In this video, I'll discuss the rest of the Top 10 Game of Thrones Reunions that I'd
like to see in season 8.
So stay tuned for that.
Hello Everyone.
Welcome to UBM.
Your one stop for book and TV series reviews.
I post new videos every Saturday at 07:00 pm IST or at 09:30 am EST.
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And I want to thank you Aaron Arguelles for contributing to my channel on Patreon.
Last week, I posted my
no. 10 to no.6
reunions I'd like to see in season 8.
Without waiting any longer, let's see my remaining top 5 reunions.
5) Gendry and Arya
After Mycah's death & Ned's execution, Arya hadn't made any new friends, except
for Gendry and Hot pie.
Remember last year, I discussed in my "Who will Arya meet at the Inn" video, about
how Arya thought Gendry is dead, and with Hot Pie being her only friend left alive,
she would go to meet Hot pie after she returns to Westeros?
When Melisandre took Gendry away, Arya thought Gendry was dead.
And Gendry probably also thinks that Arya is dead.
It would be really exciting to see their faces when they'll see each other again and will
realize, that all three of them have survived.
Being a huge Arya fan, I'm dying to watch this moment.
4) Jon, Sam and Bran
I know I cheated on this one, but the reason I am most excited to see this reunion is because
Sam and Bran know the truth about Jon now.
Jon last saw Sam before he sent him to the Citadel, and he last saw Bran before he joined
the Night's watch.
Also, the reason I didn't put Bran and Jon reunion higher on the list is because there
wasn't any surprise element left.
Jon already knew that Bran was in Winterfell even before he went beyond the wall.
Jon has lived his whole life thinking his mother might have been a whore and even though
he dreamt about becoming a lord, he didn't think he deserved it because he was a basrtard.
I wanna see Jon's reaction once he realizes he is not really a bastard, but a trueborn
son and the heir to the Iron Throne and that he slept with his Aunt Dany?
3) Dany and Viserion
When Dany went to save Jon and his team beyond the wall, the Night King threw an Ice Spear
through Viserion and killed him.
I've already discussed how the Night King had set a trap for Dany and her dragons in
my "Is the Night King a Greenseer" video?
I also discussed questions like why the Night King went after Viserion instead of Drogon
or Rhaegal etc. in my Season 7/8 Q&A videos.
Viserion was killed so suddenly and Dany had to escape from there in a hurry and then had
to help prepare for the Great War, that there was no time to see her grieving for her dead
child.
Or maybe she is trying not to deal with it by busying herself in various distractions
like love and war etc.
But once she sees Viserion as a wight?
I think that moment will be equally amazing and heart breaking at once.
2) Jon and Arya
Did I mention I am a huge fan of Arya?
As you already know, Arya is my most favourite character in the show.
Jon and Arya last met in season 1 where Jon gave Arya her sword "Needle".
I LOVED Jon and Arya's relationship in the books, especially when they had thoughts like
this, "Arya never seemed to fit, no more than he had... yet she could always make Jon
smile.
He would give anything to be with her now, to muss up her hair once more and watch her
make a face, to hear her finish a sentence with him."
It will be their first meeting since Jon gave her Needle in season 1 and left for the wall.
The reason I didn't put it on number 1 was because of the surprise element.
If Jon hadn't known Arya was in Winterfell and then there was a reunion, that would have
been priceless.
But as we saw in season 7, Jon got the raven which informed him that Bran and Arya were
alive, and his reaction wasn't one of my favourites, even if he was worried about the
Night King and his army, which were still beyond the wall at that time.
But despite all that I'd still like to see this reunion.
Like Sansa had told Arya, when Jon meets her, his heart will probably stop..
Honourable Mentions - Gendry and Melissandre, Arya and Melissandre, Tyrion and Sansa,
Ghost and Nymeria, Jaime and Bran.
1) Jon and the Night King The whole series from the beginning has been
heading towards this epic moment.
The Starks have been saying for thousands of years that "Winter is coming."
And Winter aka the Great War aka the long Night come again is here.
The last time Jon and the Night king met, they had locked eyes when Jon was fleeing
with the black brothers and the wildlings.
Jon had lost the battle at that time.
But now, Jon has Dany and her Dragons on his side.
And we'll probably get Lightbringer in season 8 too.
IMO, this will be the most awesome reunion of season 8.
So, these were my top 10 reunions I wanna see in season 8.
Which ones are yours, don't forget to tell us in the comments.
If you liked this video, please click on the like button below, share the video and subscribe
to my channel.
Have a great Day.
Bye Bye..
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Ben Brode - PAX DEV 2018 Keynote - Duration: 38:38.
Greetings! so I gave the keynote at PAX DEV last month, and PAX DEV is pretty
secretive - they don't have video cameras. But I got permission to record the audio and post
the keynote speech on my youtube channel for anybody who wanted to watch the
keynote but wasn't able to attend pax dev. I talked about a bunch of different
topics and I hope some of them are inspiring or interesting to you so take
a take a look and let me know what you think! Enjoy. Greetings! Ok so my name is Ben Brode.
I worked for a Blizzard Entertainment for 15 years, the last ten of which I worked
on a game called hearthstone and the last two of which I was the game
director on Hearthstone. And four months ago I left Blizzard to start a new game
studio called Second Dinner. And since then we got enough funding to make our
first game, we hired a few super badass folks, and started working on some
exciting prototypes. And it's a really exciting time right now back at
the office so I figured I'd take a week off and come up to pax.
