The Design Philosophy of Famous Game Designers | Sid Meier, Will Wright, Miyamoto and Kojima

In this this Video, I Examine the Design Philosophy of Various Game Designers , and attempt to draw comparisons between their various perspectives. Although People as varied as Will Wright and Miyamoto may seem worlds apart, there are commonalities in the perspectives of game designers that suggests a united vision for the future of game design.

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Sid Meier’s Interesting Decisions

Will Wrights Dynamics for Designers

Jonathan Blow Dynamical Meaning

Jesper Juul The Pure Game

Clint Hocking Ludonarrative Dissonance

Ken Levine Radical Recognition

Warren Spector’s Design

Hideo Kojima

HIdetaka Miyazaki

Fumito Ueda Design By Subtraction

David Jaffe


Tetsuya Miziguchi

Yoko Taro


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  • You are blocked from following @pg_kamiya and viewing @pg_kamiya's tweets

  • YannYann

    Author Reply

    Programmer looking for an artist partner, looks like a good place to find like-minded people 🙂

  • Wow you deserve more subs

  • Interesting video, but it's a little too long imo. Better to cut it up into smaller parts where you can focus on a single thesis or game design, without drawing upon so many examples or ideas at once which makes the video essay hard to follow and confusing at times.

  • Great video! I think that the marriage of both will lead to the greatest games.

  • That was excellent! I didn't understand half of it, but I don't usually visit academic circles. Keep up the great work!

  • Amazing, sensational, superb video! I find the amount of knowledge, research and ideas packed in here to be at doctorate level.

  • Another great video. Subscribed after the first video I watched. Not regreting it. 🙂
    Especially like the references to GCS talks, revolutionary games and their designers and what we can learn from them.
    After each of your videos I feel like I know 100 more things I need to learn about.

  • Video games are the best thing.

  • Here's some criticism: very hard to listen! There should be more time between sentences and especially btw paragraphs. Voice is too monotonous, consonants arent emphesized enough, probably.. It seems that you fade it at the end of sentences sometimes.. Also all too much sh, th… Needs some audio mastering. At least for a non-native speaker it is really hard to keep track.

  • He didnt mention it in the end of the video, but fumito ueda is working on something new, speculated to be some kind of beauty and the beast.

  • I didn't even get to the end of the video when I decided this is a MUST-SUB for me. Great video, I'm going to check out other videos too. This is the exact content I was looking for.
    edit: And your YT Name says it all, exactly the person I was looking for, somebody to overanalyze games for me because I'm too lazy to do it myself 😛

  • "ty" (thank you/"arigato/u") for: providing a concise summary, & introducing a dozen of: amazingly talented game creators. It was very informative, to learn the names & values of those behind – such significant works! Kudos (*bravo; applause; standing ovation*), & thanks for: the "gr8" (great) memories. Always looking forward to: your next project (even though some of you, deserve or are ready for: retirement). "Ja mata"! ("c u"/see you "l8r"/later!)

  • Dude can you talk like a human being

  • I really love this video … it shows that being a good designer isn't necessarily about game design, but having a strong singular vision. maybe the reality is that good games come from the idea, not the process.

  • Nenhum brasileiro gosta de games aqui além de mim?

  • My take is that game designers are increasingly technical and not artistic. Mechanics are everything, even philosophic decisions are very mechanical. Game design should not centre on the technicalities of the game. They should be about the philosophic structure of the game.

    For example, if I was writing "The perfect MMO". Levelling would have no rewards of any significance but lots of achievement type rewards; that remained on your characters record. Many competitive situations would exist, where the penalties and rewards for winning and losing were inconsequential, and largely reputational. I would also not allow wealth or possessions to be freely exchanged between alts. This would increase re-playability enormously, and make the new player experience remain intact. The entire levelling process would result in a "resume" being built that would create your character skills, that would be largely unchangeable at endgame. It could be seen by everyone. Want a different character? Relevel and see where you end up.

    At the endgame, I would reward success, but "Tax" success more heavily the more successful a player gets. Each new reward would require exponentially higher effort, achievement and risk.

    In PvP, the more successful a player gets, the more they are handicapped (when playing against less skilled players) to make winning more difficult, but the greater the reward if they overcome that handicap. A players rank then depends on their handicap, not on their win/loss record. Again, this makes every (random matched) fight even, between unequally skilled players. The higher handicapped players of course unlock greater rewards from wins than lower handicapped players. And you could allow matches based on handicap, but not handicapped, for true open play at the top.

