Extra Credits

Season 2017

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

Where to Watch Season 2017

46 Episodes

  • Strategic Uncertainty - Keeping Strategy Games Fresh
    E1
    Strategic Uncertainty - Keeping Strategy Games FreshToo many strategy games are over hours before you actually win the game. Once you build up enough of a lead, you have the resources you need to respond to all the game's minor challenges. The key to fixing this problem is uncertainty: hidden information or unexpected events that make you change your plans and keep the game dynamic.
  • Video Games and Gambling - When Does a Game Cross the Line?
    E2
    Video Games and Gambling - When Does a Game Cross the Line?Casinos and online gambling sites have begun to recognize the potential to use video games as a new source of revenue. With more and more skill-based games being re-purposed for gambling - sometimes legally, sometimes not - it becomes important for developers to look ahead at the features these adaptations may have.
  • Intro to UX Design - User Experience and You
    E3
    Intro to UX Design - User Experience and YouUser experience designers act like translators between the game and the player, crafting everything from menus and tutorials to in-game effects to help players learn and interact with the systems.
  • Basic Game Literacy - Why It's Hard to Learn How to Play
    E4
    Basic Game Literacy - Why It's Hard to Learn How to PlayEven if we reduce game literacy to just "being able to play," the number of genres and platforms make it surprisingly difficult for even experienced players to claim well-rounded literacy. But the creative rewards for a game literate community could be immense.
  • Advanced Game Literacy - Finding Meaning in Games
    E5
    Advanced Game Literacy - Finding Meaning in GamesAdvanced game literacy lets us analyze our games beyond the surface level, finding meaning in the mechanics and much more. To get there, we need developers, consumers, and academics to help create a community of analysis.
  • Non-Professional Game Dev - The Joy of Making
    E6
    Non-Professional Game Dev - The Joy of MakingWhy are hobby and personal games important? Even though they rarely make waves in the mainstream game industry, they are a fantastic outlet for expressing a wide range of creative possibilities.
  • TV You Might Not Have Tried - Check Out New Shows
    E7
    TV You Might Not Have Tried - Check Out New ShowsWant to binge watch some TV shows that are interesting, different, and off the beaten path? We've got you covered. Here are some of our favorites from the world of television!
  • De-Gamification - Flexibility to Play Your Way
    E8
    De-Gamification - Flexibility to Play Your WayProgress bars and other forms of gamification have begun to crop up everywhere. But what about the pure joy of undirected play?
  • Co-Pilot Mode - Better Together
    E9
    Co-Pilot Mode - Better TogetherXbox quietly introduced a new feature that creates family sharing, more accessibility, and custom co-op modes. Let's examine Co-Pilot mode.
  • Politics in Games - All Media is Political
    E10
    Politics in Games - All Media is PoliticalWe can't remove politics from games. They express our perspectives and understanding of the world, just like movies, books, or any other art form. We can agree or disagree with the stances they express, but all media is political.
  • The Stress of Game Development - Tips for Survival
    E11
    The Stress of Game Development - Tips for SurvivalMaking games is hard. You need all kinds of technical and creative skills, but most importantly, you need to know how to manage the many kinds of stress that come with it.
  • The Auteur Myth - Lone Visionaries... and Their Teams
    E12
    The Auteur Myth - Lone Visionaries... and Their TeamsWhen a game comes out, blame or praise often falls on the one person we think of as its "auteur," the lone visionary who directed its creation. This skews the reality of development: games are the product of a whole team whose diverse contributions all help shape what it becomes.
  • Liminal Space - Incorporating Real Life into Games
    E13
    Liminal Space - Incorporating Real Life into GamesAs games grow connected to our online accounts, they start learning about us: our names, our friends, and so much more. That connected information has the potential to create really cool experiences, but only if it's not abused.
  • A Case for Cutscenes - Everything Old is New Again
    E14
    A Case for Cutscenes - Everything Old is New AgainCutscenes have long been the whipping boy of "bad" game design, but Yakuza 0 shows us they can still be amazing in a modern game if done well. What was Sega's secret?
  • Localize Everything - Finding Hardcore Fans Worldwide
    E15
    Localize Everything - Finding Hardcore Fans WorldwideNothing feels worse than seeing a game you really like but can't play because it's only being released in another part of the world. But does it have to be that way? Here's why we think every console game should be published worldwide.
  • Lifestyle Games - The Play's the Thing
    E16
    Lifestyle Games - The Play's the ThingSometimes a game is more than just a game: it's a lifestyle. You play it enough for it to become a part of your life. Often these games have different playstyle genres, but the way we play them makes them "lifestyle games."
  • Why Do We Ship Buggy Games? - A Look Behind the Scenes
    E17
    Why Do We Ship Buggy Games? - A Look Behind the ScenesWhen launch day bugs ruin a game, why don't publishers just delay the release to fix everything? While it's definitely bad business for them to make such broken games, it's worth taking a look at how the problems get that bad instead of just blaming "lazy developers."
