Game mechanics explained

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What are video game mechanics? Concept explained!

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16.03.2018

SUPPORT ME ON PATREON! For even more content and ways to keep this channel going, visit: 🤍 Sometimes called 'core mechanics' or 'gameplay mechanics' this term can be quite tricky to get your head around, so in this video I explain what exactly they are. This is a key concept for anyone studying video game development and video game design. Examples used include Sonic the Hedgehog Flappy Bird, Halo, Command and Conquer, and Total Annihilation.

More Super Mario Bros. Mechanics Explained

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If the game is limited to 3 objects per column, how can you get 5 sometimes? How does the 4-2 wrong warp work, and how do looping levels work? Is there anything different in the FDS release of SMB1? What about Super Mario All-Stars, and The Lost Levels? It's all explained right here. LINKS Support the channel on Patreon: 🤍 Support the channel on SubscribeStar: 🤍 Join the RGMechEx Discord Server: 🤍 Follow RGMechEx on Twitter: 🤍 Follow RGMechEx on Cohost: 🤍 INLINE LINKS See all levels being loaded: 🤍 Displaced Gamers video on the Minus World: 🤍 Super Mario Bros. glitch level maps: 🤍 SMB1 FDS glitch level maps: 🤍 SMBLL glitch level maps: 🤍

How to come up with good game mechanics

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How To Come Up With Good Game Mechanics. For those of you interested in game design, game development, and gameplay, I created this short video about how designers create and find game mechanics for their games. It seems simple to come up with a good game design, yet video game design is a very nuanced field where it takes a lot of playing, researching and experimenting to find the right mix to make your game entertaining and your game mechanics impactful. I hope you find this interesting and please don't forget to like this video and subscribe! 🤍

Exploring Game MECHANICS - Designing a New Board Game

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Let's talk "Mechanics" ... or "mechanisms"... Whatever! This is video #2 where I share ideas about designing and developing a board game. I'd love to hear what you think! Share any ideas/suggestions/advice down in the comments. Enjoy! Patreon - 🤍 Music Credits: "Walls" (Instrumental Version) by Icarus - Licensed through Artlist.io "So So" (Instrumental Version)" by Roof - Licensed through EpidemicSound.com

Top 15 Brilliant Board Game Mechanics for Beginners!

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This is a beginners guide to modern board games and how they work. If you want to find out what board games have to offer and how their mechanisms help them to provide players with a fun experience then in this video we count down my top 15 favourite game mechanics. This video will hopefully help you to find the perfect game for your board game collection or family game night. With each of these mechanics, I have indicated an example of a board game that showcases it. If you would like to find more board games that feature the mechanism, please head over to Board Game Geek which features board games categorised under the ones discussed in this video. Enjoy! SUBSCRIBE for more amazing content 🤍 🤍 The Board Game Sanctuary is a family friendly board game channel that aims to introduce the board gaming hobby to new and seasoned players in a light, fun and humourous way.

HOW TO DEAL WITH CORRUPTION in Rome Total War Remastered and RIS? #short #rometotalwar

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This is how to deal with corruption in Rome Total War Remastered and RTR Imperium Surrectum (RIS). #short #shorts Check out my RIS Content: Seleucid Campaign: 🤍 Roster Guides and Updates: 🤍 Sparta Campaign: 🤍 Other Total War Guides: 🤍 Subscribe, Like and Comment! This is the fourth official version of the new mod presented to you by the combined teams of Rome Total Realism and Roma Surrectum. Overall, RIS will look to provide historical accuracy as well as fun and challenging gameplay. Most importantly, RIS is one of the first mods to utilize the many new features unlocked and introduced in Feral’s amazing RR patch from December! In this version you will find, among many other things: 32 Playable factions, including 11 brand new ones: Baktria, Epeiros, Achaian League, Aitolian League, Athens, Syracuse, Rhodes, Massalia, Kyrene, Boiotian League & the Saka! A brand new unit roster, for the first time utilizing the great feature of unit texture variation for a number of core factions such as pre-Marian reforms Rome, Carthage, Antigonid Macedon, and the Arevaci, with many more to come! An updated campaign map based upon our own overhauled variant of Mundus Magnus with beautiful new textures, as well as lots of new regions, settlements, and resources based off historical research. Loads of new descriptions for factions, units, as well as the new recruitment buildings, written by- and based on proper historical research by our own historians. A brand new economic system, focused on farming early and trade later. This is a much more difficult system than vanilla, but not impossible by any means! A brand new recruitment system focusing on homeland and development: your homelands start off with easier recruitment options, but as you expand and build annexation, you must now build up your barracks, stables and ranges to access their respective units. This is a WIP and not final. New BI-based religion system, simulating 22 cultures of the time (Italic, Greek, Celtic, Germanic, Iberian, Illyrian, Baltic, Thracian, Scythian, Libyan, Phoenician, Egyptian, Ethiopian, Arab, Judaean, Assyrian, Anatolian, Caucasian, Armenian, Mesopotamian, Iranian, & Indian!). Total War: ROME REMASTERED lets you relive the legacy that defined the award-winning strategy game series. Remastered to 4K with multiple improvements to visuals as well as refinements to gameplay, it’s time to revisit a true classic. Not everyone gets a second chance to conquer the Roman Empire. Improved Visuals ROME REMASTERED brings the classic Rome visuals up to date, with 4K optimization, ultra-widescreen and native UHD resolution support. This visual upgrade extends across a multitude of features, including re-modelled buildings and objects, and environmental effects like dust clouds and heat haze. The refreshed campaign maps also boast new high-resolution models, and units have been remodelled and retextured to look their very best on the battlefield. Modern Features ROME REMASTERED includes a host of modern features and improvements to existing mechanics. The in-game camera has been enhanced, including map rotation and wider zoom level in Campaign mode. Heat maps and new icon overlays have been added for gameplay mechanics such as diplomacy and security. In Battle, the new tactical map, unit displays and range markers give you greater command over Rome’s battlefields. Enhanced Game Mechanics Players can now expand their armies and experience 16 additional factions that were previously locked, giving a grand total of 38 playable factions. In a first for Total War, you can now take your favourite faction to battle against friends in cross-platform multiplayer between Windows, macOS and Linux. A whole new agent type has also been added to the fray; Merchants can be sent all over the world to create trade links, access resources and buy out rivals to increase your income and assert your faction’s economic powe Alexander's city, pella, city of alexander

