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couverture film Extra Credits

Extra Credits

Date de parution : 29 juillet 2010

Série : -
Catégorie : comedy - animate
Public : 16+
Saison 1 - épisode 1Video Games & Bad Writing
This week, we discuss video game writing and the importance of narrative.
Saison 1 - épisode 2The Future of MMOs
This week we explore why most modern MMOs fail and what the future of MMOs might be...
Saison 1 - épisode 3Innovation
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 4Where Did Survival Horror Go?
Today we ask the question 'Where did the Survival Horror genre go?'
Saison 1 - épisode 5No Redeeming Value
This week, we discuss the God of War trilogy's triumphs and failings as a narrative.
Saison 1 - épisode 6Free Speech
This week, we discuss an upcoming Supreme Court case and what it could mean for the future of video games.
Saison 1 - épisode 7Enriching 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 8Gamer
This week, we discuss the problems surrounding the term: "Gamer."
Saison 1 - épisode 9Videogame Music
This week, we examine the evolution of game music (and what our 8-bit roots can teach us).
Saison 1 - épisode 10Project Ten Dollar
This week, we look at EA's "Project Ten Dollar" and suggest some alternatives.
Saison 1 - épisode 11Kinect and Move
This week, we look at Microsoft and Sony's new accessories and speculate on their chances for success.
Saison 1 - épisode 12Diversity
This week, we look at the lack of diversity in video games (and hint at numerous episode topics to come).
Saison 1 - épisode 13Mailbag #1
This week, we answer some of the most popular questions in our inbox.
Saison 1 - épisode 14Symbolism 101
For Halloween, we explore the use of symbols and psychology in horror games.
Saison 1 - épisode 15Facing Controversy
This week we talk about standing up for our medium.
Saison 1 - épisode 16So You Want to be a Game Designer
This week, we talk about what it takes to be a great game designer.
Saison 1 - épisode 17Easy Games
This week, we talk about why games have been getting less challenging lately.
Saison 1 - épisode 18The Skinner Box
This week, we talk about Operant Conditioning, and its unfortunate overuse in modern game design.
Saison 1 - épisode 19Sex in Games
This week, we talk about the troubled relationship between Sex and Video Games.
Saison 1 - épisode 20Sexual Diversity
This week, we study a character from Persona 4 to demonstrate the benefits of sexual diversity in games.
Saison 1 - épisode 21Narrative 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 22A 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 23Choice and Conflict
This week, we look at the many different ways choice exists in games.
Saison 1 - épisode 24Mailbag #2
This week, we answer some more of the popular questions from our inbox.
Saison 1 - épisode 25Non-Combat Gaming
This week, we consider the neglected potential for game experiences that aren't combat based.
Saison 1 - épisode 26Piracy
This week, we dive headfirst into the controversies of video game piracy.
Saison 2 - épisode 1Amnesia 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 2Playing 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 3Playing 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 4Achievements
This week, by special request, we finally get around to talking about achievements.
Saison 2 - épisode 5An Open Letter to EA Marketing
This week, we turn a critical eye to some of EA's worst recent marketing campaigns.
Saison 2 - épisode 6Ludus 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 7True Female Characters
This week, we look at what it takes to write a great female game character.
Saison 2 - épisode 8Tutorials 101
This week, as promised, we take a closer look at how to build a good tutorial.
Saison 2 - épisode 9Tangential Learning
This week, we talk about one of the ways games can teach us new things (without being boring about it).
Saison 2 - épisode 10Gamification
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 11Metrics
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 12Consoles 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 13Games You Might Not Have Tried (...or Heard Of)
This week, we list a bunch of our favorite "under-the-radar" games.
Saison 2 - épisode 14Learning 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 15Gamifying Education
This week, we offer some general examples for ways to improve education using game design techniques.
Saison 2 - épisode 16Graphics 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 17The 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 18NOT 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 19Anonymous
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 20Our 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 21The 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 22Game 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 23Race 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 24Sharing 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 25Microtransactions
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 26S.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 1The 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 3The 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 4Game Addiction part 1
This week, we begin a two-part series on the much-debated topic of "Game Addiction."
Saison 3 - épisode 5Game 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 6Let'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 7Pacing
This week, we discuss proper pacing and it's influence on game design.
Saison 3 - épisode 8Cutscenes
This week, we discuss the role (and frequent misuse) of cutscenes in video games.
