"Star Fox Zero has a bizarre control scheme, seemingly made to justify the Wii U gamepad. In this deep dive critique, I look at what Nintendo and Platinum were trying to pull off and see where they succeeded - and where they failed."
A nice, chunky long one - only possible because of you guys. Thanks so much! All rewar...
2016-05-23 18:54:00 +0000 UTC
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Hello!
So Star Fox Zero's controls are weird. And reading interviews with Miyamoto, other members of Nintendo, and Platinum, just leaves me more confused.
In this deep dive critique I try and figure out what they were going for, where they succeeded, and where they failed.
Lemme know what y...
2016-05-22 18:50:31 +0000 UTC
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Hello! Me again.
Thanks for your awesome questions this weekend. I answered them all in the video above - covering everything from Telltale to Monolith, Zelda to Broken Sword, gaming as treatment for depression and my writing process.
Couple notes: 1) sorry, but you may see some advertisements on this video...
2016-05-17 06:14:39 +0000 UTC
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Hey! Sorry to do another post on this topic and clog up your inbox once more, but I wanted to make sure everyone who offered feedback on the last post saw that I am listening!
So for starters, thanks for your comments. In hindsight I should have just come to you guys first.
While I've had some negative feedback, ...
2016-05-16 13:02:25 +0000 UTC
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Thumbnails are important. And mine have been a bit crap.
They're okay at 1080p but no one ever seems them at the full size. They get shrunk down to tiny little icons on the YouTube homepage and recommended videos lists and Twitter and elsewhere.
And at that size they're dark, unreadable, and don't stick ou...
2016-05-15 18:43:59 +0000 UTC
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Hey! I enjoyed answering your questions yesterday, so I'd like to do more! I've already got a few in the comments from the last post, which I'll save, and so drop more down below and I'll answer them all in one go.
Games, game design, my background, how I make videos, other stuff, my favourite dinosaur (spoiler: steg...
2016-05-13 07:23:12 +0000 UTC
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Hey. So I got a weird email from Patreon. "We asked your patrons which question they’d like you to answer most," they said. Which is a bit weird. Thanks, Patreon, I guess?
But hey, I'm not doing anything right now so I might as well answer these questions. Let's see...
38% - What’s something you really...
2016-05-12 20:19:56 +0000 UTC
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Ah, the video game controller. That bulky chunk of plastic - bristling with buttons and sticks and bumpers - allows us to interface with alien worlds, fantasy landscapes, and post-apocalyptic wastelands. But is the design of the traditional console controller limiting the sorts of experiences designers can offer?
2016-05-10 12:14:49 +0000 UTC
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Hello!
Phew, this one was a bit of a doozy. It's probably got more games than any other episode, loads of custom graphics, the script took forever to get right, etc.
It's all about how console games can be constrained by controllers - but how clever devs shun conventions to make rad stuff, and about how oth...
2016-05-09 05:38:25 +0000 UTC
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Hello! This month I've been immersed in Hyper Light Drifter, been pulling my hair out over Stephen's Sausage Roll, and more.
Hope you enjoy this bonus vid!
2016-05-01 08:44:16 +0000 UTC
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Hey everyone, as promised I've broken the reading list out into its own thing so both this and the newsletter can stretch their legs.
Each month I'm going to give you loads of recommendations of things to read and watch, including lots of takes on that month's big topic (this time: difficulty and Dark Souls), and advice fo...
2016-04-30 08:00:13 +0000 UTC
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Hello! I'm a bit early, but I wanted to stagger these updates a bit so I don't destroy your inbox at the end of every month. I'm also going to split the reading list off into its own post, on its own day, so this stops being so long.
Anyway, I hit loads of milestones this month - 400 patrons, $1,000 in pledges, 50,000 You...
2016-04-26 08:13:07 +0000 UTC
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It's the question that comes up every time FromSoftware releases a new action RPG - should Dark Souls come with an easy mode? To answer this question (sort of), we must first figure out why these games are so hard, and whether there are better ways to provide difficulty settings than a choice at the start of the game.
2016-04-25 12:49:49 +0000 UTC
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An innocuous question about adding an easy mode into Dark Souls lets us dive deep into how designers conjure up specific experiences, and how players can choose to set their own level of challenge.
2016-04-24 09:32:07 +0000 UTC
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Patreon is awesome.
