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Hello!

So, there’s something I routinely get wrong. And it’s high time I figure out a problem to the solution and avoid making the same mistake over and over again in 2019!

(I feel like I’ve maybe talked about this before - but I still don’t have a good answer for myself so I’m saying it again).

The issue is this:

Most YouTube channels are just about the creator giving their opinion on a subject. When a YouTuber says they hate The Last Jedi or love Fallout 76, we know they’re just giving their own personal thoughts on the subject. It might be backed up by strong arguments, good evidence, and historical context - but ultimately it’s a subjective viewpoint.

And that’s largely how I’ve tackled things too.

Except, I know that GMTK is regularly used as an educational resource. Videos on level design, puzzle development, detective games, and more are shown at schools and universities. And developers get in touch every week telling me how my videos have influenced their design.

This is truly wonderful. It’s my favourite thing about doing Game Maker’s Toolkit and makes my job very rewarding. I get warm fuzzies whenever I hear this stuff.

But combining subjective viewpoints with education doesn’t really fly… does it? If people are coming to my videos for advice, you’d hope that they’d get unbiased, objective thoughts. Not just some random dude’s feelings.

For example: my recent skill tree video reflects my own views on what makes trees great. But plenty of people won’t agree with my findings (and they have made their feelings very clear in the comments!). They love big skill forests! They think those granular 5% health skills are fun dopamine hits! And so on.

But can I even make objective videos? Teaching game design isn’t like teaching maths where there’s a single universally accepted answer for 2+2. The question “what makes a good skill tree” or “how should platformer levels be made” or “how do you make a detective game” has a million different answers, which come down to the tastes of the audience and the goals of the designer.

I could try to only use positive examples from good games, and negative examples from bad games. But, then again, “good” and “bad” are subjective opinions. I’m going to use Mario games as examples of good level design and platforming mechanics, but some people hate those games. And OpenCritic suggests I should say Red Dead 2 is amazing and worthy of emulation, but I personally think that game is pretty rubbish. 

I could try to incorporate everyone’s views, but that wouldn’t be much fun. What makes a good skill tree? Well, depending on who you ask, a million different things! Welcome to my hour long video. 

I think I just need to be more careful about my wordings.

My videos can sometimes come across as “one size fits all” solutions. Even though I don’t actually believe this.

You see, I assume that most people know that advice like this won’t be applicable to every game, situation, audience type etc - and should know to disregard it if it doesn’t fit their project. But maybe I need to make that clearer. 

I need to talk more about how every design decision is made to fit the needs of the game’s experience, pace, idea, and so on. What makes a skill tree work in Path of Exile is different to Doom. I touched on this at the end of that video, but it’s not sufficient.

I should talk about this more in the videos, or just make the videos much more specific. Not “what makes a good skill tree?” but “what makes a good skill tree for a big 3D action game?”. I shouldn’t have even mentioned games like Skyrim, The Witcher, and Path of Exile - only if there’s good lessons to be learnt from other genres.

And I think I could better express that it’s my opinion. I don’t think I can get around the fact that my videos will be subjective, so perhaps I should just accept that, clearly state that this advice comes from a personal viewpoint, and not lose too much sleep.

Anyway. Would appreciate your thoughts!

Cheers

Mark

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Comments

Anonymous

This very much makes me think of my crits at University. I had about 3-4 different tutors on varying areas of study, each giving their own feedback on my animation. After a few terms of being told wildly different things (which I found annoying and unprofessional) I slowly began to learn that I need to pick and choose which bits of feedback applied to me and how I wanted to shape my animation. I began to see that their differing feedbacks were based on their industry, so of course my video editing tutor isn't going to like doing a whip-pan with stop-motion, I had to use what information I was given and formulate my own feedback to work from. I find that's the same with GMTK. But not everyone thinks the same. Maybe for 2019, you could begin dropping in by-lines, such as "use this information to help you form a base to work from" or something.

