Description

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Why do some games keep us rapt and entertained until the closing credits, while others fizzle out and end up on our pile of shame? Let’s look at some key ways developers can keep players interested (without being evil about it)

= Chapters =

00:00 - Intro 01:07 - Pacing 03:11 - Novelty 03:44 - Anticipation 05:36 - Goals 06:58 - Positive Feedback Loops 07:19 - Optimising Systems 07:56 - Fantasising about the Future 08:18 - Compelling Challenge 09:36 - Conclusion

= Games Shown =

DOOM (2016) Assassin’s Creed: Origins (2017) Celeste (2018) Candy Crush Saga (2012) Metro 2033 (2010) A Hat in Time (2017) Titanfall 2 (2016) Uncharted 4: A Thief’s End (2016) Uncharted: The Lost Legacy (2017) Vanquish (2010) Uncharted 2: Among Thieves (2009) Dead Space 3 (2013) Far Cry 5 (2018) Iconoclasts (2018) Super Mario 3D World (2013) Metroid Prime 2: Echoes (2004) The Witness (2016) Dark Souls (2011) Bloodborne (2015) Hollow Knight (2017) Quantum Break (2016) Firewatch (2016) Middle-earth: Shadow of War (2017) Horizon Zero Dawn (2017) Stardew Valley (2016) Monster Hunter: World (2018) Factorio (2020) Opus Magnum (2017) Cuphead (2017) Resident Evil 4 (2005) Spelunky (2012) Downwell (2015) Inside (2016) The Legend of Zelda: Twilight Princess (2006) Hyper Light Drifter (2016)

= Credits =

Music used in this episode:

Tunnelbound (animeistrash) Hotel Administration (animeistrash) untitled 4 (anime is trash) Tunnelbound (animeistrash) Hotel Administration (animeistrash) untitled 5 (animeistrash) untitled 1 (animeistrash)

Other credits:

Stardew Valley Fixer Upper - Farm Tour and Redesign | thatdenverguy https://www.youtube.com/watch?v=JHs_YwA3aws

= Subtitles =

Contribute translated subtitles - https://amara.org/v/C3BEf/

My Notes

Transcript