RedCoatVernac

In this cast we explore Randomness as a concept and How it can be applied to video games

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:04 Introduction
00:13 What is Randomness
01:03 Suspension of Disbelief
01:57 Predictability and Disbelief
02:32 Deterministic Unpredictability is Hard
03:04 Randomness and Suspension of Disbelief
03:47 Randomness and Gameplay Variance
04:00 Card Games and Randomness
04:34 Predictability and AI
05:08 Randomness and Risky Play
05:24 Random results and Pokemon
06:09 How can Randomness can be implemented
06:29 Progressive and Insular Randomness
07:15 Humans and Pattern Seeking
08:22 Pattern Seeking and Player Perception
09:29 Result Relevance and Pattern Seeking
10:20 Pokemon and Result Relevance
11:40 Audio Cues and Impact Perception
12:34 "Owed" Luck or Unluck
13:21 Contextual Randomness and Disbelief
14:29 Implementing Insular Randomness
14:40 Implementing Progressive Randomness
14:48 Bag of Results or Deck of Cards
15:11 Results History
15:28 Adjusting Chance
16:20 Progressive RNG to Match Player Expectation
17:04 Sample Size and Standard Distribution
19:09 Pokemon and Binary Result Logic
19:45 Miss Chance and Binary Result Logic
20:50 Card Games and Gradated Result Logic
21:40 Result Gradation
22:11 Gradated Results and Fire Emblem
22:47 Randomness and Skill
24:13 Skill, Randomness and Exciting Play
25:54 Next Cast and Sign Off

Sequence one of Animal Gear. A story about rising technology in a magical world and the effect it has on its society at large

Another game impressions/interview piece. This time Sientir talks about Guild Wars 1 and 2 and his impression of their approach to designing the two games.

Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:04 Introduction
01:07 A brief history
03:08 The Modes of Play
04:28 The iteration process
05:44 Guild Wars 1 Crafting
08:14 Guild Wars 2 Crafting
11:57 Material Acquisition in both Games
12:40 Experimenting with Questing
16:48 The Point of Quests
18:32 Contextualization, Hearts and Presence
19:34 Goblin Slayer and Reputation
20:50 Level Cap and Skill Acquisition
21:19 Guild Wars 1 Progression
23:25 Guild Wars 2 Progression
24:46 Guild Wars 1 and Early Level Cap
26:47 Guild Wars 2 and Later Level Cap
28:00 Guild Wars 2 Combat and Build System
28:51 Comparing Guild Wars 2 to Middle Earth Shadow of War
32:24 Guild Wars 1, Balance, and Bad Builds
37:16 Guild Wars 2, and Lowered Build Variance
39:56 Guild Wars 1 and Barrier of Entry vs. Depth
40:25 Guild Wars 2 and Opportunity Cost
42:33 The Removal of the Healer Class
43:35 Play Variance or Lack there of
46:05 Big Take Aways
46:39 Managing Scope
47:55 You Need to Define a Game's Design Identity
48:41 Overall Guild Wars 2 is not a bad game
49:14 Wrap Up, Next Podcast, and Sign Off

In this one we explore various elements of crafting systems creation and how they can be used to produce positive engagement

Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:04 Introduction
00:11 What is a Crafting System
00:15 Conversion Systems
00:48 Conversion System Parameters
01:24 Trade Systems
02:13 Grab Bags
02:58 The Crafting System in Detail
04:11 Customization and Modification Systems
05:05 What are Crafting Systems for
05:28 Increasing Player Immersion
06:07 Increasing Player Freedom
06:21 Crafting Materials to increase differentiation
07:06 Crafting Material examples
07:09 Guild Wars 1 (Weapons)
07:37 Legend of Zelda Breath of the Wild (cooking)\
08:09 Adding polish to the reward structure
08:19 Increasing Game Depth
08:34 Altelier Series and Crafting Depth
09:24 Cooking Mama
10:00 Meshing a Crafting system into your game
10:20 Mechanical Identity Reminder
11:21 Questions to define Crafting's Role
12:24 Ask why your player is Crafting in you game
13:57 Recap of purspose discovery questions
14:13 How to make it interesting to engage with
14:30 Player Skill Based Crafting
16:09 Character Skill Based Crafting
18:25 Points to Remember when creating crafting systems
19:00 Meaningful Choice in Crafting
20:18 Breath of the Wild and Meaningful Choice
21:51 Next Cast
22:04 Sign Off

The Second part of our exploration of Complexity. Here we explore the for different types of Complexity

