Showing posts with label Video Summary. Show all posts
Showing posts with label Video Summary. Show all posts

Monday, September 11, 2023

Why TCGs Are Impossible to Balance [VIDEO SUMMARY]

"Why TCGs Are Impossible to Balance," is published by Rempton Games. It delves into the complexities and challenges of balancing trading card games (TCGs), explaining why some cards might appear overpowered or underpowered and the various factors that contribute to this perceived imbalance. The speaker demonstrates a deep understanding of the intricacies of TCG design and the factors that make achieving perfect balance a near-impossible task.


The video begins by acknowledging a common frustration among TCG players: the perception that some cards are either "broken" or "terrible." The speaker explains that the challenge of achieving perfect balance in TCGs is primarily mathematical. TCG developers release hundreds of new cards each year, each with unique abilities that aren't directly comparable. The speaker uses the example of two common abilities: drawing cards and dealing damage. Balancing these abilities against each other is a matter of trial and error, playtesting, and experience. The speaker notes, "if you had some kind of magical computer that could spit out the perfect ratio between cards drawn and damage dealt, the odds of that ratio containing whole numbers is low."

The speaker also addresses the issue of card abilities and their competition with each other. If a game has too many cards that deal direct damage, players will have to decide which cards to keep and which to drop, creating a ceiling to the number of playable cards in a format. This ceiling tends to be around three to four hundred cards, based on the speaker's observation of various TCG tournaments.

The video also discusses the context-dependent value of cards. For instance, a card that may not be considered worthy in a constructed deck could be highly valuable in a limited pool of cards. The speaker uses the example of the Dark Magician card from Yu-Gi-Oh! to illustrate this point. While this card is often used in decks designed around it, it would be considered a poor choice in other contexts.

Another significant factor in card balance is the ever-changing nature of the game environment. The speaker explains that the power level of a card depends on its environment, which is in a constant state of flux due to the release of new cards and changes in player strategies. This makes the design process difficult, as every change can affect the power level of different cards.

The speaker acknowledges that while balance is a goal for designers, their primary aim is to make the game fun. Balance matters most to competitive players, or "spikes," who are concerned with winning and optimizing their decks. However, other players might enjoy cards for their potential combos, high stats, or cool effects, even if these cards aren't considered competitive.

The video concludes by suggesting ways to make TCGs more balanceable. These include having a flexible resource system, introducing "answer cards" to keep the power level of other cards in check, and being responsive to changes in the game and player base. The speaker emphasizes the importance of feedback, both from playtesters and the game's player community, in achieving and maintaining balance.

Saturday, September 9, 2023

Magic the Gathering's Secret Advantage - Multiplayer [VIDEO SUMMARY]

The video "Magic the Gathering's Secret Advantage - Multiplayer" is published by tcgAcademia. This video provides an in-depth analysis of why Magic the Gathering (MTG), despite being an older trading card game (TCG) with mechanics that can be seen as outdated, continues to outperform many newer, sleeker TCGs. The video's main argument is that MTG's multiplayer support offers a distinct advantage that has contributed significantly to its sustained success.


The video begins by acknowledging the perceived shortcomings of MTG, such as a slow combat system, a stingy card economy, and a resource system that can be frustratingly random. Despite these flaws, MTG continues to outsell its newer counterparts. The video discusses several reasons for this, including MTG's large, loyal player base and its traditional fantasy aesthetic, but it emphasizes MTG's multiplayer support as a key factor.

The video notes that many TCGs, influenced by the 1v1 competitive format popularized by games like Yu-Gi-Oh and reinforced by tournament structures, often overlook the appeal of multiplayer gameplay. It argues that MTG's ability to accommodate more than two players in a single game provides a significant advantage, particularly in casual settings. The video references the fact that the majority of MTG's sales come from casual players, who often play in groups, rather than from those heavily invested in organized play.

The video further argues that multiplayer gameplay acts as a "skill leveler." In a 1v1 game, a tournament-ready competitive deck often has an insurmountable advantage over a more casual deck. However, in a multiplayer setting, even the best decks struggle when facing multiple opposing decks simultaneously. This allows less invested players to compete with those who have invested heavily in their decks, enhancing the game's accessibility and appeal.

The video also discusses how MTG integrates multiplayer support into its game mechanics. It notes that a simple terminology change, such as allowing effects to target "an opponent" or "each opponent," can facilitate multiplayer gameplay. However, it also acknowledges that implementing multiplayer support involves more than just changes in terminology; the rules and pacing of the game must also be adjusted.

Interestingly, the video argues that some of MTG's perceived weaknesses in 1v1 play become strengths in multiplayer settings. For example, MTG's slower combat system and card economy can help manage the complexity of multiplayer games and even out the pacing of gameplay, making the game more enjoyable for all players involved.

The video concludes by suggesting that newer TCGs should consider the potential benefits of supporting multiplayer gameplay, even if doing so requires some design concessions. It suggests that the ability to appeal to a larger, more casual audience could be a worthwhile trade-off, particularly for new TCGs seeking to establish a supportive player base.

In essence, the video argues that MTG's multiplayer support, often overlooked in discussions about the game's success, is a significant factor in its sustained popularity. It suggests that this feature offers a unique advantage that could be emulated by other TCGs seeking to expand their player base and enhance their appeal.

Saturday, August 12, 2023

Do Resource Systems Slow Down Gameplay? | Game Design [VIDEO SUMMARY]

The video "Do Resource Systems Slow Down Gameplay? | Game Design" is created by Draw 5 Move 5, a platform that explores the mechanics behind popular games. The video, hosted by Gabe, an avid game enthusiast, examines the impact of resource systems on the pace of gameplay, using well-known card games like Magic: The Gathering and Yu-Gi-Oh! as case studies. Gabe's analysis draws on his extensive experience and insights from discussions with other gamers.