Anonymous

I'm not sure that you need to change how you talk about your opinion. And I suspect that even if you did overtly state that your design suggestions are subjective, you still would not stop people treating them objectively, and would instead frustrate a large portion of your audience that already 'gets this'. It certainly wouldn't stop commenters on youtube. In respect to education, the responsibility is not yours, it is the responsibility of the teacher who introduces your video to learners (most likely because they share your viewpoint) to provide the context and nuance. So much of learning is subjective as it is, particularly within creative fields, and a good teacher will know how to communicate this well. It's not your job.

Anonymous

I feel like it's not necessary to make it extremely clear how the videos are subjective or objective. This whole situation reminds me of the recent Joseph anderson video. Subjective input is necessary for improving a work of art and a medium so theres no reason for you to change it to fit different tastes. As the viewers showed in the comments of the skill tree video they'll change it to their tastes themselves

Anonymous

I don't think you (or any YouTuber) can be truly objective about art, and that's why your videos are so great. Embrace your own subjectivity (backed by strong arguments as always), and everyone will continue to learn a lot from your work, because you force us to think and take sides, even if sometimes some people could disagree with you.

Anonymous

I think you should just say what you think about game design, regardless if you think what you said is a subjective opinion or an objective fact about game design. Then people will either be convinced or they will disagree (and maybe let you know in the comments). This is fine, and will lead to discussion wich could lead to progress (if the thing you discuss is objective, and if it's subjective it still won't hurt anyone). The only problem I could see is if someone interperates your view on game design as infallible and therefore take your view regardless if they was convinced or not by your actual arguments. That could very well happen, especially in an education context becasue of how widespread authoritarian epistemology is in education. But that's really not your fault. This also a problem regardless if your view is just subjective or objective. Hopefully most people realize that you are not infallible and will only care about your ideas in so far that they are actually convinced that your ideas are good.

Anonymous

always good to reflect on your work and how one is projecting into the world. I believe you could go too much down the objective "policitcal correctness" line and find that people find your videos more instructive but less fun... Think your hitting a good balance of provocative subjective lines and more broad research. It's bascially edutainment (what a horrible word), but i mean that in a good way.

Voxel Passport

You could, perhaps, try adding a counterpoint somewhere in the video. Like in this latest skill tree video - having a bit examining what might make those big, incremental skill trees desired in a game. So, while I agree that smaller and meaningful ones are better, perhaps the big ones are there to serve as a means of progression for a game that's much longer than most. Perhaps that needn't be given too much space, as it might not be as entertaining to make for yourself, but that might appease the people firmly in the opposite camps to yours.

Anonymous

I believe objective criticism about products which involve heavy design and art work is impossible and trying to create a formal way of doing this leads to a generic line of criteria causing boring and unintuitive design. AAA scene has been hurt a lot by so called objective criticism. You don't even need to alter your choice of word. We are clever enough to keep in mind that your arguments and advices are subjective. That is okay because we want you to keep including your passion into your job. It is not your conclusions I love most but the way you approach and how you destruct things to reveal notions and key points which make you love a certain aspect of a game. That really helps me understand why I love what I love in games. Please keep it subjective as much as possible.

Anonymous

You may be overanalyzing this. People not agreeing with your viewpoint does not make your videos horribly subjective and "random". You are writing that "It might be backed up by strong arguments, good evidence, and historical context - but ultimately it’s a subjective viewpoint." - and yes. I am sorry, but that applies to all of your videos as well. Only that it is a good thing, because you are sublime in finding very strong arguments and very good evidence. And mostly you are not talking about what you think is "good" but look for hints as to what a specific game wanted to achieve and then look at how far they got with it. I studied a little philosophy and in my opinion it is the most scientific of all the humanities. And is is all about good arguments. But no one can ever tell if a premise is true. You can only say if an argument is true under certain premises. And you are very good at pointing out if something is coherent oder thought trough or what the implications of certain desicions are. And this is why your videos are used at universties. You look at games in a unique - and quite scientific - way. And leave it to academics to use material that is worthy of their atteintion. So you worry that your videos are biased or that other people may have other opionins, even strong ones that can not be backed. Well science is not about facts. It is about discourse. And you are providing strongly to this. You say that teaching game design is not the same as teaching math, but math does not stop at 2+2. And besides, it is kind of a "helping science". All the other ones are highly subjective too. So you need definitions. Standards. Arguments. All of those are made on your channel. You find new words to talk about stuff that you notice and contextualize it. (...continues in the next comment)

