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Adam Millard - The Architect of Games from patreon

Adam Millard - The Architect of Games

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Adam Millard - The Architect of Games posts

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Adam Millard - The Architect of Games post Why Videogames Want You To Fail from patreon

Why Videogames Want You To Fail

check out eli_handle_b.wav!https://www.youtube.com/channel/UCUdZY_KRQndvMIPD-8_uXRwWhether we want to admit it or not - sometimes, we lose at videogames,it's an inevitable part of doing something challenging and naturally, gamers everywhere want to avoid this happening as much as possible. Why? ...

Adam Millard - The Architect of Games post EARLY ACCESS - Why Classes Are D&D's Best Idea from patreon

EARLY ACCESS - Why Classes Are D&D's Best Idea

Dungeons and Dragons has been around for years, and in its many years of influence, D&D has inspired a countless number of videogames. Experience points, a bunch of classic monsters, dungeons, and yes, even dragons as videogame staples can ultimately be traced back to the venerable king of roleplayi...

Adam Millard - The Architect of Games post Architect Address September 2022 from patreon

Architect Address September 2022

Well Well Well, look who we’ve got here, it’s a patron stumbling unawares into this, the architect address oh how foolish you must feel. - you’ve been trapped, you’ve been tricked! Now you’re going to have to listen to a few minutes of me talking about the videos that have come out recentl...

Adam Millard - The Architect of Games post EARLY ACCESS - Why The Hell Are There So Many Fishing Minigames? from patreon

EARLY ACCESS - Why The Hell Are There So Many Fishing Minigames?

Check out Pixel A Day!: https://www.youtube.com/c/pixeladayNo matter which genre of game you play, no matter which era of the medium is your favorite, one thing is inescapable - inevitable, and that is... fishing minigames. From RPGs to Rogelikes to MMOs, fishing minigames are in just about everythi...

Adam Millard - The Architect of Games post EARLY ACCESS- Why Do We Love Hostile Worlds? from patreon

EARLY ACCESS- Why Do We Love Hostile Worlds?

Check out Buried Treasure: https://buried-treasure.org/There are few better feelings in games than being able to immerse ourselves in unfamiliar and hostile videogaming worlds, but quite often - they fail to deliver on their promise of presenting us with environments that challenge and surprise us a...

A NEW PATREON TIER APPROACHES!?

Hi! just a quick update ahead of the new video which is currently uploading that I'm adding a new patreon tier at $8! (Several people have told me to charge more than 10 but I want to do right by you lot so screw 'em). It's basically a middle ground between $5 and $10, whilst also servin...

Adam Millard - The Architect of Games post Architect Address July 2022 from patreon

Architect Address July 2022

Well hi there! Welcome to the architect address, a special series of videos just for you patrons where I natter on for a few minutes about the latest video to grace your youtube sub feeds, as well as whatever other topics I feel like talking about. On that topic, I was wondering about introducing a ...

Adam Millard - The Architect of Games post EARLY ACCESS: How Bad Balance Can Be A Good Thing from patreon

EARLY ACCESS: How Bad Balance Can Be A Good Thing

Check out classics of game! https://www.youtube.com/user/ClassicsOfGameBalance in videogames is a tricky thing, no-one can ever seem to get itquite right. From AAA studios to tiny indie games, you'll always findsomeone complaining about a game's balance, and in particular, about howsomething...

Adam Millard - The Architect of Games post EARLY ACCESS How To Design An Unsolvable Problem from patreon

EARLY ACCESS How To Design An Unsolvable Problem

Check out SokPop! https://sokpop.co/ Sim City is one of the most important videogames ever made, but Will Wright's magnum opus isn't revolutionary because it made architecture fun, but in how it created an entirely new kind of videogame: the problem solver. Problem Solving videogames are a u...

Adam Millard - The Architect of Games post Architect Address June 2022 from patreon

Architect Address June 2022

Wait, who let you in here, I was supposed to be doing the Architect Address! Eugh! Typical. Well, seeing as you’re here, you may as well listen to me ramble on for a few minutes about the latest videos I’ve put out and what’s going on with the channel lately. It’s the least you can do.One th...

