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Vernacademia Season 1: Episode 39: Defining Sequels
Here we delve into the concept of the follow up title, and propose our own ideas on what constitutes different types of follow ups, in preparation for our next talk on the concept of the graceful sequel
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Cliff Notes:
00:03 Introduction
01:09 Restating Previous Definitions
02:50 The Narrative Sequel and Prequel
03:15 The Uncharted Series
03:32 The Narrative and Temporal Link
04:43 The Mechanical Sequel
05:09 The Legend of Zelda series
06:46 Direct Sequels within The Zelda Series
07:27 Spiritual Successors
07:54 Freedom Planet
08:33 Carrying the Legacy
08:49 Demon's Souls and Dark Souls
09:42 Spin-Off
10:41 Metal Gear and Metal Gear Revengence
11:20 Mario and Luigi games
11:40 The Full Sequel
12:28 The Cousin
14:34 The Reboot
15:21 Examples
16:06 The Remake
16:32 Re-Imagining
16:41 Salt and Sanctuary and Dark Souls
17:31 Inspired By
18:35 F-zero
19:10 A personal example
20:46 Wrap-up
21:16 Next Cast
21:51 Sign Off
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Vernacademia Season 1: Episode 38: Player Profile Focused Design
In this cast we talk about the concept of building games with different player considerations in mind and various ways to try and understand players that are different from yourself.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Vernacademia S1:E38 Rumble Link
00:06 Introduction
00:27 How can you learn what others like
00:54 The Bartle Taxonomy of player types
01:29 Magic the GartheringPlayer Psychographic
01:54 Timmy type Players
02:55 Johnny type Players
03:27 Spike type Players
03:58 Timmy and Storytelling
04:48 Uncharted and Timmy
05:26 Johnny and Self-Expression
06:09 MVC3 and Johnny
06:44 Role-play overlap Timmy/Johnny
07:23 Speed Running and the Play Personas
08:43 The MTG psychograpic is one of many tools
09:56 Fanfiction and the Play Personas
10:41 The importance of learning what others like
11:15 Transformers Devastation and Play Personas
13:30 Player playstyles and facilitation
14:41 Dark Souls series and applied play persona theory
18:10 Niche design expansion and play dilution
19:50 Optimize toward a target audience
20:38 Red Coat Wrap up
21:40 Sientir Wrap up
22:16 For Broad Audiences, individualize elements of play
23:21 Next Podcast
23:12 Sign Off
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Legends of Mathmatica² Indiegogo: Last Week and Numbers
A brief look at the numbers at current on the Indiegogo and an explanation of where you can find the game.
Wanna back it? Check the link below:
https://www.indiegogo.com/projects/legends-of-mathmatica/x/23532732#/
3
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Legends of Mathmatica² Indiegogo: The Team
A brief look at the team behind Legends of Mathmatica².
Check out the Indiegogo at the link below!:
https://www.indiegogo.com/projects/legends-of-mathmatica/x/23532732#/
34
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Legends of Mathmatica² Indiegogo: Puzzle Cast
To continue our exploration (and explanation) of Legends of Mathmatica, I shall now give you a taste of the puzzles that appear in the game. You're welcome.
If you'd like to back the project, head on over to our Gogo page by clicking the link below:
https://www.indiegogo.com/projects/legends-of-mathmatica/coming_soon/x/23532732
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Legends of Mathmatica: Reward Cast
As per standard Gogo procedure, we have a few rewards prepared for those who commit to backing the project. I'll be going over them in the video above!
If'n ya wanna back the project, you can click the link below to go to our Gogo page:
https://www.indiegogo.com/projects/legends-of-mathmatica/coming_soon/x/23532732
2
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Legends of Mathmatica² Indiegogo: Battle Tutor
With the Indiegogo rolling forward it seemed like a good idea to inform our prospective players about how combat works in Legends of Mathmatica.
Wanna back the game? Check out our Gogo page:
https://www.indiegogo.com/projects/legends-of-mathmatica/coming_soon/x/23532732
51
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Legends of Mathmatica²: Intro to the Gogo
An introduction to the Indiegogo page for Legends of Mathmatica and an initial description of the game.
Follow the link to go to our Indiegogo page:
https://www.indiegogo.com/projects/legends-of-mathmatica/coming_soon/x/23532732
17
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1
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Vernacademia Season 1: Episode 37: Gaming Communities
A further examination of storytelling in games, this time exploring the concept of Interactivity's effect on storytelling and narrative in games through scales of interactivity, and game variability.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
00:21 Intro
00:58 One can be in many communities at once
01:51 A note on the Silent Majority
04:04 Modes of Play Communities
05:26 Element Focused Communities
07:02 Personality Based Communities
08:08 Locales where Communities Form
09:35 Community Rivalries
10:36 Gate Keepers
11:12 Determining elements for individual players
12:44 The element of Investment
13:09 The Pros of Investment based members
13:42 The Negatives of Investment based members
14:31 Examples of negative Investment based response
15:40 Investment Wrap Up
16:16 The element of Experience
16:31 The Pros of Experience based members
16:50 The Negatives of Experience based members
17:23 The FGC and Experience Based Engagement
18:45 The element of Knowledge
19:08 The Pros of Knowledge based members
20:03 The Negatives of Knowledge based members
20:59 The Importance of Humility
21:40 The effect of a well running community
23:26 Examples of well running game communities
24:16 What does this mean to Developers?
