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LBRY Claims • 20----Vernacademia----Fast_Travel

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Anonymous
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27 Jan 2021 19:31:35 UTC
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Vernacademia 20 -- Designing without Fast Travel
In this cast we discuss the concept of building a game that players can come back to and still derive enjoyment from<br /><br />Our Website: <a href="https://www.vernaculargames.com/" target="_blank" rel="nofollow">https://www.vernaculargames.com/</a><br />Our Minds: <a href="https://www.minds.com/vernaculargames/" target="_blank" rel="nofollow">https://www.minds.com/vernaculargames/</a><br />Our Facebook: <a href="https://www.facebook.com/VernacularGames/" target="_blank" rel="nofollow">https://www.facebook.com/VernacularGames/</a><br />Our Twitter: <a href="https://twitter.com/VernacularGames?lang=en" target="_blank" rel="nofollow">https://twitter.com/VernacularGames?lang=en</a><br />Our Soundcloud: <a href="https://soundcloud.com/redcoatvernac" target="_blank" rel="nofollow">https://soundcloud.com/redcoatvernac</a><br />Our Audius: <a href="https://audius.co/vernaculargames" target="_blank" rel="nofollow">https://audius.co/vernaculargames</a><br /><br />Cliff Notes:<br /><br />00:04 Introduction<br />00:27 Mechanical Replayability<br />00:35 Inhibitors of Mechanical Replayability<br />00:55 Frustrating Difficulty<br />01:24 Annoying Mechanics<br />01:53 Slogs<br />03:15 One Trick Pony<br />04:10 Shallow Variance<br />04:52 Mechanical Depth<br />05:56 Wow vs. Depth<br />06:19 Variety<br />06:42 Examples of Variety<br />06:53 Pokemon Starters<br />07:09 Dark Souls Characters and Navigation<br />07:23 Mario 64 and Player Freedom<br />08:09 Randomization<br />08:17 Legend of Zelda Beta Quest <br />08:40 Item Randomizer Mods<br />09:00 Legend of Zelda a Link to the Past Randomizer<br />09:33 Meaningful Choice<br />09:46 Optimal Engagement Access<br />09:54 Growth of Ability Access Throughout The Game<br />10:47 Full Ability Access through Knowledge<br />11:14 Kirby and Replayability through Knowledge<br />11:46 New Game Plus<br />12:16 Nioh and New Game Plus<br />12:47 Player Choice Effecting Gameplay<br />13:29 X-com and Choice Effected Play<br />13:50 Varied Content Engagement<br />14:02 Sonic, 1, 2, 3, and Knuckles (also Mania)<br />14:46 Missable Content<br />15:06 Metroid and Missable Content<br />16:36 Achievements and Replyability<br />17:03 Rewarding Play at high and low levels<br />17:31 Soul Calibur 2<br />18:18 Narvisaud Replayability<br />18:46 Narrative Replayability<br />19:29 Tales of Symphonia and Narrative Replayability<br />21:02 Think About Books and Movies You Like Re-experiencing<br />21:28 Reactive Narratives<br />21:57 Perspective Variance<br />22:23 Procedural Narrative Creation<br />22:46 Re-experiencable Environments<br />23:35 Uniqueness of Location<br />24:19 Nintendo and Unique Locations<br />24:51 Contrasting Visual Design<br />25:21 Juxtaposition<br />25:37 Lost Izalith Gro<br />26:08 Shiverburn Galaxy<br />26:20 Studiopolis Zone<br />27:00 Mario 64's Basement and Unifying Thematic Ideas<br />27:29 Combining Normally Dissonant Concepts and Ideas<br />27:57 Intentionally Shifting Aesthetic Leaning<br />28:44 Immersion<br />29:39 Metroid Prime and Implied Reality Through Context<br />30:32 Audio Cues and Immersion<br />31:19 Weather and Color for Immersion<br />31:44 Nioh and Visual Immersion<br />32:04 Props for implied Denizens<br />32:34 Resident Evil and Prop Iimplications <br />33:19 Immersion's Repurcussions<br />33:46 Readability<br />34:54 Guild Wars 1 and Readability<br />36:34 Death of the Author<br />36:52 Wrap Up<br />37:36 Sign Off <br /> <br /><br /><br />
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