I'm really excited to be here today. My good friend and mentor Eric Dodds, the OG Hearthstone
game director, has told me every year how awesome pax dev is, so I'm very honored
to be a part of it. And I know part of the vibe of the event is to get nitty
gritty and share lots of behind the scenes, maybe not-for-public-consumption
data, but Second Dinner is not privy to any secret data right now, so feel free
to take pictures or notes or whatever. And I'm gonna record myself actually so
I could post this later maybe. So one of the hardest parts about giving a talk
for me is figuring out what is obvious and what is interesting and helpful.
I just have a hard time figuring out what other people know. And if I just tell you
things you already know, that is very low value to you. Although it might be fun to
listen to me try and get you excited about common knowledge.
For example, do you guys know if you take peanut butter and mix it with jelly, you
get an exciting new flavor?!
You already know that. Okay.
But I'm gonna do it anyway, so here's five things that are probably
obvious to you. Your games should be responsive. Protect low-skill players via
matchmaking. Make sure everyone shares a clear vision. These seem pretty obvious.
Keep players happy. Keep employees alive. okay
Well thank you very much. This has been a good talk. Okay my talk is called 'Little
things that make all the difference' and I'm gonna look at those five obvious
things and mention some little things that I noticed maybe some people aren't
thinking about or maybe mention some of the trade offs that may not be obvious
about those five things. So, obvious thing number one: your game should be
responsive. I think this is super obvious to everyone maybe except the people who
make gas station pumps. This is a picture of Rob Pardo talking about
Blizzard's core philosophies at GDC. I highly recommend this talk. One of their
core philosophies is "control is king" and I do think that Blizzard pays closer
attention to this than a lot of other companies. One of the things that Pardo
mentions in his talk is that this is a very difficult thing to get feedback on.
Players will definitely tell you if your controls are unresponsive, but they are
much less likely to notice if your controls are only slightly unresponsive.
So during the development of Warcraft 3 they discovered three frames of lag in
the mouse cursor and removed them. And that's a tenth of a second of lag and
that's just unlikely to be a big topic of feedback from players. And even though
it's almost imperceptible it actually makes a huge difference to how the game feels.
We have to specifically pay attention to controls and look for even tiny
optimizations. There's something I want to add to the
way that we talk about controls. I want us to make controls crispy. Crispy things
are awesome. They look delicious. They have a great crunch when you bite
into them, and they're fun to eat. But we use the word a little differently.
Here's how we define it: When controls, visual effects, and sound combine to
create a maximally satisfying interaction. This term was coined by our
principal engineer Mike Schweitzer. He's a huge fan of fighting games and that
genre is notorious for being super crispy.
Here's dragon ball fighterz: a game that has incredibly crispy controls. Hitting a
punch button gives you responsive feedback but also combines the visuals
and sound in a way that really enhances how it felt to press that punch button.
And this is the crux of crispiness: Using visuals and sound in
concert with controls to create a maximally satisfying experience. I think
the way that hearthstone handles the hand of cards is very crispy. Here's a
video. When you mouse over a card, the big view snaps instantly. I've seen some card
games that animate between that small size and that big view, and you might
think it's more crispy to add that animation, but actually I think it makes
it feel a little less responsive. This is the inherent tension between animation
and controls: they need to be instantly responsive and maximally satisfying.
For me, the thing that offsets that lack of animation between those two sizes is
that little slow animation after the card snaps to a big size where it drifts
up slowly. I think that makes it feel like it's more alive. One other thing
about crispy animations: don't let them get in the way of being able to play as
fast as your brain wants to move. Obviously Hearthstone lets you drag your
cards out as fast as possible regardless of which animations are playing - and if
you had to wait for the animations to complete before continuing to play the
next card, you can't have long awesome animations
because they would get in the way of whipping cards of your hand as fast as
possible. There's another metric of responsiveness which the time between
when a player decides they want to have fun and when they actually start having fun.
And if that length of time is too long they might opt for a lower
friction form of fun like browsing Twitter or watching Netflix.
It's basically like a Bing for the buck calculation. If I'm going to play for a
few hours then waiting a couple minutes isn't a big deal. Or if it's super super
fun then yeah I'll Drive over to Disneyland pay 200 bucks and wait in
line for two hours to ride Space Mountain. I do think this makes a
difference for everyone but if your game has been to be played in short bursts I
think it's critical. So, often the time to fun includes logging in, navigating the
in-game menus, finding a match, and learning the gameplay itself. But if the
beginning of the gameplay isn't immediately fun, it actually takes even
longer to get there. Or there could be additional steps before logging in, for
example when I would decide to play a VR game, I need to clear out the VR room,
boot my PC, plug in my headset and lighthouses, launch steam, then launch
steam VR, and then go through the rest of the flow. The friction is pretty high so
I only play if I know I'm gonna have a long play session for example an hour of
beat saber. Beat saber is amazing this is super fun. Like, it makes me feel like a
breakdancing Jedi. you have to try to beat Saber. OK sorry so I I want to talk
about some of the individual components of the chain to get in and start having fun.
the first is log-in speed and I just wanna call out some games that're just doing
an incredible job at this right now. I want to show you how fast clash royale
loads. This is from a cold start - it wasn't already running in the background, and
there it is it's playable. it's pretty amazing it's like 6 seconds. here's an
app my son likes called Metamorphabet. Here's how fast it loads. It's loaded
already. that's the actual gameplay, you can play it. It's obviously a whole
different beast because it doesn't connect to the internet you don't have to login but I
think it's still incredible again from a cold start. One thing that's a pet
peeve of mine is when it feels like developers are intentionally making me
wait longer to have fun, and startup logos sometimes feel like that to me.
