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Gameology

Mathew Falvai and Attila Branyiczky

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Let's talk Game Design! Unique perspectives and discussions between a Gamer and a Game Developer. Featuring Indie developer Attila "Gabriel" Branyiczky of Bluish-Green Productions and Mathew Falvai
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Souls-like on the NES? Mathew and Attila discuss Zelda II: The Adventure of Link, the black sheep of the Zelda franchise which seems to have more in common with Dark Souls than it does other Legend of Zelda games.Mathew Falvai and Attila "Gabriel" Branyiczky による
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We hope you enjoyed last week's episode. This week, Matt has explored Onimichi and seen Lara's journey into the unknown on a little island probably off the coast of Japan somewhere. While Mat is also on an island and dressed all in green...a90skid.com による
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A solo-cast discussing what changes were made to Orbit: Satellite Defense and the reasons behind the changes. Experience the journey from a game-jam winning concept, to Mobile, to its Steam Early Access release PC release. Orbit: Satellite Defense is available now on Steam Click here for more information about Orbit: Satellite Defense…
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A solo-cast where I discuss the reasons behind trimming certain features from Zarnok Fortress. Experience, Leveling, Unlocking Abilities, find out what was removed from Zarnok Fortress and why! Available now on SteamMathew Falvai and Attila "Gabriel" Branyiczky による
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Look forward to details about a Make it or Break it Game Jam in the New Year! Rating old Game Design Docs; should I Make it, or Break it? Mathew and Attila discuss ideas for Bisector: The mathematical target slicing cousin of Fruit Ninja, Boolean Bash: A Logic Operator tile puzzle, and Bribery Race: Throw around money to alter the racetrack in your…
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Show Notes Despite being the so-called "black sheep" of the Mario Bros. series, Mathew and Attila look at the aspects of Super Mario Bros. 2 that made it into games to come, as well as the elements that were understandably cut.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes So often, AI meant to assist the player ends up doing the complete opposite. Mathew and Attila discuss everything from rage-inducing Escort Quests to delightfully helpful invulnerable assistants in their discussion on friendly AI.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Mathew and Attila discuss the platfomer that set the bar for all others to come and made Mario a world-wide sensation. What crucial design choices led to Super Mario Bros. becoming such a sensation? What set it apart from other platformers at the time?Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Should government legislation crack down on harmful game design practices? The ESRB might cover content rating, but what about the psychological traps present in so many of today's free-to-play games? Mathew and Attila discuss whether or not these nefarious practices should be subject to outside laws.…
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Show Notes Mario 64 brought the famous plumber into the 3rd dimension, what was gained and what was lost in the transition? Mathew and Attila discuss the 3D platformer that set the golden standard for years to come.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Super Mario Galaxy remains one of the best and most iconic Mario games released to date. Attila and Mathew discuss everything there was to love about this classic, as well as a few details which are not to their liking.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes: What makes a game feel good? What makes a control scheme feel good? What makes destroying an enemy satisfying? The answer to all of these questions is Game Feel! Mathew and Attila discuss the nebulous concept of Game Feel.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes: The elements that make The Legend of Zelda: Breath of the Wild the masterpiece that it is are sprinkled throughout the Zelda series. Mathew and Attila speculate on the design decisions of Breath of the Wild and look at where some of its most interesting features draw their inspiration.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes With all the hate surrounding games having too much "hand-holding" what's the right way to share information with your players? How can you strike a balance with sharing enough information so players know enough about how to play your game without them getting bored? Mathew and Attila discuss the surprisingly complex problem of sign-post…
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Show Notes Are game artists being lazy when they create red and blue versions of the same enemy? The devil is in the details; Mathew and Attila discuss everything from Shiny Pokemon, Overwatch Skins, and Paper Mario enemies to illustrate the best and worst use cases for palette swaps.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Checkpoints; the more the merrier? Do they even influence the difficulty of a game, or do they just save you from repeating content? Where is the best place to insert a checkpoint? Also, more discussion on save-scumming, save-states, and other ways players create their own "progress markers".…
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Show Notes From the exceptional Loyalty Missions in Mass Effect to the mundane Fetch Quests in MMOs of years past, Side Quests provide some of the most and least memorable experiences in gaming. Mathew and Attila discuss what makes some quests more interesting than others, what the best quest rewards are, and more.…
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Show Notes Make the numbers go up. You have to. You can make the numbers go up faster if you play every hour, on the hour, all through tomorrow, for the rest of your life. Progression Systems keep players engaged, but wouldn't it be better if your motivation was to play the game for the sake of enjoying the actual experience?…
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Show Notes: As much fun as Card Games might be, they are made from the ground up to extract as much value from the consumer as possible. Mathew and Attila discuss games that are distributed as digital Collectible Card Games and physical Trading Card Games.Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes: 10 pages of rules before you can even start playing? Why does a board game rule book take 10 pages to explain what a friend can summarize in less than 5 minutes? A discussion on the best way to create engaging board games which are easy to get into but offer just as much emergent complexity to keep you engaged.…
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Show Notes Luck can feel great when it works in your favor and aggravating when it works against you, winning a game of skill can be rewarding, but loosing one leaves you no one to blame but yourself. Discover the ins and outs of luck vs skill as applied to Game Design!Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Do we let Hearthstone get away with being pay to win because we find it fun to play? Do digital card packs count as content or consumables? Are they a worthwhile purchase if set rotation is going to make them obsolete?Mathew Falvai and Attila "Gabriel" Branyiczky による
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Show Notes Would you rather pay for Consumables or Content? Is it okay to have "pay to win" in a single-player game? How can developers use micro-transactions in ways that don't harm consumers? Mathew and Attila discuss micro-transactions in games. Attila talks about his negative experiences with the Plants vs Zombies franchise, including the "most…
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Show Notes Mathew and Attila discuss what truly makes a choice Meaningful in a game. Games discussed in the show: Deus Ex: Human Revolution Super Mario Bros. Mass Effect Life is Strange Persona (series) Final Fantasy VII Halo 5: Guardians Overwatch Elder Scrolls III: Morrowind Dark Souls (series) Extended Thoughts If you've ever had the moment when…
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Show Notes Mathew and Attila discuss narrative in games, and the dichotomy between games which put story first with lacking gameplay and action games which don't bother to tell a good story. Games discussed in the show: Donkey Kong The Legend of Zelda Metroid Bioshock (series) Metal Gear Solid V The Legend of Zelda: Skyward Sword Half Life Uncharte…
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Show Notes Mathew and Attila discuss Shovel Knight, it's penalty for death, and whether instant-deaths make sense in a game where you have a health-bar. Games discussed in the show: Shovel Knight Extended Thoughts Shovel Knight was a wonderful 8-bit romp through a colorful and imaginative world, but it brought with it classical game tropes like the…
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