Anonymous

I hit "enter" too early so sorry for typos and not finishing in one post. (...) Because don't get me wrong: It suits you well that you second guess your videos. And not everything you do is perfect, so you strife to get better. And you may be right that sometimes you mix opinions and arguments up, but just don't beat yourself up on it too hard, because look at the success your channel and your fans: The like you specifically because you care about these things. And that alone makes you a very responsible YouTuber. It is because of thoughts like these that your videos are so good and are used in academic contexts. They are some of the best contributions to the discoure on games. And what more could you want?

Anonymous

It's basically been said before, but I'll try to put it in my own words: you're providing analysis and interpretation, and these are not objective nor are their outcomes facts. They are reasoned arguments. Your job is to reason well, to the best of your abilities and in good faith. Any binary view of these things as correct/incorrect, fact/opinion or objective/subjective is, frankly, somewhat naive. You're doing a great job, Mark. You've got a great line in reasoned arguments. It's good that you maintain some critical self-awareness, but if you second-guess yourself in the way you do above, I honestly think you're misunderstanding the nature of what you're engaged in. Having said that, I have felt with some of your recent output (I'm thinking of the Spider-Man video and your post about Red Dead Redemption 2) that to some extent you've moved away from what you do best, which is the analysis of systems. In those pieces of content, you didn't so much look at what these games set out to do and whether they do so well; instead you went further towards subjective reactions (do I like what these games do?), yet you still framed it as analysis. I have to say that I didn't find these as convincing, because you seemed to be talking about what the games should've been/done instead, and that's categorically different from analysis. I didn't think those pieces of content held up as well because of the way you went more towards the subjective end of the spectrum without acknowledging (or possibly being entirely aware of) that that's what you were doing and still framing this critique as analysis. Doing the latter well is difficult and I don't think you're quite there yet, for what it's worth. The video and post were still interesting, but I found them quite a bit less convincing.

Anonymous

Hi Mark, well, here are my thoughts on the matter. As you said above, Game Design is not an exact science and as such, there are no exact answers to any given problem. What i love about your videos is that they make you think and anayze points that we might not even have noticed before and that is (in my opinion) one of the most important skill in a game designer, the ability to look at something from many different points of view. So, i really don't think you need to be more objective in your videos, they are really awesome the way they are. If teachers are showing your videos to their students, it's not to teach them exactly how things are done, but to motivate them to see things differently and in the process, make them better game designers. At least that's what i think =P

Anonymous

Yes. And this. All of it :) I would like to add that I tend to enjoy it more when you praise games for finding good solutions to a problem and set this as the gold standard in comparison to then you critizise games for what they are doing wrong. When watching the skill tree video, I was nodding along, but it was not as eye-opening as some of the videos where your explain what is great about a certain idea.

Anonymous

Good morning Mike. This is my 1st time commenting. Your agument about subjective and objective quality in any medium is reminiscent to a discussion I had in a philosophy class in college about morals. Yes there is Room for subjectivity and disagreement, but there are also generally right and wrong things. His example was if there is someone drowning in the ocean, you might disagree about whether to get help or swim out yourself, but either those are definitely better than getting ice cream and ignoring a person. I think game design falls into that concept as well, And as far as other disciplines it is incredibly new. At the same time to I always feel that there are definite things that are subjective and objective, but you can usually find provable or disprovable facts in those that can provide a more solid understanding. One way I think of skill trees is the evolution of World of Warcraft, which moved away from skill trees towards much more meaningful decisions that are much less frequent. If People enjoy a particular Game design decision, it does not actually mean it is good game design. At the same time it does not invalidate their enjoyment. I think the opinion you provide Is much more thoughtful and actionable then the vast majority of over all game criticism. I don't think you should worry too much just because there's some disagreement. If you genuinely think it's good game design, then go forward with that and keep trying to figure it out.