I think probably some people are using these to mask some of the loading time
but not everyone is doing that. Does your game need menu animations? So, menu
animations add time to the critical time-to-fun countdown, but they can
help make a game feel AAA. Like, the way that these chains move and the
sounds that they make I think really contributed to how awesome this game
felt when it came out. They're not too long so I think it'd be a tough call whether
or not you'd optimize for getting into the game faster or making the animations
cooler. This particular game has pretty long play sessions so I think
that's part of the big consideration you'd make when
making a decision like this. Does your game need a story? Telling a good story and
having a great narrative is important. A lot of people do an incredible job with
narrative gameplay. But not every game needs a story. Like, you download a chess
game and before you even play the tutorial there's a cutscene about how
the enemy King has issued you a challenge and the fate of your kingdom
is at stake and the mysterious rooks have returned after years and what about
the prophecy?? If the narrative is not the reason that players are playing your
game it's possible it's just getting in the way of them having fun. So I went
over a couple things that I like to think about for shaving things off of
this flow but there might be other creative ways to get it as short as
possible and I think this is really a team wide effort. Your UI designers
need to minimize clicks and screens in the flow to play. Your client engineers
need to work some heroics to minimize load time and your animators need to
find ways to make the game feel awesome without necessarily animations
slowing down the flow. Or you could just make your game as fun as Beat Saber and
I will put up with any amount of bullshit to play it. Ok, obvious thing number 2:
Protect low skill players via matchmaking. So in the time before
matchmaking, you'd see some matches like this. And the big sumo guy here is a
player who is hyper skilled and the cute little sumo kid represents a player who
is very low skilled. And imagine being the little guy. You have no chance here
and if you're in the bottom 10% of players almost every game will feel like
this to you. And that sucks. You probably won't be having much fun. You'd probably
quit. You know what'd be better? If the little guy won more games. So most modern
games use some kind of skill based matchmaking to find fairer matches for
players. They assign a value to a player's skill (we usually call that matchmaking
rating or MMR) and match them against players with a similar skill value. And
maybe this won't surprise you, but players like winning. And when they win
they have more fun. And when they have more fun they quit less often.
But where does the trend of high winrate stop being correlated with lower churn
is it at 50% winrate or does it keep going? And I think winning is
winning. Players who win 90% of their games are having more fun than players
winning 50% of their games. So I said we wanted to increase the win rate of the
little guy here right but in this example it's a zero-sum game and those
extra wins means we have to give them those wins from somebody else -
giving extra losses to somebody else. Which means we have to lower the win
rate of the rest of the players. So when you pull the little guy's win rate up, you
have to push the win rate of everyone else down. Now I don't know what the
shape of this line actually looks like - I'm sure it depends on the game and how
impactful winning and losing is in your particular game - but as you move your
population more towards the middle of the red line from the edges, the people
on the left who were winning very few games are now quitting less
and the people on the right who were winning a lot of games are now quitting
more. So depending on the shape of this red line, this could still be overall
good for the churn rate, or it could be neutral, or even negative. So if the shape of
the line looks like this, so that maybe winning zero percent of your games means
you're 100% likely to quit but hey if you're winning ten percent of your games
maybe really fifty percent likely to quit, but if you're winning 90 or 100
percent of your games you're very unlikely to quit, because you're still riding
high after winning all those games, then normalizing win rates towards the middle
actually reduces the overall number of people quitting, so matchmaking seems
super beneficial. And this shape makes intuitive sense, right? If you're
winning a lot of games you're very unlikely to quit whether it's 70 percent
or 90 percent. But be careful about assuming this kind of thing. Figuring out
the correlation between win rate and players quitting might be very helpful
for your game as you consider how much normalization of win rates to do.
And this is a complicated issue. Obviously, new player attention is very
important, so you may not want to just throw players in to a system with no
matchmaking. You might want to have some other system that lets players take the time
they need to become skilled enough that they can have a better experience once
exposed to the broader player base. But there's some tricky things you
can do to cheat the system. And I experienced it firsthand pretty
recently. I downloaded PUBG on my phone and I played three games, and I won my
second and third game. And I was shocked, because I beat 99 other players as a
total scrub. So I posted about my victories on Facebook, which is already
pretty risky because that's kind of braggy, and a few of my friends pointed
out that in my first few games my opponents were entirely BOTS who were designed to
lose to me. So I ended up looking really dumb, and I deleted my post, but if not
for those friends I would still feel really good about beating those BOTS.
What they were essentially doing is making it not a zero-sum game. actually
battle royale games are I guess kind of like negative-sum games. They
introduced AI opponents that suck, to inflate the win rates
of the worst or newest players, without harming the win rates of the better
players. Another way to avoid the zero-sum problem is to try and match
players together who have different goals. so here's the sumo scene
reimagined like that. And one thing I've seen a lot of games do that is similar to
this is give out rewards for playing but not necessarily winning. Another cool
trick I've seen is to reduce the sting of a low win rate. So this game Duelyst
has a hidden achievement that you earn for losing three games in a row, so maybe
you get to convince yourself that you meant to do that.