  • Indie Advice - Fire Early
    E18
    Indie Advice - Fire EarlyFiring somebody is hard, but if one team member isn't keeping up, it's better for everyone if the team leader fires them early before their part of the project falls behind. It's better for the team, better for the game, and often even better for the person being fired.
  • The Legality of Using Your Data - Games of Tomorrow
    E19
    The Legality of Using Your Data - Games of TomorrowGames driven by personal data have the potential to change the medium in exciting new ways, but they also have the potential to cross boundaries. What laws regulate a game's ability to harness player data, and what responsibility do devs have to use that information wisely?
  • Perversion Subversion - Examining Hentai Sensibility
    E20
    Perversion Subversion - Examining Hentai SensibilitySome recent Japanese games have tried to examine the hentai sensibility, with varying degrees of success. Where Yakuza 0 succeeds in finding a new perspective through bawdy humor, Persona 5 tries a more serious look that falls flat when the game thoughtlessly engages in sexual objectification.
  • Games You Might Not Have Tried #12 - Find New Console Games
    E21
    Games You Might Not Have Tried #12 - Find New Console GamesIf you want to try games that feel different, that always feel new and ambitious even if they're not necessarily the most polished experiences, then check out this list of Games You Might Not Have Tried - Console Edition! We review and recommend interesting but under appreciated console games for you to discover and enjoy.
  • Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning
    E22
    Persona 5 and Jungian Psychology - Masks, Major Arcana, and MeaningDid you know Persona 5 is based on Jungian psychology? Learn about the symbolism behinds the masks and major arcana! These concepts can be surprising helpful when analyzing or even writing games.
  • Getting Started as a Game Journalist - Practice, Prepare, and Pitch
    E23
    Getting Started as a Game Journalist - Practice, Prepare, and PitchSo you want to be a game journalist! Where to start? Freelancer Rob Rath shares his experience and advice, from practicing writing on a personal blog to researching the types of articles sites publish and even how to write a good pitch.
  • One Million Subs - Thank YOU for Supporting Extra Credits!
    E24
    One Million Subs - Thank YOU for Supporting Extra Credits!Whether you've been with us from the beginning or just found us on YouTube, you are what makes Extra Credits special. Your support and encouragement keep us going. And the conversations and questions you bring with you to your friends, your family, and your world are the reason we started this show in the first place.
  • Injustice 2: Trauma Survival - Harley Quinn's Greatest Fear
    E25
    Injustice 2: Trauma Survival - Harley Quinn's Greatest FearContent Warning: Abusive Relationship. Harm doesn't end when physical or emotional abuse stops. In Injustice 2, Harley Quinn is a hero who's still dealing with the aftermath of her trauma - and neither of those aspects of her character detracts from the other.
  • Arts Funding - Helping Games that Help Us
    E26
    Arts Funding - Helping Games that Help UsGames have made great strides in the last few years towards public recognition and arts funding in the United States, but all that could fall apart unless we step up to support the programs like the National Endowment for the Arts and National Endowment for the Humanities which make it possible.
  • How Games Speak - Learn the Language of Design
    E27
    How Games Speak - Learn the Language of DesignGame design is a language and games speak to us in ways that we can understand. But how does that work? By understanding three simple ideas, we can both make better games and learn what makes the ones we play and love so special.
  • Peace Games - Gaming for a Better Future
    E28
    Peace Games - Gaming for a Better FutureSince the founding of the Olympics, games have been a tool to bring people together, allowing us to compete but also to recognize the humanity in our opponents. Although online games have become a breeding ground for toxicity, they still have the potential to teach us about each other and find role models in professional players.
  • Marginal Mechanics and Red Herrings - Why So Weak?
    E29
    Marginal Mechanics and Red Herrings - Why So Weak?Every game has some skills or abilities that are just weaker than other abilities. Players wind up ignoring them or resenting them, so why include these "red herring" mechanics? While it can be just lazy design, there are also some very good uses for these marginal mechanics!
  • Game AI - Funtelligence
    E30
    Game AI - FuntelligenceGames often advertise their complex AI, but in truth, offering a wide variety of simple NPC behaviors unique to each enemy often feels more engaging AND challenging to the player than putting them through multiple hours of facing a bunch of NPCs operating on the same AI behavior tree.
  • Keep Cutting - Sunk Cost Fallacy and Game Development
    E31
    Keep Cutting - Sunk Cost Fallacy and Game DevelopmentOnce development begins on a feature, game developers often get drawn into a sunk cost fallacy that compels them to keep working on that feature even when it's failing. Cutting those features is hard, but often the right choice to make the game better.
  • Accessibility - The Curb Cut Effect
    E32