25:10 Magic The Gathering and Multiple Communities
27:30 The Importance of Community Engagement
28:27 Sign Off
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Vernacademia Season 1: Episode 36: Guild Wars vs Guild Wars 2 (Pt.3)
We complete our investigation of build systems in video games, using the lens of Guild Wars 1 and 2 to help inform our position and continue into our hypotheses about what it means to make a "good" build system
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:00 Intro
00:28 Guild Wars Build Systems
01:16 The Concept of Meaningful Choice
01:57 What is Sufficiently Different?
02:20 Red Coat's Sufficiently Different
02:51 The Dark Souls Example
04:06 The Armored Core Example
05:22 Sientir's Sufficiently Different
05:38 The Dark Souls Example
07:28 The Pokemon Example
08:08 Guild Wars 1
09:05 Guild Wars 2
10:11 Shadow of Morder and Batman Arkham City
12:10 The Point of a Build System
12:31 Bayonetta and weapon difference
13:34 Wrap Up
14:15 Next Week Preview
14:37 Sign Off
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Vernacademia Season 1: Episode 35: Builds via Guild Wars 2 (Pt.2)
A continuation of our examination of character build systems in games, using Guild Wars and Guild Wars 2 as examples. Here we look at the changes made to the build system between two games and the overall effects on the player experience.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes:
00:05 Introduction of Subject
00:51 Guild Wars 1 flaws
02:26 Arenanet's Response
03:04 Lowering Complexity
04:18 Guild Wars 2 Professions
05:06 Reduced Skill Options
06:44 Addressing Builds
08:27 Addressiong Build Elitism
09:10 Simplifying Defensive Play
10:36 Consequences of the Changes
10:42 Consequence of Energy Removal
12:42 Homogenized Play
14:00 Role Reduction
15:26 Lost Sight of Original's Strengths
16:34 Next Cast
16:55 Where you can find our casts
17:49 Sign Off
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Vernacademia Season 1: Episode 34: Build Systems via Guild Wars (Pt.1)
Part 1 of a 3 part series investigating concepts relating the development and design of good character build systems. Here we examine the intricacies of Guild Wars 1's build system as an example of a custom character building system.
Cliff Notes
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:06 Statement of Subject
00:51 Overview of Builds in Guild Wars 1
04:09 Guild Wars' Team Roles
06:31 Professions (Classes) in Detail
07:06 Warrior, Monk, Mesmer
08:09 Elementalist, Necromancer
09:29 Ranger, Assassin,
10:34 Ritualist,
11:15 Dervish, Paragon
12:08 Profession Combinations
16:39 Profession Combinations effect on build creativity
18:18 Flaws of the Guild Wars 1 Build System
18:20 Very Complex System
18:50 Easy to make "Bad Builds" but not understand why.
19:54 Build Elitism
21:16 Preview of Next Week's Cast
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Vernacademia Season 1: Episode 33: Building MMOs
In this podcast, we examine the difficulties of developing and designing MMOs. In particular, the elements of player experience, design focus and the general environment of the MMO market at large, that make building these games to provide enjoyable experiences to the most people effectively difficult.
Cliff Notes
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Vernacademia S1:E33 Rumble Link
00:05 Intro to Subject
00:29 Three Design Pressure Points
00:59 Community Management
02:25 Scale of Player Engagement Method: Role Play to Mechanical
04:21 Time Investment Scale: from Casual to Hardcore
06:01 The PVP divide
09:01 Keeping players playing your games
12:44 Encounter Design
16:05 Latency's impact on play experience
17:15 Game Economy and Rewards
20:47 Recap on Subject Matter
21:53 Final Statement
22:21 Wrap-up and Preview
9
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Vernacademia Season 1: Episode 32: Video Game Economies
This podcast examines the concept of in game economies and how hard they can be to manage, as well as examining various concepts of how they are created and how they generally function.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:06 Statement of Subject
00:30 Game Economies and Supply/Demand
02:41 Why Do Game Economies Break?