Skill matching makes it hard to feel power gains. So another thing to keep in
mind about matching based on skill is that it makes it hard to feel when
you've gotten better at the game. Whether that's because you actually improved
your skill or because you've leveled up your character or maybe purchase some
new cards or items or whatever. Often when that stuff happens you get a
short-term boost and really feel good for a few games, but depending on how you
tune your matchmaking algorithm it'll actually very quickly bump your MMR up
and find you fair opponents again. So no matter how much better you get at the
game your win rate always stays around 50%. And for me at least it saps me of
some of my will to improve, because doing better just means I'll have to fight
harder opponents, and that kind of stresses me out. This is my friend Josh
Menke, who did a talk on matchmaking at GDC a few years ago, and this is a good
graph to show how fast modern algorithms can figure out a player's skill. And you
can see the comparison to ELO (the red line there at the bottom) and what this
means is that modern games have the capability to get you even matchups
after just about three to five games from no data, and almost instantly adapt
to changes in power level. So this is this is pretty obvious, but
the tighter your tolerance for skill based matching, the slower your
matchmaking speed, which increases the time to fun. And this could be an
important consideration based on how many players are playing your game,
how many modes you have splitting your playerbase, and what you think the
experience should be like in off-peak hours. So I talked a lot about the
downsides of skill-based matchmaking, but I'm actually not sure that its overall
bad. They are real upsides to using a system like this but it's important to know
what the trade-offs are. For example Hearthstone's Arena mode matches players
based on the number of wins in the current run, not on a persistant skill
rating and I think that makes it both a worse mode for new players and a more
fun mode for the most skilled players because skill directly
influences your win rates rather than it all being normalized to 50%. So we use
skill-based matchmaking because we want things to be more fair, but in a way
skill-matching could feel unfair, because working hard and improving doesn't mean
you get any better win rate for that work. Matchmaking on player skill is
optimizing towards 50% win rate. Is that the best thing to optimize for? Sometimes
50% win rates will be the most fun, and sometimes it won't be, and you have to
consider the overall effect on fun from all different player perspectives as you
tweak your matchmaking systems. Alright, obvious thing number three:
Make sure everyone shares a clear vision. Making games is super hard, and one of
the hardest things is making sure your team understands what your game is, what
your game is not, and why it's going to be awesome. I think everyone knows this
is important, but I think it's critically important, and this is one of the big
reasons I've seen game teams fail. If you don't agree on what you're building you
end up with a hodgepodge of stuff that doesn't fit together into a cohesive
product. Okay so we're going to do a little exercise together. Imagine you're an artist. And if
you're an artist, you don't have to imagine. And you're working on a new
zombie movie. And you're the artist responsible for concepting what the
zombies are going to look like in this movie. Try to imagine, you're the artist.
Start thinking what are the zombies gonna look like in this zombie movie we're making.
There are a lot of us working on the movie. Someone else is doing set design,
someone else is writing all the dialog, and we all need to be on the same page
to make this movie feel believable. But zombies are zombies, right? They're
zombies. How likely do you think it is that we're all thinking about the same
visuals for our zombie? So, clearly there are different interpretations.
So let's align on this. Let's say we're gonna make a gruesome, realistic
zombie. So now we should all be sharing the same vision. But wait! All we
know is that this is a zombie movie. And I have a pretty good idea of what a
zombie movie is like there's still a lot of room for interpretation in the
details. Is this a movie about the confusion and horror that happens at the
beginning of the outbreak? Or is it about how humans have adapted in a
post-apocalyptic world? The movie comes out really differently in both of these
visions. So let's make a movie about surviving in a gruesome, realistic,
post-apocalyptic zombie world. So, good. Now we should have a clear vision, I
think. Except that that's probably still too broad, even to start concepting
what zombies would look like. Is this about what life is like when you're
all alone and exploring the humanity of zombies? Or it's about what happens to
the political climate and the different nations of Earth? or maybe it's about how
daily life changes, or doesn't change, when death lurks around every corner?
Vision is multifaceted and even when you get very specific, choosing the
exact vantage point to explore your theme can be very nuanced. I've seen
meetings where everyone looks at each other and says what they think the
vision is, and then nods, and then we all go back to our desks and execute on
slightly different nuanced versions of that vision. So my first tip is to use
imagery. This is just a Google search for 'spooky forest' and spooky forest is a
wide range but when you download 50 images from the internet sort them into
'yes this is the right vibe' and 'this is this is wrong and here's why' you can
start to create a map so that everyone knows what is exactly okay and what isn't.
In my experience, people in the industry often use movies as their
reference points for vision. And I felt super funny
when I started in the industry because I hadn't seen movies like Indiana Jones or
Heat or Conan the Barbarian or Predator or Terminator or Superman or Batman or
Die Hard or Weird Science or Blade Runner or like a hundred other movies that
everyone references. I've seen all those movies now so don't be too worried. But
images or references to games or movies we've experienced in the past can help
provide a shortcuts to clear vision.
Discussing things from a high level is helpful, but using concrete examples
helps you figure out exactly where people have different views. So I've
often found that you need a check-in right after a team starts working,
actually executing on the vision, to make sure that there wasn't something that
you were not on the same page about. Start small. I think that a vision is
harder when there are more cooks in the kitchen. If you're trying to come up with
a top level vision for a new game, I think spinning off a small team to
incubate a project with the minimum number of people can help end up with a
higher chance of achieving a clearer vision that everyone is aligned on, and
then you can slowly add people once your imagery or prototype is clear enough.
Iterate on your vision pitch. Eventually you will need to impart your vision to
people who will consider spending money or time on your game, and your vision
needs to be clear and exciting by then. You need to play test your pitch on new
people just like you play test your game. As you explain the vision to people, pay
attention carefully to what excites them and what confuses them. And if people
don't understand, or aren't excited, try a different approach with the next person
you talk to. And this will pay off because eventually you'll be telling
people who are farther away from the dev team, like publishing groups, or regional
offices, and you'll really need the vision to be clear. And then when you
announce your project to the public, the more you understand what will excite
people the better your announcement will be. So obvious thing number four: keep
players happy. Wouldn't this be nice? I do think it is super challenging. It's
also probably most relevant if you're running a live service game. There are
too many different types of players, and you can't please all the people all the
time, but I have some tips I think could help. Become a teacher.
