Keeping Rewards in Sight [Planning & Game Design]
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Published on ● Video Link: https://www.youtube.com/watch?v=KePsEzN-IAM
This episode is a bit like a note-to-self about a topic I wish I'd been more proactive about in the past.
Rewarding players is a big part of what makes games fun, but how do you do that effectively?
Other Videos By Masahiro Sakurai on Creating Games
2022-11-06 | Making a Living Making Games [Planning & Game Design] |
2022-11-04 | Text Size [UI] |
2022-11-02 | Strike a Balance with Sound Effects [Audio] |
2022-10-30 | The Price of Games [Grab Bag] |
2022-10-28 | Emphasize Objects with Collision [Graphics] |
2022-10-23 | Too Much is Just Right [Animation] |
2022-10-20 | Super Smash Bros. [Game Concepts] |
2022-10-17 | Fun Beyond Game Essence [Game Essence] |
2022-10-14 | Make the Tempo Match the Game [Audio] |
2022-10-11 | Exercise While You Game! [Grab Bag] |
2022-10-10 | Keeping Rewards in Sight [Planning & Game Design] |
2022-10-06 | Name Files Logically [Programming & Tech] |
2022-10-04 | Try Telling That to the Player [Work Ethic] |
2022-10-02 | Kirby Super Star [Game Concepts] |
2022-09-30 | Giving "Weight" to Buttons [Design Specifics] |
2022-09-28 | Clarity vs. Style [UI] |
2022-09-25 | Just Let Them Play! [Planning & Game Design] |
2022-09-22 | Make It "Pop" [Effects] |
2022-09-20 | Game Essence in Role-Playing Games [Game Essence] |
2022-09-17 | Assigning Animations [Animation] |
2022-09-15 | Game Awards [Grab Bag] |
Tags:
game development
game production
game
masahiro sakurai
kirby
sora
smashbros
nintendo
ssbu
planning
Game Design