Adam Millard - The Architect of Games post EARLY ACCESS - What's So Difficult About Alternate Endings? from patreon

EARLY ACCESS - What's So Difficult About Alternate Endings?

Sorry this one's up so late, friends! I'll go into it more in the Architect Address in a few days!Videogames are unique for a lot of reasons, but what makes them stand out amongst every other form of media is the simple fact that they can end in a variety of ways. From choosing who lives and...

Adam Millard - The Architect of Games post EARLY ACCESS - How Nostalgia Can Hold Games Back from patreon

EARLY ACCESS - How Nostalgia Can Hold Games Back

Go check out Yames! https://pantagruel.itch.io/Everyone loves engaging in a bit of nostalgia - it's a way to enjoy the things we love from an entirely new perspective, adding some extra layers to our existing cherished childhood memories - from Mario to Pokemon to Dark Souls, everyone has someth...

Adam Millard - The Architect of Games post Architect Address April 2022 from patreon

Architect Address April 2022

Hello everyone and welcome to the Architect Address, that extra special patrons only thing where I talk about some of the recent videos that have come out and what’s going on with the channel lately.Before we get to the videos, I want to chat about length - and no, not that length you perv, video ...

Adam Millard - The Architect of Games post EARLY ACCESS - Why Tunic Hides Its Tutorial From You from patreon

EARLY ACCESS - Why Tunic Hides Its Tutorial From You

Over the last decade, videogames have gotten much better at communication. After so many years, we've finally got comprehensive tutorials, clear user interfaces and well-paced difficulty curves that never leave you overwhelmed or confused - but have videogames lost something in this transition t...

Adam Millard - The Architect of Games post Why The Best Open World Is A (slightly) Closed World from patreon

Why The Best Open World Is A (slightly) Closed World

Check out Codex Entry: https://www.youtube.com/channel/UCseUB-78sF7MGcbl4mHhEngOpen World games have been in a bit of a rut for years now, ever since Far Cry 3 set the tone for the genre more than a decade ago, every single open world game has been held prisoner by a single feature: Towers. The bane...

Adam Millard - The Architect of Games post Architect Address March 2022 from patreon

Architect Address March 2022

Hi everyone! It’s me, back with another Architect Address, that thingamabob where I talk about some of the videos that have been released recently, what’s going on with the channel and all that good stuff. After the bumper extra special architect address last time I’ll try and make this one a ...

Adam Millard - The Architect of Games post EARLY ACCESS - Is It Possible To Make Feeling Weak Fun? from patreon

EARLY ACCESS - Is It Possible To Make Feeling Weak Fun?

Power fantasies are almost ubiquitous in games, from the absolute most casual experiences out there to the hardest of the hardcore - videogames LOVE making us feel strong and powerful, and why wouldn't they? Feeling powerful is loads of fun!However, a feeling of strength and control isn't al...

Adam Millard - The Architect of Games post EARLY ACCESS - What Was Disco Elysium Actually About? from patreon

EARLY ACCESS - What Was Disco Elysium Actually About?

Check out ShayMay https://www.youtube.com/user/heyshaymay Disco Elysium is a weird game - that much is obvious. It's got high minded philosophical commentary sharing space with childish jokes, it mocks just about every political worldview ruthlessly, and it veers drunkenly between bleak musings ...

Adam Millard - The Architect of Games post Big Video Update! from patreon

Big Video Update!

Hello Patrons! This is just a small update to say that the next video I release might not be out when you'd expect (which would normally be about now), I'm finally getting off my backside and writing up another huge narrative breakdown video in the vein of the Undertale and Nier Automata one...

Adam Millard - The Architect of Games post Architect Address: 2021 In Review from patreon

Architect Address: 2021 In Review

Hello one and all and welcome to a very special 2021 wrapup Architect address, it’s time for me to go over the massive glut of videos I hammered out towards the end of the year as well as discuss the last twelve months in general to organize my thoughts about them and where I want the channel to g...