So this is important for two reasons. One, because the more knowledgeable your
player base the more likely you are to get high-quality feedback. And two,
because when players don't have all of the information, they are more subject to
the dunning-kruger effect so here's David Dunning,
and this is the biggest photo I could find on the Internet of Justin
Kruger. I went on his Facebook page and everything... he's not very public. And in
1995 these two guys heard the story of a guy named McArthur Wheeler AKA "The Lemon
Juice Bandit". And MacArthur believed that because lemon juice is used as a
component in invisible ink, that if he put lemon juice on his face, he would
appear invisible to security cameras. So he did that, and he went and robbed two
banks, and of course his face was not invisible, and so after the local TV
stations broadcast the security camera footage he was immediately identified
and apprehended. And when he found that he had appeared on the tapes he kept
muttering, "but I wore the juice...." Four years later, Dunning and Kruger published
this paper of detailing the relationship between confidence and experience.
So, here's a graph. Confidence is on the left, and Experience is on the bottom. And this
red line shows the ideal relationship between confidence and experience. As you
get better at something you should become more confident, right? So Dunning and
Kruger ran a scientific study to figure out the actual relationship between
confidence and experience. They gave people a test and they asked them how
they thought they would score on the test before they began, and then compared
that with the actual score. And here's what the results looked like. What's crazy
here is the folks with literally no experience were the most confident.
And this totally happened to me. I'd been working at Blizzard for five years
when I changed careers from producer in creative development
to associate game designer on the hearthstone team. And I was pretty upset
because I had worked my way up from associate producer to producer over
several years, and I felt like I was moving backwards. I complained about it a lot,
but resolved to prove how good of a designer I was. And it took one week working
under Eric Dodds to realize I was definitely associate level. And I stopped
complaining. So you get even a little experience you actually assume you're
worse than you are because you now realize how much you don't know. And this
effect can a really decrease sentiment because people with no experience in
your field often assume they know better than you and then get angry about you
not doing things the "obviously correct" way. So here's an example about how this
this played out for me. Players started asking this question: why weren't we
buffing bad cards? Wouldn't the game be more balanced and more interesting if
the bad cards were a little better? And this is this is a very good question, and
has the opportunity to spawn an interesting discussion. But because of
the dunning-kruger effect, some of the players that don't know all the
reasoning presume that they do. So they would imagine these as the only possible
answers. So imagine for a second those are the real reasons why we didn't want
bad cards. How angry would you be? I think rightfully angry. So here's where
becoming a teacher can help. You can expand the amount of information these
players have access to. And now faced with other credible possibilities
players have increased their total understanding of the problem and because
of the dunning-kruger effect this increase in knowledge actually causes a
decrease in confidence, which means even if they still believe you're greedy and
lazy they're less likely to be confident about those beliefs. I want to emphasize
this has nothing to do with how smart or stupid your community is or any
individual is. In any size of community there are people with a range of
experiences and some players already have a depth of
understanding about the issues, but everybody starts somewhere. I also want
to emphasize this doesn't mean that the developer is right or that the community
is wrong. I've often felt that after teaching people the complexities of an
issue that the community has made very compelling arguments and I've changed my
stance. For example, Blizzard changed their stance on things like additional deck
slots. But it's hard to have a well-informed
healthy discussion if people
aren't exposed to the full picture.
If you're a developer, engage directly.
People are more inclined to trust individuals than companies. This is a
tweet by Greg Street who's I think excellent of doing this thing.
I felt that creating a direct relationship with the community helped a lot, and when
an individual who has the authority to change the game says "we promise we'll
make this better" it has more teeth because there's personal responsibility
behind it. Developers can also speak better to some
of the nuance involved in the decision making. Make yourself visible. When you're
planning an announcement one thing I think helps us to immediately make your
presence felt in the comments. So here's us announcing Second Dinner. And there
I am in the comments making my presence felt. And often when you show up in a
discussion it feels like people are on better behavior. I noticed that in
threads where I engaged in the comments the sentiment felt much higher to me, and
I made sure that when there was a controversial subject I was there being
visible. Respond fast. The internet moves really fast if you don't get your
response into a reddit thread in the first 30 minutes you might as well not
post at all. Other platforms are a little less punishing to delay, but a lot of our
community was active on Reddit. One example was this bug that got reported.
We had just released hero skins and there were
players who felt the value wasn't high enough for the cost. And it was a really
hot topic in the community. And one player made a post saying that there was
a bug with the new hero skins. There was a character who called
another character the wrong name and it seemed careless.
And this played into the narrative that we didn't really work very hard on these,
we just kind of jammed 'em in there. And this post immediately shot up to the top
of the subreddit and got thousands of uploads. And many hours later, we realized
that it was fabricated. There was no bug. And when we came in and posted the facts
it was too late. The posts got almost no visibility. People are much less
likely to go back into a thread and reread the comments once enough time
passes. The damage had already been done. Misinformation is pretty common
obviously and without replying to clear things up it just keeps spreading.
I actually wanted to create, like, a hotline where people could text me and recommend
threads to reply to, so I could get in there really fast, because I think I made a
huge difference. Ask for feedback. So another thing to
keep in mind is the balance of power between players and developers is all on
the side of the developers. If a player wants you to change something, they have
to convince you to make that change for them. They can't do it themselves.
And it's a frustrating relationship to be in. Players have
incredible passion for the game and it reflects on them because they play it a
lot, so when when you're announcing a change also
make it clear to the community that you're open to feedback about it. It makes it go
down easier because it'll feel less like a mandate from God and more like a
friend floating a cool idea. And if it's not something you're open to feedback on
you can instead ask for feedback on the on the way of the announcement was
delivered. I felt like reaching out was always very beneficial and I wanted to
do it a lot, so I focused on reducing the friction between an idea that I had and
actually shipping a video or blog post. And one of the things I did was to buy
myself a microphone and a webcam, and I started doing videos from my house, so I
could iterate without wasting anyone else's time, or waiting for a slot to open
with the video team. Here's a pic of the setup I used for one of our videos.