How to Turn Movement into a Game Mechanic

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26.02.2021

GMTK is powered by Patreon - 🤍 I love games that make movement into a primary game mechanic. From the parkour thrills of Mirror's Edge to chaining moves in Mario Odyssey to dive-bombing in a wingsuit in Just Cause. How do developers come up with amazing movement systems? Let's find out. = Before you watch = Disclosure: Sackboy: A Big Adventure, Spider-Man Miles Morales, and Tony Hawk’s Pro Skater 1+2 game codes provided by the relevant publishers. I was a game design consultant on Sackboy: A Big Adventure. = Games Shown = inFamous Second Son (2014) Mirror's Edge (2008) Marvel's Spider-Man: Miles Morales (2020) Skate 3 (2010) Sonic Generations (2011) Ghostrunner (2020) The Pathless (2020) Rocket League (2015) Sunset Overdrive (2014) Titanfall 2 (2016) Dustforce (2012) Assassin's Creed Unity (2014) Just Cause 3 (2015) Ori and the Will of the Wisps (2020) Super Mario Odyssey (2017) Sackboy: A Big Adventure (2020) A Hat in Time (2017) Tony Hawk's Pro Skater 1 + 2 (2020) Ori and the Blind Forest (2015) The Legend of Zelda: Twilight Princess (2006) Quake (1996) Crumble (2020) N (2015) Cyber Hook (2019) Gravity Ghost (2015) Shovel Knight (2014) A Story About My Uncle (2014) Bionic Commando (2009) Superflight (2017) Dishonored (2012) The Legend of Zelda: Skyward Sword (2011) Bowser's Fury (2021) Grow Up (2016) The King's Bird (2018) Skate (2007) Marble It Up! (2018) Unravel (2016) Snake Pass (2017) Marvel’s Spider-Man (2018) DOOM Eternal (2020) Tony Hawk's Pro Skater 3 (2001) Prince of Persia: The Sands of Time (2003) The Free Ones (2018) Celeste (2018) Batman: Arkham Asylum (2009) Splatoon 2 (2017) Clustertruck (2016) Gravity Rush 2 (2017) = Credits = Music provided by Music Vine - 🤍 Titanfall 2 Grapple Highlight Reel - 🤍 Quake Speedrun in 11:47 - 🤍 Rocket League Secrets- Tips, Tricks, and How to Fly - 🤍 Rocket League - Best Bicycle Moments - 🤍 5min of Satisfying Grapple Slingshots - 🤍 Translation Contribute translated subtitles - 🤍

Breaking Down Video Game Mechanics

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What are video game mechanics? What are they and how do they work? Let's find out! Your feedback is important to us! Like, subscribe, and leave a comment to let us know what you think. We hope you enjoyed this video on video game mechanics. You can support OK Beast on Patreon! Go to Patreon.com/OKBeast to gain access to bonus videos and get our Friday videos early! Follow OK Beast! Website: 🤍 Twitter: 🤍 OK Beast Podcast: 🤍 A+ Anime Podcast: 🤍 Super Throne Watch (Hip-Hop Podcast): 🤍