Saison 3 - épisode 9Pro Gaming
This week, we consider the reasons why professional gaming hasn't really caught on in the West (yet).
Saison 3 - épisode 10Games 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 11So 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 12Propaganda Games
This week, we consider the unfortunate potential games have as tools for propaganda.
Saison 3 - épisode 13Call 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 14Zombies
This week (for some Halloween fun), we decided to talk about zombies.
Saison 3 - épisode 15Working 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 16The Uncanny Valley
This week, we explain the theory behind the Uncanny Valley, and how best to avoid tumbling into it.
Saison 3 - épisode 17The 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 18Deus 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 19The 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 20Technobabble
This week, we examine that classic staple of mediocre science fiction: technobabble.
Saison 3 - épisode 21Playtesting
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 22Puzzle 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 23Skyrim's Opening
This week, we carefully examine and critique the first fifteen minutes of Skyrim's play experience.
Saison 3 - épisode 24Stand 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 25SOPA & PIPA
This week, we give a (somewhat belated) criticism of SOPA and PIPA.
Saison 3 - épisode 26Mailbag #3
This week, we suddenly realize that we haven't done a mailbag episode is AGES.
Saison 3 - épisode 27Mailbag #4
This week, we return to the mailbag and answer a few more popular questions.
Saison 4 - épisode 1So 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 2So 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 3Western & Japanese RPGs (Part 1)
This week, we begin a three-part series discussing (and defining) Western RPGs and JRPGs.
Saison 4 - épisode 4Western & Japanese RPGs (Part 2)
This week, we continue discussing (and defining) Western RPGs and JRPGs, this time with a special guest!
Saison 4 - épisode 5Western & Japanese RPGs (Part 3)
This week, we conclude our series on Western RPGs and JRPGs.
Saison 4 - épisode 6Mass Effect 3 DLC
This week, Mass Effect 3 gives us a chance to talk some more about DLC.
Saison 4 - épisode 7TransGaming
This week, we try (and fail) to contain our excitement about connected gaming experiences.
Saison 4 - épisode 8Games You Might Not Have Tried #3
This week, we rattle off yet another list of games worth checking out.
Saison 4 - épisode 9Kinect 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 10Crowdfunding
This week, we discuss the exciting possibilities of crowd-funded games.
Saison 4 - épisode 11Harassment
This week, we tackle the rampant bullying, misogyny and hate speech that occurs within the gaming community.
Saison 4 - épisode 12ARGs (Part 1)
This week, we begin a two-part discussion on ARGs, starting with Alternate Reality Games.
Saison 4 - épisode 13ARGs (Part 2)
This week, we conclude our discussion on ARGs, this time with Augmented Reality Games.
Saison 4 - épisode 14EC Fund Update
This week, we give a progress update on the EC Indie Fund.
Saison 4 - épisode 15Spectrum Crunch
This week, we discuss a major bandwidth problem we're about to run into.
Saison 4 - épisode 16Hard-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 17Politics
This week, we offer a handy guide to making your voice heard in U.S. politics (with special guest)!
Saison 4 - épisode 18Games You Might Not Have Tried #4
This week, we recommend some more interesting, "under the radar" games.
Saison 4 - épisode 19Power Creep
This week, we finally get around to talking about the trouble with power creep (with special guest)!
Saison 4 - épisode 20The 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 21The 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 22Perfect Imbalance
This week, we discuss the benefits of subtle imbalances in games (and welcome our newest team member)!
Saison 4 - épisode 23Games You Might Not Have Tried: 16-bit
This week, we list some under-appreciated titles from the beloved 16-bit era.
Saison 4 - épisode 24Digital Resale
This week, we speculate on the future possibilities of reselling digital copies of games.
Saison 4 - épisode 25Mechanics as Metaphor (Part 1)
This week, we discuss how games can convey meaning through mechanics alone.
Saison 4 - épisode 26Mechanics as Metaphor (Part 2)
This week, we finish discussing how games can convey meaning through mechanics alone.
Saison 5 - épisode 1Spec Ops: The Line (Part 1)
This week, we talk about what makes Spec Ops: The Line so great (without spoilers).
Saison 5 - épisode 2Spec Ops: The Line (Part 2)
This week, we continue our dissection of Spec Ops: The Line (SPOILERS AHOY).