That's my bed in the foreground, and my dog over there. I also spent a lot of
time discussing social media strategy with our PR and community teams to
really learn those crafts and eventually I grew in my confidence
about how to interact the community and could sense when there was a type of
communication that I would need back up on and which I could just pull the trigger
on right away. And that meant that there was less friction and a lot of times
when I wanted to post. Okay, obvious thing number five: Keep employees
alive. I guess you probably don't have a lot of control over this, but I do have one
thing that I think we should work on. Stop working so much fucking overtime.
So this is an article from last year "76 percent of game developers still labor
under crunch conditions". Here's another article talking about "the horrible world
of video game crunch". It doesn't have to be this way. Obviously things come up.
Sometimes this comes from a level higher than we can control in the organization
and we don't get a say. Sometimes your team only has enough money to last
through the end of the month and if you can't finish your next milestone
the game will get canceled. Obviously if there's a service outage it's all hands
on deck. There are some legit reasons to do OT, but as an industry we crunch
a lot, and some of that is preventable. Control the scope. A friend of mine from
the industry told me a story about a time when he was crunching on a game and
some of the design leadership had a meeting to discuss post-launch DLC.
It was a one-hour meeting and instead of generating new ideas for DLC, they
decided the ideas they came up with were too exciting and they wanted to jam them
in before ship. And this is really tough, because none of us got into the game
industry to make shitty games. We want to make freaking awesome games and we have
ideas that we know players will love. We have to make the tough call to cut some
of that exciting stuff to avoid overtime. And it's a hard call to make, and your
team will be sad because you cut an awesome thing. There's only a few
variables you can adjust and if you're unwilling to adjust the ship date or the
scope over time is the only answer. But you can adjust scope and the ship date.
Hearthstone shipped way after it's announced ship date without
single-player content, without spectator mode, and without tons of features that
obviously the team added over time.
Don't let people set micro-cultures of OT.
So, sometimes it's not coming from above but there's a culture that makes you feel
bad for leaving after eight hours. Like, you get up to go and people are like,
"oh hey are you leaving already? What time is it?" And one thing you could do is just
tell people that it's not okay to work OT. Have HR give you a weekly report on
who's working OT hours and then go to each person on your team who is working too
much and tell them how important it is to not burn themselves out.
if you must crunch consider focus bursts. So if you need to crunch,
make sure you have very clear goals.
Time-box specific windows. Don't let crunch
extend beyond certain time frames. Identify which specific people will be
working overtime and specifically which goals they are attempting to complete in that time.
This isn't just about quality of life. Like, this *is* about quality
of life, but it's also bad for business.
So if you work people too much they can churn out and leave the
company. Often people working a lot of overtime end up taking their time back
and they start messing around on the clock and playing games or watching
videos, and that could be super damaging to morale. And obviously as
people are more tired they aren't as focused and they do lower quality
work and create more bugs. There are studies about overtime and
they show that bursts of overtime longer than two or three weeks result in so
much reduced productivity that it would have been more productive to have not
crunched at all. I just want to say that I know this isn't easy. I know this is a
sensitive topic. But I do think it is a fight worth fighting. So those are my
five topics: Responsiveness. Matchmaking. Vision. Player sentiment. And Crunch.
I had a lot of fun thinking about these from a different perspective. And all this
is just a huge learning experience for me. I've just embarked on my new
journey at our new company, and I'm learning a ton right now so I'd love to hear your
thoughts on all this. And just to wrap up I want to say how awesome it is to be
here in a room with all of you talented game developers. I just recently got back
into making games after being in leadership and management for two years,
and it is super fun. Like, making games is more fun than playing games. PAX DEV is
a special opportunity. Not just to listen to awesome stories and talks by your
peers, but also to meet the person sitting next to you and make some
contacts in the industry. So we've all got unique perspectives. We have a lot to
learn from each other, so introduce yourselves throughout PAX DEV and ask
each other questions, share what you're struggling with, and help each other make
better games. Also feel free to come hit me up if you have questions about Second
Dinner, or if you have any good restaurant recommendations in Seattle, or
if you want to challenge me to a game of Beat Saber. Thank you very much, and enjoy
PAX DEV!
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How to play game rule of suviral - Duration: 10:50.
How to play game rule of suviral
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SEGMENT 1: Georgia Games - Duration: 10:07.
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This Game Is So Clever! - The Gardens Between (Playstation 4) [First Impressions] - Duration: 18:15.
Is entering the TV man look at that. This is really cool
What's up guys and welcome to my presentations video of the gardens between so the gardens between is one of the most requested
Games on ki Mahler. So when I got the free key from the developers of this game, I was like
I don't know much about the game seems like a story-driven game with a little bit of puzzle elements
So we're gonna jump right in. So without further ado. Let's do this. My friends jumping right in man
I'm excited about this one since the game. I got a lot of praise for the storytelling and the art style, too
So I'm super excited to try this game
Even the the loading screen and the presentation is a plus man
Arts is beautiful. By the way. I really dig this really think that the art direction that's for sure
It's like floating in mid-air
Floating in space or something like that. This is crazy so far. So as you can see it's a little bit weird like
everything is floating, but
Our Sun is really cool. Once again, I really dig this
So we can review one time to a little bit
It seems like a unique game. This is why I wanted to show to showcase the game on the on the channel
So what's going on there?