Racing the Beam Explained - Atari 2600 CPU vs. CRT Television

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How does the Atari 2600 display images to the screen with so little memory dedicated to video graphics? It's all explained right here. LINKS Twitter (updates): 🤍 Patreon (support): 🤍 SubscribeStar (support): 🤍 Discord (discussion): 🤍 PATRONS Special thanks to everyone who makes this channel possible! Anthony Losego, Dan Salvato, F. Murmel, Jonathan Aldrich, Ange Albertini, Mark Canlas, Avi Drissman, Steven, Mike Gerow, Larry Koubiak, Tina Wuest, Owen Christensen, Buddy, Brandan Lennox, Jason Hughes, Diamond Ice, Chris Post, Cypher Signal, Rupix, krivx, Xkeeper, Walter Huf, David Spalding, Acceleration Shark, Rory Kelly, Joe Mecca, Ginger Spice, Kefen, Heptonion, leftler, Scott Beca, 19day, Michael Dragone, John Losego, Travis, Arthur Kunkle, Jordan Wright, Stephan Hennion, node1729, Andrea, Michael Cafarelli, KieferSkunk, James Church, Rad, John Kreitlow, Vladimir Kirov, Tromodolo, Zhongchao Qian, Cobalt, Kang Seonghoon, Exani Momeo, Nudelreaktor, tripper, Sten, 333Rich333, The Revd. Juli Mallett, Glenn hEADcRASH Sugden, David Mazarro, null, Ryan, Corey Ogburn, Martin Trozell, Garret Kelly, Joel Kuhn, Dan Shedd, Sembiance, Xander479, 4F Panda, David, Alec Johnson, Brian Henriquez, Travis Nellor, Zach Hugethanks, Oxygen Chen, RetroReversing.com, Ceres, Diego Santos Leão, Jeremiah, Chris Connett, Mark, Matthew, sapslaj, Bjoern Hansen, ers35, Pixy011, Daniel Bernard (ReckedCat), Lukas Kalbertodt, Vier Ladair, Bwangry, iPaq, Metlwing, David Johnson, Matt Shepard, Felix Freiberger, Sypwn, Niles Rogoff, Reflet, Eugene Bulkin, Walter Weaver, Articate, Julien Oster, Steve Losh, Samuel Stoddard, HattyJetty, Paige ? Hex, Yeero, Cruz Godar, Linh Pham, Noah Greenberg, Nick Rogers, Sean Nelson (audiohacked), Bryce, Andrew Yukhymchak, Sean Bryant, John Gabriel, BazBadger, Kyle, Master Knight DH, Tim Romero, Michael B., Eric Loewenthal, Adrian Haslinger, Proxy, Nolan Varani, Daniel Robinson, Hans Jorgensen, Daniel A.A. Pelsmaeker, Aaron, Max Gartung, Nicolas Dohrendorf, ei, Chaz Serir, derHinek, Myriad, samfu, Dominic Wehrmann, André Greubel, Urda, AA, Joseph Torres, Daniel Hug., Audio, Rodrigo Monteiro, Punchmaster, Stephen Bank, Dasterin, Matthew Yu, Alice Hartley, Marcus N., Agoaj, Nicholas Carhuff, Epsilion, bob johnson, Permian Strata, supergtt, Alex Berliner, Sean Coates, Eniplay, iWasHere, Alex, Dominic Cerquetti, Adam Streeter, Eric Romero, Clyde Shaffer, Oast, Esme, FinalQuark, Stefan Eisenreich, pagetable.com, Anthony McNamara (ekinsthepokemon), Keithius, Marius Schoof, Joe Sewell, Rafael De Los Santos, orgamecha, Brandon Stansbury, Steven Foley, ???? ????, & John Bruce!

