Board 8 > Masahiro Sakurai has started a youtube channel about game design.

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WazzupGenius00
10/03/22 6:11:16 AM
#51:


Kirby Super Star:
https://m.youtube.com/watch?v=PkeETXCSn5M

Im trying to think if any game predates KSS with the Leader and Helper roles for multiplayer. I know of some earlier multiplayer games where the camera only focuses on player 1, but the capabilities of player 2 werent altered in any way to account for it.

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SHINE_GET_64
10/10/22 7:10:45 AM
#52:


https://www.youtube.com/watch?v=KePsEzN-IAM

Adol for Smash

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BlackDra90n
10/10/22 9:27:31 AM
#53:


These videos have been fantastic. Short, simple, and sweet.

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WazzupGenius00
10/10/22 10:09:27 AM
#54:


Wonder how many western viewers had their minds blown when they heard the correct pronunciation of Faxanadu

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WhiteLens
10/17/22 4:22:33 PM
#55:


https://www.youtube.com/watch?v=Dq7X8-lB0is

Oh shit, Phoenix Wright represented on the thumbnail!

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HaRRicH
10/17/22 4:49:10 PM
#56:


I've watching about ten of these so far, still catching up. I love stuff like this, Extra Credits, and GDC.

Liked the hit-stun video best so far.

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KamikazePotato
10/17/22 8:58:21 PM
#57:


WhiteLens posted...
https://www.youtube.com/watch?v=Dq7X8-lB0is

Oh shit, Phoenix Wright represented on the thumbnail!
In the adventure game section, he showcased:

The House in Fata Morgana
Doki Doki Literature Club
428 Shibuya Scramble
Ace Attorney

Sakurai has good taste.

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_stingers_
10/17/22 9:11:02 PM
#58:


Literally my 3 favorite VNs (and DDLC which I havent played) so Sakurai definitely has amazing taste

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Xiahou_Shake
10/17/22 9:15:01 PM
#59:


The diversified taste in that last one was pretty darn impressive! You can tell Sakurai legit loves video games, and that's really nice to see.

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WazzupGenius00
10/17/22 11:32:27 PM
#60:


Today I learned that Robot Alchemic Drive was a spiritual sequel to another game

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Grand_Kirby
10/20/22 4:30:56 AM
#61:


It's finally time for the story of SUPER... SMAAAAAAAASH... BROS!

https://www.youtube.com/watch?v=i3IOWaVDbx0

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_Blur_
10/20/22 7:27:07 PM
#62:


Grand_Kirby posted...
It's finally time for the story of SUPER... SMAAAAAAAASH... BROS!

https://www.youtube.com/watch?v=i3IOWaVDbx0
He's basically making a documentary now and he's doing the story of Melee next. This is awesome.

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BlackDra90n
10/22/22 3:35:36 PM
#63:


The Smash prototype was actually amazing to see.

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WhiteLens
10/26/22 1:21:11 AM
#64:


Two more videos by him:

https://www.youtube.com/watch?v=zNBKzLzDKtM

https://www.youtube.com/watch?v=bzWibA7izF8

The second one is quite relatable to my own job even if I'm not in the gaming industry.

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SHINE_GET_64
10/26/22 6:57:30 AM
#65:


https://youtu.be/FN8N23tyoTU

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foolm0r0n
10/26/22 9:18:50 AM
#66:


This channel is amazing. It's describing game design in a way that you don't really get on youtube. Usually it's a random fan speculating about what the dev was thinking, or explaining how they felt while playing the game. On the other end, there's super technical hour long talks that are too specific to a game or time. But this series has really found a way to explain the real decisions that designers deal with in a simple way, like the idea of a chef discerning taste that Sakurai mentioned. Kinda the same level of detail as Salt Fat Acid Heat.

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foolm0r0n
10/26/22 9:42:45 AM
#67:


I thought it would be fun to describe how I use the concepts that he mentions. My games are def inspired by Sakurai but they're not always action or "fun" so I might see things differently.

Hit Stop
I definitely use this often BUT I don't think it's as universal as he says. It makes your game feel arcadey by breaking up the smoothness of the simulation. If you want a more "real" kinda feeling game then you want to use this less. There's other ways to make information & events clear, like particles or contrasting colors.

Frame Rates
I'm pretty sure every game I've made uses time-based processing and not frame-based. It has its own problems but it's way easier. Fortunately I missed the frame-based era.

Risk and Reward
I honestly never thought about these in such an explicit way, but I want to in the future. It's a really nice way to view a mechanic. I usually use them as separate elements, like if I want the player to feel tension in one place I'll add risk, and to feel achievement I'll add reward. A lot of games I make have no risk, since they're going for a different emotion.

Game Dev is not a Game
This is by far the most important video yet! Key to explaining the gamedev experience. Pretty much none of the games I make are games I personally enjoy - I just don't have the ability to make those. But the act of making them is what I enjoy. I'm not a professional dev so the market stuff doesn't apply to me, fortunately. I'd prefer to keep that part fun. I also like that he said the goal was to entertain - not necessarily fun. Important distinction.

Lag
Yup. But I'm surprised he didn't mention another source of lag - handling inputs on release. Often a button press or mouse click is defined by the release, especially on web and game engines like Unity. So you have to specifically handle the down press to get the fastest response. However that can make accidental presses more common, and you might lose the ability to do button hold actions (still doable but way trickier). Usually worth it tho.

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WhiteLens
10/30/22 8:41:36 PM
#68:


Two more vids

https://www.youtube.com/watch?v=FfPN4ZGgBpo

https://www.youtube.com/watch?v=i6jKMAU3aJ8

Completely agree about his take on the price of games, but I've had that view point for awhile.

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Grand_Kirby
10/30/22 8:55:09 PM
#69:


His shirt game is really flourishing

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