Anonymous

The GMTK video that elicited the most negative reaction for me was the Soulslike genre one - not because I disagreed with the general motivation, that games should be more innovative and diverse, but because of the illustrative example of roguelikes versus roguelites. I’ve been playing classic-style roguelikes for, 10-12 years now, and there’s unbelievable variety to be found - not only of game design (is there an overworld? Is there some kind of use-ID system? Are you mainly building intrinsic power or usable item combos? Are the maps more tactical or more rushy? Does the game prefer predictability and emergent fun, or does it like to surprise you?) but on the development side, too (closed or open source? One-person team, a swarm of forked-out variations, a huge collaborative effort) - a richness that other genres could stand to learn a lot from, and that runs a lot deeper than “hey look, random letters that kill you for good!” Ultimately I spent enough time trying to soul search what exactly I disagreed with in your video, that I came to a new level of understanding of game design entirely! So, that ended up becoming one of my favorite GMTKs, exactly because you give a bold opinion that serves as a good springboard for ideas. What made this video click for me was the clarity with which you expressed overarching goal (more innovation), hypothesis (genres tend to rely on a holy text, which stifles innovation), example (roguelikes follow the holy text of rogue very closely, and lack innovation), counterexample (roguelites are a more loosely defined genre), and so on. That stratification gives people room to pick and choose what parts of your video they like and why, rather than just a general sense of satisfaction or anger.

Mark M

I don't think you can be 'objective' really. Different facets and methods of game design will appeal to different people, or different states of mind. You can make a case for how each way of doing things appeals to certain ideas - choice, agency etc. - and others don't. People then make their own minds up about which they prefer. If you want to explore one area more because their is more to explore, I see no issue with that. I enjoy that you put your opinion in them sometimes. That to me does not preclude it from being a good lesson. It's like an essay with a thesis statement - it isn't less informative if I disagree with it. Perhaps you could be more clear that it's your opinion, but some people are always going to get upset. Most analysts and critics tend to be a lot more assertive that their way is right, in my experience.

Anonymous

Subjectivity means varying from person to person, while objectivity doesn't depend on external observers to exist. So any normative statement (ethical, aesthetic, etc) is subjective. All criticism, including ideas about what constitutes "good game design", is subjective. What could it mean independent of external observers? This is in contradiction to the claims of many self-describing "objective" youtube pundits. It's unavoidable and desirable that subjective viewpoints be used in education. The humanities basically wouldn't exist without subjectivity.

Anonymous

I would say that there is such a thing as internal consistency in a critique, and while this may not be the same as objectivity as opposed to subjectivity, it still makes the difference between a reasoned argument and 'just' an opinion. Not all opinions are equal, in cultural criticism or otherwise.

Anonymous

This is the sort of introspection that makes you one of the sharpest minds in games analysis/criticism. There is a paradoxical nature surrounding the analysis of a game, and you should continue to live in a healthy tension between the objective and subjective.

Nicky

I think your point about education is bang on but there are much larger discussion within that field. Even in more ‘rigorous’ subjects like math and the sciences there’s a lot of room for more subjective pedagogy. There might only be one right answer but there are often different ways to reach that answer, and there are certainly subjectively preferable ways to teach them. I’d say the closest analogue I can find is grammar. It’s important to know the rules of a language as that’s what holds it together. But we mustn’t forget that the purpose of language is expression and communication. So too with game design. We can agree on what’s worked in the past and what are accepted ‘best practices’ but I don’t think there can ever be an objectively ‘correct’ approach.

Anonymous

If you're worried about it from a pedagogical standpoint, I would think that arts education would be your best guidepost, as that's what games are. Seems like that provides the best examples of discussing the objective technique used to produce an unfailingly subjective result.

