![]() | Saison 1 - épisode 1 | Video Games & Bad Writing This week, we discuss video game writing and the importance of narrative. |
![]() | Saison 1 - épisode 2 | The Future of MMOs This week we explore why most modern MMOs fail and what the future of MMOs might be... |
![]() | Saison 1 - épisode 3 | Innovation This week, we discuss the Indie and AAA branches of the game industry, and how joining forces might help them to drive innovation. |
![]() | Saison 1 - épisode 4 | Where Did Survival Horror Go? Today we ask the question 'Where did the Survival Horror genre go?' |
![]() | Saison 1 - épisode 5 | No Redeeming Value This week, we discuss the God of War trilogy's triumphs and failings as a narrative. |
![]() | Saison 1 - épisode 6 | Free Speech This week, we discuss an upcoming Supreme Court case and what it could mean for the future of video games. |
![]() | Saison 1 - épisode 7 | Enriching Lives This week, we discuss a moral choice sequence in Mass Effect 2, and the power video games have to teach us about ourselves. |
![]() | Saison 1 - épisode 8 | Gamer This week, we discuss the problems surrounding the term: "Gamer." |
![]() | Saison 1 - épisode 9 | Videogame Music This week, we examine the evolution of game music (and what our 8-bit roots can teach us). |
![]() | Saison 1 - épisode 10 | Project Ten Dollar This week, we look at EA's "Project Ten Dollar" and suggest some alternatives. |
![]() | Saison 1 - épisode 11 | Kinect and Move This week, we look at Microsoft and Sony's new accessories and speculate on their chances for success. |
![]() | Saison 1 - épisode 12 | Diversity This week, we look at the lack of diversity in video games (and hint at numerous episode topics to come). |
![]() | Saison 1 - épisode 13 | Mailbag #1 This week, we answer some of the most popular questions in our inbox. |
![]() | Saison 1 - épisode 14 | Symbolism 101 For Halloween, we explore the use of symbols and psychology in horror games. |
![]() | Saison 1 - épisode 15 | Facing Controversy This week we talk about standing up for our medium. |
![]() | Saison 1 - épisode 16 | So You Want to be a Game Designer This week, we talk about what it takes to be a great game designer. |
![]() | Saison 1 - épisode 17 | Easy Games This week, we talk about why games have been getting less challenging lately. |
![]() | Saison 1 - épisode 18 | The Skinner Box This week, we talk about Operant Conditioning, and its unfortunate overuse in modern game design. |
![]() | Saison 1 - épisode 19 | Sex in Games This week, we talk about the troubled relationship between Sex and Video Games. |
![]() | Saison 1 - épisode 20 | Sexual Diversity This week, we study a character from Persona 4 to demonstrate the benefits of sexual diversity in games. |
![]() | Saison 1 - épisode 21 | Narrative Mechanics This week, we look at a classic arcade game to show how games can express an idea using only their mechanics. |
![]() | Saison 1 - épisode 22 | A Season of Hope This week, we take a break from all the "art and design" talk to appreciate the Child's Play Charity Dinner Auction. |
![]() | Saison 1 - épisode 23 | Choice and Conflict This week, we look at the many different ways choice exists in games. |
![]() | Saison 1 - épisode 24 | Mailbag #2 This week, we answer some more of the popular questions from our inbox. |
![]() | Saison 1 - épisode 25 | Non-Combat Gaming This week, we consider the neglected potential for game experiences that aren't combat based. |
![]() | Saison 1 - épisode 26 | Piracy This week, we dive headfirst into the controversies of video game piracy. |
![]() | Saison 2 - épisode 1 | Amnesia and Story Structure This week, we talk a bit about Three Act Structure, In Medias Res and amnesia as a plot device. |
![]() | Saison 2 - épisode 2 | Playing Like a Designer Part 1 This week, we talk about how to play games like a game designer. At least, we start to. |
![]() | Saison 2 - épisode 3 | Playing Like a Designer Part 2 This week, we finish talking about how to play games like a game designer, from which games to play to what you should watch for. |
![]() | Saison 2 - épisode 4 | Achievements This week, by special request, we finally get around to talking about achievements. |
![]() | Saison 2 - épisode 5 | An Open Letter to EA Marketing This week, we turn a critical eye to some of EA's worst recent marketing campaigns. |
![]() | Saison 2 - épisode 6 | Ludus Florentis This week, we try our best to describe a big upcoming change in the world of video games, as well as what's causing it. |
![]() | Saison 2 - épisode 7 | True Female Characters This week, we look at what it takes to write a great female game character. |
![]() | Saison 2 - épisode 8 | Tutorials 101 This week, as promised, we take a closer look at how to build a good tutorial. |
![]() | Saison 2 - épisode 9 | Tangential Learning This week, we talk about one of the ways games can teach us new things (without being boring about it). |
![]() | Saison 2 - épisode 10 | Gamification This week, we talk about the ways game systems are starting to be applied to real life, and what this means for the future. Also, we are joined by... |
![]() | Saison 2 - épisode 11 | Metrics This week, we talk about the increasing focus on Metrics in the game industry, and the possible results this trend might have (both good and bad). |
![]() | Saison 2 - épisode 12 | Consoles are the New Coin-Op This week, we speculate that game consoles might soon be going the way of the arcade (and why that doesn't have to be a scary thing). |
![]() | Saison 2 - épisode 13 | Games You Might Not Have Tried (...or Heard Of) This week, we list a bunch of our favorite "under-the-radar" games. |
![]() | Saison 2 - épisode 14 | Learning From Other M This week, we discuss some of Metroid: Other M's failings, and how similar games might avoid them in the future. |
![]() | Saison 2 - épisode 15 | Gamifying Education This week, we offer some general examples for ways to improve education using game design techniques. |
![]() | Saison 2 - épisode 16 | Graphics vs Aesthetics This week, we define the difference between a games "graphics" and a game's "aesthetic", and why that distinction matters. |
![]() | Saison 2 - épisode 17 | The Myth of the Gun This week, we try to figure out why the U.S. has always produced more First Person Shooters than Japan. |
![]() | Saison 2 - épisode 18 | NOT a Security Episode Now that the whole PSN mess is (mostly) wrapped up, we discuss the changing relationship between corporation and consumer, and the trust that... |
![]() | Saison 2 - épisode 19 | Anonymous This week, we take a quick break from all the games talk to discuss Anonymous, and whether or not they were actually behind the PSN outage. |
![]() | Saison 2 - épisode 20 | Our Oscars This week, we talk about the need for video games to have their own "Oscars", and what that show might look like. |
![]() | Saison 2 - épisode 21 | The Role of the Player This week, we get into a little bit of video game theory, discussing the creative contribution of the player to a game. |
![]() | Saison 2 - épisode 22 | Game Reviews This week, we talk about reviewing games, how to pursue a game reviewing career, and how game reviewing might be improved overall. |
![]() | Saison 2 - épisode 23 | Race in Games This week, we finally get around to talking about race in games, thanks mostly to the release of L.A. Noire. |
![]() | Saison 2 - épisode 24 | Sharing Our Medium Video games can actually be pretty intimidating to newcomers. This week, we offer some tips for how to introduce others to our medium. |
![]() | Saison 2 - épisode 25 | Microtransactions This week, we talk about microtransactions, and how they COULD be a pretty great thing if we'd just start doing them right. |
![]() | Saison 2 - épisode 26 | S.978 and Operation Rainfall This week, we share some of our thoughts on two current(ish) events: the dreaded S.978 bill and Operation Rainfall. |
![]() | Saison 3 - épisode 1 | The Pre-Production Problem This week, we kick off the Guest Art Marathon with a discussion on why games really need to start making time for pre-production. |
![]() | Saison 3 - épisode 2 | "Art" Is Not the Opposite of "Fun" This week, we address the common claim that advancing games as an art means making them less fun. |
![]() | Saison 3 - épisode 3 | The MMORTS This week, we address the potential for the MMORTS genre, as well as the reasons why making one seems to be such a difficult challenge. |
![]() | Saison 3 - épisode 4 | Game Addiction part 1 This week, we begin a two-part series on the much-debated topic of "Game Addiction." |
![]() | Saison 3 - épisode 5 | Game Addiction part 2 This week, we conclude our two-part series on the much-debated topic of "Game Addiction" (in a very, VERY unusual way). |
![]() | Saison 3 - épisode 6 | Let's Talk About Publishing This week, we get everyone up to speed on the Rockethub details. After that, we share our plans for the EC Indie Fund! Link to the EC Indie Fund... |
