How Games Use Feedback Loops | Game Maker’s Toolkit
Playing Pyre over Christmas got me thinking about feedback loops: the reward structures in games that can reinforce or balance out winners and losers. In this episode I’ll explain what this all means, and talk about the design of Pyre’s positive and negative loops.
Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com
Sources
Solving XCOM’s Snowball Problem | Pentadact
http://www.pentadact.com/2016-02-25-solving-xcoms-snowball-problem/
Git along there, little doggies | Team Fortress 2
http://www.teamfortress.com/post.php?id=1872
Find Out More
Level 4.4: Feedback Loops | Canvas
https://learn.canvas.net/courses/3/pages/level-4-dot-4-feedback-loops
Designer's Notebook: Positive Feedback | Gamasutra
https://www.gamasutra.com/view/feature/131426/designers_notebook_positive_.php
[PPT] Feedback Systems and the Dramatic Structure of Competition | Mark LeBlanc
http://algorithmancy.8kindsoffun.com/cgdc99.ppt
Games shown in this episode (in order of appearance)
Bastion (Supergiant Games, 2011)
Transistor (Supergiant Games, 2014)
Pyre (Supergiant Games, 2017)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Call of Duty 4: Modern Warfare (Infinity Ward, 2007)
Chess Ultra (Ripstone Ltd., 2017)
Mario Kart 8 Deluxe (Nintendo, 2017)
Tekken 7 (Bandai Namco, 2017)
Splatoon (Nintendo, 2015)
Forza Horizon 3 (Playground Games, 2016)
Titanfall 2 (Respawn Entertainment, 2016)
Team Fortress 2 (Valve Corporation, 2007)
Arms (Nintendo, 2017)
XCOM 2 (Firaxis, 2016)
Battlefield 4 (EA DICE, 2013)
SteamWorld Dig 2 (Image and Form, 2017)
Final Fantasy XV (Square Enix, 2016)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Resident Evil 4 (Capcom Production Studio 4, 2005)
NBA 2K18 (Visual Concepts, 2017)
Civilization V (Firaxis Games, 2010)
Dark Souls (From Software, 2011)
Call of Duty: Modern Warfare 2 (Infinity Ward, 2009)
Call of Duty: Black Ops (Treyarch, 2010)
Devil May Cry (Capcom, 2001)
Donkey Kong Country: Tropical Freeze (Retro Studios, 2014)
Music used in this episode
Pyre soundtrack
k. Part 2 - 01 untitled 1, animeistrash
Other credits
MW2 - 6 KILLS WITH ONE PREDATOR MISSILE | Volound
https://www.youtube.com/watch?v=zPjlZTqdFh8
TACTICAL NUKE with AKIMBO Model 1887 - Modern Warfare 2 | TheKoreanSavage
https://www.youtube.com/watch?v=lFexH5_lwg8
Видео How Games Use Feedback Loops | Game Maker’s Toolkit канала Game Maker's Toolkit
Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com
Sources
Solving XCOM’s Snowball Problem | Pentadact
http://www.pentadact.com/2016-02-25-solving-xcoms-snowball-problem/
Git along there, little doggies | Team Fortress 2
http://www.teamfortress.com/post.php?id=1872
Find Out More
Level 4.4: Feedback Loops | Canvas
https://learn.canvas.net/courses/3/pages/level-4-dot-4-feedback-loops
Designer's Notebook: Positive Feedback | Gamasutra
https://www.gamasutra.com/view/feature/131426/designers_notebook_positive_.php
[PPT] Feedback Systems and the Dramatic Structure of Competition | Mark LeBlanc
http://algorithmancy.8kindsoffun.com/cgdc99.ppt
Games shown in this episode (in order of appearance)
Bastion (Supergiant Games, 2011)
Transistor (Supergiant Games, 2014)
Pyre (Supergiant Games, 2017)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Call of Duty 4: Modern Warfare (Infinity Ward, 2007)
Chess Ultra (Ripstone Ltd., 2017)
Mario Kart 8 Deluxe (Nintendo, 2017)
Tekken 7 (Bandai Namco, 2017)
Splatoon (Nintendo, 2015)
Forza Horizon 3 (Playground Games, 2016)
Titanfall 2 (Respawn Entertainment, 2016)
Team Fortress 2 (Valve Corporation, 2007)
Arms (Nintendo, 2017)
XCOM 2 (Firaxis, 2016)
Battlefield 4 (EA DICE, 2013)
SteamWorld Dig 2 (Image and Form, 2017)
Final Fantasy XV (Square Enix, 2016)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Resident Evil 4 (Capcom Production Studio 4, 2005)
NBA 2K18 (Visual Concepts, 2017)
Civilization V (Firaxis Games, 2010)
Dark Souls (From Software, 2011)
Call of Duty: Modern Warfare 2 (Infinity Ward, 2009)
Call of Duty: Black Ops (Treyarch, 2010)
Devil May Cry (Capcom, 2001)
Donkey Kong Country: Tropical Freeze (Retro Studios, 2014)
Music used in this episode
Pyre soundtrack
k. Part 2 - 01 untitled 1, animeistrash
Other credits
MW2 - 6 KILLS WITH ONE PREDATOR MISSILE | Volound
https://www.youtube.com/watch?v=zPjlZTqdFh8
TACTICAL NUKE with AKIMBO Model 1887 - Modern Warfare 2 | TheKoreanSavage
https://www.youtube.com/watch?v=lFexH5_lwg8
Видео How Games Use Feedback Loops | Game Maker’s Toolkit канала Game Maker's Toolkit
Показать
Комментарии отсутствуют
Информация о видео
Другие видео канала
How Games Get Balanced | Game Maker's ToolkitHow Game Designers Protect Players From Themselves | Game Maker's ToolkitShould Game Designers Listen to Negative Feedback?What Makes a Good Puzzle? | Game Maker's ToolkitClockwork Games and Time LoopsRoguelikes, Persistency, and Progression | Game Maker's ToolkitThe Rise of the Systemic Game | Game Maker's ToolkitWhat Makes Good AI? | Game Maker's ToolkitHow to Keep Players Engaged (Without Being Evil) | Game Maker's ToolkitThe Mechanics of Movement | Game Maker's ToolkitThe Two Types of Random in Game DesignAdaptive Soundtracks | Designing Video Game MusicWhy Metro Exodus is so Immersive | Game Maker's ToolkitHow Cuphead's Bosses (Try to) Kill You | Game Maker's ToolkitPlaying Past Your Mistakes | Game Maker's ToolkitWhat Makes a Good Detective Game? | Game Maker's ToolkitThe Design Behind Super Mario Odyssey | Game Maker's ToolkitDo We Need a Soulslike Genre? | Game Maker's ToolkitPuzzle Solving... or Problem Solving? | How to Design PuzzlesMorality in the Mechanics | Game Maker's Toolkit