Anonymous

I really like the way you tackle these videos. To me it was always clear, that this was your take (as an expert sure, but also as a person) on a certain topic. I don't think you should change your style just for people that don't understand that. Maybe add a disclaimer a la (this is my personal take, you could argue otherwise, please don't be offended). But as long as you build your videos on valid arguments as you currently do, I don't think you are doing anything wrong

Anonymous

As someone who actually works in education I'd just like to echo much of what others have already said. It's really hard to be truly objective, and I would say that outside of things like mathematics most of what's taught in school or university programs isn't able to be objective anyway. Take for example an English class, some of their time might be spent talking about parts of speech or the structure of sentences and things like that, but then you get to literature analysis and it's entirely subjective opinion, yet that's a major point of the class. I imagine the same is largely true of game design, there are some hard and fast rules that are universally true, but then there's a lot of opinion. If there weren't differing opinions on what makes a good game we wouldn't have all this variety within genres. Every platformer would be structured like Mario, or every shooter would be structured like Doom, essentially just the first example would've been refined and then stuck with. And that's clearly not the case. So it isn't really a problem if you're not as objective as you may want to be, because you don't need to be for the content to have true value and be useful. I'd also like to say that you aren't really giving yourself enough credit as objectivity goes. Many of your videos are more opinion than others, but take a series like Boss Keys for example that is largely objective analysis of how these dungeons are structured. You sprinkle your opinions in about how well it works in each case and such, but the focus of the videos are on objectively how the world is structured, what you have to do to get each key and open each lock, and how it affects the flow and structure of the game. Those are mostly objective videos and they're not held back at all by the opinion bits. I would say none of your videos are really held back by being opinion because again, there isn't really one right answer. I dunno, I feel like I'm rambling a bit at this point and also the comment system in Patreon is glitching out all over me, so I'm gonna cut my response here. But the gist of it is do what works for you, very few things can truly be objective in a field like this and you do a good job of tackling those bits, your subjective opinion is still very useful for people to know given that it's a well-researched and informed subjective opinion, and give yourself more credit.

Anonymous

Some of the comments above have touched on this already, but I want to (briefly) make a point in re: education. "But combining subjective viewpoints with education doesn’t really fly… does it?" It does! I know that in my humanities classes we examined topics in the context of the historical period that they were discussed. Or the region. Or even that certain prominent figures had opposing viewpoints, and the strengths of each figure's arguments. I don't think you need to strive -too- hard to be 'objective'. Certainly, try to back up your arguments. However, I think that educational resources should be providing context, and opposing arguments. And, on a personal note, I'm coming here for interesting topics and discussion, not Objective Truth™.

Anonymous

All education is inherently subjective. You used math as an example here of a purely objective subject. But really it's not. Different math teachers will absolutely teach you different ways to solve the same problems. Game design is no different. You're providing what you believe to be the best way to solve a given problem. As long as you show other sides of the coin and other possible solutions that you may not like as much I think you should absolutely be free to share personal preferences in your videos.

Anonymous

I wouldn't sweat it too much. I think you bring a lot of evidence, thought and care to your videos. When it comes to discussions of art and design, that's really all we can ask for: well-reasoned arguments with room to be surprised and moved by other evidence. I've never taken your findings as definitive as much as a way to think about these questions that I've never considered before.

Anonymous

If you were to remove subjective opinions from your videos, you would be left with only objective information. Maybe that could work as a format. In this case you would need access to information like play test data, surveys, game analytics, etc. All of this information would be really interesting. On the other hand, a purely objective format might not create much discussion. Personally, I like the discussion and provoking ideas your videos create. Perhaps that's the same reason instructors use your videos in education - they create discussion.