![]() | Saison 3 - épisode 7 | Pacing This week, we discuss proper pacing and it's influence on game design. |
![]() | Saison 3 - épisode 8 | Cutscenes This week, we discuss the role (and frequent misuse) of cutscenes in video games. |
![]() | Saison 3 - épisode 9 | Pro Gaming This week, we consider the reasons why professional gaming hasn't really caught on in the West (yet). |
![]() | Saison 3 - épisode 10 | Games You Might Not Have Tried #2 This week, we list off some more interesting games you might never have heard of (or gotten around to trying). |
![]() | Saison 3 - épisode 11 | So You Want To Be a Producer This week, we take a close look at one of the game industry's less-appreciated roles: the Producer. This week's guest art by LeeLee Scaldaferri!... |
![]() | Saison 3 - épisode 12 | Propaganda Games This week, we consider the unfortunate potential games have as tools for propaganda. |
![]() | Saison 3 - épisode 13 | Call of Juarez: The Cartel This week, we further examine the "lazy design" we discussed last week by picking apart a specific title: Call of Juarez: The Cartel. |
![]() | Saison 3 - épisode 14 | Zombies This week (for some Halloween fun), we decided to talk about zombies. |
![]() | Saison 3 - épisode 15 | Working Conditions This week, we take a hard look at just how miserable it can be to work in the game industry, and the causes behind these terrible conditions. |
![]() | Saison 3 - épisode 16 | The Uncanny Valley This week, we explain the theory behind the Uncanny Valley, and how best to avoid tumbling into it. |
![]() | Saison 3 - épisode 17 | The Diablo III Marketplace This week, we consider the intended goal (and possible results) of Blizzard's plan for a "real money" marketplace in Diablo III. |
![]() | Saison 3 - épisode 18 | Deus Ex: Human Revolution This week, we try to figure out exactly what it was about the new Deus Ex game we liked so much. |
![]() | Saison 3 - épisode 19 | The Singularity This week, we begin our two weeks of "science distraction" by looking at what role games might play in man achieving technology singularity. |
![]() | Saison 3 - épisode 20 | Technobabble This week, we examine that classic staple of mediocre science fiction: technobabble. |
![]() | Saison 3 - épisode 21 | Playtesting This week, we explain the value of playtesting your game, and offer some tips on how to get the best data possible. |
![]() | Saison 3 - épisode 22 | Puzzle Games This week, we dissect a popular puzzle game to show just how complex and elegantly-designed even a simple game can be. |
![]() | Saison 3 - épisode 23 | Skyrim's Opening This week, we carefully examine and critique the first fifteen minutes of Skyrim's play experience. |
| Saison 3 - épisode 24 | Stand Together: The Gaming Community vs SOPA and PIPA Sign a petition to have the ESA remove their support from SOPA/PIPA. Ask your favorite gaming websites and youtube channel to join the cause by not... | |
![]() | Saison 3 - épisode 25 | SOPA & PIPA This week, we give a (somewhat belated) criticism of SOPA and PIPA. |
![]() | Saison 3 - épisode 26 | Mailbag #3 This week, we suddenly realize that we haven't done a mailbag episode is AGES. |
![]() | Saison 3 - épisode 27 | Mailbag #4 This week, we return to the mailbag and answer a few more popular questions. |
![]() | Saison 4 - épisode 1 | So You Want to be a Developer (Part 1) This week, we discuss the skills it takes to be a great developer (with lots of help from the folks at Stack Exchange). |
![]() | Saison 4 - épisode 2 | So You Want to be a Developer (Part 2) This week, we finish discussing the skills it takes to be a great developer (with lots of help from the folks at Stack Exchange). |
![]() | Saison 4 - épisode 3 | Western & Japanese RPGs (Part 1) This week, we begin a three-part series discussing (and defining) Western RPGs and JRPGs. |
![]() | Saison 4 - épisode 4 | Western & Japanese RPGs (Part 2) This week, we continue discussing (and defining) Western RPGs and JRPGs, this time with a special guest! |
![]() | Saison 4 - épisode 5 | Western & Japanese RPGs (Part 3) This week, we conclude our series on Western RPGs and JRPGs. |
![]() | Saison 4 - épisode 6 | Mass Effect 3 DLC This week, Mass Effect 3 gives us a chance to talk some more about DLC. |
![]() | Saison 4 - épisode 7 | TransGaming This week, we try (and fail) to contain our excitement about connected gaming experiences. |
![]() | Saison 4 - épisode 8 | Games You Might Not Have Tried #3 This week, we rattle off yet another list of games worth checking out. |
![]() | Saison 4 - épisode 9 | Kinect Disconnect This week, we look back on the last year and a half of Kinect and offer some new observations about the device. |
![]() | Saison 4 - épisode 10 | Crowdfunding This week, we discuss the exciting possibilities of crowd-funded games. |
![]() | Saison 4 - épisode 11 | Harassment This week, we tackle the rampant bullying, misogyny and hate speech that occurs within the gaming community. |
![]() | Saison 4 - épisode 12 | ARGs (Part 1) This week, we begin a two-part discussion on ARGs, starting with Alternate Reality Games. |
![]() | Saison 4 - épisode 13 | ARGs (Part 2) This week, we conclude our discussion on ARGs, this time with Augmented Reality Games. |
![]() | Saison 4 - épisode 14 | EC Fund Update This week, we give a progress update on the EC Indie Fund. |
![]() | Saison 4 - épisode 15 | Spectrum Crunch This week, we discuss a major bandwidth problem we're about to run into. |
![]() | Saison 4 - épisode 16 | Hard-Boiled This week, we discuss the AAA industry's trend toward hard-boiling its franchises, and what it means to be "mature". |
![]() | Saison 4 - épisode 17 | Politics This week, we offer a handy guide to making your voice heard in U.S. politics (with special guest)! |
![]() | Saison 4 - épisode 18 | Games You Might Not Have Tried #4 This week, we recommend some more interesting, "under the radar" games. |
![]() | Saison 4 - épisode 19 | Power Creep This week, we finally get around to talking about the trouble with power creep (with special guest)! |
![]() | Saison 4 - épisode 20 | The Hero's Journey (Part 1) This week, we begin a two-part series on the Hero's Journey as applied to games. |
![]() | Saison 4 - épisode 21 | The Hero’s Journey (Part 2) This week, we conclude our two-part series on the Hero's Journey as applied to games (like Journey). |
![]() | Saison 4 - épisode 22 | Perfect Imbalance This week, we discuss the benefits of subtle imbalances in games (and welcome our newest team member)! |
![]() | Saison 4 - épisode 23 | Games You Might Not Have Tried: 16-bit This week, we list some under-appreciated titles from the beloved 16-bit era. |
![]() | Saison 4 - épisode 24 | Digital Resale This week, we speculate on the future possibilities of reselling digital copies of games. |
![]() | Saison 4 - épisode 25 | Mechanics as Metaphor (Part 1) This week, we discuss how games can convey meaning through mechanics alone. |
![]() | Saison 4 - épisode 26 | Mechanics as Metaphor (Part 2) This week, we finish discussing how games can convey meaning through mechanics alone. |
![]() | Saison 5 - épisode 1 | Spec Ops: The Line (Part 1) This week, we talk about what makes Spec Ops: The Line so great (without spoilers). |
![]() | Saison 5 - épisode 2 | Spec Ops: The Line (Part 2) This week, we continue our dissection of Spec Ops: The Line (SPOILERS AHOY). |
![]() | Saison 5 - épisode 3 | On Game Schools This week, we give a step-by-step guide on how to choose a good game school. |
![]() | Saison 5 - épisode 4 | Energy Systems This week, we talk about those playtime-limiting systems often found in social games. |
![]() | Saison 5 - épisode 5 | Starting Off Right This week, we talk about the crucial "first five minutes" of a game. |
![]() | Saison 5 - épisode 6 | Digital Rentals and the Online Arcade This week, we discuss two alternate monetization methods that could work for certain games. |
![]() | Saison 5 - épisode 7 | Mailbag #5 This week, we are reminded once again that Mailbags are a thing we do. |
![]() | Saison 5 - épisode 8 | Beyond Fun This week, we explain why games shouldn't be constrained exclusively to "Fun". |
![]() | Saison 5 - épisode 9 | Aesthetics of Play This week, we talk genres and some game design theory. |
![]() | Saison 5 - épisode 10 | Demo Daze This week, we explain why you don't see more game demos being released. |
![]() | Saison 5 - épisode 11 | Horror Protagonists This week, we talk about the importance of protagonists in the horror genre (and wear costumes). |
![]() | Saison 5 - épisode 12 | "My Name Is Ozymandias…" This week, we discuss the unfortunate lack of preservation for gaming's history. |
![]() | Saison 5 - épisode 13 | Counter Play This week, we discuss the design concept of Counter Play (with thanks to Tom Cadwell). |
![]() | Saison 5 - épisode 14 | Combining Genres This week, we discuss the best way to approach genre blending. |