Data Redundancy Errors Explained

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06.10.2020

What can happen when a game's variables get out of control and the system is put into an inconsistent state? It's all explained right here. LINKS Twitter (updates): 🤍 Patreon (support): 🤍 SubscribeStar (support): 🤍 Discord (discussion): 🤍 INLINE LINKS * footnote video: 🤍 EXTERNAL LINKS Pokémon Red disassembly: 🤍 Super Mario 64 decompilation: 🤍 PATRONS Thank you to all of my supporters on Patreon and SubscribeStar. Your help keeps the channel going! Anthony Losego, Dan Salvato, F. Murmel, Jonathan Aldrich, Ange Albertini, hyperforce, Avi Drissman, Steven, Mike Gerow, Larry Koubiak, Tina Wuest, Owen Christensen, Gynvael, Buddy, Chris Margroff, Brandan Lennox, Jason Hughes, Diamond Ice, Chris Post, Cypher Signal, Rupix, Gabe S, krivx, Walter Huf, David Spalding, Acceleration Shark, Rory Kelly, Carl Cassler, Joe Mecca, Michael Greb, Kefen, Bonzu Pippinpadolopsicopolis IX, leftler, Scott Beca, 19day, Michael Dragone, John Losego, Travis, Arthur Kunkle, Jordan Wright, Stephan J Hennion, Node1729, Andrea, Michael Cafarelli, Red Sona, KieferSkunk, Nik, tripper, Nebelwerfer Granitara, Sten, 333Rich333, Glenn hEADcRASH Sugden NPC, Alex Yancey, David Mazarro, null, Ryan, Corey Ogburn, Martin Trozell, Garret Kelly, Jake Hickman, Joel Kuhn, Dan Shedd, Sembiance, Xander479, 4F Panda, David, A Sentient JDAM, Alec Johnson, Brian Henriquez, Travis Nellor, Zach Hugethanks, dishsoap42, Yakov, Oxygen Chen, RetroReversing.com, yuriks, Ceres, Diego Santos Leão, Jeremiah, Chris Connett, Mark, Matthew, sapslaj, Jonathan Scott, Xkeeper, Bjoern Hansen, ers35, Pixy011, Daniel Bernard (ReckedCat), Lukas Kalbertodt, Vier Ladair, Bwangry, iPaq, Jeremy Wright, David Johnson, Brandon, Matt Shepard, Felix Freiberger, Sypwn, Niles Rogoff, Reflet, Yann Le Brech, Evan, Eugene Bulkin, Walter Weaver, Articate, Julien Oster, buzzert, Steve Losh, Samuel Stoddard, HattyJetty, Paige ? Hex, Yeero, Cruz Godar, Linh Pham, Noah Greenberg, Nick Rogers, Sean Nelson (audiohacked), Bryce, Andrew Yukhymchak, Sean Bryant, John Gabriel, BazBadger, Kyle, Master Knight DH, Tim Romero, Michael B., Eric Loewenthal, Adrian Haslinger, Proxy, Nolan Varani, Thoscellen, Daniel Robinson, Hans Jorgensen, Daniel A.A. Pelsmaeker, Aaron, Max Gartung, Nicolas Dohrendorf, Eric Hoppe, Chaz Serir, derHinek, Gyiyg, samfu, Dominic Wehrmann, André Greubel, Anon42, Urda, Ted Berkowitz, araknofennisti, AA, Joseph Torres, serhef, Daniel, Patrick Johnston, Rodrigo Monteiro, Punchmaster, Stephen Bank, Thomas Berg, Dasterin, Matthew Yu, Alice Hartley, Marcus N., Agoaj, Nicholas Carhuff, Aaron Murray, Epsilion, Olivier Cahagne, bob johnson, Seth N. Hetu, Permian Strata, supergtt, & Alex Berliner!

Super Mario Bros. Glitch Levels Explained

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Why do glitch levels in Super Mario Bros. look the way they do? And how are levels stored in the game's ROM anyway? It's all explained right here. CORRECTION At 11:20, The brown block and horizontal pipe are swappedthe pipe should have index 1001 and the brown block should be 1010. LINKS Twitter (updates): 🤍 Patreon (support): 🤍 SubscribeStar (support): 🤍 Discord (discussion): 🤍 Cohost (updates): 🤍 INLINE LINKS Part 1: 🤍 Part 2: 🤍 Animation of Every Level Being Loaded: 🤍 Maps of all Levels: 🤍

Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc

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We take a look at Mario, Final Fantasy 13, and Majora's Mask to discuss how games teach players in ways that either smoothly guide us through or just drag/over simplify the overall experience with excessive hand holding. NOTE: The Mario example here is also used in Mark Brown's excellent "Super Mario 3D World's 4 Step Level Design" - 🤍 Support Design Doc on Patreon and help us release videos faster: 🤍 🤍

10 Game Mechanics That BLEW US AWAY

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12.01.2023

Some video games making pulling off the impossible feel really fun, satisfying and intuitive. Here are some gameplay bits that we love. Subscribe for more: 🤍 0:00 Intro 0:14 Number 10 1:57 Number 9 3:23 Number 8 5:01 Number 7 6:23 Number 6 7:42 Number 5 9:13 Number 4 10:56 Number 3 12:07 Number 2 13:32 Number 1

Why Your Core Mechanic Should Come First In Game Development

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Mechanic-first design is really important to single mechanic mobiles games as well as other types of games. I talk about why int his video. 67 Tips for Game Developers: 🤍 Serious about success in game development? Wanna make indie games that ROCK?! Join Underground ELITE: 🤍 * FOLLOW ME: * Twitter: 🤍 Twitch: 🤍 * FOLLOW GDU: * Blog: 🤍 Twitter: 🤍 Facebook: 🤍 Discord: 🤍 If you are an indie developer and you are looking for a fantastic community and help to refine, manage, and market your game, join us! 🤍

