Extra Credits

Season 2019

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

Where to Watch Season 2019

55 Episodes

  • Overwatch and Informational Audio - Sound Design in Games
    E1
    Overwatch and Informational Audio - Sound Design in GamesSince audio is so important to communicate critical information, it needs to be designed neatly. Cluttered audio is confusing to players. We look at examples of audio in Counterstrike and Overwatch to learn about this.
  • The Catharsis of Doing - Designing Emotionally Intense Experiences
    E2
    The Catharsis of Doing - Designing Emotionally Intense ExperiencesVideo games provide catharsis in a very unusual way from film and literature, and understanding how they do that is important for creating deep emotional experiences.
  • Too Soon?!? - The Challenges of Early Builds and Game Demos
    E3
    Too Soon?!? - The Challenges of Early Builds and Game DemosMost of the time in game development, the game isn't actually in a polished and/or playable state until very close to the release date, which is why many studios are reluctant to release early builds or demos even at major marketing events like E3. Learn about the role of the build engineer!
  • Games You Might Not Have Tried #18 - Game Jam Edition!
    E4
    Games You Might Not Have Tried #18 - Game Jam Edition!
  • The Meaning of Bandersnatch - The Philosophy of Free Will
    E5
    The Meaning of Bandersnatch - The Philosophy of Free WillBandersnatch wasn't the first interactive film on Netflix, but it attracted a lot of views from its association with Black Mirror and meta-narrative attempts. What kind of commentary does it make about *us* as players and viewers?
  • Destiny vs. Warframe - $500 Million in Free Marketing
    E6
    Destiny vs. Warframe - $500 Million in Free MarketingIronically, many of the marketing promises of Destiny ended up being a great advertisement for Warframe. Although not without its flaws, Warframe has overall delivered a stronger gameplay experience and tonally consistent atmosphere than Destiny did.
  • The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest
    E7
    The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle QuestGood character design should successfully capture the fantasy of *being* a particular character. Even with mechanical constraints on gameplay possibilities, compelling characters are still achievable via techniques like ludonarrative resonance.
  • Games You Might Not Have Tried #19 - Tabletop You Might Not Have Tried
    E8
    Games You Might Not Have Tried #19 - Tabletop You Might Not Have TriedToday we finally delve into tabletop RPGs you might not have tried, with the help of RPG designer Eddy Webb.
  • Where Do Your Fortnite Dollars Really Go? - The Origin Story of Tim Sweeney
    E9
    Where Do Your Fortnite Dollars Really Go? - The Origin Story of Tim SweeneyWe discovered a fascinating, feel-good story about Tim Sweeney (the founder of Epic Games) and how his love for the forests of North Carolina got him into game development!
  • Mechanics Shaping Story - Re-examining the Core Gameplay Loop
    E10
    Mechanics Shaping Story - Re-examining the Core Gameplay Loop
  • The Importance of Not Playing Games - A Balanced Game Design Education
    E11
    The Importance of Not Playing Games - A Balanced Game Design EducationThe famous folks who made the games of our childhood, such as the Legend of Zelda series, were inspired by their own life experiences, rather than referencing previously created games. So why is it so common for young developers to almost entirely rely on these games as their sole templates, rather than designing from a wide variety of real-life inspirations? The rise of “lifestyle games” contributes to this imbalance in how a designer spends their time. Design students should remember to seek out experiences in all their forms, if they want to truly be a crafter of experiences. It’s also a huge part of why Extra Credits often talks about subjects “seemingly” unrelated to game design--they actually do matter in the big picture of a design education. Thanks to Samuel Dassler for guest-writing this episode!
  • RPG Character Sheets - Designing Gameplay Around Character Customization
    E12
    RPG Character Sheets - Designing Gameplay Around Character CustomizationAs a GM, one of the coolest things you can do for your players is to pay attention to what they spend their stat points and how they build their characters, so you can create more gameplay moments that match what they're looking for (even if they don't consciously realize it!). Thanks to Eddy Webb for guest-writing this episode!
  • Games You Might Not Have Tried #20 - April 1st Edition!
    E13
    Games You Might Not Have Tried #20 - April 1st Edition!We bet you REALLY haven't tried some of these undercover hidden gems of the gaming world!
  • Google Stadia - Is Cloud Gaming For Real?
    E14
    Google Stadia - Is Cloud Gaming For Real?Announced at GDC 2019, Stadia is potentially an incredible game-streaming technology that will dramatically increase convenient access to games to people all over the world and from all income levels, but will it actually stick? What barriers and hurdles does it face from ISPs and content creators?