![]() | Saison 5 - épisode 15 | Balancing for Skill This week, we talk about the factor of player skill when balancing multiplayer games. |
![]() | Saison 5 - épisode 16 | Religion in Games (Part 1) This week, we start discussing religion in games. Finally. |
![]() | Saison 5 - épisode 17 | Religion in Games (Part 2) This week, we talk a bit about Faith in games. |
![]() | Saison 5 - épisode 18 | God Does Not Play Dice This week, we address the rather large reaction to our previous episode. |
![]() | Saison 5 - épisode 19 | Depth vs. Complexity This week, we talk about the importance of balancing a game's Depth and Complexity. |
![]() | Saison 5 - épisode 20 | How to Start Your Game Narrative This week, we explain why settling on a story before you've started your game may be a bad idea. |
![]() | Saison 5 - épisode 21 | The Beast Macabre This week, we do a (somewhat premature) Horror Monsters episode. |
![]() | Saison 5 - épisode 22 | Global Games: Brazil This week, we begin a series on the potential for game industry growth in new regions around the world. First up: Brazil! |
![]() | Saison 5 - épisode 23 | Funding XCOM (Part 1) This week, we entertain ourselves by pondering the question: "Should we fund a real-life Xcom?" |
![]() | Saison 5 - épisode 24 | Funding XCOM (Part 2) This week, we conclude our musing on the need for a real XCOM program. |
![]() | Saison 5 - épisode 25 | More Than Exposition This week, we discuss some basic story principles as they apply to games. |
![]() | Saison 5 - épisode 26 | Word Choice This week, we continue talking about effectively handling exposition in games. |
![]() | Saison 6 - épisode 1 | Intrinsic or Extrinsic This week, we explain the difference between intrinsic and extrinsic rewards. |
![]() | Saison 6 - épisode 2 | Why Console Specs Don't Matter This week, we enjoy some speculation on Sony's Playstation 4. |
![]() | Saison 6 - épisode 3 | Differences in Scale vs Differences in Kind This week, we discuss two fundamental game design principles (the ones in the title). |
![]() | Saison 6 - épisode 4 | Raising the Dead This week, we begin a three week series on various topics relating to Telltalle's The Walking Dead. |
![]() | Saison 6 - épisode 5 | For Whom the Bell Tolls This week, we talk about one of The Walking Dead's major themes. |
![]() | Saison 6 - épisode 6 | Minority This week, we conclude our little series about The Walking Dead's numerous strengths. |
![]() | Saison 6 - épisode 7 | Games You Might Not Have Tried #5 This week, we list off a few more interesting games you may not have looked into yet. |
![]() | Saison 6 - épisode 8 | Like a Ninja This week, we talk about how to make good stealth games. |
![]() | Saison 6 - épisode 9 | Global Games: Mexico, Argentina & Chile This week, we take a look at some more Latin American nations and their potential for game industry growth. |
![]() | Saison 6 - épisode 10 | The JCPenney's Effect This week, we examine the pros and cons of Firefall's loot system design. |
![]() | Saison 6 - épisode 11 | Toxicity This week, we discuss how members of the gaming community treat each other. |
![]() | Saison 6 - épisode 12 | Dansky This week, we talk about an early example of games attempting to push boundaries and do good. |
![]() | Saison 6 - épisode 13 | Moving Forward This week, we discuss the need to change the conversation around video games. |
![]() | Saison 6 - épisode 14 | In Service to the Brand This week, we discuss Bioshock Infinite and the problem with clinging to "the brand" |
![]() | Saison 6 - épisode 15 | When Difficult is Fun This week, we discuss how to make a game challenging, yet still enjoyable. |
![]() | Saison 6 - épisode 16 | Not a Babysitter This week, we talk about how games can be a shared experience between kids and their parents |
![]() | Saison 6 - épisode 17 | Used Games This week, we talk some more about the used games issue. |
![]() | Saison 6 - épisode 18 | Designing for a Touch Screen This week, we lay out some basic guidelines for designing a game on touch devices. |
![]() | Saison 6 - épisode 19 | A Little Bit of Yesterday This week, we try to figure out why it is we cherish that "retro" era of games so much. |
![]() | Saison 6 - épisode 20 | Game Compulsion (Part 3) This week, we return to the subject of Game Compulsion and its causes. |
![]() | Saison 6 - épisode 21 | So You Want to be an Indie This week, we offer some tips on how to be a successful indie game developer. |
![]() | Saison 6 - épisode 22 | Games in Education This week, we discuss some of the difficulties of integrating games into our education system. |
![]() | Saison 6 - épisode 23 | A Case for Board Games This week, we discuss the importance of board games in the study of game design. |
![]() | Saison 6 - épisode 24 | Myers Briggs and Character Creation This week, we discuss a handy method for broadly defining one's characters. |
![]() | Saison 6 - épisode 25 | Games You Might Not Have Tried #6 This week, we bring you a fresh batch of interesting games worth checking out. |
![]() | Saison 7 - épisode 1 | The Feeling of Agency This week, we kick off a series of episodes on Choice in games. |
![]() | Saison 7 - épisode 2 | The Illusion of Choice This week, we discuss the use of the illusion of choice in game design. |
![]() | Saison 7 - épisode 3 | How Much Agency Do Games Need? This week, we attempt to reframe the question of how much choice a game needs to successfully engage the player. |
![]() | Saison 7 - épisode 4 | Negative Possibility Space This week, we conclude our month-long discussion of Choice in video games. |
![]() | Saison 7 - épisode 5 | Overlooked This week, we familiarize ourselves with an often-ignored game genre. |
![]() | Saison 7 - épisode 6 | Competitive Storytelling This week, we examine the difficult challenge of storytelling in a competitive game space. |
![]() | Saison 7 - épisode 7 | Spectacle Creep This week, we discuss the increase in franchise scale and spectacle over time. |
![]() | Saison 7 - épisode 8 | Games You REALLY Might Not Have Tried This week, we pull out some creepy games you REALLY may never have heard of. |
![]() | Saison 7 - épisode 9 | Collectable Games (Part 1) This week, we begin a two-part series on the Collectable monetization model. |
![]() | Saison 7 - épisode 10 | Collectable Games (Part 2) This week, we continue our discussion of Collectable Games, their benefits and their potential dangers. |
![]() | Saison 7 - épisode 11 | Community Management This week, we discuss the under-appreciated role of the Community Manager. |
![]() | Saison 7 - épisode 12 | What Is a Game? This week, we discuss the debate over what does and doesn't qualify as a "game". |
![]() | Saison 7 - épisode 13 | Incentive Systems and Politics (Part 1) This week, we start a series looking at design problems in the US political system. |
![]() | Saison 7 - épisode 14 | Incentive Systems and Politics (Part 2) This week, we continue our series about design problems in the U.S. political system. |
![]() | Saison 7 - épisode 15 | Incentive Systems and Politics (Part 3) This week, we conclude our series on design problems in the US political system. |
![]() | Saison 7 - épisode 16 | The Good We Do This week, we discuss some of the positive impact our community has on the world. |
![]() | Saison 7 - épisode 17 | Games You Might Not Have Tried: Collectable Games |
![]() | Saison 7 - épisode 18 | The Magic Circle |
![]() | Saison 7 - épisode 19 | Affordances |
![]() | Saison 7 - épisode 20 | Fail Faster |
![]() | Saison 7 - épisode 21 | Growing With Our Heroes |
![]() | Saison 7 - épisode 22 | Simulation Sickness |
![]() | Saison 7 - épisode 23 | Quest Design (Part 1) |
![]() | Saison 7 - épisode 24 | Quest Design (Part 2) |
![]() | Saison 7 - épisode 25 | Games You Might Not Have Tried: Cyberpunk |
![]() | Saison 7 - épisode 26 | Collectable Games (Part 3) |
![]() | Saison 8 - épisode 1 | Designing for Youth Good games inspire children to learn through play, whether in the classroom or at home. Understanding the educational needs of different age groups,... |
![]() | Saison 8 - épisode 2 | Net Neutrality The debate about net neutrality rages on, but the meaning of "open internet" vs. "closed internet" is seldom explained. Without an open or neutral... |
![]() | Saison 8 - épisode 3 | Doing Free to Play Wrong Comedy relies on timing, but video games can go beyond the scripted scenes of films or television to create interactive "comedy by choice" that lets... |
![]() | Saison 8 - épisode 4 | Comedic Games Comedy relies on timing, but video games can go beyond the scripted scenes of films or television to create interactive "comedy by choice" that lets... |
![]() | Saison 8 - épisode 5 | Candy Crush's Success Match three games like Bejeweled have spawned many clones, but none as successful as Candy Crush. Love it or hate it, it's helpful to understand why... |
