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Adam Millard - The Architect of Games from patreon

Adam Millard - The Architect of Games

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Adam Millard - The Architect of Games posts

What Makes a Great Deckbuilder?

Adam Millard - The Architect of Games post What Makes a Great Deckbuilder? from patreon

Sorry for the late upload time on this one, there's some fairly GPU-intensive segments in this video and the encode failed a few times!

Deckbuilders are the future - from humble beginnings as ugly but  promising rougelikes, they've grown to encompass every genre in a  million different ways with no sign of sto...

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How Satisfactory Makes Work Fun - Early Access

Adam Millard - The Architect of Games post How Satisfactory Makes Work Fun - Early Access from patreon

Here's the itch.io bundle - get it whilst it's hot! https://itch.io/b/520/bundle-for-racial-justice-and-equality

Work is boring - at least, that's what we've been told. Satisfactory, Factorio, and other logistics games h...

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the big two double O.

Adam Millard - The Architect of Games post the big two double O.  from patreon

What's up Patrons?

I was going to do a special 200 subs thing but between the political climate right now and the fact that 200 isn't a particularly important milestone - I'm going to give it a miss until 250.

However, I do still want to give something back to you fine people for supporting me and my crappy vide...

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Architect Address May 2020

Adam Millard - The Architect of Games post Architect Address May 2020 from patreon

Hey! What’s up? It’s time for another fascinating instalment of The Architect Address, wowee! 

Let’s talk about some videos that came out recently, huh? Well the first one would be, yeah that’s right, In Defence of Randomness, a video that has kind of been a long time coming. Work on this one started way ba...

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Building Better Villains: How to Fix Borderlands 3's Villains

Adam Millard - The Architect of Games post Building Better Villains: How to Fix Borderlands 3's Villains from patreon

Sorry for the weird upload time, friends! Had to re-encode this bad boy and upload from scratch so it's currently 4AM. Enjoy the vid though!

Listen to North Star Rising!: https://www.northstarcrew.com/

Villains are a crucial part of fiction. F...

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In Defence Of Randomness

Adam Millard - The Architect of Games post In Defence Of Randomness from patreon

RNG is a big sore spot for gamers everywhere, it doesn't feel great, takes away control, and can be seen as a quick and easy way to get out of making levels yourself - but Randomness is actually crucial to many of our favourite genres.

The Architect might have a cough (FOR NORMAL REASONS PROBABLY) but that's not going t...

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Architect Address - April 2020

Adam Millard - The Architect of Games post Architect Address - April 2020 from patreon

Hello hello hello and welcome to yet another architect address! How are you all holding up with the COVIDs? Hopefully good, remember to wash your hands you filthy degenerates. Well, enough about that, it’s time to talk about the videos that got released in the last month or so.

First of the two is What’s the Meaning...

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What Makes Doom Eternal Different?

Adam Millard - The Architect of Games post What Makes Doom Eternal Different? from patreon

Doom Eternal came out, and it's been a little divisive - some players love it even more than Doom's 2016 reboot, but some fans just can't get to grips with all the new features, crazy new story and weird focus on platforming - which is weird, because the games both look virtually identical, what changed?

Well, to find o...

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What Does It Mean To Be A Metroidvania

Adam Millard - The Architect of Games post What Does It Mean To Be A Metroidvania from patreon

Play the Super 1-1 Challenge: https://sean-noonan.itch.io/super

Metroidvanias are a beloved genre that have been around for decades - but they've only gotten popular relatively recently. That's a bit of a problem, because instead of having years ...

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Architect Address - March 2020

Adam Millard - The Architect of Games post Architect Address - March 2020 from patreon

Well well well, what do we have here? Another episode of the architect address you say? Wow! Better catch up on the previous videos that have been released, huh?

Yeah, only two - unfortunately, I've spent the last month gradually moving house and so videos unfortunately got slowed down a bit - but as you can hopefully n...

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What Makes a Great Secret?

Adam Millard - The Architect of Games post What Makes a Great Secret? from patreon

Shh! Don't tell anyone, but video games have these things called secrets in them - and they're pretty cool! But what makes a good one?

Well, the Architect has been sticking their distinct lack of a nose in where it doesn't belong and has come to some interesting conclusions - namely, that a good secret is one that's mea...

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Why Does Celeste Make Us Feel Anxious?

Adam Millard - The Architect of Games post Why Does Celeste Make Us Feel Anxious? from patreon

Check out Alex Hoyle: https://www.youtube.com/user/EdbotnikThe/featured

Nintendo are the kings of making fun, expressive platformers - but Mario's dominance has meant that his fun-first design has overshadowed different kinds of pl...

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A SMALL (big) UPDATE

Adam Millard - The Architect of Games post A SMALL (big) UPDATE from patreon

(Pictured: my messy-ass desk which is still getting organised)  

What's up?

This is just a quick update to explain why this post isn't the next video, and some things going on in the real world.

In short, I moved into my own flat! And it's all thanks to you! (and the people who watch...

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Architect Address- January 2020

Adam Millard - The Architect of Games post Architect Address- January 2020 from patreon

We're back with the first Architect Address of the year!


Transcript:

 

 Hello Folks, wow it’s been a while, huh?

Yadda yadda yadda I’m bad at these, you get the picture by now, but I’ll make it up to you by quickly running through the four videos that have come ou...