The video begins by explaining the concept of resource systems in games, likening them to fuel for abilities. These systems impose a cost, which is believed to slow down gameplay and maintain its pace. Gabe uses Magic: The Gathering as an example to illustrate how resource systems work. In this game, players use two types of cards: spells and lands. Spells, which impact the game, require mana to cast. Mana, in turn, is generated by lands. The pace of the game is influenced by the rate at which players can acquire and use lands to generate mana and cast spells.

Comparatively, Yu-Gi-Oh! operates differently. It lacks a mana system, and its main limitations are trap cards that must be set before activation, a limit to the number of monsters and spells due to board space, and a single normal or tribute summon per turn. Despite these differences, Gabe argues that the pace of Yu-Gi-Oh! isn't significantly faster than Magic: The Gathering. He cites examples of various Yu-Gi-Oh! decks that play at different speeds, some of which are quite slow-paced.

Gabe then delves into the impact of game formats on gameplay speed. Magic: The Gathering, for instance, has diverse formats with different rules and limitations that affect game length. The Commander format, a long-form, multiplayer format, can take significantly longer than others. However, when comparing similar formats in both games, Gabe notes that the average game lengths are quite comparable.

The video further explores how players in both games strive to maximize their gameplay speed. In Magic: The Gathering, players aim to play low-cost spells and cheat out cards as soon as possible to achieve their win condition. Similarly, Yu-Gi-Oh! players try to put as much on the board as early as possible. Gabe emphasizes that players in both games will do everything in their power to circumvent any mechanics that slow down the game.

Gabe also discusses the resource systems in video games using Chrono Trigger as an example. Characters in this game have special abilities called "techs" that cost a certain amount of MP (Magic Points) to use. However, players often find ways around this cost system, such as using items to cut tech costs or boost stats, which doesn't necessarily speed up or slow down the game.

The video concludes by challenging the assumption that resource systems inherently slow down gameplay. Gabe argues that these systems do not significantly affect the speed of gameplay in a meaningful way. Instead, they increase the challenge by making resources scarce at crucial times. He emphasizes that the presence of a resource system is less about pacing and more about adding depth and complexity to gameplay.

Throughout the video, Gabe encourages viewers to rethink their assumptions about resource systems and gameplay speed. He invites further discussion on the topic, encouraging viewers to share their thoughts and experiences in the comments. Gabe's analysis provides a nuanced perspective on game design, highlighting the multifaceted roles of resource systems in shaping gameplay experiences.

Theory 302 - Essential Elements of TCG Design - Life [VIDEO SUMMARY]

The video, titled "Theory 302 - Essential Elements of TCG Design - Life" is produced by tcgAcademia. It explores the crucial elements in the design of trading card games (TCGs), with a particular focus on the role of life or score systems. The video shares insights about the importance of these systems in the context of game design.


The speaker begins by acknowledging the common interest many TCG players have in designing their own games. They note that while many of these attempts may not progress beyond initial stages, the process can provide valuable insight into the complexities of TCG design. The presenter then moves on to outline five key elements they have identified as essential to TCG design, with this video focusing specifically on the life or score system.

The life or score system is described as an incremental measurement of progression towards the end goal of the game. This could be a number that either increases or decreases, or a set of objectives to be achieved. The presenter highlights the importance of this system by imagining games without it. They use the example of poker without the betting aspect, stating that it would lack strategic depth and excitement. This leads to the conclusion that life systems are vital for TCGs.

Life systems serve several functions in TCGs. Firstly, they provide a clear answer to one of the first questions a new player will ask: "How do I win this game?" The presenter uses examples from popular TCGs such as Netrunner, Magic: The Gathering, and Pokemon to illustrate this point. In each of these games, the life or score system provides a simple and understandable measure of progress for new players.

For more experienced players, life totals are seen not just as a measure of victory, but also as a buffer that allows them to postpone defensive plays. The presenter uses the example of control decks and ramp decks in Magic: The Gathering, which utilize their life total to buy time and build resources. Without a life system, the presenter argues, all decks would be forced to play defensively from the start, limiting the variety of strategies and playable cards in the game.

The presenter also emphasizes the importance of life systems in opening up design space within the game. TCGs require a constant influx of new card designs, and life systems provide an avenue for this. They increase player survivability and lengthen the duration of the game, which in turn adds more potential turning points and clearly defines the early, middle, and late stages of the game.

In conclusion, the video argues that life or score systems are essential to TCG design. They provide a clear objective for new players, offer strategic depth for experienced players, and open up design space for game developers. The presenter suggests that without these systems, TCGs would lack variety, strategic depth, and longevity.

TCG Theory - The 1-Cost Problem [VIDEO SUMMARY]

"TCG Theory - The 1-Cost Problem" is a video produced by tcgAcademia, exploring a pervasive issue in the realm of trading card game (TCG) design. The video focuses on the concept of resource systems and the inherent challenges they present, particularly the so-called "1-Cost Problem." The video delves into the mechanics of various games, highlighting the implications of the 1-Cost Problem and potential solutions adopted by different game designers.


The video begins by discussing renewable resource systems, which have been integral to TCG design since the inception of the genre. The speaker uses Magic: The Gathering as a prime example, where land cards are used as resources that increase linearly over time. However, this system has been criticized due to the potential for resource imbalances, leading to either an excess (mana flood) or scarcity (mana screw) of resources. This issue, the speaker argues, can end games prematurely due to poor player luck rather than strategic play.

The video then explores attempts to rectify this flaw, particularly in Dual Masters. The game's resource system is similar to Magic: The Gathering, but it allows any card to be used as a resource, thus mitigating the luck-based elements of resource development. Other games, such as ZX and Build Divide, have adopted similar systems, indicating a shift in TCG design philosophy.