Saison 5 - épisode 3On Game Schools
This week, we give a step-by-step guide on how to choose a good game school.
Saison 5 - épisode 4Energy Systems
This week, we talk about those playtime-limiting systems often found in social games.
Saison 5 - épisode 5Starting Off Right
This week, we talk about the crucial "first five minutes" of a game.
Saison 5 - épisode 6Digital Rentals and the Online Arcade
This week, we discuss two alternate monetization methods that could work for certain games.
Saison 5 - épisode 7Mailbag #5
This week, we are reminded once again that Mailbags are a thing we do.
Saison 5 - épisode 8Beyond Fun
This week, we explain why games shouldn't be constrained exclusively to "Fun".
Saison 5 - épisode 9Aesthetics of Play
This week, we talk genres and some game design theory.
Saison 5 - épisode 10Demo Daze
This week, we explain why you don't see more game demos being released.
Saison 5 - épisode 11Horror 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 13Counter Play
This week, we discuss the design concept of Counter Play (with thanks to Tom Cadwell).
Saison 5 - épisode 14Combining Genres
This week, we discuss the best way to approach genre blending.
Saison 5 - épisode 15Balancing for Skill
This week, we talk about the factor of player skill when balancing multiplayer games.
Saison 5 - épisode 16Religion in Games (Part 1)
This week, we start discussing religion in games. Finally.
Saison 5 - épisode 17Religion in Games (Part 2)
This week, we talk a bit about Faith in games.
Saison 5 - épisode 18God Does Not Play Dice
This week, we address the rather large reaction to our previous episode.
Saison 5 - épisode 19Depth vs. Complexity
This week, we talk about the importance of balancing a game's Depth and Complexity.
Saison 5 - épisode 20How 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 21The Beast Macabre
This week, we do a (somewhat premature) Horror Monsters episode.
Saison 5 - épisode 22Global 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 23Funding XCOM (Part 1)
This week, we entertain ourselves by pondering the question: "Should we fund a real-life Xcom?"
Saison 5 - épisode 24Funding XCOM (Part 2)
This week, we conclude our musing on the need for a real XCOM program.
Saison 5 - épisode 25More Than Exposition
This week, we discuss some basic story principles as they apply to games.
Saison 5 - épisode 26Word Choice
This week, we continue talking about effectively handling exposition in games.
Saison 6 - épisode 1Intrinsic or Extrinsic
This week, we explain the difference between intrinsic and extrinsic rewards.
Saison 6 - épisode 2Why Console Specs Don't Matter
This week, we enjoy some speculation on Sony's Playstation 4.
Saison 6 - épisode 3Differences in Scale vs Differences in Kind
This week, we discuss two fundamental game design principles (the ones in the title).
Saison 6 - épisode 4Raising the Dead
This week, we begin a three week series on various topics relating to Telltalle's The Walking Dead.
Saison 6 - épisode 5For Whom the Bell Tolls
This week, we talk about one of The Walking Dead's major themes.
Saison 6 - épisode 6Minority
This week, we conclude our little series about The Walking Dead's numerous strengths.
Saison 6 - épisode 7Games 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 8Like a Ninja
This week, we talk about how to make good stealth games.
Saison 6 - épisode 9Global 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 10The JCPenney's Effect
This week, we examine the pros and cons of Firefall's loot system design.
Saison 6 - épisode 11Toxicity
This week, we discuss how members of the gaming community treat each other.
Saison 6 - épisode 12Dansky
This week, we talk about an early example of games attempting to push boundaries and do good.
Saison 6 - épisode 13Moving Forward
This week, we discuss the need to change the conversation around video games.
Saison 6 - épisode 14In Service to the Brand
This week, we discuss Bioshock Infinite and the problem with clinging to "the brand"
Saison 6 - épisode 15When Difficult is Fun
This week, we discuss how to make a game challenging, yet still enjoyable.
Saison 6 - épisode 16Not a Babysitter
This week, we talk about how games can be a shared experience between kids and their parents
Saison 6 - épisode 17Used Games
This week, we talk some more about the used games issue.
Saison 6 - épisode 18Designing for a Touch Screen
This week, we lay out some basic guidelines for designing a game on touch devices.
Saison 6 - épisode 19A 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 20Game Compulsion (Part 3)
This week, we return to the subject of Game Compulsion and its causes.
