How Games Communicate, Without Saying Anything @ArchitectofGames
How Games Communicate, Without Saying Anything  @ArchitectofGames
Uploaded September 2018 | Updated September 2026, 2 weeks ago
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Believe it or not, games are CONSTANTLY talking to us, not just through text or voice, but through the way they’re designed.

The Architect, fluent in thousands of languages from across the cosmos, is ready to give you a glimpse into just some of the ways that games can communicate with us, mostly without us even knowing.

You Saw:
DOOM (2016)
Metroid Prime (2002)
Sentinels of the Multiverse (2014)
HEARTBEAT (2018)
Metal Slug 3 (2000)
Phoenix Wright (2001)
HITMAN (2016)
Bioshock 2 (2010)
Cave Story (2004)
Splunkey (2012)
Donut County (2018)
A Hat In Time (2017)
Endless Legend (2014)
Two Point Hospital (2018)

Interesting Links:

Interesting breakdown of DOOM's Combat: gamasutra.com/view/news/309459/See_Doom_devs_break_down_its_push_forward_combat_design_at_GDC_2018.php

Metroid Prime Retrospective: eurogamer.net/articles/2011-06-26-retrospective-metroid-prime-article

Interesting defence of Bioshock 2 which is for reals a bit rubbish- vice.com/en_uk/article/nn9jpz/why-bioshock-2-is-the-best-bioshock-154
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Adam Millard - The Architect of Games |

How Games Communicate, Without Saying Anything

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