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Why Don't Mystery Games Need Mechanics?

Adam Millard - The Architect of Games post Why Don't Mystery Games Need Mechanics? from patreon

Mystery stories, detective fiction, whodunnits- they're all a part of a nebulous genre of narratives that involves deducing clues and figuring out abstract puzzles before it's too late. We've got great examples in literature, cinema and even TV, but where are all the great mystery videogames?

Well - they're actually alr...

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20(19) Games You Should Have Played

Adam Millard - The Architect of Games post 20(19) Games You Should Have Played from patreon

2019 was a bumper crop for fantastic games, but that's had the  unfortunate side-effect of meaning that a bunch of otherwise great  or  interesting games have been overshadowed by AAA giants. The Architect  considers this to be a grave miscarriage of justice, and so - for the  third time - is attempti...

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How Platinum Design a Combat System- Director's Cut

 

Hey! Welcome to another director’s cut!

One of the big things Platinum do well that I just didn’t quite have the space to talk about is the interesting way they try to make games accessible for people who might struggle with vision or hearing or both. Normally, so-called “hardcore” games don’t alw...

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How Platinum Design a Combat System

Adam Millard - The Architect of Games post How Platinum Design a Combat System from patreon

Platinum games are a one of a kind studio- no-one else can make games  that feel quite stylish and fun to play, and what's more, Platinum  titles can be enjoyed by just about anyone.But how do they do it? Join  The Architect, who currently has a cold, on a journey to find out how  making deep games can act...

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How Gameplay Loops Keep You Playing

Adam Millard - The Architect of Games post How Gameplay Loops Keep You Playing from patreon

Check out Errant Signal: https://t.co/57JMC0IPXm?amp=1

Also I lied, you folks don't need a link to my Patreon, sike!

The Architect isn't the only person out there with a steadily growing backlog of games that's impossible to ever finish- and des...

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Architect Address- November 2019

Adam Millard - The Architect of Games post Architect Address- November 2019 from patreon

And we're back with another Architect Address! I've also gone through the liberty of posting the transcript here in case people would rather read than watch:

 

Iiiiiit’s been two months since my last architect address and I guess… sorry about that. Yeah. I really need to get better at doing these, but it...

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What Is a System? And How Did They Save Zelda?

Adam Millard - The Architect of Games post What Is a System? And How Did They Save Zelda? from patreon

Systemic games are a real enigma, they're revolutionary and important- but no-one can really explain what they are. To make things even worse, systemic games are also supposedly responsible for fixing the legend of Zelda!? What the hell???

Luckily, The Architect has you covered, and they've come up with a helpful way to...

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How Batman Takes Stealth Back to Basics

Adam Millard - The Architect of Games post How Batman Takes Stealth Back to Basics from patreon

The Batman Arkham games are beloved for a reason, they perfected cinematic action brawling, they've got great open world and some of the best baddies in videogaming, but there's one thing that The Architect thinks the Arkham series does that's gone under-praised, and that is the Predator sections.

The Predator mode in t...

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Rediscovering the joy of Exploration- Director's Cut

 

Fun fact about this episode- and a small part of the reason why it took so long, is that what was originally going to be a single video has split and mutated into three different episode concepts!

It all started with me playing Batman: Arkham Asylum for the 10th anniversary of the game and getting the idea ...

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Rediscovering the joy of Exploration

Adam Millard - The Architect of Games post Rediscovering the joy of Exploration from patreon

The biggest gaming trend of the 2010's was undoubtedly the idea of an open, explorable world- but for all the games which jumped on the bandwagon- not all of them pulled it off well.

Now that open worlds are falling out of favour, The Architect dives into a bit of gaming history to find out where the fun of exploration ...

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A quick update!

Hi!

Just a quick headsup to say I decided to take a few days off for my health after getting a bit sick, so expect the next video in a few days rather than, like, today- which is when I originally planned to get it out.

On the bright side, I'm now back in action and I've come up for a killer idea for the NEXT vi...

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Architect Address- Sept 2019

Adam Millard - The Architect of Games post Architect Address- Sept 2019 from patreon

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Why We're Wrong About Violence in Games

Adam Millard - The Architect of Games post Why We're Wrong About Violence in Games from patreon

Hello Patreon Friends! here's the latest video- there's a few error corrections I make in the credits section because I missed that some of you were giving me money! If you see me miss anyone's name again or just an error in general, feel free to let me know!

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Violence in video games is a bit of a hot button ...

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Fixing the Genre Fusion

Adam Millard - The Architect of Games post Fixing the Genre Fusion  from patreon

Genre fusions are a bit weird, AAA devs seem to love lumping a bunch of genres together to try and appeal to as many people as possible, but the end result is often a watered-down version of two different games that happen to share a program. So how can we fix this?

Well, The Architect has a few ideas, and most of their...

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The Architect Address- July 2019

Adam Millard - The Architect of Games post The Architect Address- July 2019 from patreon

Another Architect address, this time dealing with two new videos and the issues of making the damn things fast enough.

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Engineering The Perfect Enemy

Adam Millard - The Architect of Games post Engineering The Perfect Enemy from patreon

Enemies in video games are one of the most obvious sources of great design, from the humble goomba all the way up to the likes of Prey's mimics. So why is it so hard to explain why we like these enemies so much?

Join the Architect in an attempt to find out the secret ingredient for a great enemy, all the while leaving a...

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