    Accessibility - The Curb Cut EffectAccessibility design makes the game better for all players, not only the disabled. By planning ahead and making more options available, designers can give players the tools to customize their experience in a way that fits them best.
  • PAX WEST 2017 Extra Credits Panel
    E33
    PAX WEST 2017 Extra Credits PanelThe Extra Credits crew gathered at PAX West in 2017 and did a panel! We hope you enjoy our answers to audience questions and the debut of Scott's yearly secret video.
  • The Anchoring Effect - Why Review Scores Matter
    E34
    The Anchoring Effect - Why Review Scores MatterThe first data we see affects our opinion about everything afterwards - so a good review score makes us like the game more, and an apparent sale makes us more eager to buy a game with a higher price point. This anchoring effect is even built into game design itself.
  • The Problem with Power Fantasies - We're Not Always Right
    E35
    The Problem with Power Fantasies - We're Not Always RightGames embrace power fantasies that let the player do whatever they want, to whomever they want, without anyone questioning the morality of their actions. But questioning and re-evaluating our choices is an important part of life, and players don't need to be treated so delicately that we never address these issues in game.
  • Prey: The Enemy Inside - Testing You Softly
    E36
    Prey: The Enemy Inside - Testing You SoftlyWhat we want to believe about ourselves and what's actually true may be very different things. Prey: The Enemy Inside starts with a simple psychological test... and then puts you in situations that may reveal your answers to be lies.
  • One More Level - The Arbitrary Endpoint Trap
    E37
    One More Level - The Arbitrary Endpoint TrapWhen we stay up later than we wanted just to hit a progress point in our games, we have fallen into the arbitrary endpoint trap. Some games deliberately manipulate us to do one more level, but many times we're doing it to ourselves and making playtime a chore.
  • Games You Might Not Have Tried: Horror - Find New Games for Halloween
    E38
    Games You Might Not Have Tried: Horror - Find New Games for HalloweenIf you want to try games that feel different, that feel new and ambitious even if they're not necessarily the most polished experiences, then check out this list of Games You Might Not Have Tried - Halloween Edition! We review and recommend interesting but under appreciated games for you to discover and enjoy.
  • The Pacing of PUBG - The Thriller Tension of Battlegrounds
    E39
    The Pacing of PUBG - The Thriller Tension of BattlegroundsWhy have we become obsessed with a game where nothing happens for minutes at a time? It's because PlayerUnknown's Battlegrounds is something rare in games: a multiplayer thriller. CORRECTION: This episode was co-written by Rob Rath, not only James Portnow as listed in the endslate
  • Games You Might Not Have Tried #13 - Find New Games
    E40
    Games You Might Not Have Tried #13 - Find New GamesIf you want to try games that feel different, that feel new and ambitious even if they're not necessarily the most polished experiences, then check out this list of Games You Might Not Have Tried! We review and recommend interesting but under appreciated games for you to discover and enjoy.
  • A Eulogy for Quintet - Melancholy and Wonder
    E41
    A Eulogy for Quintet - Melancholy and WonderWe loved games from Quintet back in the Super Nintendo era: ActRaiser, Soul Blazer, and Terranigma touched our hearts with their gentle, melancholy exploration of themes like working through tragedy or facing the dark experiences in our lives.
  • Big Huge Charity - Giving in the Games Industry
    E42
    Big Huge Charity - Giving in the Games IndustryThe games industry gives less to charity than any other major entertainment industry, but charity events can be great both for business AND for making the world better. DomiNations (Big Huge Games) shared data from their own charity events to help us show how!
  • The Warhammer License (Again) - Did Games Workshop's Gamble Work?
    E43
    The Warhammer License (Again) - Did Games Workshop's Gamble Work?Games Workshop started handing out bits of the Warhammer License like candy - but did it work? We think so! They used the great detail of the Warhammer Universe to distribute risk and create tiers of investment in games with varying quality levels, resulting in a test bed for small studios and a template for working with big ones.
  • Losing Player Trust - The Data Dilemma
    E44
    Losing Player Trust - The Data DilemmaCompanies rely on metrics to tell them how players respond to a game, which can mean that short-term bumps (like revenue gained by adding microtransactions) disguises real player unhappiness with a game's quality and a publisher's integrity over time.
  • DayZ - Tragedy of the Commons: The Game
    E45
    DayZ - Tragedy of the Commons: The GameWhen resources are limited, self-interest works against itself. We see that in games like DayZ, where players could team up to fight a common threat, but the fear that someone will backstab you leads everyone to assume the worst and therefore behave as enemies.
  • Hidden Game Mechanics: Design for the Human Psyche
    E46
    Hidden Game Mechanics: Design for the Human PsycheSometimes games trick us into having a more engaging experience by simulating near-death escapes and gently massaging the odds to be kind to us. These hidden game mechanics play into the expectations of our human psyche to give us the results we expect.

 

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