Game Wisdom

Game Wisdom

Views:
2,531,972
Subscribers:
11,800
Videos:
5,340
Duration:
171:03:51:50
United States
United States

Game Wisdom is an American content creator on YouTube with roughly 11.8 thousand subscribers. His content totals over 2.53 million views views across roughly 5.34 thousand videos.

Created on ● Channel Link: https://www.youtube.com/channel/UCJPQyAGAbIcXZXfM01oOPOA





Top 400 Most Viewed Videos by Game Wisdom


Video TitleViewsCategoryGame
301.Ultimate Massacre Bonus (Diablo 3)909Let's PlayDiablo III
302.A Critical Thought on RPG Progression907DiscussionDiablo III
303.A Critical Thought on Why Your Core Gameplay Loop is Important907
304.Grim Dawn B26 Play: Smuggler's Pass and Beyond887Grim Dawn
305.Octogeddon is Fantastically Fishy | Review881ReviewOctogeddon
306.Nioh NG+ Crushed: The Two Kings878Nioh
307.A Critical Thought on Depth vs Complexity in Game Design875Depth
308.The Limitations of Leveling in Game Design | Critical Thought874Diablo III
309.A (Game) Industry Insight Into Learning Game Development859Tutorial
310.The Chaos Engine Ending858Let's PlayThe Chaos Engine
311.First Look at After Death -- Burying Your Metroidvania853Let's Play
312.Designing Relaxing Gameplay With Low Stake Games | Critical Thought847
313.Griftlands is a Deckbuilding RPG Wrapped up in a Roguelite | Griftlands Review846ReviewGriftlands
314.Greak Memories of Azur Beautifully Trips Over Its Own Coop | Greak Memories of Azur Review845Greak: Memories of Azur
315.Hard Hat Conquered-- West of Loathing Recorded Stream843Let's PlayWest of Loathing
316.The Abusive Monetization Practices of FOMO | Critical Thought, Game Design Talk835Fortnite
317.A Critical Thought on High Level UI Design Part 1: The Interface832
318.Mindseize Can't Escape it's Metroidvania Problems | Review824ReviewMindSeize
319.The Final Mission of Nioh (Let's Play Nioh Complete Part 9)819Let's PlayNioh
320.The Game Design Trap of Modern Retro Games -- Critical Thought806Shovel Knight
321.Ancient Enemy Delivers On a Solitaire RPG | Review805Review
322.What Makes Grinding Fun in Videogames | Critical Thought804Forager
323.Space Robinson Becomes a Repetitive Roguelite | Review804ReviewSpace Robinson: Hardcore Roguelike Action
324.Catching up With Zachtronics | Perceptive Podcast, Zach Barth Interview, Developer Interview804ShowSpaceChem
325.Roguelike Tower Defense and More | Indie Dev Showcase802ShowArtificial Extinction
326.The Design Behind Effective Loot Tables -- Critical Thought798
327.Downwell: Beating the Game797Downwell
328.Let's Play Phantom Trigger (Finale) -- Lights Out796Let's PlayPhantom Trigger
329.How Invisible Inc Created Rogue-Like Stealth Gameplay -- Dissecting Design792Invisible, Inc.
330.The Limits of Realism in Video Games -- Critical Thought789The Long Dark
331.Prodigal is a Colorful Zelda-Like | Prodigal Review, action adventure games788Prodigal
332.Building Battle Brothers -- Overhype Studios Interview787Battle Brothers
333.Renowned Explorers International Society How To -- Understanding the Meta-Game787GuideRenowned Explorers: International Society
334.Understanding Darkest Dungeon: Meet the Leper787Darkest Dungeon
335.A Lesson in Bad Tutorial Design Featuring Stellaris | Critical Thought786TutorialStellaris
336.Deep Sky Derelicts Complete Play Stream (Finale) -- Finishing the Mothership780Deep Sky Derelicts
337.Immortal Defense Video Examination777Immortal Defense
338.Let's Play Titan Quest Ragnarok (10) To the Frozen North777Let's PlayTitan Quest
339.The Evolution of Loot Systems in Game Design | Critical Thought775The Division
340.The Joys of Job System Design in Videogames | Critical Thought, Game Design Talk, Game Dev, gameplay774Yakuza: Like a Dragon
341.A Critical Thought on Conditioning Players770Discussion
342.Dissecting Design -- The (In)Accessible Nature of Celeste770Celeste
343.How to Design Logical Puzzles in Video Games -- Critical Thought769VlogThe Witness
344.How to Play Offworld Trading Company (1): Baby Steps763TutorialOffworld Trading Company
345.The Nightmare of Physics-Based Puzzles | #gamewisdom759
346.Pinball FX 2 Aliens vs. Pinball Spotlight752Pinball FX 2
347.A Day in the Life of Kazuma Kiryu -- First Look at Yakuza 6's Premium Adventure Mode747First ImpressionsYakuza 6: The Song of Life
348.Asura Beaten -- Normal Difficulty Victory728Let's PlayDiablo III