Pac-Man Ghost AI Explained

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Ever wondered how exactly each ghost follows Pac-Man around? It's all explained right here. LINKS Twitter (updates): 🤍 Patreon (support): 🤍 Discord (discussion): 🤍 SOURCES & MORE INFO 🤍 🤍 🤍 🤍 PATRONS Thank you everyone who supports the channel on Patreon! Ange Albertini, Sten, 333Rich333, Glenn Sugden NPC, Jordan Wiens, Alex Yancey, David Mazarro, Avi Drissman, Steven, LiraNuna, null, Ryan, Corey Ogburn, Martin Trozell, Scott Harper, Garret Kelly, Mike Gerow, Jake Hickman, Larry Koubiak, Narskogr, Joel Kuhn, Joshua Goyder, Dan Shedd, Sembiance, Tina Wuest, Xander, 4F Panda, Max Roncace, David, Owen Christensen, A Sentient JDAM, Gynvael, Alec Johnson, Brian Henriquez, Travis Nellor, Seth Tierney, Zach Hugethanks, Sijmen Schoon, FFVIMan, Buddy, Mikely Whiplash, Chris Margroff, Yakov, Joseph M, Oxygen Chen, Israel Jacquez, Brandan Lennox, RetroReversing.com, Nik, yuriks, Chris Apple, Ceres, Jason Hughes, Nicholas, Diamond Ice, Jeremiah, F. Murmel, jesugtz, Chris Post, Chris Roy, Chris Connett, Mark, Cypher Signal, Matthew, Shannon Potter, Rupix, sapslaj, Jonathan Scott, Gescheit Gespielt, Gabe S, krivx, Tao Schreiner, Seth N. Hetu, Xkeeper, Bjoern Hansen, Walter Huf, ers35, Pixy011, Daniel Bernard (ReckedCat), Vier Ladair, Bwangry, Jared Johnstone, Phil Clayburn, zephyrin, Kit Spindler, Johnathan Roatch, David Spalding, Jeremy Wright, Acceleration Shark, David Johnson, newnintendo64, Brandon, Matt Shepard, Gary Fenstamaker, Felix Freiberger, Sypwn, Rory Kelly, William Thomas, Carl Cassler, Niles Rogoff, Kusabi, Joe Mecca, Reflet, Michael Greb, tripper, Kefen, nightcap, leftler, Drew Fitzpatrick, Ly Fecha, Dan Salvato, Paxton Sanders, Eugene Bulkin, Walter Weaver, Gethiox, Zoë Mettauer, nexilar, Articate, Julian Meinking, Julien Oster, Braydon Kains, Juniper, Foxchild, buzzert, & Scott Beca

MissingNo.'s Glitchy Appearance Explained

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How does MissingNo. end up looking like the way it does? And how exactly are Pokémon sprites displayed on the screen? It's all explained right here. LINKS Twitter (updates): 🤍 Patreon (support): 🤍 Discord (discussion): 🤍 PATRONS Thank you to all of my patrons who support the channel! Anthony Losego, Dan Salvato, F. Murmel, Jonathan Aldrich, Ange Albertini, Avi Drissman, Mike Gerow, Larry Koubiak, Tina Wuest, Owen Christensen, Gynvael , Buddy , Chris Margroff, Brandan Lennox, Nik , Jason Hughes, Diamond Ice, Chris Post, Cypher Signal, Shannon Potter, Rupix , Gabe S, krivx , Walter Huf, Pixy011 , David Spalding, Acceleration Shark, David Johnson, Rory Kelly, Carl Cassler, Joe Mecca, Michael Greb, Kefen , Heptonion, leftler , Scott Beca, 19day , Michael Dragone, John Losego, Travis , Arthur Kunkle, tripper , Nebelwerfer Granitara, Sten , 333Rich333 , Glenn hEADcRASH Sugden NPC, Alex Yancey, David Mazarro, Steven , null , Ryan , Corey Ogburn, Martin Trozell, Garret Kelly, Jake Hickman, Narskogr , Joel Kuhn, Dan Shedd, Sembiance , Xander , 4F Panda, Max Roncace, A Sentient JDAM, Brian Henriquez, Travis Nellor, Zach Hugethanks, dishsoap42 , Mikely Whiplash, Yakov , Oxygen Chen, RetroReversing.com , yuriks , Ceres , Jeremiah , jesugtz , Chris Roy, Chris Connett, Mark , Matthew , sapslaj , Jonathan Scott, Xkeeper , Bjoern Hansen, ers35 , Daniel Bernard (ReckedCat), Lukas Kalbertodt, Vier Ladair, Bwangry , iPaq , zephyrin , Kit Spindler, Johnathan Roatch, Jeremy Wright, Brandon , Matt Shepard, Felix Freiberger, Sypwn , Niles Rogoff, Kusabi , Reflet , Yann Le Brech, Evan , Eugene Bulkin, Walter Weaver, Gethiox , Articate , Julien Oster, buzzert , Steve Losh, Samuel Stoddard, HattyJetty , Paige ? Hex, Yeero , Cruz Godar, Linh Pham, Noah Greenberg, Nick Rogers, Sean Nelson (audiohacked), Bryce , Andrew Yukhymchak, Sean Bryant, John Gabriel, BazBadger , Kyle , Master Knight DH, Tim Romero, Michael B., Eric Loewenthal, Adrian Haslinger, Proxy , Nolan Varani, Thoscellen , Wii2 , Daniel Robinson, Hans Jorgensen, waielal , Daniel A.A. Pelsmaeker, Aaron, Max Gartung, Nicolas Dohrendorf, Eric Hoppe, Chaz Serir, derHinek, & Gyiyg!