As traditional media continues to implode with advertorials, click bait headlines, and budget cuts, a whole new band of critics and creators are thriving on the generosity of their viewers.
Thanks to fan funding we can speak freely, tackle more interesting topics, and spend way, way, way too ...
2016-04-22 06:48:58 +0000 UTC
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I've attended GDC twice as a member of the press, and I loved it both times. Great conversations, amazing people, and you see John Romero buying a coffee in Starbucks and you're just like "huh, it's John Romero".
But if you can't make it out to San Francisco for whatever reason, you're not left out: the GDC Vault offers a ...
2016-04-13 19:27:40 +0000 UTC
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Woah, that's a ridiculous number. Thank you so much, and hi to all newcomers!
I'm working on some cool stuff exclusively for you guys - it will be ready soon.
2016-04-13 13:14:05 +0000 UTC
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Spelunky will always keep you guessing, by making a fresh set of 16 levels every time you play. In this episode we look at how creator Derek Yu strikes a balance between random and authored levels to make stages that always feel fun and fair - and why it's important that this game never gives you the same level twice.
2016-04-12 18:32:17 +0000 UTC
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Hey everyone!
I was so fascinated by Derek Yu's explanation of how a Spelunky level is generated (from his new book) that I just had to make a video that shows the process. Plus, think about why it was actually important to have randomly made stages.
Lemme know what you think!
Mark
2016-04-11 07:40:46 +0000 UTC
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HELLO! Here's your bonus video about cool games you might've missed from March.
What did you think of these games? And what cool stuff did you play this month? Please feel free to drop a comment below
I played quite a bit more Hitman after recording this video and I think I get it now. Still super curious...
2016-03-31 07:25:54 +0000 UTC
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Hello! What a fabulous month it has been. I played some cool games, made some fun videos, popped to San Francisco for a bit, and made some big changes in my life.
So, keep this on the down low, but from May I will no longer be the editor of Pocket Gamer. I'll still do a few days a week there, but just writing guides and s...
2016-03-31 07:15:19 +0000 UTC
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Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat 'em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinum's brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.
2016-03-28 16:52:30 +0000 UTC
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Hello super special Patreon people. You're the best. Yes, you. You're the best.
This episode is about a game I really love - Vanquish - and about how it borrowed the best bits of PlatinumGames's brawlers (like Bayonetta and MadWorld) to craft a shooter with an extraordinary amount of depth and opportunity for ma...
2016-03-27 09:55:10 +0000 UTC
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Don't know about you guys around the world, but here in the UK we're having a four day weekend. And I know exactly what I'm doing...
Thanks to everyone who said hi at GDC. Was a fun show - wish I got to see more talks (was stuck in meetings most of the time) but, hey, that's what the vault is for.
Hello to ...
2016-03-24 19:50:10 +0000 UTC
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For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness.
2016-03-09 13:20:46 +0000 UTC
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Hello super special Patreons! Here is your exclusive preview of tomorrow's episode.
I wanted to make a video about designing puzzle games in general but Jonathan Blow has such a unique and interesting take on this - and his games feel quite different to other puzzlers - that I decided to focus on him entirely.
2016-03-08 09:09:17 +0000 UTC
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Hello! Mark here. I wanted to update you lovely people on a few things.
Patreon is a weird nightmare of stress and anxiety but that's okay because it's fantastic and you're all lovely.
Creators don't really talk about this. Or maybe they do but I haven't been looking in the right place. Or maybe it's jus...
2016-03-03 19:13:21 +0000 UTC
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Hey hey hey, here's your bonus video about cool indie games from February.
What did you think of these games? (Try and be considerate of spoilers re: Firewatch!) And what cool stuff did you play this month? Please feel free to drop a comment below
Thanks for making all this possible!
2016-02-29 09:48:40 +0000 UTC
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Hey everyone! Thanks for your support this month. Here's what I've been up to, and what's coming up over the horizon.
Post Script
Sadly, I was only able to produce one episode in February because of a nasty illness. Feeling good now and it's great to be back researching, editing, and playing. Anyway, h...
2016-02-28 12:30:01 +0000 UTC
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Games have been messing with morality for ages - but are karma systems and binary choices the best we can do? Inspired by Darkest Dungeon's neat twist on video game villainy, lets look at some indie games that make morality a central component of their design.
Thanks for your support in February - I was knocked out for...
2016-02-23 14:08:05 +0000 UTC
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