However, the speaker notes that these solutions may mask a deeper problem: the 1-Cost Problem. This issue arises in linear renewable resource systems, where 1-mana cards can be particularly potent. In Magic: The Gathering's standard formats, the impact of this problem may be less apparent as most 1-cost cards are minor defensive cards. However, in the modern format, the prevalence of 1-cost cards in top decks is much more noticeable, indicating the potential power of low-cost cards.

The speaker explains the 1-Cost Problem in more detail, stating that the jump from a cost of 1 to 2 is a doubling of the cost, making high-cost cards rarely as effective or versatile as their low-cost counterparts. This problem is illustrated with the "dies to doom blade" argument, where a high-cost creature can still be eliminated by a single removal spell, diminishing its value.

To manage this issue, games like Dual Masters and Magic: The Gathering limit the number of 1-cost cards printed. By shifting the baseline cost from 1 to 2, the efficiency drop-off as you move up the cost curve is halved. This strategy is taken a step further in ZX and Build Divide, where the game starts with two resources in play, shifting the baseline cost for a turn 1 play to 3, thereby reducing the efficiency drop-off even further.

The speaker also discusses the impact of the 1-Cost Problem in games with consumable resource systems, such as Vanguard Lacrosse. In these games, costs tend to have a narrower range, which helps mitigate the issue. However, this can limit the design space, necessitating other rule systems to manage the problem, such as level systems in Vanguard Lacrosse.

In conclusion, the speaker emphasizes that the 1-Cost Problem is a critical consideration in TCG development. If unchecked, the pressure from 1-cost cards can drive power creep within the game, eventually invalidating other costs and limiting the effectiveness of the resource system. Therefore, game developers must actively manage this issue to maintain balance and strategic depth in their games.

Tuesday, August 8, 2023

The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure [VIDEO SUMMARY]

The video titled "The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure" is published by tcgAcademia. It delves into the complexities of the trading card game (TCG) genre, highlighting both the strengths and weaknesses of the model. The video uses Legacy's Allure, a card game that recently wrapped up its Kickstarter, as a case study to illustrate these points.


The creator begins by defining a TCG, which is a game that offers semi-random access to cards primarily distributed through booster packs. Each booster pack contains an assortment of cards from a specific expansion at varying rarities. This distribution model leads to players having different card pools to build their decks, which eventually encourages trading among players. The first game to build around this model was Magic: The Gathering, and many games have since followed suit.

However, the creator points out that there are significant disadvantages to the TCG model. One of the main drawbacks is the conflict of interest between the consumer and the publisher. Consumers generally want to create a competitively viable deck and maintain it with minimal upkeep and occasional upgrades, while publishers prefer constant upgrades. To manage this disconnect, TCGs often resort to format rotation or power creep. Both methods ensure constant player buy-in, but they also make the game significantly expensive for players.

Another challenge with the TCG model is the need for a certain minimum size for each set to preserve the ratio of common to rare cards. This requirement leads to high upfront costs for the publisher, which in turn necessitates a high volume of sales to sustain the game. Consequently, most TCGs release four to six main line expansions per year to maintain player interest and investment.

The video also discusses the difficulty of balancing TCGs due to the regular release schedule, massive pre-existing card pool, and extensive deck customization options. The pressure to create high rarity cards that feel rare further complicates the balancing act. Despite these challenges, the creator acknowledges that moving away from TCG distribution can offer better balance and less cost to both the publisher and the player.

Using Legacy's Allure as an example, the creator demonstrates how a game can benefit from a non-random distribution of cards. This model reduces the amount of money players need to invest and allows more design freedom for the game. The creator also mentions that this model could allow for the release of fewer new cards or a more relaxed schedule.

Despite its disadvantages, the TCG model has several advantages. The depth of different card designs and the regular release schedule offer players a vast range of strategies and individual cards to choose from. This variety allows expressive players to demonstrate their personality through their card choices and competitive players to optimize their deck's power and performance.

Another advantage of TCGs is the sense of ownership players feel towards their decks and collections. This emotional connection is crucial for building player investment in the game. Moreover, the financial investment required by TCGs encourages game stores to provide ongoing support for the game, such as play space and dedicated game nights.

Finally, the creator points out that the TCG model forces designers to continually create new archetypes and strategies, leading to the exploration of previously unconsidered design space. This exploration can result in better refinement of the initial game concept.

In conclusion, the creator encourages game designers to carefully consider their gameplay goals and whether the TCG model is the best way to achieve them. While TCGs offer a lot of freedom, they also have limitations, and sometimes it might be easier to realize game design goals outside of a TCG framework.

Sunday, August 6, 2023

Why Digital Card Games Suck [VIDEO SUMMARY]

The video, "Why Digital Card Games Suck," is produced by Majin Obama, a content creator known for his insightful commentary on gaming. The video delves into the distinctions between physical and digital card games, exploring the reasons why the creator finds physical card games more enjoyable despite the conveniences offered by digital versions. It's a thoughtful exploration of the subject, drawing on Majin Obama's extensive experience with both formats.


Majin Obama begins by sharing his recent return to physical card games, specifically the Digimon TCG, which triggered his reflections on why he finds them more satisfying than digital counterparts. He acknowledges the superior presentation of digital card games, with their animations, sound effects, and audio clips that bring cards to life. However, he admits a bias towards the tactile satisfaction of physical cards and the pleasure of displaying a collection.

The video discusses the practicality of digital card games, where rule changes, added mechanics, or clarifications can be rolled out via simple patches. This contrasts with the complexities of physical card games where changes require reprinting. Digital games also offer potential for more intricate effects that would be impractical in real life. However, the cost of physical product is a downside, creating a higher barrier to entry compared to digital games, which are often cheaper and sometimes free to play.

Majin Obama highlights the accessibility of digital games, with their convenient matchmaking systems and quick card sorting and deck maintenance features. The ability to play with anyone, anywhere, at any time is a significant advantage over physical card games, which require physical presence and often involve travel. However, he notes that this convenience leads to a broader pool of players, which can impact the development of counterplay and strategies.