Adam Millard - The Architect of Games post 20(21) Games You Should Have Played from patreon

20(21) Games You Should Have Played

(Hi pals! this video has been uploading since yesterday evening and it's only just finished because my internet sucks AND youtube is having issues. Given the time-sensitive nature of the video and the holiday sale deals within, I'm going to put this one up at the usual time today - don't...

Adam Millard - The Architect of Games post EARLY ACCESS - How Videogames Keep You Playing from patreon

EARLY ACCESS - How Videogames Keep You Playing

Check out FD Signifier! https://www.youtube.com/c/FDSignifireYou probably already know this, but video games are LONG - we pour hour after hour into not just our favorite videogames, but also ones we don't even like that much - and there is no better example of the sheer compulsive, time-sucking...

Adam Millard - The Architect of Games post Early Access: Why Can Master Chief Only Carry Two Guns? from patreon

Early Access: Why Can Master Chief Only Carry Two Guns?

Check out the Yogscast Jingle Jam: https://jinglejam.tiltify.com/How does Mario remain so infamously creative, without ever having to tell you how its new ideas work? Why do platinum games make your dodge move so powerful? And how does Halo create interesting strategic decisions by taking your guns ...

Adam Millard - The Architect of Games post EARLY ACCESS - How Videogames Make The Ultimate Sacrifice from patreon

EARLY ACCESS - How Videogames Make The Ultimate Sacrifice

Check out GiantGrantGames: https://www.youtube.com/channel/UCdHKiETyuMbV6a86GRK-MWAI'm back from a teeny tiny break with a new video! Hopefully the next one will be out a little sooner!!Sacrifice as a concept has been a part of human culture since the very beginning - and as the concept has evol...

Adam Millard - The Architect of Games post Architect Address October 2021 from patreon

Architect Address October 2021

Well howdy there, welcome to the architect Address, an occasional video where I tell you all about what’s happened recently, talk about stuff to do with the channel and generally shoot the breeze. Dunno why I’m using cowboy lingo there but I’m just going to roll with it.Anyway, the first thing...

Adam Millard - The Architect of Games post EARLY ACCESS - Finding True Freedom In Videogames from patreon

EARLY ACCESS - Finding True Freedom In Videogames

Check out Hotcyder! https://www.youtube.com/channel/UC_r8gFeezEBZVnazvbv75pQ Is there anything better in videogames than that feeling of total freedom? Where you can go wherever you like, do whatever you want and become whoever you want to be - probably not. However, as much as the gaming community ...

Adam Millard - The Architect of Games post EARLY ACCESS - How Storytelling Saved Psychonauts from patreon

EARLY ACCESS - How Storytelling Saved Psychonauts

Check out Transparency!: https://www.youtube.com/channel/UCwOConcPgxt3lIKIfBSNrTgThe history of Psychonauts is an interesting one, it went from promising project, to embarrassing failure, to fan-fave cult classic before having a glorious return fifteen years later. What caused Psychonauts to fail, a...

Adam Millard - The Architect of Games post Architect Address - September 2021 from patreon

Architect Address - September 2021

Look what we have here, if it isn’t an Architect Address moseying on into town. Hello! In case you aren’t aware, the architect address is a thing I do every now and again to sum up the last couple of videos I’ve released, my retrospective thoughts on how they did and some unstructured rambling...

Adam Millard - The Architect of Games post EARLY ACCESS - Building Better Crafting Systems from patreon

EARLY ACCESS - Building Better Crafting Systems

NOTE: I've been having a little bit of trouble with my internet lately so I wasn't able to update my list of supporters, I'll have it fixed for the next video and I'll do a shoutout in the upcoming Architect Address but just to show I've not forgotten!:A special $5 thank you to:B...

Adam Millard - The Architect of Games post EARLY ACCESS - The Ugliest Game Ever Made from patreon

EARLY ACCESS - The Ugliest Game Ever Made

What does it mean for something to be ugly? Is it when something is repulsive, when it offends your senses, or is it when something is just plain bad? Beyond that, is there any situation where ugly games can actually be good? The Architect thinks so. They've torn and screamed their way through t...

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