  • Using Narrative as Context - Balancing Gameplay and Story Elements
    E15
    Using Narrative as Context - Balancing Gameplay and Story ElementsYou can de-emphasize a story without completely removing a narrative from a game. From the Super Mario games to Portal, there are many opportunities for narrative elements to enhance the gameplay and give the player a reason to, well, keep playing!
  • Technical Debt - Improving the Production Pipeline
    E16
    Technical Debt - Improving the Production PipelineTechnical debt is what happens when problems caused early on in development aren’t dealt with until later, causing them to be significantly more difficult or expensive to address. They can affect any part of the production pipeline--what do producers need to know in order to correct these project management issues?
  • Mental Health in Games - How We Can Do Better
    E17
    Mental Health in Games - How We Can Do BetterHellblade: Senua's Sacrifice offers some great examples of how to address mental illness respectfully in games, but we found some other examples in media as well as recommendations by actual psychologists. Many thanks to Heidi McDonald and Dr. Kelli Dunlap for their research and writing for this episode!
  • Games You Might Not Have Tried #21 - Game Jam "Cycles" Edition!
    E18
    Games You Might Not Have Tried #21 - Game Jam "Cycles" Edition!
  • Game Celebrities - The Role of Game Devs in Pop Culture
    E19
    Game Celebrities - The Role of Game Devs in Pop CultureMany times, the "game celebrities" we think of are the names of studios and publishers themselves, or just a small handful of historically notable names--but even these names aren't often well known outside of the gaming world. This can result in a general perception of game devs as nameless and unimportant, reinforcing power from the studio heads.
  • Comfortable Play - Respecting Boundaries in Tabletop RPGs
    E20
    Comfortable Play - Respecting Boundaries in Tabletop RPGsHaving mutual trust at the table means we can use tabletop RPGs to explore ideas that are uncomfortable for us. When the game is run safely, we can use these experiences to help us understand how we would confront these things in the real world, and it can give us an experience to share with others when we leave the role-playing world.
  • The Kuleshov Effect - Improving Character Interactions in Games
    E21
    The Kuleshov Effect - Improving Character Interactions in GamesThe Kuleshov Effect first came from the world of film, but it has fascinating applications in video games when players interact with non-playable characters. Context, juxtaposition, and emotions can be used in gameplay to create psychological fidelity in addition to the technical fidelity of mocap, voice acting, and artistic design.
  • Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized
    E22
    Sticking to Your Guns - How the Doom and Dragon Quest Franchises ModernizedDoom (2016) and Dragon Quest XI were successful sequels/reboots with their fans because they focused on modernizing the already loved and proven atmosphere and mechanics of their original games. You don't necessarily need to add in new elements just because other games use them--find what works for your game and for your intended audience.
  • The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond
    E23
    The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond
  • Save Scumming - The Game Design of Save Systems
    E24
    Save Scumming - The Game Design of Save SystemsLet's talk about how game saving works, the different types of saved-game systems, and which types of game designs encourage the practice of "save scumming"--which we don't think is inherently a bad thing, but it can feel frustrating to players if they feel like that's their only guaranteed chance of success at a difficult gameplay situation.
  • Bleed - Exploring Psychological Transference in Games
    E25
    Bleed - Exploring Psychological Transference in Games"Bleed" describes one type of emotional impact games can have on players, where empathy is high and the barrier breaks down a bit between who you are and who you're playing as. We discuss different game narrative techniques to encourage emotional bleed.
  • Stop Normalizing Nazis - Socially Conscious Game Design
    E26
    Stop Normalizing Nazis - Socially Conscious Game DesignHistorical and current political context matters in game design. Don't treat Nazis and terrorists like they are just one of several morally equivalent character skins for players to try on. Rainbow Six Siege is just one example of a game that includes thrilling PvP mechanics without normalizing morally wrong ideologies.
  • The Disappointing Final Level - Making Better Endings For Better Games
    E27
    The Disappointing Final Level - Making Better Endings For Better GamesBy keeping a consistent tone with the gameplay, tying up all loose plot and character threads, and balancing the emotional payoff with the emotional buildup, games can have amazingly powerful endings that leave us wanting more. We look at some well-done examples like Super Mario Odyssey, Portal, and Silent Hill 2, as well as some weaker examples like the endings of Psychonauts and Assassin's Creed 1.
  • Magic - Why We Play