![]() | Saison 8 - épisode 6 | Education: An End to Fear Traditional education focuses on assessment, giving students one chance to get their homework right. Games can provide immediate feedback and teach... |
![]() | Saison 8 - épisode 7 | Education: Responsive Learning Games that can track player behavior down to the last click can also keep teachers informed about their classes' progress and give them time to work... |
![]() | Saison 8 - épisode 8 | Education: 21st Century Skills Games give players agency and teach the core 21st century skills of critical thinking, communication, collaboration, and creativity better than any... |
![]() | Saison 8 - épisode 9 | Education: Agency Games show us the immediate, direct impact of our choices in a way that teaches us to plan for our goals and take control of our future. No lesson... |
![]() | Saison 8 - épisode 10 | Why Games Do Cthulhu Wrong H.P. Lovecraft and the Call of Cthulhu have inspired many horror games, but the power fantasy that drives most games conflicts with the... |
![]() | Saison 8 - épisode 11 | Minecraft Generation Games like Spelunky and FTL led a revival of the roguelike genre. Techniques adopted from other genres simplify the learning curve and make these... |
![]() | Saison 8 - épisode 12 | Roguelike Returns Games like Spelunky and FTL led a revival of the roguelike genre. Techniques adopted from other genres simplify the learning curve and make these... |
![]() | Saison 8 - épisode 13 | The Fighting Game Problem |
![]() | Saison 8 - épisode 14 | Why the Vita Failed The PlayStation Vita tried to create a high end mobile gaming solution, but failed to achieve even a fraction of the sales of low end systems like... |
![]() | Saison 8 - épisode 15 | Early Access Many developers have adopted the trend of giving players early access to a game that's still in development, gaining funding through sales at the... |
![]() | Saison 8 - épisode 16 | The Waiting Game Games like Candy Box, Frog Fractions, and a Dark Room uproot traditional game design that relies on spectacle and action. Instead they build an... |
![]() | Saison 8 - épisode 17 | Open World Design Open world games offer players great opportunities to explore, but developers must figure out how to organize their team to create an immersive... |
![]() | Saison 8 - épisode 18 | Choices vs Consequences Games give players the agency to make decisions, but whether they highlight choices in advance or deliver consequences after the fact changes the... |
![]() | Saison 8 - épisode 19 | How Far Have Games Come Since 2008? For our 200th episode, we take a look back at all the good things games have accomplished, as an industry and a community, since Extra Credits... |
![]() | Saison 8 - épisode 20 | Too Many Games The number of games coming out has hugely increased thanks to distribution platforms like Steam and the App Store, but storefronts have become a... |
![]() | Saison 8 - épisode 21 | Randomness in Esports Skill should be the determining factor in Esports, but many competitive games include a random element such as critical strike chance or card draw... |
![]() | Saison 8 - épisode 22 | Games You Might Not Have Tried: Humble Bundle Extra Credits reviews and recommends a selection of video games that might have slipped under your radar. |
![]() | Saison 8 - épisode 23 | First Move Advantage In turn-based competitive games, the player who goes first gets initiative. Designers must find ways to balance this advantage and keep track of win... |
![]() | Saison 8 - épisode 24 | Free to Play Is Currently Broken Squeezing money from their highest spending players causes most free to play games to push out the majority of their playerbase. |
![]() | Saison 8 - épisode 25 | Historical Games Historical games can be a great way to learn while playing, but giving the player choice means not re-enacting history as it happened. Systems and... |
![]() | Saison 8 - épisode 26 | MMO Economies Every quest reward or sellable item in an MMO generates more gold that goes into the economy, causing inflation as the gold becomes more common and... |
![]() | Saison 9 - épisode 1 | Shovelware Games based on popular movies or books often turn out to be disappointing for fans of the original material. These poorly made cash-in games often... |
![]() | Saison 9 - épisode 2 | Big Bad I Video game villains that don't match the overall tone of the game distract the player and can become more of a laughing stock than a threat. Game... |
![]() | Saison 9 - épisode 3 | Big Bad II Villains are people too. A compelling narrative villain does not just do evil things for the sake of being evil, but because their view of the world... |
![]() | Saison 9 - épisode 4 | Digging Deeper Our brains have a tendency to gloss over the minute-to-minute action in video games, leaving us with a few minutes of distinct memories after hours... |
![]() | Saison 9 - épisode 5 | Plan, Practice, Improvise Successful game design requires focus, which means the designer must understand what types of play best suits their game and make sure that all the... |
![]() | Saison 9 - épisode 6 | Horror That Lingers Too many horror games rely on "cheap" frights like jump scares or cliche monsters like zombies. While they may succeed in making the player afraid... |
![]() | Saison 9 - épisode 7 | Shiver with Antici-pation Good horror games have their own pacing that's unique to the genre. To keep the player scared, games use a cycle of tension and release that keeps... |
![]() | Saison 9 - épisode 8 | Video Game Rating Systems Games are becoming more common than ever, but the time-consuming and expensive methods to rate them for mature content haven't grown along with them.... |
![]() | Saison 9 - épisode 9 | Interactive Video Early games like the 7th Guest mixed film footage with the interactivity of video games, but the poor quality led to bad results that deterred other... |
![]() | Saison 9 - épisode 10 | How to Approach Game Difficulty Games often start by asking the player, "What difficulty would you like to play on?" But how is someone who has never touched the game before... |
![]() | Saison 9 - épisode 11 | How Games Scratch Your Multitasking Itch Games that ask the player to do nothing more than wait while numbers increase have seen a surge in popularity. They fill a developing modern need... |
![]() | Saison 9 - épisode 12 | Global Games: Norway Norway faces a unique set of challenges when it comes to developing its role in the games industry. Despite some notable successes, the Norwegian... |
![]() | Saison 9 - épisode 13 | Mechanics and Tone Game mechanics often come "first" in the development phase, with a narrative being tacked on later. But when game mechanics become separated from... |
![]() | Saison 9 - épisode 14 | Snakes and Ladders Snakes and Ladders, or Chutes and Ladders, has been around for generations, going back perhaps 2000 years to its invention in India. Though simple -... |
![]() | Saison 9 - épisode 15 | Basics - How To Start Your Game Development Making your first game can be difficult. Remember that your goal is to make a game, any game, not necessarily a complex game like the ones... |
![]() | Saison 9 - épisode 16 | Practical Rules - Setting (and Keeping) Goals Now that you know the basic principles of how to make your first game (remember: start small!), it's time to break that down into a process you can... |
![]() | Saison 9 - épisode 17 | Minimum Viable Product - How to Scope small and Start Right When you're making your first game, we've told you to start small, but that may leave you wondering: just how small should you be planning for? This... |
![]() | Saison 9 - épisode 18 | Launching! How to Market Your Game Before you finish your first game, even before you're ready to publish it, you should plan your marketing and PR campaign. Being an independent game... |
![]() | Saison 10 - épisode 1 | A Question of Empathy Many studies have investigated whether or not there is a link between video games and violence, but few have looked at the bigger picture. What is... |
![]() | Saison 10 - épisode 2 | No Gendered Mechanics Assumptions that certain games are only for people of a certain gender have driven game design decisions for years. Genres that are stereotyped as... |
![]() | Saison 10 - épisode 3 | What Makes Us Roleplay? Games often condition us to go through the motions of solving the puzzle or saving the world without really asking us to take on the role of the... |
![]() | Saison 10 - épisode 4 | The Fantastic Games often turn to sci-fi or fantasy settings tod raw players in to an immediately interesting and exciting world. But what about the potential of... |
![]() | Saison 10 - épisode 5 | Games You Might Not Have Tried #7 For our long-running Games You Might Not Have Tried series, Extra Credits reviews and recommends a selection of video games that might have slipped... |
![]() | Saison 10 - épisode 6 | Asymmetric Play Many multiplayer games have already embraced the idea of "soft" asymmetry, where different characters have skills and playstyles that make them... |