03:33 Loot Management in Game Economies
06:56 Positive and Negative Money Sinks
10:00 Money/Resource Sinks and Immersion
14:27 Consumables as Money Sinks
18:39 Convenience Costs as Money Sinks
21:14 Cost and Intention of Design
21:48 Consumables and Back Tracking
25:32 The Difficulties of MMO Game Economies
29:12 Game Economies that Worked Well: Pokemon
33:20 Game Economies that Worked Well: Dark Souls
36:04 Wrap Up
36:20 Ask Yourself, Do I want an Economy?
37:41 Sign Off
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Vernacademia Season 1: Episode 31: Character Progression
In this track, we go over the concept of character progression and posit our own theories about how to make it interesting to players.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff notes
00:06 Introduction of Subject
00:40 Redefinition of NarVisAud
01:35 3 Largely Used Methods of Character Progression
03:20 Character Regression
04:15 Character Progression Triggers
04:21 Leveling Up
04:47 Form Change
05:54 Quests, Quest Rewards, Equipment
07:05 Plot Progression
08:10 Stat Increases Alone May Not Be Enough
11:06 Stats in Context to Progression Goals
12:23 Dark Souls and Stat Progression
14:44 Non-standard Character Progression in Pokemon
16:23 Character Progression in Devil May Cry
18:31 Character Progression in Guild Wars 1
23:14 Agency, Investment and Meaningful Change Breed Interest
24:02 Limitation do as much as Freedoms for Interesting Play
26:04 Wrap Up
17
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Vernacademia Season 1: Episode 30: Interactive Storytelling
A further examination of storytelling in games, this time exploring the concept of Interactivity's effect on storytelling and narrative in games through scales of interactivity, and game variability.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff notes
00:06 Statement of Subject
00:43 The Scales of Interactivity
01:39 The Predestined Scale -- Seeds Only to Fully Known --
02:34 Seeds Only Game Examples
05:19 Fully Known Game Examples
06:36 Games in the middle of the scale
10:09 The Player Influence Scale -- Open to Closed --
10:57 Open Influence Game Examples
13:23 Closed Influence Game Examples
15:34 The System Influence Scale -- Living to Rote --
17:31 Living System Game Examples
19:06 Rote System Game Examples
20:26 Exploring the concept of Living System Games
24:27 Wrap Up and Preview
40
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Vernacademia Season 1: Episode 29: Storytelling Retold
Another examination of storytelling in games, this time examining the various methods employed to convey or construct narrative in games.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:05 Statement of Subject
01:23 Cut-Scenes and Cinematics
02:43 Dialogue Sequences (Parallel and Sequential)
07:00 Strengths of Voice and Strengths of Text
07:45 Dossiers or Blurbs and the Narrative
10:57 Storytelling through Environmental Details
13:53 Guild Wars Factions and poor use of Environmental Details
18:16 Character Exposition with Character Design and Animation
22:36 Using the Tools in Concert
23:55 Wrap Up and Preview
16
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Vernacademia Season 1: Episode 28: Crowdfunding (Lensed through Kickstarter)
A podcast talking about the intricacies of Kickstarter, with an emphasis on the roles and actions developers and backers (or venture capitalists) take on when using it.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:06 Intro to the Subject
00:25 Backers as Venture Capitalists
03:58 Project Owners and Kickstarter
04:58 Kickstarters and Stretch Goals
06:57 Project Evolution
09:02 The Difficuties of Goal Estimation
10:40 An Approach to Estimation
12:29 Estimates are "Best Guesses"
13:37 Stretch Goals and Preplanning
16:11 The Dangers of Early Exposure
19:28 Being a Venture Capitalist on Kickstarter
21:02 Wrap Up
17
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Vernacademia Season 1: Episode 27: Roles in Game Development
In this cast, we talk about the different development roles (or hats) that members of a game team can take on, and the complications inherent to developing a game product.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Vernacademia S1:E27 Rumble Link
Cliff Notes:
00:05 Intro to Subject
00:37 The Designer Hats
04:09 The Art Hats
06:20 Making 3D Models
08:00 The Programming Hats
14:13 The Production Hats
16:34 Promoting Communication
18:40 Integration of Disciplines
21:19 Schedule Management
23:04 Marketing and Schedules
25:49 Money Management
26:54 Salary vs. Wage
27:52 Low Work/High Work and Scheduling
31:04 Skillsets and Scheduling Complications
32:05 Polish
15
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Vernacademia Season 1: Episode 26: Stages of Development
Here we talk about the stages of game development and what all they entail from the development team.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:08 Statement of Subject
01:16 Pre-Production
02:38 Components of Pre-Production
04:15 Prototyping
05:08 Narbacular Drop (Portal Predecessor)
06:17 First Playable
07:19 The Vertical Slice
08:47 Alpha
10:08 Darksouls 2 Network Test
11:18 Beta
13:17 Gold
16:46 The Problem of Incomplete Mechanics