    E28
    Magic - Why We PlayWe're kicking off a mini-series called "Learning to Play Magic" over the next few weeks to teach you how to play... with a cat! But for today, we're just talking about the design lessons you can learn from playing MTG.
  • Letters to My Nephews #4 - Playing for the Long Game
    E29
    Letters to My Nephews #4 - Playing for the Long GameGames can teach us to keep a good perspective on life, both when it comes to planning for the future, and when it comes to seeing the current (stressful, struggling) moment in context of its real long-term impact.
  • Learning to Play Magic #1 - Core Concepts
    E30
    Learning to Play Magic #1 - Core Concepts
  • In Defense of Imagination - When to NOT Tell the Whole Story to Players
    E31
    In Defense of Imagination - When to NOT Tell the Whole Story to PlayersBeautiful visuals and spell-binding stories can be found in games even without photorealistic, over-wrought intensity. We look at examples like Undertale, Dark Souls, and even Overwatch as examples of how "imagination gaps" can be intentionally designed as a jumping-off point to engage the player even more than if everything was laid out at the start.
  • Learning to Play Magic #2 - What's in a Color?
    E32
    Learning to Play Magic #2 - What's in a Color?Today, we dig into the lore, personality, and philosophy of all the different Magic colors, as a prelude to strategy.
  • Learning to Play Magic #3 - The Stack
    E33
    Learning to Play Magic #3 - The Stack
  • Mixed Success - Winning and Losing in Tabletop Roleplaying Games
    E34
    Mixed Success - Winning and Losing in Tabletop Roleplaying GamesTabletop roleplaying games don't have an overall "win" or "loss" condition, but they do have individual moments of wins and losses that can be exaggerated and customized for more engaging gameplay.
  • Game Jam #4 Showcase - Theme: Connect
    E35
    Game Jam #4 Showcase - Theme: Connect
  • Learning to Play Magic #4 - Building a Deck
    E36
    Learning to Play Magic #4 - Building a Deck
  • Diegetic UI - Realistic, or Distracting?
    E37
    Diegetic UI - Realistic, or Distracting?What makes a good UI and a good HUD? Can you make narratively immersive UI that doesn't end up distracting or confusing the player? Is it okay to just make "boring" UI?
  • Learning to Play Magic #5 - The Psychology of Magic: The Gathering
    E38
    Learning to Play Magic #5 - The Psychology of Magic: The Gathering
  • The Prisoner's Dilemma - The Game Theory of Decision-Making
    E39
    The Prisoner's Dilemma - The Game Theory of Decision-MakingWhy is cooperation so difficult? Why do people make choices that seem to be worse for everyone involved, including themselves? Welcome to The Prisoner's Dilemma.
  • Content Curation - Why Digital Game Stores Are So Selective
    E40
    Content Curation - Why Digital Game Stores Are So SelectiveWe discuss the various design considerations that go into running a digital games storefront, from functionality to relevancy, and shed some light on the game certification process for consoles in particular.
  • A Rebuilding Year - Navigating the Ups and Downs of Creative Careers
    E41
    A Rebuilding Year - Navigating the Ups and Downs of Creative CareersGames teach us that it's okay to make mistakes, that we'll inevitably mess up in the game just like we mess up in real life. How does one pick themselves back up after an unexpected disappointment, crisis, or failure in achieving their creative goals?
  • The Real Core Loop - What Every Game Has In Common
    E42
    The Real Core Loop - What Every Game Has In CommonWe've talked about specific core loops of games before, but there's a core loop that every game shares: The Real Core Loop. Very creative name, I know. But understanding this loop can help reveal what kind of game you're creating & how to minimize frustration on the player's end.
  • User Generated Content - The Upsides and Pitfalls to Level Editors
    E43
    User Generated Content - The Upsides and Pitfalls to Level Editors
  • The Kobayashi Maru - No-Win Scenarios in Games
    E44
    The Kobayashi Maru - No-Win Scenarios in GamesAh, the infamous Kobayashi Maru. The no-win Star Trek scenario is actually more common in video games than you might think. When games employ random elements, you increase the odds of creating a scenario where before the player even touches the controller, they have already lost. That must be a huge game design mistake, right? Well... It's not always so simple.
  • Did Level Scaling Break Games? - Leveling in Open World Design
    E45
    Did Level Scaling Break Games? - Leveling in Open World DesignWith whole new worlds open for exploring, game designers ran into a quick problem: how do you make sure new players don't run into a difficulty brick wall, and experienced players don't have to wade through trash mobs? Games like Oblivion and Assassin's Creed: Odyssey tried to fix this problem by simply scaling enemy difficulty to grow along with the player. But is that really the best solution? Or does level scaling doom open worlds to a same-y slog?
  • Reciprocity in RPGs - How to Share the Spotlight
    E46