![]() | Saison 10 - épisode 7 | Four Realistic Predictions During the convention season, games media often bursts with predictions about new trends and technology that will be the future of gaming - but many... |
![]() | Saison 10 - épisode 8 | Awesome Per Second Game length does not matter. Game quality does. Keep your work focused and don't be afraid to cut content that's good but not great. Special thanks... |
![]() | Saison 10 - épisode 9 | Romance in Games Games often focus on the flirtation and courtship of an early relationship, turning it into a game where saying the right thing means you will win... |
![]() | Saison 10 - épisode 10 | Humane Design Games do not dictate our behavior, but they do affect us. They can affect us in positive ways, by letting us share experiences with other people or... |
![]() | Saison 10 - épisode 11 | Exit Points Part of treating players with respect is respecting the time they have to play your game. Exit points make sure your game offers players plenty of... |
![]() | Saison 10 - épisode 12 | Understanding Your Player How much time will players spend with your game in one sitting? The answer affects many aspects of your game's design, and you can remove the... |
![]() | Saison 10 - épisode 13 | On Classical Heroes The classic heroes whose stories have resonated through time have many features in common with each other. Whether it's strength or cunning or some... |
![]() | Saison 10 - épisode 14 | Hatred Violence lies at the heart of the Western tradition. Rage is an essential part of human nature, one that literature, art, and games can help us... |
![]() | Saison 10 - épisode 15 | Paid Mods Valve's attempt to introduce a marketplace onto the Steam Workshop raises questions about the effect paid mods would have on the mod community and... |
![]() | Saison 10 - épisode 16 | Rust - Representing Race in Games Rust assigns players a skin color on character creation, then ties it to their Steam account so they can never change it. This game design decision... |
![]() | Saison 10 - épisode 17 | Force-of-Nature Villains - Giving a Face to Pure Evil Force-of-Nature villains embody pure evil, or chaos, or other forces that move the world beyond the hero's control. They're not traditional... |
![]() | Saison 10 - épisode 18 | Exploration in Games - Four Ways Players Discover Joy Exploration appeals to basic human instincts, and the basic joy we get from discovery makes exploration a key element for many games. While the... |
| Saison 10 - épisode 19 | Paid Mods - Should Game Mods be Sold? | |
![]() | Saison 10 - épisode 20 | Social Difficulty Curve - Easing Players into Communication Designers graph gameplay engagement on a curve, making sure that new players have the time to learn and grow comfortable with the mechanics before... |
![]() | Saison 10 - épisode 21 | Intermediate Social Curve Design - Introducing Cooperation Rewards Once players like Emily have gotten comfortable with the mechanics of the game, they're ready to dip their toes into the social features. Early... |
![]() | Saison 10 - épisode 22 | Advanced Social Curve Design - Empowering the Community Social play allows players like Emily to take on greater challenges than solo play. With the player's confidence in the game's mechanical challenges... |
![]() | Saison 10 - épisode 23 | The Witcher III - Wild Hunt - Best Detective Game Ever Made The Witcher: Wild Hunt distills all the best practices of hard-boiled detective novels and translates them brilliantly into a game. To understand... |
![]() | Saison 10 - épisode 24 | The New Future of Japan - The Auteur Movement Celebrity game developers from Japan have become frustrated with AAA development and begun breaking off to form their own, small teams. The AAA side... |
![]() | Saison 10 - épisode 25 | Procedural Generation - How Games Create Infinite Worlds Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and... |
![]() | Saison 10 - épisode 26 | Speedrunning - Games Done Quick and Developer Tips A passionate community has grown around speedrunning, when players try to find the fastest possible way to complete a run. Different types of... |
| Saison 10 - épisode 27 | Extra Remix - SGX - Electronic Dance Music and Video Games | |
![]() | Saison 10 - épisode 28 | A Generation of Remasters - Welcome Updates or Troubling Omens Making new content is expensive, time-consuming, and risky. Many publishers have fallen back on remastering their previous games, where they only... |
![]() | Saison 10 - épisode 29 | Returning to WWII - Four New Approaches to War Games World War 2 games like Call of Duty, Medal of Honor, and Battlefield flooded the market during the 1990's and continued to dominate the first person... |
![]() | Saison 10 - épisode 30 | Progression Systems - How Good Games Avoid Skinner Boxes Progression systems in games are far too often designed as Skinner boxes: psychological traps that feed us carefully measured rewards to create... |
![]() | Saison 10 - épisode 31 | Puzzle Break - Teamwork and Escape the Room Games We're big fans of Seattle-based "escape the room" designers Puzzle Break, so we teamed up with them to run a big, 100+ person party during PAX. The... |
![]() | Saison 10 - épisode 32 | Fallout Shelter - How a Casual Game Won Over Hardcore Players The Fallout Shelter app's breakout success took everyone, including Bethesda, by surprise. It's a casual, free-to-play game - exactly what many... |
![]() | Saison 10 - épisode 33 | Romantic Dilemmas - How Witcher 3 Builds Character through Choice Geralt in The Witcher III: Wild Hunt finds himself torn between two women he loves. His relationship with Yennefer is passionate but tumultuous,... |
![]() | Saison 10 - épisode 34 | Frame Rate - How Does Frame Rate Affect Gameplay? To understand the debates over frame rate that pop up over so many new game releases, we have to start with an understanding of what frame rate... |
![]() | Saison 10 - épisode 35 | Power Creep in Hearthstone - What It Teaches Us About Games Since we last talked about power creep on Extra Credits, the phrase has become widely used by many players and yet it is often used incorrectly.... |
![]() | Saison 10 - épisode 36 | Future Proofing Your Design - Looking at Hearthstone and Planning Ahead Most games released today are expected to have at least a 5-year lifecycle with patches and expansions. As the original design team moves on to new... |
![]() | Saison 10 - épisode 37 | Bartle's Taxonomy - What Type of Player are You? Bartle's Taxonomy was the earliest attempt to break down player psychology in a multiplayer environment. Richard Bartle, who created the first MUD... |
![]() | Saison 11 - épisode 1 | Balancing an MMO Ecosystem - Getting a Mix of Player Types Dr. Richard Bartle's Taxonomy provides rough guidelines for understanding the types of motivations that players have. It also allows us to appeal to... |
![]() | Saison 11 - épisode 2 | Places of Horror - The Secrets of Scary Settings Horror settings fall into two basic categories: places of disempowerment and places of isolation. Places of disempowerment - such as alien worlds... |
![]() | Saison 11 - épisode 3 | Destiny is Gaming's "Law & Order" - Video Game Comfort Food Destiny is rarely great, but it is consistently good - enough to become a "comfort food" in the games world. The first person shooter style gameplay... |
![]() | Saison 11 - épisode 4 | The Delta of Randomness - Can You Balance for RNG? Randomness has three major functions in game design: 1) it creates exciting moments, 2) it gives the weaker player a chance to win occasionally, 3)... |
![]() | Saison 11 - épisode 5 | More Ways to Use Randomness - What is the Goal of RNG? While a positive random effect can only benefit the player who controls it, there are other varieties of random effects. Negative randomness means... |
![]() | Saison 11 - épisode 6 | The Antihero - Can Games Create Antiheroes? An antihero is someone whom you want to see succeed, even though it almost feels like you shouldn't. They're not villains, whom we can love but... |
![]() | Saison 11 - épisode 7 | Where Does Your Console Come From? - Supply Chains Consoles take a complicated route to get from us - all the way from being minerals in the ground to being assembled in factories across the world. A... |
![]() | Saison 11 - épisode 8 | Games You Might Not Have Tried - Winter 2015 For our long-running Games You Might Not Have Tried series, Extra Credits reviews and recommends a selection of video games that might have slipped... |
![]() | Saison 11 - épisode 9 | Propaganda Games - Sesame Credit - The True Danger of Gamification China has gamified being an obedient citizen with the creation of Sesame Credit. The game links to your social network and gives you a score for... |