So I need to go back it is not it what I'm already confused my boys
So we whine all the way back, okay, so I was going in there in the wrong direction their
Little ball of light right there
Which leads to I don't know how to call that
So we're going forward now the ball is falling
Still not sure what's going on - so we are advancing, okay
Lounge room this is really weird so far
We are still advancing the story X, ok, so this is to collect
the lamb
The the light source of some sort
And this is it right
Is that the goal of each puzzle or
Ok
We got it
I'm proud of this one
Irina's room
Little bit confused not gonna lie. Ah, is that the old game this is what I'm wondering right now
It's like little puzzle
So, okay, so we cannot go back more than that. So we're gonna go forward
Maybe
Grabbing this will make a sound the light sources right there the Albany
Connected the orb
Now we're gonna advanced a little bit characters there to probably put the lamb there right, is that right? Yep
Makes a little light bridge right there and there's a little light source there
So what is going on? This is really strange man
Basically cannot die - as far as I know
Okay, so we can make this sound once again there its
Scrubbing the light source back, dude
The light is right there yeah. Yeah collected. Okay, let's go let's go on the other side man
Music is really quiet so far
Not much of a tune it's like more of a background music
The intro screen was pretty cool too. So
This is pretty much the goal of the game
I collect all the life force by going forward and rewinding the time and I put the
Light source under the pedestal right there. So this is pretty much it, right
We're passing it good - we are buzzing good. That's for sure
Like a little constellation there
Playing with the plane. Oh
We can move time once again
What is going on, man?
What is going on? So this that was the first stage. So this is pretty much the like that
The level selection screen right there
So we are now at level 3, which we'll do right now
Let's do it man. Okay, so first thing first
Let's rewind we're gonna to rewind too much there. So let's go forward something moved there. What is going on there, too?
Is that a little purple thing? Not sure what it is. Let's go man
So the do can interact with staff as far as I know and the girl is like collecting more stuff
what is
popsicle
stuff like that
Or the young can also collect stuff. Okay, so is mistaken on this one. What?
Okay, so this one will collect the light bulb right there
No
Okay, just like I've rewinding after that we collect the light source we'll go back you forward
We'll take it back and put it there to create a bridge
I'm not a puzzle master, but I'm kinda proud of this one, man
This is not my type of game usually not gonna lie, but this one is like
Super fluid the way that you move rewinding and forwarding. It's a pretty cool concept. I dig this so far
So the next light source is there
So let's go forward like is climbing down
Going back is that it you got it, right? Okay, so we want the other things
Okay collected by
Dude
the light
The light has nothing collected. Okay. So let's do this. No you're missing something what's missing?
I might be dumb. Actually. I might be dumb if you skip this one the light will remain in the
Milk in there we can collect it back
Who doesn't like the light source and after that you can probably go to the top and finish a level, right daddy
Daddy
It is it that was pretty simple I was bad man. Oh it's a bad shot by me
So little tree down
It's a little one let's do another one for sure I'm taking the little puzzle aspects
That's for sure Oh going right in. Alright, so let's try to rewind at the beginning
Okay, there's nothing there's nothing there's never something when the rewinding right away. Okay, so we collected the
first light source
Right there
Why are you jumping dude?
Okay. So this one is it even my light source, so we need to stop him from?
Eating the light source so maybe doing something like that
Okay, let's think about it let's think about it
So it's eating that
And I can collect it back after that and create the bridge
That's what you want
Like the Hat okay, we're doing things my friends we are doing a teens
Okay, let's pull it there, let's see exactly what it's doing jumping at the top jumping there
Jumping there
I can interact with that probably can probably move the thing around it to you. I
Feel like we can move the thing at the top but not sure how to so this one's going there after that. It's going
What?
Okay, we have the light by pure locked you
so let's
Drop it there so we can avoid like the void there the little thing that eat
The light source natural to call that the void. That's right
We missed it again. Okay, so we have to collect it back. I
Got this man. I freaking got this do
We collect it
Taking a rest man, I'm gonna lose it there that's for sure so put it back there and
Collect it back right there. And this is it. This is it for the the fourth level?
All right. So we're getting the hang of it. We're getting the hang of the concept -
pretty cool stuff really unique a puzzle game -
I'm not surprised that there's a lot of key requests on key Baylor this game. I have a lot of
Other cool art style and also a really unique game that so I'm pretty happy about this one
What's going on they're
Basically completed the second world
With a little cool memory
So we are going to world
3/5 level right there. All right. So let's do two more two more for the episode. I think that's fair. All right
So my guess is that it will be a little bit more complex the more you play the game we are stuck right away -
Okay, so now we can interact with objects
And can freeze it in time like that, okay
Create the bridge so that was like a little tutorial team, which is really well done
So what's going on there
Make it fall. Yes
This is really cool, this is really cool. I love this man. This is really well done
cool concept for sure
So this one close the void there, where's the light source stone? Oh, it's right there, okay
So collect it
Okay, bring the Bale
Collect the light source we ring the bell
Go there
Clear the path
Got a trophy
Beautiful trophy man. We set the dominoes silver want you
I'm excited about trophy man
and
Just run at the top. Let's be careful too. We don't want to do that all over again. That's for sure. Oh
This is the end of the level. That one was really cool
introducing new mechanics to the game
Really dig this one
Cool man, all right last level of the episode of the first impressions video
There's a lot of like controller VHS all remote control
Is pushing buttons man, don't do that
All right, so the only thing you can do right now is that so we can plug the TV this is really cool man
This is my favorite part of the the the beginning of the game. That's for sure
Not sure if there's more mechanics to the game to
Consider the numbers changing there
I'm not sure what's going on, man. I don't get it. I'm sorry. Just see there
Yeah, I just stay there. All right, you have to think you just have to think that's really cool. Well done once again
So we have the light source can create the bridge right away
And we also cannot go back so once you create a bridge dislike that sort of as a checkpoint
Basically, you cannot go back
Okay, so let's put it there, let's see what's it? Oh yeah this morning will be
It's entering the TV man and look at that, this is really cool. Oh
It's like a little more classic more u11 right there cool cool little flashback, man
What is going on this is bit, I think this is a light source
Collected is that it?