Anonymous

Here's my two cents: this is the sort of thing that varies a ton from topic to topic. Most of your work for the Designing for Disability series trends towards being more objective in that it's explaining and relaying information from your research material. I think the place to be cautious about how you frame your thoughts is when you're discussing design for audiences you don't identify with. But in the format of things like skill trees, I think it might help to be more focused about what you're discussing. Maybe it's easier to say "Here's why I think this game's skill tree really works" or even "Here's what I think make skill trees work well" and, if it suits your argument, try to back up your claims with how those games were received critically. Maybe with that framing you can make essentially the same video but with a clearer angle on which pieces of your claim are your opinion and which pieces are meditations on critical consensus. Either way, I wouldn't worry too much: education doesn't need to and shouldn't be objective, especially in the arts.

Anonymous

Make a video explaining your feelings on objectivity/subjectivity of design, that "good" can vary, etc. And then simply refer to that video every once in a while in future videos to expose people to the idea, and it will slowly become part of your viewer's collective point of view when approaching your videos and design in general.

Anonymous

Your videos walk a great line of being subjective, but supporting your argument with clear and easy to follow examples. I wouldn't stress the objectivity vs. subjectivity issue too much, since games are an inherently subjective medium. That said, any objectivity you DO find is especially meaningful, and I think that's why your videos stand above the rest. In the case of their use in higher education, I think there's an aspect that it's important to consider. Subjective information is regularly used, since part of the pedagogical goal (especially in arts/humanities education) is to get the student to be able to critically assess the validity and relevance of the information. This doesn't mean that anything and everything should be presented and discussed, but it does mean that everything that does get presented needs to be critically assessed. I could show the worst of the worst opinion pieces to my class, and there would still be a good amount of learning that comes from that. Speaking for myself I always frame videos/readings in this way, and always try to have a healthy discussion and critique afterwards.

Anonymous

I just have no confidence that youtube viewers will ever get what it means when something is an opinion. In your case, you sound rather scholarly so people will probably approach your videos that way. You could acknowledge it's your opinion very explicitly and you'll just come across as open-minded and all the more credible for it. Or like that's what you're going for, anyway. "In my opinion" is a pleasantry. The idea towards the end of your post sounds way better. Being more concrete with qualifying your advice and giving examples of where it doesn't work. That way you're not just altering your tone a bit, you're specifically inspiring people to question if your advice right for them.

Anonymous

I agree with what a lot of people are saying in the comments, but I would also like to add that there is some responsibility on the part of the viewer to learn from sources other than just your youtube channel. But you could also possibly include some links at the end to some other ways of tackling the problem if you could find one? Also, I'm not sure if this is true for everyone, but I've watched many many many of your videos and the skill tree video is the only one I've every had any criticism on.

Anonymous

Though I would share my opinion as a game dev and educator in a game design program. I often share videos or other resources in class and, when I do, often give multiple sources that often conflict with one another. It's my job to gather opinions on matters with no objective right answer (like game design) and present as many as I can so students can come to their own conclusions and, ultimately, their own style of game design. The idea isn't to listen to what somebody says and act on it verbatim. In reality, I often mention that this is the worst thing you can do as a designer. When listening to feeback from a player (or even other designer), the general guideline is that they are always right when they say something feels bad but are always wrong when they give an opinion on how to fix it. The designer has spent more time with the game and it's systems than anyone else and while being told something feels off should be taken seriously, it is their job to come up with the solution. I view your videos the same way: they make good critique on issues with existing designs but I often skim past suggestions on how to fix them as the best solution is often not so simple.

Anonymous

I have an opinion on this, I am a games design tutor at a college in the north of England. I regularly use your videos in my class, you are covering many of the topics we have been studying. Recently we have been learning about critical perspectives and yoru videos along with others have been brilliant examples of this. I have been able to discuss with the students the idea of a perspective being a subjective opinion but that a critical perspective is an informed opinion which is supported with examples, logic and analysis. So as an example my students recently wrote a piece on the commercial success of battle royal games using audience analysis, content analysis and semiotic analysis to support their arguments. Just to clarify, these are vocational students that are learning to make games. They are applying these critical perspectives to their own designs. I think your videos are spot on and they allow the students to understand your point and disagree with it but that they have to disagree at the same level by providing evidence, analysis and logic. Disagreeing with YOUR videos requires a lot more than just being dismissive and promotes healthy debate rather than personal attacks (or it should). I think you have the balance just right, I feel you are constantly dropping reality checks throughout your videos that this is your opinion and your mileage might vary. Just my 10 pence worth.

