Best Game design Videos
「Game design」下面有65部被不同的人、在不同月份推荐过的视频。挑的时候先看对象:入门1部,适合还没学过的人;进阶14部,适合已经懂术语的人;普通向50部,按兴趣就能看;更硬的0部,留给想看推导或细节的人。这一类数量最多的是演讲,所以它们的共同点是一位讲者把一个判断讲完,例子是为了撑住这个判断。常出现的频道包括GDC Festival of Gaming、Extra Credits、/noclip。目录给这个主题划的范围是:Game design: mechanics, level design, game feel and juice, balance, player psychology, monetization ethics, narrative design, Jonathan Blow, GDC talks, design theory and postmortems.如果只看三部,就从《Juice it or lose it - a talk by Martin Jonasson & Petri Purho》开始,它负责把问题讲出画面;然后看《Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013》,换一种讲法或例子;最后看《Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)》,留给已经有基础的人。页面按每页24部切开,顺序看的是被推荐跨越了多少个月,不是播放量。每条标题下面那一句是这部片子自己的内容说明,用来区分它在讲定义、过程、演示还是观点。点进去能看到推荐原话、原文链接和适合谁看。看的时候把强烈推荐当成有人明确叫你去看,把引用当成只是拿来举例,把批评留下来对照,不要把每条评论都当成同一力度。

PRACTICE 2018: Joseph White
Joseph White, creator of PICO-8, retraces the design of the fantasy console and how tools can shape and guide creative work.

1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality
In this 2019 GDC talk, Alex Schwartz and Ziba Scott explain how they flooded the app stores with over 1,500 auto-generated slot machine games to find the lowest bar for success.

Playing to Lose: AI and "Civilization" (Soren Johnson)
Soren Johnson, a lead designer and AI programmer on Civilization games, discusses game AI design, including whether AI should cheat, behave like a human or be fun rather than strong.

Classic Game Postmortem: Fallout
Timothy Cain's 2012 GDC postmortem of the original Fallout, covering how he helped build the game and set the template for open-world RPGs.

GDC 2010: Sid Meier Keynote - "Everything You Know is Wrong"
Sid Meier's GDC 2010 keynote on how players perceive probability in games, including how Civilization's odds were adjusted because players misjudged them.

Gambling and the desire machine | Pay to Win
A 70-minute video essay by Jimmy McGee on gambling, addiction and game design, tracing horse racing, slot machines and collectible card markets.

"Devs Play" S1E06 - Psychonauts "The SMK Speedrun" [1/1]
In the finale of Double Fine's Devs Play, speedrunner SMK demonstrates glitches and exploits that skip entire sections of Psychonauts while Tim Schafer and the dev team watch.

Ross's Game Dungeon: Deus Ex - Human Revolution
Ross Scott's Game Dungeon episode critiques Deus Ex: Human Revolution, looking at its design, politics and visual style.

Let’s go whaling: Tricks for monetising mobile game players with free-to-play
A 2016 conference talk by a mobile game CEO on the tricks of free-to-play monetization, including player profiles and how to target high-spending whales.

Meaningful Play: Getting Gamification Right
A Google Tech Talk by Sebastian Deterding on gamification.

Sequelitis - Mega Man Classic vs. Mega Man X
Egoraptor's Sequelitis compares Mega Man Classic and Mega Man X, analyzing how the games teach players through level design without explicit tutorials.

Classic Game Postmortem - Another World
Eric Chahi's GDC 2011 postmortem of Another World (Out of This World), describing how he built the game.

How to Survive in Gamedev for Eleven Years Without a Hit
Jake Birkett of Grey Alien Games explains at GDC 2016 how an indie developer survived eleven years without a hit by building a long tail of games and redefining success.

Diablo: Original Game Development
David Brevik's GDC 2016 post-mortem of the original Diablo, covering how it evolved from a turn-based claymation DOS game into the genre-defining action RPG.

Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
At GDC 2019, Bennett Foddy and Zach Gage ask why game developers rarely sign their work.

Classic Game Postmortem: Alone in the Dark
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre.

The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)
A Jimquisition episode examining the human cost of predatory videogame monetization, focusing on loot boxes and microtransactions.

RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
RimWorld creator Tynan Sylvester explains at GDC 2017 how Ludeon framed the game as a story generator rather than a game.

Pitfall: A Classic Game Postmortem
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game.

The Implementation of Rewind in Braid
Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history.

[Highlight] StarCraft Remastered Rant
Day9 gives a passionate first look at what his StarCraft: Brood War Remastered series will teach.

How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica
Lucas Pope, creator of Return of the Obra Dinn, explains in Ars Technica's War Stories how localizing the game's logbook nearly sank the project.

Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits
Extra Credits explains from a game developer's perspective why AAA games have stayed at $60 despite inflation, and how that pressure drives DLC, microtransactions and loot boxes.

The Next Major RTS Will Fail. This Is Why.
A video essay arguing that the next major real-time strategy game will fail unless it gets the fundamentals right.