17:28 Valve and Gun Presentation
18:20 Stages of Development Recap
20:18 Wrap-up
20:38 Preview of next subject
20:57 Sign Off
2
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Vernacademia Season 1: Episode 25: Game Critique
In this cast, we discuss the concept of product or piece analysis from an artistic standpoint and the difference that analysis approach from that of a consumer review.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Vernacademia S1:E25 Rumble Link
Cliff Notes
00:05 Statement of Subject
00:56 Critiquing Games as Art
01:26 Consumer Critique vs Art Critique
01:57 Overview of Subject Points
03:39 What makes good or bad art
06:04 Pompadu Display: 3 White Canvases
08:01 Success of Artistic Intention
10:33 Artistic Opinion
11:13 Batman Vs. Superman Dawn of Justice
12:38 The Amazing Spiderman 2
13:48 Self Evaluation through Artistic Opinion
14:42 Technique and Originality
17:03 The Need of Artistic Analysis Tools for Games
19:21 Try using Composite Experience Framework
19:56 History and Context Analysis
21:37 Wrap Up
22:09 Preview and Sign Off
12
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Vernacademia Season 1: Episode 24: Red Coat's Influences
We continue to explore the gaming histories of our hosts, today focusing on Red Coat and the games that have greatly influenced his design sense.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes:
00:12 Intro
00:40 Overview
01:42 Megaman series
03:11 Devil May Cry series
04:39 Armored Core 3
06:40 Rogue Squadron series
10:05 Ikaruga
11:05 The Importance of Sound/Music
12:03 Fighting Games
12:51 Soul Calibur series
14:21 Importance of Self Expression
15:55 Radiata Stories
18:56 Shin Megami Tensei series
20:56 Tales of series
23:11 Dark Souls
25:21 Zone of the Enders
26:12 Virtual On
27:07 Personal Design Rhetoric
28:07 Sientir and Red Coat Divergences
29:56 Look for your Throughline
30:45 Wrap Up
21
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Vernacademia Season 1: Episode 23: Sientir's Influences
We take a break from examination and analysis of gaming concepts to look at what games have influenced Sientir as a game designer and why.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:03 Intro to Sientir's Game Influences
01:32 Doom -- Gameplay and Level Design
03:10 Hexen -- Narvisaud execution
05:34 Mech Warrior 4: Vengeance -- Customization
06:24 Guild Wars 1 -- Meaningful Customization
09:52 Guild Wars 2 -- Impetus to Analyze Design
10:55 Magic The Gathering -- Customization and Design Analysis
11:33 Dark Souls Series -- Gameplay and Design
11:59 Starcraft Brood War -- Modding and Design Exploration
12:27 Super Smash Brothers -- Fighting Game Design
13:01 Legend of Zelda: Wind Waker -- World Presentation
13:59 Legend of Zelda: Majora's Mask -- Complex World and NPC Design
15:00 Pokemon -- Competitive Environment Design
17:20 Shadows of Morder -- Story Telling in Games
19:34 Warcraft 3 -- The Power of Tools
20:40 Overview -- Sientir's identity as a Designer
21:33 Importance of a Designer's Identity
22:33 Sign Off
11
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Vernacademia Season 1: Episode 22: World Arrangement
Here we get into the concept of world arrangement. Specifically the idea of how you present the various segments of your game's levels, areas, and content.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:05 Statement of Subject: World Arrangement
01:05 The Staged Arrangement Method
01:51 Why is World Arrangement Important?
02:26 World Arrangement in The Megaman series
03:50 The Staged Arrangement Method in detail
04:57 The Segregated Open World
07:16 The Open World
08:16 The Instanced Open World
09:41 The Gated Open World
10:26 The Guided Open World
12:20 Guiding the player experience
12:38 The Dark Souls series and World Arrangement
15:58 The Effect of How You Guide Your Player
16:41 Managing Player Freedoms Through World Arrangement
17:54 Closing Statements
28
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Vernacademia Season 1: Episode 21: Defining Game Genres
Here we examine concepts surrounding the defining of game genres using our previous definitions of Foundational, Framing and Refining mechanics, as well as the NarVisAud to seek a better way of identifying the differentiating elements of games.
Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames
Cliff Notes
00:05 Statement of Subject and Intent
01:40 Composite Experience Definition
02:26 The 3-major definers of Genre
05:36 Examples of Striking NarVisAud
07:30 Mechanical Identity Recap
08:18 Examples of Identity Elements
10:30 Genre type: Upgrade Hunter
11:31 Examples of different Upgrade Hunters
12:28 The Framing Mechanics that differ in our 4 examples
18:02 Restatement of each example as Foundation then Framing
19:00 Theming in relation to genre as
19:51 Some examples of game themes
21:16 Approaching genre as multiple elements packaged together
22:10 Figuring out core elements through element removal
24:26 The intent of genres for the consumer
25:04 Failed genre names
27:25 Invitation to explore genre name redefinition
27:45 Preview for next week's cast and Sign off
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