How do we design engaging multiplayer mechanics for everyone? Creating more opportunities for interesting, strategic choices results in much more exciting play.
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(Original air date: November 21, 2012)
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Yknow, I guess if you have no clue how world of tanks works, you might think that artillery create fun counterplay. Oh, if you only knew…
League adding Yuumi, so many meaningful choices your opponent can make…
Raze in the game VALORANT is the EXACT opposite of good counterplay
I get your point, but League is a horrible example, since there are tons of hard counters that exist in League. That's why I stopped playing, I kept getting sick of "Counter picks" rather than people just picking fun champs.
So… the "who killed you" camera from TF2 exists to stop that sniping problem?
do I hear foregone destruction at the end ???
League of legends isn’t really a good example.
GDC talk by Tom Cadwell https://www.youtube.com/watch?v=DePjQJaZpqg (Riot's Counterplay and Teamplay in Multiplayer Game Design
)
Why does the video look normal in 0.75 spd
Sniping has no counter play? You gotta be kidding me.
Playing against snipers is one of the most basic fundamentals in any fps game ever, and you should be ashamed for lying so blatantly.
3:00 what are the counterplays vs skilled yasuo?
God i wish riot still cared about counterplay
So they were talking about fun mechanics over at Riot games… Must have been a very improductive conversation
Wow a video dedicated to magic the gathering cool! Thats what this was right?
WoT arty is the worst, period. You will get spotted in average combat, no need for scouts, and even though you moved up to the front line to be an active participant, you just made yourself an even easier target.
There's actually a really easy fix for that sniper example that a lot of games don't use for some reason
My example is to use a small trail from the gun to the bullet site that so insignificant you don't consciously acknowledge you saw it which gives a sense of pride because you think figured out where sniper was even through you didn't do anything
In Yu-Gi-Oh!, missing the timing is a mechanic that limits the number of situations an effect can be activated, and also give opponents ways to play against the effect (making something miss the timing) in several ways (see Card Rulings: Geartown for example). The worst part is that missing the timing is overcomplicated, and even wording of card texts ("then" and "also, after that") are relevant to missing the timing.
Other simpler rules changes that make the gamer simpler and create counterplay are new SEGOC (easier to dodge negation) and the removal of Ignition Effect Priority (able to deny activation of Ignition Effects).
Counter point: Overwatch is now a game where you pick your characters based solely on countering the top frag of the enemy team. Oh they have a mercy? Im on reaper/pharrah. Oh theres a lucio doing well? Ill counter him with X. I feel like counter play can be good, and make a game more interesting. But I personally want my multiplayer games to be an open environment with even classes, not a rock paper scissors match with better graphics.
Or instead of doing a thought experiment, just use QA and playtesters. On that note, pay your QA more.
konami or yugioh players needs to see this video
Undying praise
I wonder if this is why final smashes get a bad rep, and were changed to be simplified in Smash Ultimate?
Thinking of smash melee: if you are getting beat down, depending on the situation, you can do sdi, di, tech, amsa tech, walljump tech, sdi combined with di combined with tech, simply attack, and so on.. There's always something to do.
There's a blogger that goes by Sirlin who talks about this. I know this video is kind of old, but I think he should get some credit for it as well
Clash Royale man.That is a fail
This concept is not only restricted to video games. My friends started a LARP group some number of years ago which inevitably dissolved. When they were writing in the abilities in the begining, or adding in a new game mechanic, they never considered what effect it would have on the players.
A type of counter play not mentioned here is abilities with cool downs for example. If you encounter a random player and they have a hard counter to your character you have no idea if there abilities are charged can try and bait it out the attack but risk them getting abilities they didn't have. Or can go in for the kill and risk them having the abilities. Times that by the about 30 characters and 2 to 4 abilities they usually have and the 6 players typically on a team and that is a lot of counter plays and strategies possible