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。

We Play Doom With John Romero
IGN plays through the first episode of the original Doom with its creator John Romero providing commentary.

Talk: Video Games and the Future of Education
Jonathan Blow gives a roughly 90-minute talk, followed by Q&A, on how video games could actually improve education, in contrast to what is currently being tried.

The Skinner Box - How Games Condition People to Play More - Extra Credits
An Extra Credits episode on how games use Skinner box operant conditioning and reward schedules to keep players playing and spending.

The Story of RollerCoaster Tycoon | Noclip Greatest Hits
A Noclip Greatest Hits documentary on the legacy of RollerCoaster Tycoon, covering its original design, Chris Sawyer and the OpenRCT2 community that keeps it alive.

Antichamber: An Overnight Success, Seven Years In The Making
Alexander Bruce's GDC talk on making Antichamber, from working alone in a bedroom to winning acclaim at the IGF.

Chris Crawford Dragon Speech "I Had a Dream"
Chris Crawford's 'Dragon Speech' from the first Game Developers Conference, in which he reflects on his dream for game design as an art form.

The Witness - A Great Game That You Shouldn't Play
Joseph Anderson's long critique of Jonathan Blow's puzzle game The Witness, covering its gameplay, its hundreds of puzzles and its philosophical pretensions.

The Story of Super Mario Bros. 3
A Gaming Historian documentary on the creation of Super Mario Bros.

Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
A Design Club episode that analyzes how Super Mario Bros.

Crafting A Tiny Open World: A Short Hike Postmortem
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike.

The Immoral Design of Diablo Immortal
Josh Strife Hayes critiques Diablo Immortal's monetization, arguing it is a gacha game in a Diablo skin with predatory spending mechanics.

Will Wright GDC 2005 Spore (The Future of Content) Remastered
A remastered recording of Will Wright's 2005 GDC talk revealing Spore, titled The Future of Content.

MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
An Extra Credits episode on how MMO economies get overrun by inflation when players can mint unlimited gold by killing monsters.

How to walk through walls using the 4th Dimension [Miegakure: a 4D game]
A short explainer showing what walking through walls would look like with movement in a fourth spatial dimension, using the 4D puzzle game Miegakure.

Breaking Conventions with The Legend of Zelda: Breath of the Wild
A 2017 GDC session in which Nintendo's Breath of the Wild team walks through how the game's convention-breaking systems were built.

Future of Elder Scrolls & RPG - Skyrim NPCs & Inworld AI (like GPT-4 for gaming)
A demo of a Skyrim mod that uses Inworld AI to let players hold free-form conversations with NPCs.

The Secrets of Monkey Island - An Evening With Ron Gilbert
A very long livestream in which Ron Gilbert and Frank Cifaldi look at the making of The Secret of Monkey Island, including its SCUMM source code, which they edit and recompile live.