The video explores how digital card games excel at teaching players the rules through interactive tutorials, eliminating the need for rulings and judge calls. However, he points out that this can limit creativity, as players are bound by the developer's rules and can't create their own game types. This contrasts with physical card games, where players can easily agree on custom rules.

The social aspect of card games is a major point of discussion. Majin Obama acknowledges the growth of digital card game communities through platforms like Discord and streaming services. However, he believes that digital games can feel impersonal compared to physical ones, despite the community-building potential of these platforms. He recalls his experience at a Shadowverse competition, noting the lack of interaction between players who were physically present but focused on their screens.

Majin Obama emphasizes the importance of verbal and non-verbal cues in physical card games, such as expressions, voice intonation, and hand gestures. These add depth to the game and influence strategy. He admits that digital games have their own ways of bluffing and taunting, but argues that the focus is purely on gameplay and card interactions rather than person-to-person interactions.

Reflecting on his experience with the Digimon TCG, Majin Obama attributes his enjoyment to the game's artwork, unique mechanics, and the social interactions it facilitates. He concludes by inviting viewers to share their thoughts on the topic, asking which format they prefer and why.

In summary, "Why Digital Card Games Suck" is an insightful exploration of the differences between physical and digital card games. While acknowledging the advantages of digital games, Majin Obama ultimately champions the tactile satisfaction, social interactions, and creative freedom offered by physical card games.

Friday, August 4, 2023

How Nintendo Solved Zelda's Open World Problem [VIDEO SUMMARY]

The video "How Nintendo Solved Zelda's Open World Problem" by Game Maker's Toolkit discusses the challenges Nintendo faced when creating their first open-world game, The Legend of Zelda: Breath of the Wild. The main challenge was to provide players with a sense of freedom and exploration while ensuring they make progress towards the overarching goal of saving Princess Zelda. The video delves into Nintendo's development process, their initial approach, and how they ultimately found a solution that balanced guidance and exploration.


Initially, Nintendo's idea was to use a system of "points and lines" with Sheikah Towers as points and routes and roads between them as lines. The towers would be obvious waypoints for the player, and events would be placed along the lines. However, this approach failed as playtesters felt trapped on a linear path and forced to follow the towers. Those who deviated from the line would get lost or find little of interest to explore.

To address this issue, Nintendo decided to lure players towards a larger variety of landmarks and points of interest, such as shrines, stables, and enemy encampments. They made sure each area would confer obvious benefits, such as increasing health or stamina, providing weapons, or offering healing and sidequests. Resources were also made scarce, encouraging players to explore forests and mountains for valuable items.

To make these smaller landmarks more visible, Nintendo gave them distinctive appearances, such as lit-up shrines, tall smoke from campfires, skull-shaped rocks for enemy bases, and a giant wooden horse statue for stables. This ensured that players would find something interesting to do wherever they looked.

Additionally, Nintendo implemented the "triangle rule" to design the terrain and landscape with pyramid and cone-shaped mountains and rock formations. This approach created decision-making during exploration, allowed for points of interest to be placed at peaks, and ensured players were not overwhelmed by a massive field of things to do. The terrain design also created a constant source of surprise and curiosity as new locations were revealed during exploration.

With this new system of attractive landmarks, players followed a breadcrumb trail of interesting landmarks, allowing for a more organic and player-driven experience. Depending on their current goal or mood, players would naturally pick places to go, and as a result, they would still end up where they needed to go. Nintendo's heatmap showed a significant improvement, with players freely exploring various places and eventually reaching key locations.

The video highlights how Nintendo's clever design, driven by a desire to create a specific experience, led to an open-world game that beautifully balances guidance and exploration. This approach is expected to be seen in the upcoming game, Tears of the Kingdom.

Tuesday, May 2, 2023

How I Learned Procedural Generation [VIDEO SUMMARY]

In the video "How I Learned Procedural Generation" published by Lejynn, the creator shares their journey of learning procedural generation techniques for creating more polished and visually appealing games. The video covers topics such as mesh generation, terrain generation using Perlin noise, and various methods for adding textures, shading, and objects to the environment.


Lejynn begins by discussing their initial focus on mesh generation, which was achieved using Brackis' video tutorials. After three days, the creator was able to generate meshes of any size needed, using the code shown in the video. To make the terrain look more natural, they used Perlin noise, an algorithm created by Ken Perlin for generating natural-looking textures and terrain. The creator explains, "I can use Perlin noise multiplied by an amplitude to procedurally generate the height of my terrain."

To gain more control over the environment, Lejynn found a tutorial series by Sebastian Lague, which covered various advanced techniques for procedural generation. The creator incorporated two of the simpler concepts from this series: fine-tuning the noise and multiplying the Perlin noise with a falloff map to create islands. They also fixed an issue with the falloff map that occurred in the tutorial series.

Next, the creator tackled the challenge of coloring the terrain. They spent a week or two trying to recreate the style shown in Sebastian Lague's intro, which featured nicely rounded edges. Although they experimented with increasing the number of sample points in the texture, they still encountered the problem of visible individual pixels. Eventually, they turned to shaders to achieve the desired effect. After a few hours of experimentation, they created a satisfactory shader that produced the desired results.

To further enhance the environment, Lejynn found tutorials on creating a gradient skybox, a cloud shader, and stylized water. They then moved on to adding vegetation to the terrain. Using Blender, they created a simple tree model and implemented a prefab spawner script, inspired by a video from Jonas Tyroller, to randomly place trees and other objects on the terrain.

To bring the grass to life, Lejynn found a video tutorial for creating a grass texture and used Blender to create planes for displaying the grass in Unity. They reused the prefab spawner script to spawn grass around the island and added a sway effect to make the grass move realistically.

