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Tomorrow's episode is a wrap-up of clever new ideas introduced in 2016. From whole game concepts to smart new features that other devs will be copying in a few years time.

I wanted to make it a bit more concrete and concise than the rather wooly "5 bits of good game design" I did last year. And, also, I wanted the final episode of the year to focus on the most innovative game of the year - and not just my favourite.

Anyhoo. I'm giving myself a break from all work and video related stuff this weekend. Chilling out with The Last Guardian and Stardew Valley. So I'll head off. Chat soon.

Mark

Files

5 Game Design Innovations from 2016 | Game Maker's Toolkit

TBA

Comments

Anonymous

No captions yet - do they go live with official release?

Anonymous

Hey Mark great video, quick question would you ever consider doing a video like this, where instead of talking about innovation you talk about games with great execution?

GameMakersToolkit

Hmmm, i'll give it some thought. for me it's more interesting to pick the games that are trying new stuff but yeah, it's important to also look at games that take those concepts and refine or perfect them

Anonymous

Wow, I get to watch this one early. A great list, and I'm definitely interested to see what you thought was the most innovative game of the year. A little timely too, as I just played Superhot yesterday for a video of my own. :)

Anonymous

Hmm, I would guess between these games for the Innovation of the year: The Witness (the whole structure of the game), Deus Ex ("real" Prague - packed with content), Doom (Health - retro comeback) or Dishonored 2 (not sure what since I did not finish it yet, level design is a valid point perhaps). Of course Mark can surprise me and pick something completly different like in this video - did not really expect "play of the game" but that's because I do not own nor play Overwatch.

Anonymous

At the same time, all of these were somehow included in Marks video so he will probably show something different :P

Anonymous

Great video! Really happy to see the game I suggested game make the cut! :) In contrast to the affliction system, what did you think of the quirk system? I thought it was a nice idea but seemed to only serve to stop certain parties to be put together and stop a character from using a particular stress relief slot in one of the buildings. The Hitman thing is really cool. Does someone have to manually set up those levels I wonder? Interesting idea if developers can invest the time to set it up. Keeps the game fresh. Can't wait to see what you have in store next year.

GameMakersToolkit

Quirk system is cool, I think, because it stops heroes from snowballing into super overpowered beasts. Yes they're high level and good in combat - but they have a litany of psychological issues to balance them out! As for Hitman - yes, it takes work. New character models, voice acting, and sometimes changes to the level. But infinitely less hassle than building a whole new level. They've done 15 so far.