![]() | Saison 11 - épisode 10 | Game Writing Pitfalls - Lost Opportunities in Games A video game takes up more of our time than movies, TV, or books, but they have far less to say. Literally: while TV scripts have about 120 words... |
![]() | Saison 11 - épisode 11 | Information Density - How Mr. Robot Does a Lot with a Little The television show "Mr. Robot" provides a very good example of how to get the most of a scene. SPOILER ALERT in this episode and this description!... |
![]() | Saison 11 - épisode 12 | Still Skeptical of V.R. - Five Challenges for Virtual Reality |
![]() | Saison 11 - épisode 13 | Free to Play Laws - Can We Stop Predatory Practices The European Union (EU) has passed laws regulating free-to-play games, but their focus has been on limiting the way Free-to-Play games target... |
![]() | Saison 11 - épisode 14 | What to Look for in 2016 - Industry Developments to Watch - Extra Credits It's a brand new year, and there a few interesting trends we're keeping an eye on as 2016 shapes up. For starters, the Portable Steam Machine may... |
![]() | Saison 11 - épisode 15 | Why Are There No Good Video Game Movies Why are there no good movies about video games? We asked our friend Movie Bob to weigh in, since this topic is his specialty. And there's no single... |
![]() | Saison 12 - épisode 1 | Why Aren't There Science Fiction Games? |
![]() | Saison 12 - épisode 2 | Games You Might Not Have Tried #8 - Find New Games |
![]() | Saison 12 - épisode 3 | The Lottery - Why People Favor Worse Odds |
![]() | Saison 12 - épisode 4 | Game Literacy: Games in Education - Should We Teach Game Basics? |
![]() | Saison 12 - épisode 5 | What Does Tomorrow Look Like? - How We Envision the Future |
![]() | Saison 12 - épisode 6 | Understanding the Witness - Mechanical Transference and You |
![]() | Saison 12 - épisode 7 | So You Want To Be an Animator - Building Your Career |
![]() | Saison 12 - épisode 8 | The Importance of Local Multiplayer - Seeing Eye-to-Eye |
![]() | Saison 12 - épisode 9 | The Division - Problematic Meaning in Mechanics |
![]() | Saison 12 - épisode 10 | Educating Game Designers - Too Much "Game" at Game Schools |
![]() | Saison 12 - épisode 11 | The Casual Core Fallacy - Designing for Depth |
![]() | Saison 12 - épisode 12 | Enclothed Cognition - Do Character Outfits Affect Our Play? |
![]() | Saison 12 - épisode 13 | In Defense of Short Games - Worth Every Dollar |
![]() | Saison 12 - épisode 14 | Integrating Academia - Experimenting for Better Games |
![]() | Saison 12 - épisode 15 | Legacy Play - Thoughts on the Vanilla WoW Server |
![]() | Saison 12 - épisode 16 | The Copyright Dilemma - On Trademarks, Copyrights, and Patents |
![]() | Saison 12 - épisode 17 | The Warhammer 40k License - A Total Change of Strategy |
![]() | Saison 12 - épisode 18 | Backtracking and Level Design - Making a Way Out |
![]() | Saison 12 - épisode 19 | The Power of Incentives - How Games Help Us Examine Our World |
![]() | Saison 12 - épisode 20 | Revolution 1979 - How to Make a Documentary Game |
![]() | Saison 12 - épisode 21 | Classroom Metrics - Real World Case Study for Games in Schools |
![]() | Saison 12 - épisode 22 | Games You Might Not Have Tried #9 - Find New Games |
| Saison 12 - épisode 23 | Games You Might Not Have Tried #10 - Find New Games | |
![]() | Saison 12 - épisode 24 | Remote Development - How to Work Effectively from Long Distance |
![]() | Saison 12 - épisode 25 | Letters to My Nephews - Never Giving Up |
![]() | Saison 13 - épisode 1 | Understanding the Fantasy - How to Shape a Game's Design The most important skill for a game designer is understanding the fantasy or player experience their game wants to deliver. Dig deep into the genre... |
![]() | Saison 13 - épisode 2 | Improving on Pokemon GO - Making Better Augmented Reality Games Pokemon Go demonstrated the potential of a well-themed augmented reality game to capture people's imagination, but as far as game design, it doesn't... |
![]() | Saison 13 - épisode 3 | Free-to-Play's MECHANICS are Great - Gwent, Blitzball, and the Mini-Game Revolution Free-to-Play mechanics bring persistence and progress to simple game systems, only to slam players into a frustrating paywall. But replace real... |
![]() | Saison 13 - épisode 4 | Pokémon GO - Designing for the Real World (1) Pokemon Go has taught us a lot about how to make real world games. Unfortunately some of it is what we really, really have to do better. Find out... |
![]() | Saison 13 - épisode 5 | Pokémon GO - Designing for Good (2) When games and the real world meet, we have the chance to do some real good. Join us as we explore how we can use gaming in the real world to make... |
![]() | Saison 13 - épisode 6 | Letters to My Nephews #2 - Learning to Learn Dave and Max: Games can teach us about ourselves and games can teach us about the world. Sometimes it's important to see not only how games can help... |
![]() | Saison 13 - épisode 7 | The PS4 Pro - Changing the Console Market Sony's announcement of the PS4 Pro is the next step in their gamble on PlayStation VR, but it also seems poised to end the console "generation gap"... |
![]() | Saison 13 - épisode 8 | Overwatch and Asymmetric Level Design - What Makes the Maps Fun? Overwatch has the most wildly asymmetric levels we've seen in a multiplayer FPS. And yet, each level is meant to funnel players through a perfectly... |
![]() | Saison 13 - épisode 9 | Overwatch and Asymmetric Character Design - The Challenge of Varied Playstyles Overwatch's character diversity is its best feature, but it also makes each new map and new character much more challenging to create. How do the... |
![]() | Saison 13 - épisode 10 | The Most Fundamental Deceit - Horror and How Rationality Betrays Us Ever wonder why characters in horror stories take so long to realize that the danger they're facing is real - and deadly? True horror turns our... |
![]() | Saison 13 - épisode 11 | Games You Might Not Have Tried #11 If you want to try games that feel different, that always feel new and ambitious even if they're not necessarily the most polished experiences, then... |
![]() | Saison 13 - épisode 12 | Letter to My Nephews #3 - This Is Your Story Video games let us be heroes who accomplish the impossible. They teach us to take control of difficult situations and find our way through. When we... |
![]() | Saison 13 - épisode 13 | MMO Economies - Hyperinflation, Reserve Currencies & You! When players can generate their own money in infinite supply by killing monsters for in-game gold, MMO economies quickly get overrun by inflation.... |
![]() | Saison 13 - épisode 14 | Accretion - Design by Landfill: A Long Term Strategy? Accretion happens when, instead of fixing broken mechanics, developers just build new ones and let the old ones become obsolete. It allows longterm... |
![]() | Saison 13 - épisode 15 | Because Games Matter - A Better Vision Sara Winters, born with ocular albinism, was legally blind for most of her early life. Game therapy helped her brain learn to make sense of the... |
![]() | Saison 13 - épisode 16 | Because Games Matter - Light in the Dark (Souls) Daniel Starkey had been through a difficult break-up that left him feeling alone in the world. He started playing Dark Souls, a difficult game that... |
![]() | Saison 13 - épisode 17 | Because Games Matter - How Video Games Saved My Life Zhenghua Yang (Z) woke up one night, choking on his own blood. His platelet count had dropped below fatal levels and doctors gave him only two hours... |
![]() | Saison 13 - épisode 18 | Strategic Uncertainty - Keeping Strategy Games Fresh Too many strategy games are over hours before you actually win the game. Once you build up enough of a lead, you have the resources you need to... |
![]() | Saison 13 - épisode 19 | Video Games and Gambling - When Does a Game Cross the Line? Casinos and online gambling sites have begun to recognize the potential to use video games as a new source of revenue. With more and more... |
![]() | Saison 13 - épisode 20 | Intro to UX Design - User Experience and You User experience designers act like translators between the game and the player, crafting everything from menus and tutorials to in-game effects to... |
![]() | Saison 13 - épisode 21 | Basic Game Literacy - Why It's Hard to Learn How to Play Even if we reduce game literacy to just "being able to play," the number of genres and platforms make it surprisingly difficult for even experienced... |
![]() | Saison 13 - épisode 22 | Advanced Game Literacy - Finding Meaning in Games Advanced game literacy lets us analyze our games beyond the surface level, finding meaning in the mechanics and much more. To get there, we need... |
![]() | Saison 13 - épisode 23 | Non-Professional Game Dev - The Joy of Making Why are hobby and personal games important? Even though they rarely make waves in the mainstream game industry, they are a fantastic outlet for... |
![]() | Saison 13 - épisode 24 | TV You Might Not Have Tried - Check Out New Shows Want to binge watch some TV shows that are interesting, different, and off the beaten path? We've got you covered. Here are some of our favorites... |