Finally, the creator imported their FPS controller from a previous project to explore the procedurally generated island. They expressed satisfaction with the polished look of the game, including the sky, water, and FPS movements, and noted that the island could serve as an interesting setting for multiplayer battles.

In conclusion, Lejynn's video demonstrates their learning process and the various techniques they applied to create a procedurally generated game environment. The creator plans to continue working on this tool in future videos and believes that the skills they've acquired will be valuable for any future games they develop.

Herbert Wolverson - Procedural Map Generation Techniques [VIDEO SUMMARY]

The video titled "Herbert Wolverson - Procedural Map Generation Techniques" was published by Roguelike Celebration. The speaker, Herbert Wolverson, is a hobby game developer since the 1990s and has developed games such as Nox Futura and One Night in the Dungeon. He has also authored a book on learning Rust through game development. The video discusses various procedural map generation techniques used in creating video games, covering algorithms and examples to illustrate the points made.


Herbert begins by mentioning seminal games like Rogue and Dwarf Fortress that utilize procedural generation techniques. He then delves into various algorithms and techniques, such as random room placement, binary space partition (BSP), cellular automata, drunken walk, diffusion-limited aggregation (DLA), Voronoi diagrams, Perlin/Simplex noise, and Dijkstra maps. Each technique is briefly explained and demonstrated with examples.

Random room placement is a simple technique where rooms are randomly placed and connected. BSP is a refinement of random room placement, providing better spacing by dividing the map into halves. Cellular automata create natural-looking structures by applying rules to randomly generated maps. Drunken walk involves simulating a character staggering around the map, carving out paths. DLA generates winding, organic structures by shooting particles at a target area. Voronoi diagrams can be used for city generation, alien cell structures, and organizing game elements. Perlin/Simplex noise is useful for creating overworlds, clouds, and wood grain textures.

Herbert also emphasizes the importance of combining different techniques to create more interesting maps. For instance, combining a linear dwarven fortress with a more open cavern system can result in a map that tells a story. Prefabs, or predesigned sections, can be added to maps to inject human design elements and make the game more unique.

Dijkstra maps, which calculate distances from starting points, can be used to refine maps by identifying the most and least accessible areas, ensuring solvable puzzles, and ordering the progression of the story. Herbert also suggests using multiple noise maps and combining them to create more complex and realistic maps.

In conclusion, the video provides an in-depth look at various procedural map generation techniques and their applications in video game development. By combining these techniques and using prefabs, developers can create engaging and unique game worlds. The source code for the talk is available on Herbert's GitHub, and his book, "Hands-on Rust: Effective Learning through 2D Game Development and Play," will be available on PragProg.

The Golden Rule of Game Promotion: No One Cares About Your Game [VIDEO SUMMARY]

The video titled "The Golden Rule of Game Promotion: No One Cares About Your Game" is published by GDC and features the speaker, Thomas Reisenegger, co-founder of Future Friends Games, an indie game publisher. The talk aims to provide guidelines for effective game promotion by adopting the mindset that "no one cares about your game." This mindset helps game developers and marketers improve the quality of their communication and connect with their target audience.


The talk begins by discussing the "Avengers problem," which refers to the fact that most game developers and marketers tend to copy the marketing strategies of big-budget games. However, these strategies may not work for smaller games, which need to adopt a different approach to attract attention. Reisenegger emphasizes the importance of getting to the point quickly, making things work for newcomers, thinking of the environment in which the game will be played, and knowing the next step for the audience.

Some examples of effective marketing strategies include front-loading assets and communication, making sure that the game's main selling points are immediately evident, and using platforms like TikTok to test out different marketing materials. Reisenegger also highlights the importance of optimizing store pages, as they are the primary marketing asset for most games.

The talk then moves on to discuss campaign planning and the importance of repeating the core message of the game to reach new audiences. Reisenegger suggests that game developers should show their game repeatedly, reuse and recycle assets, and be flexible in adapting their marketing strategy based on what works best for their game. He also emphasizes the importance of knowing the game's main "multipliers," such as store pages, social media, and press outreach, and prioritizing them accordingly.

In conclusion, the speaker provides a micro-level checklist for game promotion: get to the point in the first few seconds, make the communication work for newcomers, keep the platform and environment in mind, and point to the next step for the audience. By adopting the "no one cares about your game" mindset, game developers and marketers can improve their promotional efforts and connect more effectively with their target audience.

Procedurally Generated 3D Dungeons [VIDEO SUMMARY]

In the video "Procedurally Generated 3D Dungeons" by Vazgriz, the creator demonstrates an algorithm for generating unique and interesting dungeons using Unity 3D. The algorithm is based on a Reddit post describing the process used in the game TinyKeep, which the creator extended to work in 3D. The video explains the steps involved in the algorithm, provides examples of generated dungeons, and discusses the challenges and limitations of the process.


The algorithm for generating dungeons consists of five main steps. The first step involves placing rooms in the dungeon, with random sizes and locations. The second step is creating a Delaunay triangulation graph from each room, which is a triangle mesh that avoids long, narrow triangles. This step results in a diagram where each dot represents a room and each edge represents a potential hallway. The creator used the Bowyer-Watson algorithm to produce this triangulation.

In the third step, a minimum spanning tree (MST) is created from the triangulation graph, ensuring that every room is reachable with only a single path between them. The MST contains no cycles. The fourth step involves randomly choosing from the potential hallways (gray edges) to add loops to the dungeon, with the creator using a 12.5% chance for each edge to be chosen.

The fifth and final step is using the A* algorithm to find a path between hallways. This algorithm finds the lowest cost path given a graph and a cost function, with the cost function used in this case making it cheaper to go through existing hallways than to carve out new ones. The pathfinder produces short and believable hallways between rooms.

