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Hello! Here's your new episode, on different ways games can keep your attention and engagement until the credits roll.

Next up is either the co-op video or the return of Boss Keys.

Sorry about the delay on this one. I've made 2018 a year to really focus some more time on my real life (after dedicating so many of the previous ones to GMTK). I'm moving house, starting a new relationship, and things like that. So I thank you for your patience while I readjust. GMTK will always be my passion and my priority, but I might be a little slow at the moment.

Files

How to keep players engaged (without being evil) | Game Maker's Toolkit

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) Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance) DOOM (id Software, 2016) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Celeste (Matt Makes Games, 2018) Candy Crush Saga (King, 2012) Metro 2033 (4A Games, 2010) A Hat in Time (Gears for Breakfast, 2017) Titanfall 2 (Respawn Entertainment, 2016) Uncharted 4: A Thief's End (Naughty Dog, 2016) Uncharted: The Lost Legacy (Naughty Dog, 2017) Vanquish (PlatinumGames, 2010) Uncharted 2: Among Thieves (Naughty Dog, 2009) Dead Space 3 (Visceral Games, 2013) Far Cry 5 (Ubisoft Montreal, 2018) Iconoclasts (Joakim Sandberg, 2018) Super Mario 3D World (Nintendo, 2013) Metroid Prime 2: Echoes (Retro Studios, 2004) The Witness (Thekla, Inc, 2016) Dark Souls (From Software, 2011) Bloodborne (From Software, 2015) Hollow Knight (Team Cherry, 2017) Quantum Break (Remedy Entertainment, 2016) Firewatch (Campo Santo, 2016) Middle-earth: Shadow of War (Monolith Productions, 2017) Horizon Zero Dawn (Guerrilla Games, 2017) Stardew Valley (Eric Barone, 2016) Monster Hunter: World (Capcom, 2018) Factorio (Wube Software, 2012) Opus Magnum (Zachtronics, 2017) Cuphead (Studio MDHR, 2017) Resident Evil 4 (Capcom Production Studio 4, 2005) Spelunky (Derek Yu, 2012) Downwell (Moppin, 2015) Inside (Playdead, 2016) The Legend of Zelda: Twilight Princess (Nintendo, 2006) Hyper Light Drifter (Heart Machine, 2016) Music used in this episode 00:00 - Tunnelbound (animeistrash) 01:03 - Hotel Administration (animeistrash) 03:09 - untitled 4 (anime is trash) 05:36 - Tunnelbound (animeistrash) 08:15 - Hotel Administration (animeistrash) 09:33 - untitled 5 (animeistrash) 10:26 - untitled 1 (animeistrash) Other credits Stardew Valley Fixer Upper - Farm Tour and Redesign | thatdenverguy https://www.youtube.com/watch?v=JHs_YwA3aws

Comments

Anonymous

I actually would love to see a video about the psychological stuff you mention earlier, but i guess the doesn't really fit into a " Game Maker's toolkit"

Anonymous

Have a look at the ExtraCredits youtube channel, they've done a bunch of videos on shady design practices that are well worth watching. (Mark, I hope you don't mind me sending your viewers elsewhere :P But I'm pretty sure EC sent me your way, so I figure it's only fair)

Camui Kushi

This is probably one of your most necessary videos, Mark. Amazing job! Also keen on a video talking about the insidious psychological tricks out there.

Reutermo

Congrats on new house and relationship. It is good to keep your priorities straight and don’t let the thing you love negatively effect other aspects of your life.

Anonymous

Ages ago I was studying motivation as well and put my notes in a blog post, related to your insight: <a href="http://shekerevunderstanding.blogspot.bg/2010/10/short-on-motivational-psychology.html" rel="nofollow noopener" target="_blank">http://shekerevunderstanding.blogspot.bg/2010/10/short-on-motivational-psychology.html</a>

Anonymous

Hey Mark, i was wondering if you've made any games? With all your insight I'd ve very interested in playing something made by you!

Parachuting Turtle

Heat Signature was one of the most engaging games I've played in a long time, I think because even after having played for a long time and really having a feel for the systems, it can still surprise me with situations / combinations I've never encountered before. Another one is maybe Dishonored 2 which I just couldn't stop playing even after I was bored to death with its missions and exhausted the possibilities its systems provide (not to mention being annoyed by some design choices here and there), simply because I found the atmosphere of Karnaca so engrossing I didn't want to leave. This was yet another great video, super well done!

GameMakersToolkit

I made a crappy picross game for iPhone once. Making a proper game is a future goal of mine, though :)

Anonymous

Awesome video and I love your run down of ways games "completely hijack your brain" and dismissal of such tactics and unethical. There's a lot of game design out there that takes BF Skinner as a hero rather than a villain.

Anonymous

Really nice editing on this one Mark! Especially the transition into Titanfall 2 for Pacing

Anonymous

God, great, I just learned a lesson, this is exactly what I need, I like it a lot.