@ArchitectofGames
  @ArchitectofGames
Adam Millard - The Architect of Games | How Games Communicate, Without Saying Anything @ArchitectofGames | Uploaded 6 years ago | Updated 5 hours 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
How Games Communicate, Without Saying AnythingRefactionizing 4x: The Civilization ProblemIs It Possible To Make Feeling Weak Fun?How Gameplay Loops Keep You PlayingHow Subnautica Uses TERROR20(17) Games You Should Have PlayedWhy Hitman Isnt A Stealth GameThe Ugliest Videogame Ever MadeStarcraft 2- The Greatest RTS EverThe Greatest Videogame Genre You Didnt Know ExistedWhy Wildermyths Best Story Wasnt Written By AnyoneTerra Nil Claims Its A Reverse Citybuilder. It Isnt.

How Games Communicate, Without Saying Anything @ArchitectofGames

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