To extend the dungeon generator to 3D, the creator used 3D versions of each algorithm. The first step involved generating rooms in 3D instead of 2D, with some rooms placed on different floors. The second step required finding the 3D Delaunay triangulation of the rooms, which is actually a tetrahedralization. The third and fourth steps, creating an MST and choosing hallways randomly, were trivial to implement in 3D.

The most complicated part of extending the algorithm to 3D was the pathfinding step. The creator had to modify the A* algorithm to allow for movement up and down, connecting rooms on different floors. This involved adding constraints for staircases and handling special cases to ensure that hallways and staircases did not intersect inappropriately. The final algorithm successfully generates complex 3D dungeons with hallways and staircases, though there are some limitations, such as hallways that did not successfully pathfind.

In summary, the video demonstrates a five-step algorithm for procedurally generating 3D dungeons in Unity, based on the process used in the game TinyKeep. The algorithm involves placing rooms, creating a Delaunay triangulation graph, finding an MST, choosing random hallways, and using the A* algorithm for pathfinding. The creator highlights the challenges and limitations of the process, but ultimately presents a solid foundation for generating unique and interesting dungeons in video games.

Monday, May 1, 2023

How Overwatch Conveys Character in First Person [VIDEO SUMMARY]

The video "How Overwatch Conveys Character in First Person" is published by New Frame Plus, focusing on the challenge of conveying character and personality through first-person animations in video games. Using Overwatch as a prime example, the video explores how the game's developers have managed to create unique and appealing character performances through movement and animation.


Overwatch is a masterclass in character appeal, with each member of its diverse cast being unique and loaded with personality. The game relies heavily on animation and character design to define who these characters are, as there is little dialogue or plot. The video discusses how Overwatch achieves this through various techniques, such as weapon design, subtle animations, and unique navigation options.

One way Overwatch conveys character is by giving each character their own unique weapon design. For example, Soldier 76's assault rifle is a finely tuned precision machine, reflecting his disciplined and well-maintained nature. In contrast, Junkrat's weapon is made from scrap and spare parts, reflecting his chaotic and unpredictable personality.

Another technique is the use of subtle animations and fidgets that are unique to each character. For instance, Junkrat is twitchy and antsy, while Genji is controlled and prepared to strike. These small details help to reinforce the character's personality and make them more distinct.

Navigation options also play a role in conveying character. Each character has their own distinct walk, with subtle variations in arm animation and camera bob. Some characters have unique navigation options, such as Hanzo's wall-climbing ability or D.Va's rocket-powered mech. These options not only serve a functional purpose but also help to create contrast between characters and make them feel more distinct to play.

The video also highlights the importance of first-person animations in conveying character. For example, each character in Overwatch has their own unique way of reloading their weapon, which reflects their personality. McCree performs classic cowboy revolver moves, while Reaper throws away his guns and pulls out new ones, mimicking a scene from The Matrix.

In addition to these techniques, the video discusses how Overwatch uses first-person emotes, such as saying hello, to showcase character personality. The animators take advantage of these opportunities to further convey each character's unique traits.

The video concludes by emphasizing that none of these character-focused techniques come at the cost of gameplay function. Each character in Overwatch feels unique, but they all handle well and are enjoyable to control. The video encourages animators to look for every opportunity to let character inform performance, as it can have a significant impact on the player's experience.

Overall, the video "How Overwatch Conveys Character in First Person" provides a comprehensive analysis of the various techniques used by the game's developers to convey character and personality through first-person animations. The examples and references used throughout the video demonstrate the effectiveness of these techniques in creating distinct and appealing character performances.

Sunday, April 30, 2023

Why do God of War's Characters Keep Spoiling Puzzles? [VIDEO SUMMARY]

Why do God of War's Characters Keep Spoiling Puzzles?


In this video from the Game Maker's Toolkit channel, the new God of War game is analyzed for its plethora of options, sliders, and toggles that provide reminders and out-and-out solutions. The video discusses why characters in the game keep spoiling puzzles, and how these hints help players move through the puzzles more quickly to get back to the real gameplay. The video also explores the reasons for the existence of these hints, including accessibility and playtesting. The sheer scale of the game and the pressure to round off every rough edge is discussed, leading to a whole generation of games that seem terrified of letting the player think for themselves.

The puzzles in God of War are palette cleansing moments of downtime between the fight scenes, to help set the pace. The hints help players move through the puzzles more quickly, to get back to the real gameplay. Recent PlayStation games have been dedicated to accessibility, and these hints can be seen as a way of helping out players with cognitive impairment. However, the biggest reason for their existence comes down to playtesting, to see how players get on. If a lot of people are getting stumped by the exact same bit, then the best solution is to revise the design.

The video also discusses how games are packed with waypoints, little dotted lines, exhaustive quest logs, and messy map markers - all there to stop players getting lost, but it also means you never have to think about where to go next. This leads to games that are so afraid of losing any players, they practically play themselves.

In conclusion, the video suggests that triple A games are like Marvel movies - great fun if you just want to turn your brain off for a while and soak in the spectacle. The video suggests that the future of gaming lies with indie games like Return of the Obra Dinn, Outer Wilds, Immortality, and Tunic.

WOW! SadTalker Face Animation with AI - Audio to Animation!!! - Install Guide and Demo [VIDEO SUMMARY]

In the video titled "WOW! SadTalker Face Animation with AI - Audio to Animation!!! - Install Guide and Demo," Olivio Sarikas demonstrates how to install and use SadTalker, an AI-powered tool that animates faces based on audio input. The video provides step-by-step instructions for installing SadTalker, as well as guidance on using the software to create face animations. Olivio also shares some tips and advice on optimizing the user experience and achieving the best results.


The video begins with a warning about potential virus alerts during the installation process. Olivio explains that he received multiple virus warnings related to a virus called Cyrofief while installing SadTalker. He advises viewers to consider whether they need the software before proceeding with the installation.

