Extra CreditsSaison 2013

A weekly show discussing various topics on the video game industry and the consumers.

Où regarder Extra Credits • Saison 2013

49 épisodes

  • God Does Not Play Dice
    E1
    God Does Not Play DiceThis week, we address the rather large reaction to our previous episode.
  • Depth vs. Complexity
    E2
    Depth vs. ComplexityThis week, we talk about the importance of balancing a game's Depth and Complexity.
  • How to Start Your Game Narrative
    E3
    How to Start Your Game NarrativeThis week, we explain why settling on a story before you've started your game may be a bad idea.
  • The Beast Macabre
    E4
    The Beast MacabreThis week, we do a (somewhat premature) Horror Monsters episode.
  • Global Games: Brazil
    E5
    Global Games: BrazilThis week, we begin a series on the potential for game industry growth in new regions around the world. First up: Brazil!
  • Funding XCOM (Part 1)
    E6
    Funding XCOM (Part 1)This week, we entertain ourselves by pondering the question: "Should we fund a real-life Xcom?"
  • Funding XCOM (Part 2)
    E7
    Funding XCOM (Part 2)This week, we conclude our musing on the need for a real XCOM program.
  • More Than Exposition
    E8
    More Than ExpositionThis week, we discuss some basic story principles as they apply to games.
  • Word Choice
    E9
    Word ChoiceThis week, we continue talking about effectively handling exposition in games.
  • Intrinsic or Extrinsic
    E10
    Intrinsic or ExtrinsicThis week, we explain the difference between intrinsic and extrinsic rewards.
  • Why Console Specs Don't Matter
    E11
    Why Console Specs Don't MatterThis week, we enjoy some speculation on Sony's Playstation 4.
  • Differences in Scale vs Differences in Kind
    E12
    Differences in Scale vs Differences in KindThis week, we discuss two fundamental game design principles (the ones in the title).
  • Raising the Dead
    E13
    Raising the DeadThis week, we begin a three week series on various topics relating to Telltalle's The Walking Dead.
  • For Whom the Bell Tolls
    E14
    For Whom the Bell TollsThis week, we talk about one of The Walking Dead's major themes.
  • Minority
    E15
    MinorityThis week, we conclude our little series about The Walking Dead's numerous strengths.
  • Games You Might Not Have Tried #5
    E16
    Games You Might Not Have Tried #5This week, we list off a few more interesting games you may not have looked into yet.
  • Like a Ninja
    E17
    Like a NinjaThis week, we talk about how to make good stealth games.
  • Global Games: Mexico, Argentina & Chile
    E18
    Global Games: Mexico, Argentina & ChileThis week, we take a look at some more Latin American nations and their potential for game industry growth.
  • The JCPenney's Effect
    E19
    The JCPenney's EffectThis week, we examine the pros and cons of Firefall's loot system design.
  • Toxicity
    E20
    ToxicityThis week, we discuss how members of the gaming community treat each other.
  • Dansky
    E21
    DanskyThis week, we talk about an early example of games attempting to push boundaries and do good.
  • Moving Forward
    E22
    Moving ForwardThis week, we discuss the need to change the conversation around video games.
  • In Service to the Brand
    E23
    In Service to the BrandThis week, we discuss Bioshock Infinite and the problem with clinging to "the brand"
  • When Difficult is Fun
    E24
    When Difficult is FunThis week, we discuss how to make a game challenging, yet still enjoyable.
  • Not a Babysitter
    E25
    Not a BabysitterThis week, we talk about how games can be a shared experience between kids and their parents
  • Used Games
    E26
    Used GamesThis week, we talk some more about the used games issue.
  • Designing for a Touch Screen
    E27
    Designing for a Touch ScreenThis week, we lay out some basic guidelines for designing a game on touch devices.
  • A Little Bit of Yesterday
    E28
    A Little Bit of YesterdayThis week, we try to figure out why it is we cherish that "retro" era of games so much.
  • Game Compulsion (Part 3)
    E29
    Game Compulsion (Part 3)This week, we return to the subject of Game Compulsion and its causes.
  • So You Want to be an Indie
    E30
    So You Want to be an IndieThis week, we offer some tips on how to be a successful indie game developer.
  • Games in Education
    E31
    Games in EducationThis week, we discuss some of the difficulties of integrating games into our education system.
  • A Case for Board Games
    E32
    A Case for Board GamesThis week, we discuss the importance of board games in the study of game design.
  • Myers Briggs and Character Creation
    E33
    Myers Briggs and Character CreationThis week, we discuss a handy method for broadly defining one's characters.
  • Games You Might Not Have Tried #6
    E34
    Games You Might Not Have Tried #6This week, we bring you a fresh batch of interesting games worth checking out.
  • The Feeling of Agency
    E35
    The Feeling of AgencyThis week, we kick off a series of episodes on Choice in games.
  • The Illusion of Choice
    E36
    The Illusion of ChoiceThis week, we discuss the use of the illusion of choice in game design.
  • How Much Agency Do Games Need?
    E37
    How Much Agency Do Games Need?This week, we attempt to reframe the question of how much choice a game needs to successfully engage the player.
  • Negative Possibility Space
    E38
    Negative Possibility SpaceThis week, we conclude our month-long discussion of Choice in video games.
  • Overlooked
    E39
    OverlookedThis week, we familiarize ourselves with an often-ignored game genre.
  • Competitive Storytelling
    E40
    Competitive StorytellingThis week, we examine the difficult challenge of storytelling in a competitive game space.
  • Spectacle Creep
    E41
    Spectacle CreepThis week, we discuss the increase in franchise scale and spectacle over time.
  • Games You REALLY Might Not Have Tried
    E42
    Games You REALLY Might Not Have TriedThis week, we pull out some creepy games you REALLY may never have heard of.
  • Collectable Games (Part 1)
    E43
    Collectable Games (Part 1)This week, we begin a two-part series on the Collectable monetization model.
  • Collectable Games (Part 2)
    E44
    Collectable Games (Part 2)This week, we continue our discussion of Collectable Games, their benefits and their potential dangers.
  • Community Management
    E45
    Community ManagementThis week, we discuss the under-appreciated role of the Community Manager.
  • What Is a Game?
    E46
    What Is a Game?This week, we discuss the debate over what does and doesn't qualify as a "game".
  • Incentive Systems and Politics (Part 1)
    E47
    Incentive Systems and Politics (Part 1)This week, we start a series looking at design problems in the US political system.
  • Incentive Systems and Politics (Part 2)
    E48
    Incentive Systems and Politics (Part 2)This week, we continue our series about design problems in the U.S. political system.
  • Incentive Systems and Politics (Part 3)
    E49
    Incentive Systems and Politics (Part 3)This week, we conclude our series on design problems in the US political system.

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