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Game Maker's Toolkit Newsletter - July 2016

🕑 Added 2016-08-01 07:22:46 +0000 UTC
Game Maker's Toolkit Newsletter - July 2016

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I'm really looking forward to your next videos - these ideas sound great. What I would find really interesting to see is a video that details how videogames have developed in an artistic sense - what were the first games that didn't emphasise play itself as much as the actual playing experience? Casey Jones actually already picked up on that with his suggestion of doing a video about good/bad walking simulators - what little mechanics do they need to have to make the story they want to tell more than just an animated choose your own adventure book? But those are just things floating around in my head - keep up the good work and don't stress yourself out because of bosskeys - I love the quality of your content and would rather see less then to see the quality suffer because you don't have enough time :)

Just wanted to say thanks for what you're doing and to join in others encouraging you to take it easy. If Boss Key's has to get pushed to a longer development cycle for the sake of your sanity then its worth it. Anyway, thank you for your part in encouraging others to think critically about games and the systems behind them. Looking forwards to the future!

Game Maker's Toolkit

Yes, I thought a lot about the review thing and you're right - the SF0 approach is basically how I'm going to handle it. Look in depth at one section of a game, and focus on the design of it. As for those games: I haven't played either, but I totally should. I'll add them to the endless pile :) Suda 51, however, I've played more of his stuff. I'd like to do some episodes on individual designers' games, so he could be a good subject

Alex Bradley

We chatted previously about the likelihood of you doing game "reviews" as they pertain to a particular mechanic, the way Feminist Frequency reviews some games by glossing over graphics and gameplay by focusing on how it represents and humanizes its characters. You got pretty close to a "review" with the Star Fox Zero video you did. I'm wondering if you've ever considered taking a look at some cult-classic games (two of my favorites, Eternal Darkness: Sanity's Requiem and Killer 7, stand out) and explain why they appeal so much to the people who love them... Or, while we're on Killer 7, it'd be neat to look at a body of stylized work by a game designer and highlight some of those threads: Goichi Suda's games come to mind.

Re: the Health systems vid - I think that the health systems are apparent and widespread enough that the mass approach actually worked fairly well. It was good to see the width and variety (or lack of it) on offer. Really interesting topic - would welcome more in-depth!

Casey Jones

It's a very niche topic, but I'd love to see an analysis on what separates a good Walking Simulator from a bad one. And on the subject of games you may like to try: ADR1FT is a very worthy game to try out. It ends up overstaying its welcome a bit by the latter half of the game, but the first half really, really captivated me and does a ton of really, really cool things with just the basic mechanics of movement that all directly tie into Character Survival in a way that I've never seen done in a game before. Careful, controlled movement, brilliant sound design, smart path gating by way of accelerated loss of player stamina, and BEAUTIFUL vistas make the game really, really shine in a unique way. Worth checking out!

Game Maker's Toolkit

Thanks Kai - fixed! Patreon's HTML editor is truly hateful.


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