Saison 6 - épisode 21So You Want to be an Indie
This week, we offer some tips on how to be a successful indie game developer.
Saison 6 - épisode 22Games in Education
This week, we discuss some of the difficulties of integrating games into our education system.
Saison 6 - épisode 23A Case for Board Games
This week, we discuss the importance of board games in the study of game design.
Saison 6 - épisode 24Myers Briggs and Character Creation
This week, we discuss a handy method for broadly defining one's characters.
Saison 6 - épisode 25Games You Might Not Have Tried #6
This week, we bring you a fresh batch of interesting games worth checking out.
Saison 7 - épisode 1The Feeling of Agency
This week, we kick off a series of episodes on Choice in games.
Saison 7 - épisode 2The Illusion of Choice
This week, we discuss the use of the illusion of choice in game design.
Saison 7 - épisode 3How 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 4Negative Possibility Space
This week, we conclude our month-long discussion of Choice in video games.
Saison 7 - épisode 5Overlooked
This week, we familiarize ourselves with an often-ignored game genre.
Saison 7 - épisode 6Competitive Storytelling
This week, we examine the difficult challenge of storytelling in a competitive game space.
Saison 7 - épisode 7Spectacle Creep
This week, we discuss the increase in franchise scale and spectacle over time.
Saison 7 - épisode 8Games You REALLY Might Not Have Tried
This week, we pull out some creepy games you REALLY may never have heard of.
Saison 7 - épisode 9Collectable Games (Part 1)
This week, we begin a two-part series on the Collectable monetization model.
Saison 7 - épisode 10Collectable Games (Part 2)
This week, we continue our discussion of Collectable Games, their benefits and their potential dangers.
Saison 7 - épisode 11Community Management
This week, we discuss the under-appreciated role of the Community Manager.
Saison 7 - épisode 12What Is a Game?
This week, we discuss the debate over what does and doesn't qualify as a "game".
Saison 7 - épisode 13Incentive Systems and Politics (Part 1)
This week, we start a series looking at design problems in the US political system.
Saison 7 - épisode 14Incentive Systems and Politics (Part 2)
This week, we continue our series about design problems in the U.S. political system.
Saison 7 - épisode 15Incentive Systems and Politics (Part 3)
This week, we conclude our series on design problems in the US political system.
Saison 7 - épisode 16The Good We Do
This week, we discuss some of the positive impact our community has on the world.
Saison 7 - épisode 17Games You Might Not Have Tried: Collectable Games
Saison 7 - épisode 18The Magic Circle
Saison 7 - épisode 19Affordances
Saison 7 - épisode 20Fail Faster
Saison 7 - épisode 21Growing With Our Heroes
Saison 7 - épisode 22Simulation Sickness
Saison 7 - épisode 23Quest Design (Part 1)
Saison 7 - épisode 24Quest Design (Part 2)
Saison 7 - épisode 25Games You Might Not Have Tried: Cyberpunk
Saison 7 - épisode 26Collectable Games (Part 3)
Saison 8 - épisode 1Designing 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 2Net 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 3Doing 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 4Comedic 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 5Candy 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 6Education: 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 7Education: 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 8Education: 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 9Education: 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 10Why 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 11Minecraft 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 12Roguelike 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 13The Fighting Game Problem
Saison 8 - épisode 14Why 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 15Early 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 16The 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 17Open 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 18Choices 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 19How 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 20Too 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 21Randomness 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 22Games 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 23First 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 24Free 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 25Historical 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 26MMO 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 1Shovelware
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 2Big 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 3Big 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 4Digging 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 5Plan, 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 6Horror 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 7Shiver 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 8Video 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 9Interactive 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 10How 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 11How 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 12Global 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 13Mechanics 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 14Snakes 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 15Basics - 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 16Practical 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 17Minimum 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 18Launching! 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 1A 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 2No 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 3What 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 4The 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 5Games 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 6Asymmetric 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 7Four 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 8Awesome 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 9Romance 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 10Humane 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 11Exit 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 12Understanding 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 13On 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 14Hatred
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 15Paid 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 16Rust - 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 17Force-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 18Exploration 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 19Paid Mods - Should Game Mods be Sold?