349.A Critical Thought on Steam Direct728DiscussionGuild Wars 2
350.A Critical Thought on Direct vs. Indirect Competition726DiscussionCounter-Strike: Source
351.Dissecting Design -- Furi and Boss Rush Game Design723Furi
352.The Greatness of Devil May Cry 3 -- Dissecting Design716Devil May Cry 3
353.Renowned Explorers International Society: How to Create a Party709GuideRenowned Explorers: International Society
354.Hardcore Grim Dawn | Forgotten Gods Play Night 2706Grim Dawn
355.Let's Play Grim Dawn Hardcore (3): A Walking Tour of Burrwitch705Let's PlayGrim Dawn
356.The Role of AI Development in Game Design | Strategy Game Roundtable, Game Design Talk, Gamedev703
357.A Critical Thought on Feedback loops in Game Design702Let's Play
358.Oniken Complete Playthrough701Oniken
359.A Critical Thought on Dynamic Difficulty699Discussion
360.Let's Look at Adam Wolfe Episode 1697ShowAdam Wolfe
361.Let's Play Grim Dawn Hardcore (4): Act 1 Finale694Let's PlayGrim Dawn
362.How to Play the Darkest Dungeon Part 11: Old Hag, New Trinkets693GuideDarkest Dungeon
363.Four Important Tips For Good Level Design in Video Games691Mega Man 11
364.The Dichotomy of Dead Cells | Dissecting Design, Game Design Analysis689Dead Cells
365.A Critical Thought on Power Curves in Game Design688
366.Let's Examine Space Pirates and Zombies 2 -- Pre-Early Access Build687Let's PlaySpace Pirates and Zombies 2
367.Shovel Knight Challenge Mode How To: Unarmed Ascent682GuideShovel Knight
368.The Tough Questions of Burden of Command -- Perceptive Podcast674ShowBurden of Command
369.Let's Crush Cultist Simulator (2) -- The Everyday Grind674Cultist Simulator
370.How to Beat Dancer of the Boreal Valley (Dark Souls III)673GuideDark Souls III
371.A Complete Play of Teenage Mutant Ninja Turtles Rescue-Palooza!671Teenage Mutant Ninja Turtles III: Radical Rescue
372.Prison Architect (2) : Fixing a Hole671Prison Architect
373.(Head) West of Loathing Let's Play (4) -- The Hair-Raising Finale669Let's PlayWest of Loathing
374.Is Extreme RNG Bad For Game Design? (Critical Thought)668FTL: Faster Than Light
375.A New Modern MMO With Genfanad | Genfanad Developer Interview, Perceptive Podcast, #indiedev668ShowThe Elder Scrolls Online
376.A Critical Thought on Event-Driven Game Design666DiscussionDriven
377.The Basics of Horror Design -- Critical Thought665Resident Evil 7
378.Welcome to Creo World -- Returning to the Surge665Let's PlayThe Surge
379.Running Through Titan Quest Anniversary Edition (2) From Greece to Egypt665Let's PlayTitan Quest
380.West of Loathing Hits Back -- Hard Mode Play662Let's PlayWest of Loathing
381.Last Action Hero Pinball Spotlight (The Pinball Arcade)661The Pinball Arcade
382.A Critical Thought on Depth vs Complexity in Game Design657
383.Super Mario RPG's Spiritual Successor | Another Crusade Kickstarter Demo Spotlight656Another Crusade
384.Roguebook is a bit rough around the spine | Roguebook Review654ReviewRoguebook
385.Returning to the Darkest Dungeon (1) -- Welcome Home649Let's PlayDarkest Dungeon
386.How Diegesis Works in Game Design -- Critical Thought648Dead Space
387.A Critical Thought on Designing Loot Tables648
388.A Link To An Amazing Game | The Legend of Zelda A Link to the Past Dissecting Design646The Legend of Zelda: A Link to the Past
389.Offworld Trading Company: Beating Employee Difficulty Skirmish644Offworld Trading Company
390.The Impact of Procedural Generation on Game Design | Critical Thought (Game Design Talk)644Spelunky 2
391.Dissecting Design: How Braid Merged Action and Puzzle Design643DiscussionBraid
392.Nioh NG Boss Guide -- Hino-Emma635GuideNioh
393.(Head) West of Loathing Let's Play (3) -- The Yeast of Our Problems631Let's PlayWest of Loathing
394.Designing Open Worlds in Games With Level Design Lobby | Perceptive Podcast624Show
395.Rebel Galaxy: Finishing Story Campaign622Rebel Galaxy
396.What Makes Movement Fun in Video Games? | Critical Thought, Game Design Lessons, Game Dev,622Super Smash Bros. Ultimate
397.Talking Supergiant Games With Greg Kasavin | Perceptive Podcast620ShowTransistor
398.A Critical Thought on Horror Enemy Design619Let's PlayAlien: Isolation
399.How to Design Effective Bosses in Video Games -- Critical Thought615Tutorial
400.The Design of Metroidvania with Vision Soft Reset | Perceptive Podcast612ShowVision Soft Reset