the right was so much better at clicking the button

Benjackalope
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A good way to implement number 4 might be to extend the cap to 500 and change the color of the square every 100, so you have a milestone of progress.

Stetofire
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dude, you're smashing these vids . awesome

jasonb
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That effect where smaller squares pop off and move into a circle at the end is super cool. How'd you do it?

myrmidion
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So after Will You Snail you'll work on the press the button 100 times trilogy?

wreckingdan
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neat suggestions again! I think i love these short videos more. I use them as snack for my breaks.

alperozgunyesil
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1: EA thought this was the only way, God Of War proven them wrong as everything does.
2: Visual feedback, crisp responsive controls and sound design. All of this makes a game feel amazing.
3: Random crits are fair and balanced.
Though in the Doom videos explaining mechanics and code he mentions how much randomness there is in the game. So yes it's the best in my opinion to add variety and see how things go.

magnusm
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Number 1 is deceptive. It's not multiplayer that makes it fun, it's the implicit challenge of doing it quick enough. If you add this rule in singleplayer (playing against a bot, or a timer), it would also be more fun. And if you play with a friend, but somehow manage to stop yourself from making it a challenge, i.e, you just click 100 times, no race, no losers, no podium, like in singleplayer, then it will still be crappy.

LogicalKip
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No! I don’t want to make my game “vorse”!

(Btw, I’m not making fun of your accent— I actually really love it! ❤️)

studyzen
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Nice! Very helpful and insightful for indie devs.

IndieGame
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love your channel brother congrats on islanders! channels up there with the best of them and would love to work with you one day!

Khomanda
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these are actually to the point. Thanks subbed :)

VeryBlueBot