Why Kratos' Axe Feels SO Powerful | Game Mechanics Explained

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In God of War (2018) Kratos' Leviathan axe feels like a meaty powerhouse of a weapon. We sat down with director Cory Barlog to delve into why using the axe feels so damn good. Like this video and want to see more? Tell us in the comments! We're looking for more fun mechanics to dig into. Don't forget to subscribe. SUBSCRIBE for more videos! 🤍 Like us on Facebook: 🤍 Follow us on Twitter: 🤍 Follow us on Instagram: 🤍 And for more great news and coverage, check out: 🤍polygon.com Polygon is an entertainment website founded in 2012 in partnership with Vox Media. Our mission is to cover not only games but the artists who make them, the fans who love them, and the culture surrounding them.

10 Realistic Gameplay Mechanics That SUCK

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Some gameplay mechanics designed to feel "real" end up feeling annoying or tedious. Here are some examples of realistic gameplay that just didn't work. Subscribe for more: 🤍 0:00 Intro 0:16 Number 10 2:28 Number 9 4:07 Number 8 6:00 Number 7 7:06 Number 6 8:19 Number 5 9:45 Number 4 11:03 Number 3 12:04 Number 2 13:16 Number 1

Street Fighter 6: New Gameplay Mechanics Explained | gamescom 2022

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IGN’s resident Street Fighter 6 expert, Mitchell Saltzman, is joined by IGN Japan’s Ezra Krabbe and Matt Edwards, Brand Manager at Capcom, to play a few rounds of the upcoming entry in the legendary fighting game franchise. They go over some of the new gameplay mechanics introduced in Street Fighter 6 as well as some new details on the newly announced characters: Juri and Kimberly. #IGN #Gaming #gamescom2022

10 game mechanics more developers should copy

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10 great game mechanics more developers should copy. Games are often praised for the general gameplay, story, music or graphics. But the difference between a game being excellent and a game just being good, is in the details. Gameplay mechanics are one of the details that can make a game reach great heights. We’ve listed 10 great game mechanics that are heavily underused by developers. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ZOOMINGAMES ON SOCIAL MEDIA ► Twitter - 🤍 ► Facebook - 🤍 ► Instagram - 🤍 ► Discord - 🤍 ► Twitch - 🤍 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ CREDITS Music provided by Epidemic Sound: 🤍

Why Swinging in Spider-Man Feels SO Good | Game Mechanics Explained

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10.09.2018

The new Spider-Man has the perfect swing, so we talked to the game developers (and the technical director for Spider-Man 2) all about how they made it feel so good. Footage used from: Theme Park Review: 🤍 AFGuidesHD: 🤍 ELT Network: 🤍 Subscribe to our YouTube channel! 🤍 Like us on Facebook: 🤍 Follow us on Twitter: 🤍 Follow us on Instagram: 🤍 And for more gaming and entertainment coverage, visit 🤍polygon.com

How God of War perfected the dodge roll | Game Mechanics Explained

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Last year's God of War was great for many reasons, but it's Kratos' dodge roll that really cemented how far the series — and mechanic — has come. Subscribe to our YouTube channel! 🤍 Like us on Facebook: 🤍 Follow us on Twitter: 🤍 Follow us on Instagram: 🤍 And for more gaming and entertainment coverage, visit 🤍polygon.com

Stealing Game Mechanics - Board Game Design Time

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For more, check out the blog post: 🤍 In this episode of Board Game Design Time, Chris talks about the idea of "stealing" mechanics from games? What do you think?

