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Once you understand game theory, you understand the world.27:19

Once you understand game theory, you understand the world.

26.5M views • 2 years ago
Veritasium
Veritasium explores the Prisoner's Dilemma and Axelrod's tournaments, showing why tit-for-tat and forgiving strategies win in repeated games. It extends the ideas to cooperation in evolution and conflict.
Game Theory: How PewDiePie Conquered YouTube12:03

Game Theory: How PewDiePie Conquered YouTube

8.6M views • 13 years ago
The Game Theorists
The Game Theorists analyze how PewDiePie rose to become the most subscribed channel on YouTube. The video looks at why let's plays and gaming channels thrive on the platform.
The Unbeatable Game from the 60s: Dr NIM11:39

The Unbeatable Game from the 60s: Dr NIM

7.2M views • 10 years ago
Stand-up Maths
Matt Parker of Stand-up Maths explains single-pile Nim and the trick that wins it, using Dr NIM, a 1960s mechanical plastic computer that plays perfectly. He teaches the strategy so viewers can beat friends.
HACKENBUSH: a window to a new world of math57:03

HACKENBUSH: a window to a new world of math

562K views • 5 years ago
Owen Maitzen
Owen Maitzen's animated hour-long introduction to Hackenbush, a simple combinatorial game, and how its strategy leads to surreal numbers and the roots of the number system.
Topic match · Probability & game theory
The Fermi Paradox: Dark Forest Theory17:55

The Fermi Paradox: Dark Forest Theory

412K views • 7 years ago
Isaac Arthur
Isaac Arthur examines the Dark Forest theory, Cixin Liu's proposed solution to the Fermi Paradox in which civilizations stay silent and may destroy any that reveal themselves. He tests the theory's underlying assumptions and arguments.
Jonathan Blow: Game design: the medium is the message48:27

Jonathan Blow: Game design: the medium is the message

119K views • 13 years ago
CreativeMornings HQ
Jonathan Blow's CreativeMornings talk arguing that business models shape game design, drawing an analogy between 1970s TV and HBO and between free-to-play and premium games. He calls for games that inspire awe rather than chase constraints.
Jonathan Blow: Video Games and the Human Condition1:44:09

Jonathan Blow: Video Games and the Human Condition

158K views • 15 years ago
rubbermuck
Jonathan Blow's 2010 Rice University talk argues that game designers refine their techniques in ways that can manipulate players, as with A/B-tested social games. He discusses the ethical responsibility of designers and what games can offer beyond addiction.
Classic Game Postmortem: Sid Meier's Civilization1:02:15

Classic Game Postmortem: Sid Meier's Civilization

225K views • 9 years ago
GDC Festival of Gaming
A 2017 GDC postmortem in which Sid Meier and Bruce Shelley tell how Civilization came together from board game design and sim game experience. They cover its development history and design decisions, including fairness and luck.
What Games Are Like For Someone Who Doesn't Play Games20:38

What Games Are Like For Someone Who Doesn't Play Games

16.9M views • 7 years ago
Razbuten
Razbuten has his wife, who has never played games, try a sampling of titles and shows where she struggles. It highlights unspoken game conventions that experienced players take for granted.
Ross's Game Dungeon: Deus Ex - Human Revolution42:53

Ross's Game Dungeon: Deus Ex - Human Revolution

1M views • 10 years ago
Accursed Farms
Ross Scott's Game Dungeon episode critiques Deus Ex: Human Revolution, looking at its design, politics and visual style. It is part of his series of opinionated game reviews.
Classic Game Postmortem - Another World1:05:45

Classic Game Postmortem - Another World

25K views • 7 years ago
GDC Festival of Gaming
Eric Chahi's GDC 2011 postmortem of Another World (Out of This World), describing how he built the game. He shows his polygon art approach, rotoscoping and animation tools.
How to Survive in Gamedev for Eleven Years Without a Hit52:12

How to Survive in Gamedev for Eleven Years Without a Hit

1.2M views • 9 years ago
GDC Festival of Gaming
Jake Birkett of Grey Alien Games explains at GDC 2016 how an indie developer survived eleven years without a hit by building a long tail of games and redefining success.
Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage1:01:04

Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage

150K views • 7 years ago
GDC Festival of Gaming
At GDC 2019, Bennett Foddy and Zach Gage ask why game developers rarely sign their work. They argue that indie developers could benefit from putting their names on their games.
The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)34:13

The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)

1.3M views • 7 years ago
Stephanie Sterling
A Jimquisition episode examining the human cost of predatory videogame monetization, focusing on loot boxes and microtransactions. It features testimonials from people harmed by gambling-style game mechanics.
RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods1:00:52

RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods

285K views • 7 years ago
GDC Festival of Gaming
RimWorld creator Tynan Sylvester explains at GDC 2017 how Ludeon framed the game as a story generator rather than a game. He covers the design methods that came out of that frame.
Pitfall: A Classic Game Postmortem1:00:34

Pitfall: A Classic Game Postmortem

63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica10:18

How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica

317K views • 7 years ago
Ars Technica
Lucas Pope, creator of Return of the Obra Dinn, explains in Ars Technica's War Stories how localizing the game's logbook nearly sank the project.
Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits6:26

Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits

678K views • 8 years ago
Extra Credits
Extra Credits explains from a game developer's perspective why AAA games have stayed at $60 despite inflation, and how that pressure drives DLC, microtransactions and loot boxes.
Talk: Video Games and the Future of Education2:44:28

Talk: Video Games and the Future of Education

130K views • 6 years ago
Jonathan Blow
Jonathan Blow gives a roughly 90-minute talk, followed by Q&A, on how video games could actually improve education, in contrast to what is currently being tried.
The Skinner Box - How Games Condition People to Play More - Extra Credits6:58

The Skinner Box - How Games Condition People to Play More - Extra Credits

1.2M views • 14 years ago
Extra Credits
An Extra Credits episode on how games use Skinner box operant conditioning and reward schedules to keep players playing and spending. It argues for more immersive design mechanics than simple reward loops.
The Witness - A Great Game That You Shouldn't Play41:02

The Witness - A Great Game That You Shouldn't Play

6.2M views • 10 years ago
Joseph Anderson
Joseph Anderson's long critique of Jonathan Blow's puzzle game The Witness, covering its gameplay, its hundreds of puzzles and its philosophical pretensions. He argues it is a great game that he nonetheless advises against playing.
Let’s go whaling: Tricks for monetising mobile game players with free-to-play19:49

Let’s go whaling: Tricks for monetising mobile game players with free-to-play

757K views • 10 years ago
PocketGamerbiz
A 2016 conference talk by a mobile game CEO on the tricks of free-to-play monetization, including player profiles and how to target high-spending whales.
'Diablo':  A Classic Game Postmortem1:17:43

'Diablo': A Classic Game Postmortem

1.1M views • 10 years ago
GDC Festival of Gaming
David Brevik's GDC 2016 postmortem of Diablo covers how it went from a turn-based claymation DOS concept to a real-time action RPG, plus the story of Blizzard North and development anecdotes.
Ross's Game Dungeon: Deus Ex39:52

Ross's Game Dungeon: Deus Ex

1.5M views • 10 years ago
Accursed Farms
Ross Scott's Game Dungeon episode on Deus Ex, a long review of the game covering its narrative, politics and economic philosophy as well as its design.
How Gamers Killed Ultima Online's Virtual Ecology | War Stories | Ars Technica7:24

How Gamers Killed Ultima Online's Virtual Ecology | War Stories | Ars Technica

3.2M views • 8 years ago
Ars Technica
An Ars Technica War Stories episode in which Richard Garriott and Starr Long describe Ultima Online's planned virtual ecology and how players wrecked it. Players slaughtered the animals and also broke the in-game economy.
Diablo: Original Game Development1:17:43

Diablo: Original Game Development

12K views • 9 years ago
jon d
David Brevik's GDC 2016 post-mortem of the original Diablo, covering how it evolved from a turn-based claymation DOS game into the genre-defining action RPG. It includes development anecdotes and lessons learned.
Classic Game Postmortem: Alone in the Dark57:43