    Reciprocity in RPGs - How to Share the SpotlightWelcome back to our guest writer Eddy Webb! After his last episode, Eddy's been doing some thinking about failure in tabletop RPGs. More specifically, how failure can bring everyone at the table closer together. How? Through the principle of reciprocity. Letting yourself fail can help let another player shine and just by offering the spotlight to someone else, you can build a better play experience for everyone.
  • The Perfect Horror Protagonist - Writing a Character for Fun & Terror
    E47
    The Perfect Horror Protagonist - Writing a Character for Fun & TerrorFor All Hallow's Eve, we're reviving an old episode from the dead: How to make a proper horror protagonist! It's been six years since we've talked about horror protagonists and the games industry has given us more examples of prime horror examples. So let's talk about the main points you should follow to write up a great horror protagonist.
  • Game Jam Showcase #5 - Passage
    E48
    Game Jam Showcase #5 - PassageThe Hallway by Ellie Samson Momentary by Zack Contest to Suggest by SRPent & OutOfCharacters Obolus, Please by Lei Into the Bullet Hell by Hot Girls with Broken Legs Moving Makes You Smaller by Moldoveanu Florin Doods: Radical Passage by Vandervas Generator 80 Days by Evan S.
  • Get Hired: Portfolio Design - How to Build a Portfolio
    E49
    Get Hired: Portfolio Design - How to Build a PortfolioIf you want to get a job in the games industry (or most any creative industry for that matter), then you’re going to need a portfolio. Why? Because they’re the second step towards getting you an interview. So we're going to teach you some of the basics when it comes to putting together that amazing portfolio for the dream job!
  • Credits are not "Extra" - Why Game Credits Matter
    E50
    Credits are not "Extra" - Why Game Credits MatterIt's important to give credit where credit is due, but doing so might be trickier than some people might realize. Games take a long time to create and people may come and go on a project or be moved around to different departments. And the lead artist in one studio might not do the same tasks as a lead artist in another studio. This all makes credits very complicated! But that doesn't mean we can give up on credits either. Credits should not be "extra".
  • Loading Screens - The Waiting Game
    E51
    Loading Screens - The Waiting GameNothing is more frustrating than a game crashing behind a loading screen, or the game grinding to a halt as you have to travel in-between areas. Even as tech gets stronger, our games get bigger, so it doesn't look like loading screens are disappearing anytime soon. But do they have to kill the pacing of the game and bore your player to death? We don't think so! We talk about a few examples of loading screens done right and how to engage your player during the waiting game.
  • Imposter Syndrome - Fake It Till You Make It
    E52
    Imposter Syndrome - Fake It Till You Make ItImposter Syndrome is the psychological phenomena of thinking that you're less capable or deserving of your achievements that you are, leading you to think that you must have "fooled" your way into your position or success. And it is SUPER common in creative fields, including the game industry. Where does this phenomena come from, why is it so harmful, and how can we prevent it?
  • Because Games Matter - J.J.'s Story
    E53
    Because Games Matter - J.J.'s StoryJ.J. was diagnosed with Type 1 Diabetes when he was 7. The hospital can be a scary place for a child, but it was in C.S. Mott Children’s Hospital that J.J. was introduced to video games. An activity therapist named Jerry Reed presented J.J. with Pitfall. Video games impacted J.J.'s life so profoundly to the positive, J.J. became a Certified Child Life Specialist at the very same hospital, 20 years later.
  • Because Games Matter - Victoria's Story
    E54
    Because Games Matter - Victoria's StoryVictoria was always a curious child, but an undiagnosed anxiety disorder and ADHD gave her a rough start. It was difficult to make friends and at school she was known as the weird kid. After she was diagnosed, medication helped! But she still struggled socially. But after her parents read about Game to Grow, they decided to give it a shot. D&D allows kids like Victoria to explore social situations in a structured, no-risk environment and soon, Victoria was breaking out of her shell.
  • Because Games Matter - Jacob's Story
    E55
    Because Games Matter - Jacob's StoryOur final story also comes from C.S. Mott Children’s Hospital ( https://victors.us/streamformott ) Jacob was born with primary ciliary dyskinesia which means spending an hour every day receiving treatment to help prevent lung infections. During those treatments, Jacob was able to help pass the time by playing games. But when a tumor was found in Jacob's kidney, he had to stay at C.S. Mott Children’s Hospital. The week leading up to surgery was long, boring, and isolating. But the Child Life Specialists at the hospital changed all of that by visiting with toys and games. Games that gave Jacob something to look forward to and helped give Jacob hope.

 

  •   
  •   
  •   
  •   
  •   
  •   
  •   

Take Plex everywhere

Watch free anytime, anywhere, on almost any device.
See the full list of supported devices