10 Realistic Gameplay Mechanics That DON'T SUCK

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Some games include realistic gameplay elements that truly improve the game. Here are some of our favorite examples in gaming. Subscribe for more: 🤍 0:00 Intro 0:36 Number 10 2:22 Number 9 3:47 Number 8 5:19 Number 7 6:41 Number 6 8:03 Number 5 9:40 Number 4 10:32 Number 3 12:06 Number 2 13:44 Number 1

Top 10 Most Influential Video Game Mechanics

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These are the things everyone else copied. Join 🤍 as we countdown our picks for the Top 10 Most Influential Video Game Mechanics. Subscribe►►🤍 Facebook►►🤍 Twitter►►🤍 Instagram►►🤍 Suggestion Tool►►🤍 Channel Page►►🤍 The mechanics we’ll be looking for today are ones that created a genre unto themselves, or changed a play-style forever. We are not looking at the specific “rules” that make up a game. With this in mind, we won’t be discussing save points, brand new ideas like the Nemesis system which haven’t had a chance to be adopted by other games, or the ability to control camera angles in 3D environments. With all of that out of the way, let’s dive into our list. Special Thanks to our users "Chesterstat" "Rhyan Vannice" "nosidezero" & "raphbennett" for suggesting this topic on our Interactive Suggestion tool at 🤍 Check out the voting page here, 🤍 Want a WatchMojo cup, mug, t-shirts, pen, sticker and even a water bottle? Get them all when you order your MojoBox gift set here: 🤍 WatchMojo is a leading producer of reference online video content, covering the People, Places and Trends you care about. We update DAILY with 4-5 Top 10 lists, Origins, Biographies, Versus clips on movies, video games, music, pop culture and more!

DUNE ~ 00 ~ The Game Mechanics Explained

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26.04.2022

DUNE: SPICE WARS is a great 4X strategy game played out on the spice-planet of Arakis. The game is a great balance between basic combat mechanics and interweaving of more conceptual mechanics to infuence the galactic imperium through Landstraad votes, or using agents throughout the various entities of the imperium. If you enjoy the content, Subscribing and liking the video will help me a lot to get the video promoted within YouTube. Clicking the notification bell (next to 'Subscribe') should mean you don't miss out on any of the videos. Playlist: 🤍 Please support the channel on Patreon: 🤍 Buy me a coffee: 🤍 DasTactic Nexus Games Store: 🤍 Merch: 🤍 My EXTRA Channel: 🤍 Discord: 🤍 Regular Livestreams on Twitch: 🤍 #DasTactic #Dune #Tutorial

Why Is It HARD To Create ANTI-CHEAT Game Mechanics?

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There are a lot of cheaters in online games. We explain why beating them is so hard for developers. ★Subscribe for more: 🤍 ★Follow Falcon on Twitter: 🤍

HOW ORACLE WORKS? - GAME MECHANICS #7

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HOW ORACLE WORKS - GAME MECHANICS #7 Welcome back to Game Mechanics And our topic for today is Oracle It's a defense item that gives 850 HP, 42 magic defense and 10% cooldown reduction Notice: This content is created based on Moonton’s Material and complies with Derivative Content Policy, Moonton does not endorse this content.

Death Stranding - Gameplay Mechanics Explained

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14.11.2019

Saddle up! Rob's here to guide you through the beautiful world of Death Stranding. PlayStation Access brings you the latest PS4 news, features and gameplay every week, giving you unprecedented access to the biggest titles on PlayStation. Subscribe now to ensure you never miss out: 🤍 All music featured courtesy of epidemicsound.com (🤍) We use AverMedia's live Gamer Pro for PS4 capture and streaming. Want more? Rob's Twitter: 🤍 Dave's Twitter: 🤍 Nath's Twitter: 🤍 Dan's Twitter: 🤍 Rosie's Twitter: 🤍 Elle's Twitter: 🤍 Join us on Facebook: 🤍 Follow us on Twitter: 🤍

Gen 1 Pokemon Battling EXPLAINED Part 1 - Core Mechanics

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26.05.2017

Pokemon Red, Blue, and Yellow's battle system was simple yet broken. Join False Swipe Gaming in learning about the battle system from the gen 1 in this first part of a three part series! Sources: 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍 🤍

Why Horizon Zero Dawn's Bow feels good to use | Game Mechanics Explained

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25.08.2018

Guerilla Games put a lot of thought into making Aloy's bow in Horizon Zero Dawn feel powerful and responsive. Watch as we explain the process behind one of the most memorable weapons in recent video game memory. Subscribe to our YouTube channel! 🤍 Like us on Facebook: 🤍 Follow us on Twitter: 🤍 Follow us on Instagram: 🤍 And for more gaming and entertainment coverage, visit 🤍polygon.com

