







This video presents theories about general game design concepts. It’s not meant to prescribe a set of ideals which all games must follow. However valuable any guideline might be, it’s always (or almost always) possible to imagine a game which is made better by ignoring such considerations. A great game cannot necessarily be made just by applying a set of principles. I don’t know if/when I’ll be making another video but if you enjoyed this one and would like to support me, you can make a pledge. There’s no reward for doing so but this video wouldn’t exist without the support of my patrons. https://www.patreon.com/matthewmatosis List of games in order of first appearance: Ghost Trick The Legend of Zelda: Ocarina of Time The Legend of Zelda: A Link to the Past Uncharted 4 Celeste Dustforce Viewtiful Joe Super Mario Odyssey Shinobi Dishonored Super Mario Bros. Quake Death Stranding Space Invaders Castlevania: Symphony of the Night Defender Super Mario Bros. 3 Ico Devil May Cry Demon’s Souls God of War Super Mario 64 Shadow of the Colossus The Legend of Zelda: Breath of the Wild Resident Evil 4 God Hand Batman: Arkham Asylum Killer7 Spider-Man: Miles Morales Persona 5 Royal Castlevania 3 Devil May Cry 5 Nex Machina Shovel Knight: Specter of Torment Metroid Prime 3 Bayonetta Super Metroid Metroid Prime R-Type Ratchet and Clank 3 Half-Life Metal Gear Solid 2 System Shock 2 Returnal Resident Evil 2 Prey Splatoon Crash Bandicoot 4 Super Mario 3D World + Bowser’s Fury Monster Hunter World Monster Hunter The Pathless Elden Ring Ratchet and Clank: Rift Apart Hollow Knight Ratchet and Clank 2
Aesthetic Deception
The Search For The Apolitical Video Game
Experimental Games Showcase
The Experimental Game Workshop Showcase, which featured games like 'Baba Is You', 'The Longing', 'Braid', 'Untitled Goose Game' and 'Katamari Damacy', is back for its 24th year at GDC! In this fast-paced, game-packed session, panelists will...
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
̶B̶a̶d̶ Good Game Design - Clicker Games (Idle Games, Incremental Games)
The hidden ‘rules of the game’ that dictate how we navigate the world | Psyche Videos
How free are we really, if human behaviour embodies the complex, intertwined webs of society and history?

Integrating Narrative into Game Design: A Portal Post-Mortem
The NOexistenceN of you AND me
Use "game" as a medium to showcase the world of "you/girl". Explore the truth of "you/girl/world" through the form of a "visual novel".

Introducing The Pentaract: A Comprehensive Set of Video Game Lexicons for ATProto
Some of you already know that I’ve been working on-and-off on a lexicon for video games. I figured it would be a good idea to put the lexicon up for further discussion, and to make sure I’m headed down the right path with things. But why? Last year, the video games industry experienced a significant upheaval when radical groups leveraged moral panic to pressure payment processors, which in turn pressured games platforms to remove NSFW applications. This resulted in a lot of underrepresented dev...

The Evolution of Trust
an interactive guide to the game theory of why & how we trust each other
The cult of the cookie clicker: When is a game not a game?
There's a growing obsession online with cookies, imaginary chocolate chip cookies.

the world's first game without object permanence
Designing Games to Learn
As I've been writing this series of newsletters on learning and video games, there's been a spectre lurking in the background. Video games and education. Edutainment.
Exuberant Video Game Menus Designed With da Vinci in Mind (Published 2024)
The menus within role-playing games by Atlus, including the new Metaphor: ReFantazio, unfurl in a sensory feast of color, movement, sound and typography.

On Games, Modes, and the Depth of Fewer Inputs