Saison 10 - épisode 20Social 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 21Intermediate 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 22Advanced 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 23The 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 24The 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 25Procedural 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 26Speedrunning - 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 27Extra Remix - SGX - Electronic Dance Music and Video Games
Saison 10 - épisode 28A 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 29Returning 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 30Progression 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 31Puzzle 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 32Fallout 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 33Romantic 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 34Frame 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 35Power 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 36Future 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 37Bartle'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 1Balancing 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 2Places 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 3Destiny 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 4The 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 5More 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 6The 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 7Where 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 8Games 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 9Propaganda 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 10Game 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 11Information 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 12Still Skeptical of V.R. - Five Challenges for Virtual Reality
Saison 11 - épisode 13Free 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 14What 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 15Why 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 1Why Aren't There Science Fiction Games?
Saison 12 - épisode 2Games You Might Not Have Tried #8 - Find New Games
Saison 12 - épisode 3The Lottery - Why People Favor Worse Odds
Saison 12 - épisode 4Game Literacy: Games in Education - Should We Teach Game Basics?
Saison 12 - épisode 5What Does Tomorrow Look Like? - How We Envision the Future
Saison 12 - épisode 6Understanding the Witness - Mechanical Transference and You
Saison 12 - épisode 7So You Want To Be an Animator - Building Your Career
Saison 12 - épisode 8The Importance of Local Multiplayer - Seeing Eye-to-Eye
Saison 12 - épisode 9The Division - Problematic Meaning in Mechanics
Saison 12 - épisode 10Educating Game Designers - Too Much "Game" at Game Schools
Saison 12 - épisode 11The Casual Core Fallacy - Designing for Depth
Saison 12 - épisode 12Enclothed Cognition - Do Character Outfits Affect Our Play?
Saison 12 - épisode 13In Defense of Short Games - Worth Every Dollar
Saison 12 - épisode 14Integrating Academia - Experimenting for Better Games
Saison 12 - épisode 15Legacy Play - Thoughts on the Vanilla WoW Server
Saison 12 - épisode 16The Copyright Dilemma - On Trademarks, Copyrights, and Patents
Saison 12 - épisode 17The Warhammer 40k License - A Total Change of Strategy
Saison 12 - épisode 18Backtracking and Level Design - Making a Way Out
Saison 12 - épisode 19The Power of Incentives - How Games Help Us Examine Our World
Saison 12 - épisode 20Revolution 1979 - How to Make a Documentary Game
Saison 12 - épisode 21Classroom Metrics - Real World Case Study for Games in Schools
Saison 12 - épisode 22Games You Might Not Have Tried #9 - Find New Games
Saison 12 - épisode 23Games You Might Not Have Tried #10 - Find New Games
Saison 12 - épisode 24Remote Development - How to Work Effectively from Long Distance
Saison 12 - épisode 25Letters to My Nephews - Never Giving Up
Saison 13 - épisode 1Understanding 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 2Improving 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 3Free-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 4Pokémon 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 5Pokémon 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 6Letters 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 7The 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 8Overwatch 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 9Overwatch 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 10The 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 11Games 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 12Letter 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 13MMO 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 14Accretion - 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 15Because 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 16Because 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 17Because 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 18Strategic 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 19Video 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 20Intro 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 21Basic 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 22Advanced 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 23Non-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 24TV 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 25De-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 1Co-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 2Politics 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 3The 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 4The 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 5Liminal 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 6A 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 7Localize 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 8Lifestyle 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 9Why 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 10Indie 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 11The 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 12Perversion 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 13Games 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 14Persona 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 15Getting 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 16One 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 17Injustice 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 18Arts 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 19How 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 20Peace 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 21Marginal 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 22Game 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 23Keep 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 24Accessibility - 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 25PAX 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 1The 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 2The 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 3Prey: 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 4One 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 5Games 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 6The 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 7Games 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 8A 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 9Big 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 10The 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 11Losing 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 12DayZ - 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 13Hidden 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 14So 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 15Games 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 16Why 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 17The 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 18The 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 19NieR: 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 20Break 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 21Impractical 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 22Unpleasant 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 23Wolfenstein 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 24The 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 25Choice 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 1Blockchain 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 2Ladders 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 3Games 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 4The 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 5College 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 6The 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 7The 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 8Ma, 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 9Game 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 10Don'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 11Steam: 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 12Gestalt - 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 13How 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 14Games 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 15The 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 16The 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 17World 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 18Aspirational 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 19The 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 20Achieving 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 21Games 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 22Building 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 23Tutorials 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 24The 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...
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