Self-Aware Game Mechanics - FUNKe Study

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25.10.2022

you've heard of wallrunning, but have you ever considered running -through- the wall? Patreon: 🤍 Twitter: 🤍 Twitch: 🤍 I don't really use insta or tiktok but those are 🤍thatfunkedude Scromblo Bomblo character model made by 🤍PyBun 🤍 Speedrun clips in order: Portal Airboat by Nyht 🤍 Doom 2016 by seeker TV 🤍 Metroid Prime by JustinDM 🤍 Portal TAS by SourceRuns 🤍 Sekiro by sutemou 🤍 Morrowind by Waz 🤍 Titanfall 2 by zweek 🤍 Game Links 🤍 🤍 Music Used Generally, it's the OST for TLOZ Wind Waker and/or Bioshock Infinite. WW: Departure, Rendezvous With the Ship 3, To Hyrule, Inside Forest Haven, Dungeon, Illusionary Room, Zelda's Awakening, Yacht Game Failure, Ballad of Gales, Medli's Prayer BI: Doors, AD, The Girl in the Tower, Welcome to Columbia, Welcome to Rapture The Stanley Parable: Pondering Stanley NSMB2: Main Menu Theme Countless other footage sourced from miscellaneous youtube clips. Apologies if credits are missed. RE Village 🤍 Links Awakening 🤍 Evolution of Halo 🤍 RE 1.5 🤍 obligatory credit to vector corp for a blue grunge halftone texture outro is a variation of the funke study theme This is my first animated video in Blender, as opposed to SFM. If you're wondering why it looks different, that's why! Plus, it's my second video edited in Premiere. My eyes are so tired. 0:00 The Start of The Video 0:02 The Video 8:42 The End of The Video

8 Brilliant Video Game Mechanics That Are Criminally Underused

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01.11.2017

Why wasn't Shadow of Mordor's Nemesis System in more games? For more awesome content, check out: 🤍 Catch us on Facebook at: 🤍 And follow us on Twitter 🤍wculturegaming

10 UNREALISTIC Gameplay Mechanics That DON'T SUCK

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20.11.2022

Many games have unrealistic elements that just make things so much more fun. Subscribe for more: 🤍 0:00 Intro 0:40 Number 10 2:10 Number 9 3:36 Number 8 4:56 Number 7 6:00 Number 6 7:05 Number 5 8:30 Number 4 9:56 Number 3 12:10 Number 2 13:29 Number 1 15:00 BONUS

10 UNREALISTIC Gameplay Mechanics That SUCK

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29.11.2022

Many games add unrealistic elements to games to make them more fun, but what about some of the fake stuff that makes a game worse? Let's talk about a few specific examples in gaming. Subscribe for more: 🤍 0:00 Intro 0:19 Number 10 2:09 Number 9 3:59 Number 8 5:22 Number 7 7:00 Number 6 8:21 Number 5 10:32 Number 4 11:54 Number 3 13:27 Number 2 15:09 Number 1

Why Breath of the Wild's Horses Work | Game Mechanics Explained

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05.06.2018

The Legend of Zelda: Breath of the Wild is good at so many things. But my favorite part of the game is still the horses. Catching them feels like I'm living my childhood fantasies. SUBSCRIBE for more videos! 🤍 Like us on Facebook: 🤍 Follow us on Twitter: 🤍 Follow us on Instagram: 🤍 And for more great news and coverage, check out: 🤍polygon.com You can listen to NPR's podcast about horse girls here: 🤍 Polygon is an entertainment website founded in 2012 in partnership with Vox Media. Our mission is to cover not only games but the artists who make them, the fans who love them, and the culture surrounding them.

Explanation of Game Mechanics – Climate Action Simulation at MIT

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27.01.2020

Professor John Sterman explains the rules of the Climate Action Simulation to participants at MIT.

Fallout 4 - Hidden Game Mechanics Explained

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23.11.2015

Fallout 4 is out and with it comes a nuclear blimp full of questions on how I do some of the games more basic mechanics that the game itself never really explains. Here's what I've learned over the first 30 hours of play.. Anything I've missed? Let me know in the comments. Enjoy my content? Want to help support the Captain quest to make epic videos about space sims and the modding community? We have a Patreon page! Your support is greatly appreciated :D 🤍 Subscribe for more Videos :D

Monster Hunter Rise | Game Mechanics Explained

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27.09.2020

TGS recap. If you only had time to see one video, this should be it! ^^ My recap of the mechanics of MH Rise from our understating of the TGS gameplay footage we received. So hyped!

Explaining Mechanics: View Range and Concealment

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08.07.2021

In battle, it doesn't matter what vehicle you're in. You need to understand two things: how to spot the enemy and how to remain unspotted. In the previous Explaining Mechanics episodes, we talked about conсealment and view range. In this episode, we'll delve into the nuances of their interaction and explain in simple words what the concealment and view range in World of Tanks are, and why they are so inextricably linked. Enjoy! To keep up to date with our latest development, contests and events visit 🤍 Create a World of Tanks account on 🤍 and try out iconic historical tanks such as Tiger 131, Sherman Firefly & T-34/85M! You can also tell your friends and share the invite code DROPBEARS. Follow us on: Facebook: 🤍 Instagram: 🤍 Discord: 🤍 Twitch EN: 🤍 Twitch DE: 🤍 Twitch PL: 🤍 Twitter: 🤍 Amazon: - 🤍 - 🤍 - 🤍

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