![]() | Saison 13 - épisode 25 | De-Gamification - Flexibility to Play Your Way Progress bars and other forms of gamification have begun to crop up everywhere. But what about the pure joy of undirected play? |
![]() | Saison 14 - épisode 1 | Co-Pilot Mode - Better Together Xbox quietly introduced a new feature that creates family sharing, more accessibility, and custom co-op modes. Let's examine Co-Pilot mode. |
![]() | Saison 14 - épisode 2 | Politics in Games - All Media is Political We can't remove politics from games. They express our perspectives and understanding of the world, just like movies, books, or any other art form.... |
![]() | Saison 14 - épisode 3 | The Stress of Game Development - Tips for Survival Making games is hard. You need all kinds of technical and creative skills, but most importantly, you need to know how to manage the many kinds of... |
![]() | Saison 14 - épisode 4 | The Auteur Myth - Lone Visionaries... and Their Teams When a game comes out, blame or praise often falls on the one person we think of as its "auteur," the lone visionary who directed its creation. This... |
![]() | Saison 14 - épisode 5 | Liminal Space - Incorporating Real Life into Games As games grow connected to our online accounts, they start learning about us: our names, our friends, and so much more. That connected information... |
![]() | Saison 14 - épisode 6 | A Case for Cutscenes - Everything Old is New Again Cutscenes have long been the whipping boy of "bad" game design, but Yakuza 0 shows us they can still be amazing in a modern game if done well. What... |
![]() | Saison 14 - épisode 7 | Localize Everything - Finding Hardcore Fans Worldwide Nothing feels worse than seeing a game you really like but can't play because it's only being released in another part of the world. But does it... |
![]() | Saison 14 - épisode 8 | Lifestyle Games - The Play's the Thing Sometimes a game is more than just a game: it's a lifestyle. You play it enough for it to become a part of your life. Often these games have... |
![]() | Saison 14 - épisode 9 | Why Do We Ship Buggy Games? - A Look Behind the Scenes When launch day bugs ruin a game, why don't publishers just delay the release to fix everything? While it's definitely bad business for them to make... |
![]() | Saison 14 - épisode 10 | Indie Advice - Fire Early Firing somebody is hard, but if one team member isn't keeping up, it's better for everyone if the team leader fires them early before their part of... |
![]() | Saison 14 - épisode 11 | The Legality of Using Your Data - Games of Tomorrow Games driven by personal data have the potential to change the medium in exciting new ways, but they also have the potential to cross boundaries.... |
![]() | Saison 14 - épisode 12 | Perversion Subversion - Examining Hentai Sensibility Some recent Japanese games have tried to examine the hentai sensibility, with varying degrees of success. Where Yakuza 0 succeeds in finding a new... |
![]() | Saison 14 - épisode 13 | Games You Might Not Have Tried #12 - Find New Console Games If you want to try games that feel different, that always feel new and ambitious even if they're not necessarily the most polished experiences, then... |
![]() | Saison 14 - épisode 14 | Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning Did you know Persona 5 is based on Jungian psychology? Learn about the symbolism behinds the masks and major arcana! These concepts can be... |
![]() | Saison 14 - épisode 15 | Getting Started as a Game Journalist - Practice, Prepare, and Pitch So you want to be a game journalist! Where to start? Freelancer Rob Rath shares his experience and advice, from practicing writing on a personal... |
![]() | Saison 14 - épisode 16 | One Million Subs - Thank YOU for Supporting Extra Credits! Whether you've been with us from the beginning or just found us on YouTube, you are what makes Extra Credits special. Your support and encouragement... |
![]() | Saison 14 - épisode 17 | Injustice 2: Trauma Survival - Harley Quinn's Greatest Fear Content Warning: Abusive Relationship. Harm doesn't end when physical or emotional abuse stops. In Injustice 2, Harley Quinn is a hero who's still... |
![]() | Saison 14 - épisode 18 | Arts Funding - Helping Games that Help Us Games have made great strides in the last few years towards public recognition and arts funding in the United States, but all that could fall apart... |
![]() | Saison 14 - épisode 19 | How Games Speak - Learn the Language of Design Game design is a language and games speak to us in ways that we can understand. But how does that work? By understanding three simple ideas, we can... |
![]() | Saison 14 - épisode 20 | Peace Games - Gaming for a Better Future Since the founding of the Olympics, games have been a tool to bring people together, allowing us to compete but also to recognize the humanity in... |
![]() | Saison 14 - épisode 21 | Marginal Mechanics and Red Herrings - Why So Weak? Every game has some skills or abilities that are just weaker than other abilities. Players wind up ignoring them or resenting them, so why include... |
![]() | Saison 14 - épisode 22 | Game AI - Funtelligence Games often advertise their complex AI, but in truth, offering a wide variety of simple NPC behaviors unique to each enemy often feels more engaging... |
![]() | Saison 14 - épisode 23 | Keep Cutting - Sunk Cost Fallacy and Game Development Once development begins on a feature, game developers often get drawn into a sunk cost fallacy that compels them to keep working on that feature... |
![]() | Saison 14 - épisode 24 | Accessibility - The Curb Cut Effect Accessibility design makes the game better for all players, not only the disabled. By planning ahead and making more options available, designers... |
![]() | Saison 14 - épisode 25 | PAX WEST 2017 Extra Credits Panel The Extra Credits crew gathered at PAX West in 2017 and did a panel! We hope you enjoy our answers to audience questions and the debut of Scott's... |
![]() | Saison 15 - épisode 1 | The Anchoring Effect - Why Review Scores Matter The first data we see affects our opinion about everything afterwards - so a good review score makes us like the game more, and an apparent sale... |
![]() | Saison 15 - épisode 2 | The Problem with Power Fantasies - We're Not Always Right Games embrace power fantasies that let the player do whatever they want, to whomever they want, without anyone questioning the morality of their... |
![]() | Saison 15 - épisode 3 | Prey: The Enemy Inside - Testing You Softly What we want to believe about ourselves and what's actually true may be very different things. Prey: The Enemy Inside starts with a simple... |
![]() | Saison 15 - épisode 4 | One More Level - The Arbitrary Endpoint Trap When we stay up later than we wanted just to hit a progress point in our games, we have fallen into the arbitrary endpoint trap. Some games... |
![]() | Saison 15 - épisode 5 | Games You Might Not Have Tried: Horror - Find New Games for Halloween If you want to try games that feel different, that feel new and ambitious even if they're not necessarily the most polished experiences, then check... |
![]() | Saison 15 - épisode 6 | The Pacing of PUBG - The Thriller Tension of Battlegrounds Why have we become obsessed with a game where nothing happens for minutes at a time? It's because PlayerUnknown's Battlegrounds is something rare in... |
![]() | Saison 15 - épisode 7 | Games You Might Not Have Tried #13 - Find New Games If you want to try games that feel different, that feel new and ambitious even if they're not necessarily the most polished experiences, then check... |
![]() | Saison 15 - épisode 8 | A Eulogy for Quintet - Melancholy and Wonder We loved games from Quintet back in the Super Nintendo era: ActRaiser, Soul Blazer, and Terranigma touched our hearts with their gentle, melancholy... |
![]() | Saison 15 - épisode 9 | Big Huge Charity - Giving in the Games Industry The games industry gives less to charity than any other major entertainment industry, but charity events can be great both for business AND for... |
![]() | Saison 15 - épisode 10 | The Warhammer License (Again) - Did Games Workshop's Gamble Work? Games Workshop started handing out bits of the Warhammer License like candy - but did it work? We think so! They used the great detail of the... |
![]() | Saison 15 - épisode 11 | Losing Player Trust - The Data Dilemma Companies rely on metrics to tell them how players respond to a game, which can mean that short-term bumps (like revenue gained by adding... |
![]() | Saison 15 - épisode 12 | DayZ - Tragedy of the Commons: The Game When resources are limited, self-interest works against itself. We see that in games like DayZ, where players could team up to fight a common... |