    It matters little if you agree with my philosophy. As a game designer, my job is to make sure that the mechanics of the game support my design philosophy on PvP and PvE. Too many game designers worry about the inconsequential frills of the game. The underlying reward and competitive structure provide enjoyment and re-playability, not the graphics or the mechanics of the game.

    My game design has no genre, and no mechanics at all, but it is still a game design.

  • "The endless respawns of enemies is a metaphor for the futility of war" No. The reason there are endless respawns of enemies in FC2 is because if the player went through and killed everyone at the checkpoints, as the player is encouraged to by the game, and the enemies DIDN'T respawn, there would be no enemy NPC's by the end.

    Jesus. You're looking way too far into this shit. Pretentious as fuck.

    Some things happen for the sake of the game being a video game, it's not always a "metaphor". Fucking John Green over here.

  • This also inadvertently serves as a list of amazing games you should play.

  • Nice video, and I enjoy your channel. Can you contact me privately, please? I tried to look for your contact information and cannot find it.

  • Incredible. Simply incredible. You managed to condense so so many game design videos – GDC or otherwise – into a singular video…

    It felt like the "The Best Game Design Ideas from GDC" video, until I googled and realized you did that one too. But damn, comparing these 2… This one feels so similar, yet better. You literally simplified everything, without losing any meaning, but only detail.

    Damn. You have made both of these vids, and they are by far one of the best game design videos in the entire youtube, and kinda makes me wonder what is your "design philosophy" haha

  • MareMare

    Author Reply

    This kind of arty game design philosophy is so fulfilling to study and do, EXCEPT I find it's actually counter-productive for anyone trying to get that first un-funded indie game made to start their career or studio. Why? Because artistry is expensive to implement, and often requires a large game to support it.

  • Could you speak at all (even in a comment) on games like Rimworld or Dwarf Fortress? The longer the video went on, the more you talked about emotions, and it felt hard to tie that into a game like rimworld, or even a game like simcity. Most of this video is about story driven narrative, but simulations don't necessarily have that.

  • I add the video links to a playlist for easy access. enjoy everyone.

  • rek7rek7

    Author Reply

    Like the ICO heal music, braid music, etc in the background 👍

  • That was such an interesting video. Thank you! New sub here for sure.

  • great video

  • Your conclusion is spot on. Will there be a split in the future direction of games being driven by storytelling or by game mechanics? Over the last 25 years, the expansion of 3D games has given us more and more complex gameplay mechanics and richer, more realism is story telling. However, with the growth of mobile games recently we have seen a decline in both storytelling and game mechanics; The future tech that people are talking about, cloud, AI, machine learning, could could be the new toys that game designers play with. It is very exciting to see what creative minds can do with all this new technology.

  • Without a doubt, one of the most interesting video I've seen on video games. Thanks a bunch.
    You speak about "yomi" a few times in the first part of the video, but didn't give any hint about it's meaning. Yomi is a japanese word meaning "reading". It is used especially in fighting games when it comes to "reading" your opponent's action, and more generally when it comes to "mind games"'.

  • awesome video! you deserve more subs, i'll share this video with people that might be interested

  • did sid work on civ 6 because its boring asf compared to civ 5

  • Hello! Another awesome video. It is a great insight into the minds of video game designers and maybe into our minds as well. If we enjoy a game, I think a part of that is that we also agree with the designer's vision. partly or completely. Something similar with the relationship between film directors and film watchers.
    I really hope that you stick with making videos. You make really great videos and I always learn something new from watching them. A new perspective on why we play games. Why I play games. Thank you!

  • Yomi -A term which came from the Virtua Fighter community. It means "Knowing the mind of the opponent", and is essentially an intangible asset required in fighting games. It's the ability to know what your opponent is going to do, and act appropriately. Whether you achieve this by "conditioning" the opponent to act one way, and then acting in another way, or simply work your way into the head of your opponent, yomi is just that: the ability to know what your opponent is going to do.

    awesome work another great video. I now know what yomi means and figured I'd share. Thanks! 😀

  • Awesome recap, it's good to have a video like this to return to as it sums up so many important lessons. Thank you very much.

  • very well put together man, awesome job!