Anonymous

Mark. I think the subjectivity and the objectivity of the topic can largely be controlled by the thesis statement. In general I feel a more broad thesis will require more subjectivity. You do an excellent job trying to make more broad topics but then also have a more specific items underneath. This causes the overall message to feel subjective when you have really good objective points inside. I think it is a great structure that works well; players have a subjective response to the game, but developers have an objective design to help craft that response. Because both sides need to be properly considered I think it is valuable to have both for educational purposes. Take your Mario statement: the subjective response is that Mario stages are exciting to play, but the objective design of reducing safe zones, increase challenge zones, and having the carrot-on-the-stick (moving 1up ‘shroom) forces the player to move faster as the level progresses. This objective design will increase pace, it has to, and the assumption is this will create excitement. Designers can’t guarantee a subjective response, but having that intent focuses the design. I’d say keep doing what you are doing and simply make the distinction more clearer if you think it could benefit your work.

Anonymous

Mark, first I’d like to challenge an assumption I think you’re making, where education requires an objective treatment of facts for learning to happen. I argue that learning requires an exploration of the unknown through trial and error, or in the context of this post, putting forward opinions and challenging them. If there were a way to simply be told every ground truth ever known, someone has to be the first to know everything to be able to teach it all, which I’m pretty sure and dearly hope that person doesn’t exist. That means by necessity, teaching has a possibility that it’s not wholly correct, that it comes with terms and conditions, that may not apply to all situations, that these rules of game design may not be perfect, but get us a step closer to understanding perfection. In other words, “I think this is right”, which is ultimately an opinion. Even though all education is subjective, not all subjective work is educational. As you mentioned, it’s easy to make a post that “RDR2 is rubbish”, and agreeably, there’s no educational value in that statement. The ability to test an argument drives its educational value, since that gives us the ability to error in trial and erroring, to weed out incorrect opinions and form an idea of objective truth. Instead, consider a statement like “RDR2 is unenjoyable because the mundane actions suppress player engagement beyond what most people can tolerate”. In that case, there’s two checkpoints, one where the mundane suppresses player engagement, and one where most players can tolerate that. Anyone can go out, find ways to disprove that argument, and in all situations, if proven or disproven, there’s still some new facet of the underlying truth that we uncovered. That’s the drive I think you’re going for: not that your essays slip into the subjective, but that they slip into the untestable. Subjectivity has its place in learning, but only if it’s the right kind do we actually learn anything. Two cents pitched in, Heli

Anonymous

This is a noble goal, even if difficult. I think you can refer to other sources - be it a quote from a renowned designer, a game design book or just statistics. Then you can comment the particular quote if needed.

Anonymous

You already seem to have some good thoughts on this. In this case, the RPG examples really didn't fit the Skill Trees video. A streamlined action game has different progression goals than an incremental RPG. ARPGs in particular lean into creating, exploring and optimizing builds as a core gameplay experience -- I imagine Path of Exile's skill tree delivers exactly this, so why poke fun at it? It seemed kind of flippant for an analysis video. Breaking down game concepts and communicating them well is definitely tough. One of GMTK's strengths is that you provide clear and thoughtful analyses. I also appreciate the relevant insights on intended experience and feel -- e.g., Hyrule Castle isn't necessarily a bad Zelda dungeon because it's linear and short, it fits because of A Link to the Past's story at that point.

Anonymous

For me the best educational videos are a mix of facts and opinion, where it's made very clear which is which. As long as this is the case I have no problems with videos such as yours being used in an educational context.

Anonymous

You just really need to examine yourself critically and communicate clearly. Phrases like "I feel like", "I think" or "I'm pretty sure" all express different subjective positions and should be used adequately.