![]() | Saison 15 - épisode 13 | Hidden Game Mechanics: Design for the Human Psyche Sometimes games trick us into having a more engaging experience by simulating near-death escapes and gently massaging the odds to be kind to us.... |
![]() | Saison 15 - épisode 14 | So You Want To Be in QA - The Test Chamber Quality Assurance, or QA, does not mean you sit around playing games all day. At least, not for fun. But if you have patience, love experimentation,... |
![]() | Saison 15 - épisode 15 | Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing You would think that paying $60 for a game would be enough, but so many games these days ask for money with DLC, microtransactions, and yes,... |
![]() | Saison 15 - épisode 16 | Why Do Games Cost So Much To Make? - AAA Game Budgets Let's talk numbers: marketing, office space, dev tool licenses, voice actors, and more that goes into the average AAA game budget. Why do some games... |
![]() | Saison 15 - épisode 17 | The Loot Box Question - Designing Ethical Lootboxes: I Why does the games industry seem to prefer lootboxes over other types of microtransactions nowadays? Why are they so easily manipulated to abuse... |
![]() | Saison 15 - épisode 18 | The Legality of Loot Boxes - Designing Ethical Lootboxes: II Legislating regulation around in-game purchases seems like a good idea, but let's proceed cautiously: the phrasing of such potential rulings could... |
![]() | Saison 15 - épisode 19 | NieR: Automata - Sacrifice and the Meaning of Kindness Many video games offer you the chance to make “good” or “bad” choices, but often times these choices lack weight; you as a player aren’t emotionally... |
![]() | Saison 15 - épisode 20 | Break Points - Balancing the Math with the User Experience Why does a small, incremental increase in a stat sometimes feel like an overpowered boost? How can we use break points to improve the player's... |
![]() | Saison 15 - épisode 21 | Impractical Research - How Academia Can Make Better Games Academic research in games should be challenging our need for commonly accepted principles like Skinner boxes or certain narrative structures.... |
![]() | Saison 15 - épisode 22 | Unpleasant Design - When Bad Design is Used to Hide Problems Sometimes bad design is created intentionally, to cover up a flaw in the system instead of fixing it. Using cities like Seattle and London as... |
![]() | Saison 15 - épisode 23 | Wolfenstein vs Call of Duty - The Need for “B” Games Wolfenstein II: The New Colossus offers up one of the most honest depictions and criticisms of Nazism and bigotry in modern mainstream games, and... |
![]() | Saison 15 - épisode 24 | The Digital Museum - Assassin’s Creed Origins Discovery Tour The Assassin's Creed Origins team recently added a non-violent exploration mode to their game coupled with an educational voiceover narrating facts... |
![]() | Saison 15 - épisode 25 | Choice Paralysis - Too Much of a Good Thing Game designers must decide how to segment and present choices so that the player isn't overwhelmed. From character creation to strategy, there's a... |
![]() | Saison 16 - épisode 1 | Blockchain Games - Can Blockchain Technology be a Game Mechanic? Say hello to Matt Krol, our new narrator! Today we're talking about about that cursed buzzword "blockchain" that's appeared on the fringes of the... |
![]() | Saison 16 - épisode 2 | Ladders and Team Games - Doing it Wrong Thanks to Skillshare for sponsoring this video. The first 500 people to sign up at this link get their first 2 months for free: http://skl.... |
![]() | Saison 16 - épisode 3 | Games You Might Not Have Tried #14 - Mechs, Monsters and More! These games are definitely perfect...ly suited to expanding your game design knowledge, even if they have some flaws here and there. It's another... |
![]() | Saison 16 - épisode 4 | The Content Conundrum - Why So Many Games Feel Generic Procedurally generated content seems like a really appealing route for a lot of indie developers--it's what AAA game studios are doing, and it seems... |
![]() | Saison 16 - épisode 5 | College E-Sports - Road to Glory? E-sports scholarships are becoming slowly more commonplace, but they have inherited some of the bad qualities of other college sports, as well as... |
![]() | Saison 16 - épisode 6 | The Three Pillars of Game Writing - Plot, Character, Lore Let's examine the elements that make up "game writing." Plot, characters, and lore all have to be balanced depending on the type of game you're... |
![]() | Saison 16 - épisode 7 | The Price of Randomness - Balancing RNG Let's compare the RNG design in Hearthstone and Slay the Spire and figure out how we can design RNG for strategic difficulty without veering into... |
![]() | Saison 16 - épisode 8 | Ma, The Space Between - Uncluttered Game Design Today we're talking about a Japanese word "ma" and how it applies to game design. Incorporating rest, space, and emptiness can make the rest of the... |
![]() | Saison 16 - épisode 9 | Game Therapy - How Can Games Improve Mental Health? Games can help us heal, emotionally as well as physically. We need to do more research on their positive impacts and how we can maximize the... |
![]() | Saison 16 - épisode 10 | Don't Just Hire Your Fans - Creating a Good Design Team Having 500+ hours logged on a particular game or franchise shouldn't be a job requirement to work on that particular game or franchise--in fact, by... |
![]() | Saison 16 - épisode 11 | Steam: What Sells - What Steam's Player Numbers Tell Us About Game Genres We can learn a lot from Steam's player numbers about why certain games, like PUBG and Paladins, continue to be popular on Steam, as well as why... |
![]() | Saison 16 - épisode 12 | Gestalt - The Parts and the Whole Gestalt design principles--how we understand groups of objects as a whole unit via symmetry, proximity, closure, and more--is a powerful tool in... |
![]() | Saison 16 - épisode 13 | How Games Challenge Us - Empathy and Intuition in Puzzle Design How can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are... |
![]() | Saison 16 - épisode 14 | Games You Might Not Have Tried #15 - September 2018 Edition Check out some new games to play this month! Here's the list of the games in this video, accompanied by a link to the PC versions on the Humble... |
![]() | Saison 16 - épisode 15 | The Joy of Losing - Learning to Have Fun Playing Games The design of multiplayer games means that, in most cases, half the playerbase is losing games at any given time. However, that shouldn't mean that... |
![]() | Saison 16 - épisode 16 | The Metaphor is Meaning - "Show, Don't Tell" in Game Design Every developer should be taking full advantage of the visual and interactive mechanics in games to deliver extra layers of meaning without having... |
![]() | Saison 16 - épisode 17 | World of Warcraft Epidemiology - The Corrupted Blood Plague (And Why It Matters) Let's look at how, in 2005, World of Warcraft accidentally provided a virtual simulation of a pandemic that academics have been studying in papers... |
![]() | Saison 16 - épisode 18 | Aspirational Play - Adding a Sense of Wonder to Game Design From internet drama stories of Crusader Kings 2 to the secret rooms in Enter the Gungeon, there is value in designing really cool gameplay and story... |
![]() | Saison 16 - épisode 19 | The New Player Experience - Hooks, Tutorials, Rewards A good new player experience consists of three pieces: the hook, the tutorial, and the reward. Spider-Man (2018) is an example that gets this right,... |
![]() | Saison 16 - épisode 20 | Achieving Vicarity - Creating Livable Fiction Guest writer Evan Hill (a level designer from Naughty Dog) talks about creating surprises--expectation gaps--in your game, and why adhering to a... |
![]() | Saison 16 - épisode 21 | Games You Might Not Have Tried #16 - Spooky Scary Game Recommendations Happy Halloween! Today a whole bunch of the Extra Credits folks are here with some spooky scary skele-games for you to try! |
![]() | Saison 16 - épisode 22 | Building Streaming Into Your Game - Designing Games for Observers Adding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the... |
![]() | Saison 16 - épisode 23 | Tutorials That Don't Talk Down To You - Context Sensitive Design Context sensitive game design is often the key difference between a good tutorial, and a condescending, painfully obvious and frustrating tutorial. |
![]() | Saison 16 - épisode 24 | The GDPR - What It Means For You! (Developers AND Players!) The GDPR stands for the “General Data Protection Regulation.” It’s a European regulation that became effective in May 2018, designed to overhaul the... |
















































































































































































































































































































































































