To install SadTalker, Olivio directs viewers to the GitHub page where they can download the zip file and extract its contents to a desired location. He then explains the additional steps required to set up the software, including creating a "checkpoints" folder and downloading necessary files. He provides links to these files in the video description.

Olivio also explains how to download and set up FFmpeg, a necessary component for SadTalker. He walks viewers through the process of adding the FFmpeg bin folder to their system's environment variables, which ensures the software can access FFmpeg when needed.

Once the installation is complete, Olivio demonstrates how to use SadTalker's web UI. He shows viewers how to load an image and audio file, and explains the settings available for customizing the animation. Some tips he shares include using images with faces looking straight at the camera or at a slight angle, speaking clearly and slowly in the audio file, and always enabling the "gfp gun" setting for better visual quality.

Olivio also provides a link to a free text-to-speech tool that can be used to generate audio files for use with SadTalker. He encourages viewers to experiment with the software and share their results in his Facebook and Discord groups.

In summary, this video by Olivio Sarikas serves as a comprehensive guide to installing and using SadTalker, an AI-powered face animation tool. He provides clear instructions and helpful tips to ensure users can successfully create their own face animations using audio input.

Dead Space Remake Review [VIDEO SUMMARY]

The video titled "Dead Space Remake Review" published by IGN delves into the remake of the popular 2008 sci-fi horror game Dead Space. The reviewer praises the game for its enhancements, maintaining the essence of the original, and adding new character details. The game follows the protagonist, Isaac Clarke, as he searches for his scientist wife, Nicole, aboard the USG Ishimura.


The Dead Space remake features significant visual improvements, with realistic weathered steel surfaces, putridly pubescent levels of pus-filled pimples, and moody lighting that adds to the ominous atmosphere. The game's interconnected structure encourages exploration, with players able to shuttle freely between tram stations and travel between areas on foot. This creates a greater sense of place and allows for backtracking, leading to discoveries of weapon upgrade schematics and other treasures.

The combat system remains focused on dismembering Necromorphs, with a few notable tweaks to enemy variety. Acid-vomiting variations of the basic spike-handed slasher are more common, while hyper-mobile Twitches are more frenetic. The Necromorphs now have several layers of flesh and bone to blast away, providing a clear visual indication of how close players are to severing a limb. In addition, the game introduces new ways to maintain tension, such as the use of circuit breakers to divert power between interactive elements.

Developer Motive Studio has kept iconic scenes from the original game, such as the first fight against the regenerating Hunter, while overhauling and removing weaker scenes. The asteroid defense sequence has been completely transformed into a more exhilarating challenge. Weapons are now found in the world instead of being purchased from the store, and there are new perks like incendiary fire that can be unlocked through a smartly augmented system.

The Dead Space remake also features a more fleshed-out story, with multi-part side missions that follow holographic logs and audio and text files. This additional context, along with character tweaks, makes the game's shocking final twist feel more impactful. Isaac Clarke is now voiced by Gunner Wright, who provides a stoic performance, making Isaac feel like an active participant in the story.

In conclusion, the Dead Space remake by Motive Studio is a successful revitalization of the seminal sci-fi horror game. With its stunningly redesigned spaceship, enhanced story, and reimagined action scenes, it is the definitive way to experience or re-experience one of the best survival horror shooters that Capcom never made. The remake is a testament to the team's dedication in balancing innovation and renovation with preservation.

Saturday, April 29, 2023

How Do Procedural Game Worlds Work In Video Games? [VIDEO SUMMARY]

In the video "How Do Procedural Game Worlds Work In Video Games?" by gameranx, the topic of procedural content generation in video games is discussed. The video explains how procedural content works in generating landscapes and worlds, and how it has become increasingly popular in the gaming industry.


Procedural content generation relies heavily on the concept of random noise, which is a function that delivers a random number between -1 and 1. This noise can be applied in various ways, such as visualizing it into a picture, using it as a bump map or texture, or placing the generated values into another function. The video emphasizes that procedural content generation is essentially about building a world with math.

In the past, procedural generation was used to create large but simplistic worlds for players to occupy in games, due to limited storage and RAM in computers. Nowadays, games like No Man's Sky and The Elder Scrolls series use procedural generation to create vast, detailed, and realistic worlds. Designing every element of these worlds would be an impossible task, so developers rely on procedural content to create unique species, landscapes, and objects.

Artists create various assets, which are then broken down into sub-assets. Mathematical routines are created to combine these assets into unique objects, and random noise is applied to functional routines that tell the computer how to do this. The start point for the mathematical equation is known as the seed. Inputting a different seed results in a different outcome. Some games, like Minecraft, allow players to input a seed to generate a unique world.

The video highlights that procedural content generation enables the creation of massive, unique worlds in video games, which is why it is being used more and more. Seeds are a crucial part of this process, as they provide the base for mathematical equations to generate unique content. The result can be as big or as small as desired, and while there is an artistic element involved, the ultimate outcome is heavily influenced by math.

In conclusion, the video provides an insightful look into how procedural content generation works in video games, from the concept of random noise to the use of seeds and mathematical equations. By understanding this process, one can appreciate the vast and unique worlds that are created in modern video games.

Practical Procedural Generation for Everyone [VIDEO SUMMARY]

"Practical Procedural Generation for Everyone" is a video published by GDC that discusses various techniques and concepts in procedural content generation (PCG) for video game development. The speaker, Kate Compton, has extensive experience in the field, having worked on Spore and developed the generative art tool Tracery. The video aims to provide an overview of numerous PCG techniques, their applications, and how they can be used to enhance game development.


The video covers several main points, including the use of tiles, grammars, distribution, parametric models, interpretive methods, geometry-based techniques, and more. Tiles, for example, are useful for creating game maps and levels by connecting pre-designed chunks together. Grammars, on the other hand, are beneficial for generating story descriptions, names, and other text-based content.