Anonymous

The videos aren't educational. the use of it in education is a consequence of it being good at telling something. Even if i disagree with some points, the point is valid criticism from an experienced eye. And it should be taken into account in the teachings. But i also would like a video in response of some of the more controversial topics. thanks for all

Anonymous

There's no other way to educate for design. The closest thing you get to objectivity is statistically driven sales and engagement patterns, which are the exact things that created the mass-appealing, and puddle deep games like red dead redemption 2, which I believe you disliked. The only real thing to be taught is to get people to enter environments where they can explore their tastes and figure out what they like, and hope others do the same, and otherwise the only thing worth being educated in terms of design is how to CREATE THE BEST VERSION OF WHAT YOU WANT TO MAKE. ... which is still subjective or otherwise statistically driven. Otherwise design is about making an argument for why the game should be made. Which is essentially what you're doing; if you'd just open up a game engine like unity, plop in the rough code simulating a game like, say, celeste, and leaving you the ability to tweak things, then you get to properly explore design outside of the confines of any specific game. And that's where design happens. You've formed your own design decisions based on your experiences, just like any developer should, except you express it in videos instead of games. Is it valuable as an educational tool? Not as much as the said dive into mechanical exploration, but a well expressed viewpoint can be as influential on a person's design decisions as playing a game can, and, like I said, is essentially what design is: a well expressed argument for why a game should be made. But yes, express that these are your design sensibilities. You may take it for granted and think it's natural to assume everything you express is subjective, but everything from presentation and tone flavour it as matter-of-factly, and make it seem like you speak from a position of authority. These aren't mutually exclusive, but one tends to suppress the other. Also: There's a reason a lot of people end up hating art school, lack of objectivity can be frustrating, but not as much as a lack of subjectivity when it comes to - pardon the redundancy - the subjectivity of a subjective subject like any art form. Like getting a lower grade for what's supposed to be an objective fault that was actually a stylistic decision. Just stop hiding behind objectivity and give your opinion at that point.

Anonymous

You know you have the greatest fanbase ever when you can just say "I think Red Dead 2 is pretty rubbish" and have non of the comments be about it.

Anonymous

I think the fact that your channel is called Mark Brown actually helps a lot here. Ultimately, GMTK is your series and lies under your personal feelings - so it isn’t solely an educational channel, but your channel that you run an educationally viable series on. There will always be people saying your forcing an opinion on folks through your videos, because that’s how internet comments work, but I think you bring a solid enough angle to the series with your own personal findings and observations in tandem with direct quotes from developers that ground it back more in the researched opinion piece that’s worth studying. Sure, there’s inherent subjectivity to it - but there’s inherent subjectivity to other branches of study - like literature, art, etc. I see video game analysis kind of akin to music theory. There’s some general rules you can learn that makes verifiable sense to a broad feel, but the artistic range of the field means you’ll end up experiencing what you like. So you pointing out these bits that you like or do not like helps everyone because it gives them a critical opinion to agree or disagree with, which I think really defines good educational discourse.

Anonymous

I've always seen it as being your opinion on different aspects of game design. One guys opinion, that happens to be very well informed and thought out. I watch the videos and then make my own mind up based on the points you discuss - and decide for myself my opinions on your examples of good and bad design. Maybe the best approach is to to frame the videos as a food-for-thought discussion piece? Although I think you're doing a pretty great job so far, so I'll trust your decision :)

Anonymous

I like the way you make your videos, and I think it's the readers (listeners) responsibility to exercise critical thinking and to separate facts from feelings :)

Anonymous

Why would you equate design education with maths education? Making games isn't a science just as writing a book isn't. It's a creative process and thus REQUIRES subjective teaching. There are certain rules that apply, much like they do in painting or graphic design, but learning those rules are an important step to knowing how to break them. You shouldn't apologise for your opinions acting as teachings any more than an English teacher should apologise for stating Shakespeare was the greatest playwright of his day.

Anonymous

I learn something best from seeing someone well-versed in the field mustering evidence and analysis to defend their position, even (especially!) when that position doesn't agree with my own. This was commonplace in at least my education, including in math (I'm a math PhD student).