Okay, I'm missing something there but this is really cool
The light source is right there like let's freeze it right there collect it
And
Just put it back, man
Pull it back into the fittest. All right there collect it back and that's pretty much it
This is a really cool concept man
If all the levels are like that, I'm gonna have a blast with this one
Then this game would be pretty cool to play on live streams - with the chat and everything
This is nice man. I take this so far
Alright so I could play this game really longer than that
But uh first impressions video are usually like 30 minutes 45 minutes and it's been a while already
So we're gonna start the gameplay right here so far
I'm pleasantly surprised honestly, I'm not a huge puzzle game fan, but this game is really unique
I really dig the art style and the puzzles are always clever and really different from levels - levels
And I can really see why this game is so popular on ki mailer. That's for sure
So I'm gonna play more of this. That's for sure
There's a platinum - to the game for those interested in trophies and the platinum seems really easy to get to so
Go get it. So once again, thanks a lot to the developers of this game the voxel agents for the freaky really
appreciate it guys
So don't forget to hit the like button and let me know
Your thoughts in the comments section below and I'll see you in the next video. I'm from aside and I'm out
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Silsbee High School gears up for homecoming game against Lumberton - Duration: 2:52.
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L GAMES || Ep 7 || L... || Marathi Series || 2018 || R Siddhu - Duration: 13:03.
Hello
Hello Vicky
I'm
I'm sorry Vicky
I have realized my mistake
I misbehaved with you
Listen
I request you
Ravindra has trapped my sister
I tried taking help from police
but they are of no help
I request you
Free sister from their trap
Please Free her from their trap
I would take care of other things
This is my final request to you
You are free to break our relationship after that
Please free sister
Vicky
Are you listening?
Hello
Hello sir...
Hello Yuvraj sir how long are you taking to come here?
Hello sir…
How is my son and wife now?
What?
How are those two?
Only god knows how they are
means my Blood group matched your wife's
so, I have donated my Blood
now god is there to look after everything
uncle
what happened?
You have come to my rescue as an angel
what can I say? how can I be uncle and angel at same time
now you say I'm your uncle then I have done my duty...
Come soon
I'm coming there
Okay
I will be there soon
Come soon
Hello Yuvi
Are you still busy?
I have been waiting for so long.
You had said that you would call me in an hour
Vishakha
Where are you?
Vishakha (bahuli)
Vishakha how are you?
I'm fine
You tell me
I'm
I'm good
How is your family life?
(Sings a marathi poem)
It's fine
Listen
Tell me
Tell everybody present there that
I'm going to throw a party for them
What?
Very soon
Hey everybody. Yuvraj is giving a party to all of us
Very soon we would be arranging a get together
Yes
Treat will be on me
Promise?
Promise
Okay
Hey everybody gear up. Yuvraj is giving us a party.
yes, sure because
You are together but am missing the action
Hence, I will throw a party to make up for it
Yes, you have to give party
Schedule the time
Very soon for sure
Waiting for your call
Yes Vishakha, bye
Bye Yes Vishakha, bye
Bye
Take care
Say bye to everyone
Yes, yes sure
Bye
Bye Vishakha(bahuli)
Hello Piya
Piya
I'm very sorry
Because of me you are in trouble
I entered into a relationship with you in spite of being a married man
I have committed a grave sin
I don't know
How wrong you are but
I admit my mistake
Piya you are a good girl
You have a bright future
You are really a nice person
Listen, I would tell my driver to return your car to you
Henceforth I'm never going to call you
nor message you
I will never meet you
Piya
Oh! So, you have come Nitin
what's wrong with you?
Just give me the phone
I'm on call
Nitu baby
Please cool down
Please cool down
Yes Vicky
Vicky
Yes Raj
Yes, tell me
Sorry couldn't talk when you had called earlier
Because… I...
Forget it
Listen
I have managed to free Sister
and have cleared all of your debts
Tell me
What other help do you want?
Vicky
Vicky
Vicky thank you
I'm speechless
Vicky
Vicky, I ill-treated you
Used you for my benefit
But you stood firm by me
Vicky
Vicky I'm sorry
Vicky I'm coming very soon
It's Okay
Yuvraj
Yes buddy
I'm leaving for hospital now
and one more thing
Never say that you would not see my face
Vicky
I will not let this shit things happen again
now you will see tremendous change in me
Great
Come soon
Even I would love to see a different Yuvraj
bye
Hello Yuvraj sir where are you?
Yes sir
I think I am just 10 minutes away from the hospital
Okay
I can see the road,
Okay
I think I'm close to the hospital.
I should reach there in sometime
Okay please come
How is my family?
I called you for the same
Yes, tell me
They both are fine now there is no reason to worry
now are you coming or enjoying your drive?
what?
don't worry they are alright just come soon
your son and wife both are asking for you
My
Could I talk with my wife?
why not?
she is your wife...
people like us don't even get a chance to see our wife for days
at least you speak to her
Hello
Hello Yuvi
Yuvi
Why are you crying?
Yuvi I'm fine
Vidya I can't live without you. Never
Vidya I can't
Me too
I love you Vidya
Love you
I Love you
Love you too Yuvi…
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