Distribution techniques involve placing objects in a game world in a way that appears natural and visually appealing. Parametric models allow for the creation of content with adjustable parameters, enabling a wide range of possibilities within a defined space. Interpretive methods involve taking input data and processing it into a desired output, such as generating a creature model from a skeleton in Spore.

Geometry-based techniques can be used to create complex shapes and structures in a game world, while automata and agent-based simulations can be employed to create emergent behaviors and interactions. The video also touches on the importance of ownership, allowing players to feel a sense of accomplishment and pride in discovering or creating unique content within a game.

Throughout the video, various case studies, examples, and references are used to illustrate the points being made. For instance, the speaker discusses the use of Perlin noise for creating natural-looking terrain and the use of Voronoi and Delaunay triangulation for generating interesting regions in space games. Additionally, the speaker emphasizes the importance of iteration, flexibility, and understanding the design space when working with PCG.

In conclusion, "Practical Procedural Generation for Everyone" provides a comprehensive overview of various PCG techniques and their applications in video game development. By understanding and utilizing these methods, game developers can create engaging, dynamic, and visually appealing content for their games. For those looking for more information or assistance, the speaker recommends joining the 'Wizard Code Discord' at http://bit.ly/WizardsCode.

Friday, April 28, 2023

Why Halo Infinite's Bots Play More Like Humans | AI and Games #71 [VIDEO SUMMARY]

"Why Halo Infinite's Bots Play More Like Humans | AI and Games #71" is a video published by AI and Games that delves into the development of AI-controlled bots in the Halo Infinite multiplayer modes. The video discusses how 343 Industries created bots that behave more like human players using a combination of traditional AI techniques and a unique approach to designing their behaviors.


Halo Infinite is the first entry in the series to offer a free-to-play multiplayer model, attracting a broader range of players with varying experiences. To cater to these diverse players, 343 Industries focused on onboarding and improving the overall experience for both novice and seasoned players. Sarah Stern, the Senior Multiplayer Designer for Halo Infinite, led a team of designers and programmers to redefine onboarding in Halo Infinite, including the development of bots and the Academy, a new tutorial system that utilizes the bots.

Contrary to expectations, the bots in Halo Infinite are not built using machine learning or deep neural networks but are instead developed using traditional game AI and behavior trees. The bots exhibit common behavioral traits expected of human players, such as engaging in combat, interacting with objectives, and traversing the gameplay space.

The bots' human-like behavior is achieved through three design pillars: individual skills, a utility AI system within the behavior trees, and a nuanced understanding of game modes. The individual skills of the bots, such as strafing, aiming, grenade usage, and melee combat, are designed to appear more human and fallible while also adjusting across multiple skill levels. The utility AI system allows the bots to react to the current state of the game and prioritize actions based on human play styles. Lastly, the bots have a more nuanced understanding of game modes, which factors into their decision-making.

To implement the human-like skills, the bot team developed levels of performance that reflect how human players actually play Halo multiplayer. These levels are transposed against the four difficulty levels of the bots: Recruit, Marine, ODST, and Spartan. Each skill is designed to evolve over time, reflecting the gradual improvement of human players as they spend more time with the game.

The utility AI system used by the bots analyzes the current game state and prioritizes specific behaviors in the behavior tree based on ambition values. These values are calculated by factoring in game state information and normalizing it to a value between 0 and 1. The higher the value, the more desirable the ambition is deemed to be. This system allows the bots to make decisions that align with the context of the Halo combat dance and balance between fighting enemy players and winning the match in specific game modes.

Additional considerations for the bots include preventing thrashing, where the AI constantly switches between two actions, and sharing information among bots on higher difficulty levels. The Lua programming language is used for the utility calculations, which proved to be fast enough for the bots to process information in a similar time window as human players.

The development of human-like bots in Halo Infinite not only provides a solution for uneven lobbies but also helps players develop and improve their skills in the game. By replicating core skills that human players develop and incorporating a utility AI system that reacts to the game state, 343 Industries has created AI-controlled Spartans that offer a more engaging and authentic multiplayer experience.

[ASL]Valheim Case Study: Piktiv Shares Learnings from Integrating Azure PlayFab Multiplayer Services [VIDEO SUMMARY]

In the video titled "[ASL] Valheim Case Study: Piktiv Shares Learnings from Integrating Azure PlayFab Multiplayer Services," published by Microsoft Game Dev, Kenneth Johnson from Piktiv discusses the challenges and ultimate successes of integrating Azure PlayFab Multiplayer Services into the popular game Valheim. The video covers the selection of middleware, the challenges faced during the integration process, and the key takeaways from the experience.


Kenneth begins by explaining the considerations for selecting middleware for the task, which included support for Windows, Linux, and Xbox, as well as compatibility with Unity. PlayFab was chosen due to its proven track record and comprehensive feature set. One of the main challenges faced was connecting players across platforms. To address this, Piktiv started tracking all game sessions as lobbies and added a public IP address and UDP information as search keys, allowing players to join cross-platform game sessions seamlessly.

Another challenge was creating a simple method for players to join sessions across multiple platforms. Piktiv introduced a six-digit joining code that is unique across all active gaming sessions. This code can be shared through various communication channels, and the sessions are password protected to prevent unauthorized access.

Coordinating releases across platforms was also a significant challenge. Middleware like PlayFab helps to handle the technical obstacles arising from differences in platform APIs, but coordinating releases of backward incompatible updates remains a critical issue to address.

Kenneth highlights several aspects of the integration process that went well, such as support for multiple operating systems and platforms, simple service setup, and excellent support from the PlayFab team. He also emphasizes the importance of error handling and sticking with one middleware to avoid complications.

In conclusion, Piktiv's experience integrating Azure PlayFab Multiplayer Services into Valheim demonstrates the potential benefits and challenges of using middleware for cross-platform game development. The video serves as a valuable resource for developers considering similar integrations and provides insights into the process of creating seamless cross-platform gaming experiences.