Classic Game Postmortem: Alone in the Dark

27K views • 8 years ago
GDC Festival of Gaming
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre. He covers how the team built it and shows some of the old tools used.
How we fit an NES game into 40 Kilobytes12:04

How we fit an NES game into 40 Kilobytes

3.7M views • 8 years ago
Morphcat Games
Morphcat Games explains how they fit Micro Mages, a full-featured NES game, into 40 kilobytes. It covers compression of sprites and level layouts and other space-saving tricks.
Game Critics8:53

Game Critics

17.7M views • 9 years ago
videogamedunkey
A videogamedunkey video essay on video game critics. It argues that a critic's taste and integrity matter as much as their score, and tries to explain why major outlets give such inflated ratings.
Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG12:40

Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG

906K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer looks at OpenLara, an open source Tomb Raider engine, running on the Game Boy Advance. The video explains how the port achieves playable speeds on the GBA's slow ARM CPU, with input from the developer XProger.
golden balls. the weirdest split or steal ever!6:25

golden balls. the weirdest split or steal ever!

15.1M views • 14 years ago
spinout3
A Golden Balls episode in which one contestant announces he will steal, leading to an unexpected outcome in the split-or-steal prisoner's dilemma.
Topic match · Probability & game theory
Why do competitors open their stores next to one another? - Jac de Haan4:07

Why do competitors open their stores next to one another? - Jac de Haan

7.4M views • 14 years ago
TED-Ed
A short animated TED-Ed lesson in which two competing ice cream vendors on a beach illustrate why rival shops cluster together. It introduces game theory and the Nash equilibrium through the Hotelling model.
Topic match · Probability & game theory
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 201344:10

Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013

386K views • 12 years ago
Dutch Game Garden
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
Topic match · Game design
Nintendo - Putting Play First12:02

Nintendo - Putting Play First

997K views • 9 years ago
Game Maker's Toolkit
Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.
Topic match · Game design
Classic Game Postmortem: Ultima Online59:47

Classic Game Postmortem: Ultima Online

184K views • 8 years ago
GDC Festival of Gaming
A 2018 GDC panel where Raph Koster, Starr Long, Richard Garriott and Rich Vogel look back on what went right and wrong building and running Ultima Online. They share candid stories from the early days, including player behavior and server architecture.
Sid Meier's Psychology of Game Design1:17:21

Sid Meier's Psychology of Game Design

137K views • 10 years ago
GDC Festival of Gaming
Civilization creator Sid Meier's GDC 2010 talk on applying psychology to game design. He discusses player perception, randomness, and win states, and why designers must account for how players experience events.
Hareraiser (The Worst Game Ever) - Stuart Ashen - Norwich Gaming Festival 201736:19

Hareraiser (The Worst Game Ever) - Stuart Ashen - Norwich Gaming Festival 2017

1M views • 9 years ago
Norwich Games Festival
Stuart Ashen presents a talk at the 2017 Norwich Gaming Festival on Hareraiser, a notoriously bad video game tied to the Masquerade treasure hunt. He explores why it may be the worst game ever made.
Music Theory and White Supremacy44:02

Music Theory and White Supremacy

3.2M views • 6 years ago
Adam Neely
Adam Neely examines Phil Ewell's paper arguing Western music theory is framed by a white racial perspective. He covers North Indian theory, alternative frameworks, Schenker and responses to the paper.
The Ultimate Game Boy Talk (33c3)1:01:07

The Ultimate Game Boy Talk (33c3)

241K views • 9 years ago
media.ccc.de
Michael Steil's 33c3 talk explains essentially everything about the Game Boy: CPU, video hardware, peripherals, and the tricks used by games and demos. It revives the era of counting clock cycles around hardware limits.
Jonathan Blow - How to program independent games -  CSUA Speech1:15:51

Jonathan Blow - How to program independent games - CSUA Speech

190K views • 13 years ago
Alexandre Franco
Jonathan Blow speaks at UC Berkeley's CSUA about how to program independent games. He argues for keeping code simple, avoiding unnecessary work, and shipping.