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:05 Introduction
00:23 The 4 Complexity Manifestations
01:25 Identifying Negative and Positive Engagement
02:41 Comprehension Complexity
03:31 Negative Comprehension Complexity
04:37 Games that Focus on Comprehension Complexity
04:57 Phoenix Wright, Professor Layton, and Ghost Trick
05:24 Engagement from Discovering What Something Is
05:32 Situational Complexity
06:52 What is Situational Complexity
07:10 Situational Complexity and The Word Search
07:48 The Situation Assessment Triangle
08:46 How Memory Grouping Interacts with Situational Complexity
10:21 Strategic Complexity
10:54 Startegic Complexity and the Learning Curve
11:59 Make sure Strategy involves Meaningful Choice
12:59 Positive Strategic Engagement
13:26 The Importance of Readability for Strategy
14:00 Readability and E-sports
14:26 Executional Complexity
14:55 All objects have Executional Complexity
15:17 Executional Complexity and the Learning Curve
15:51 Executional Complexity as a barrier to play
16:25 Conventional Sports Games and Training
16:56 Training and Video Games
17:20 Positive Executional Complexity
18:17 How do we apply these concepts to Game Design
19:18 Ghost Trick and Focusing on specific elements of Complexity
20:18 Multi-faceted Complexity manipulation
20:59 The Counter System Example
21:20 Examining a Forced Stealth Sequence for Complexity
22:24 Complexity as a function of Learning and Wrap up
23:55 Next Cast
24:23 Sign Off

The first part of our exploration of Complexity. Here we dig into the concept of Barrier of Entry and how it interacts with Level of Depth

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:06 Introduction
00:28 What is Complexity
01:24 The Four Types of Complexity
02:12 Comprehension Complexity
02:56 Situational Complexity
03:41 Three parts of Situational Complexity
04:04 Strategic Complexity
04:24 Strategic Complexity in Pokemon
05:49 Executional Complexity
06:31 What does Complexity do for Games?
06:59 Barrier of Entry
07:32 Barrier of Entry in Chess
08:10 Depth as Positive Complexity
09:19 Managing Complexity
09:58 Barriers of entry as Doors
10:19 How to identify your Barriers of Entry
11:05 Keep new players in mind
11:54 Depth in Depth
12:08 Depth as rooms in a building
13:27 Barrier of Entry ratio to Level of Depth
14:02 Mark Rosewater and Lenticular Design
14:36 Wrap Up
14:54 Sign Off

An interview of the musician Disomikron exploring musical quirk and the influencers of his compositional methodology

Sientir speaks a bit on his experience with ID's earlier first person shooter games and other tangentially related things

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:03 Introduction
00:52 What did Sientir like about FPS games?
01:37 How do you compare current FPS to old school FPS?
02:33 What pushes him away from current FPS games?
03:39 How did FPS impact Sientir's design sensibilities?
04:22 Impact of Player Speed
04:57 Old school color compared to new school
05:57 Worlds designed for fun rather than to imitate reality
06:38 Opinions on Doom 2016
07:04 Graphical Stylization vs. Realism
08:16 GI-Joe style
08:39 ID and Arcade play
09:51 Weapon Limitations and unreality
10:41 Demon Souls to Dark Souls and Encomberance
11:27 Weapon Selection and the weapon dial
12:04 Environment Exploration, Speed to world size
13:55 Interesting Traversal in games
15:05 Alternative Movement, Ocarina of Time
15:42 Quake and Environment Design
16:02 Hexen and Environment Design
16:32 Dark Souls 2 and area resonance and implementation
18:59 The dying creepy forest aesthetic
19:40 The Aesthetic feelings that stuck with Sientir
21:33 Projectile Design that allows the player to interact with it
22:44 Encapsulating Thoughts
24:31 Sign Off

An off the cuff discussion of the comic called Chew

You can find the comic at the link below
https://imagecomics.com/comics/series/chew

Here we explore how Music is used in games and what it does to the overall experience

Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:05 Introduction
01:19 What roles can music play?
01:43 Mood and Ambiance Management
02:02 Hyrule Field in the Legend of Zelda: Ocarina of Time
02:54 The Courtyard in Super Mario 64
04:11 Sound Choice in the Souls Series
04:31 Guild Wars 1 and Musical Contrast
04:54 Emotional control through Music
05:23 Musical Alerts
06:20 Musical Alerts in Legend of Zelda
06:43 Sonic and the Drowning Alert
06:58 Creating Emotional Continuity Through Anthems
07:56 Songs Influence Player perception of characters
08:15 Captain Falcon and F-Zero GX
08:39 Musical Selection and Pokemon
09:22 Fighting Games and Anthems
10:13 How to use music?
10:53 Dynamic in game music
11:55 Minamalist Dynamic Music
12:26 Reactive Compositions
12:39 Randomized Compositions
13:29 Transitioning between Musical Elements
14:23 Transitions and Fire Emblem
15:43 Silence as a musical choice
16:14 An example of Audio Mixing
17:14 Megaman X3 and Sound Management
18:29 Benefits of Effective Music Usage
19:37 Song types to pay particular attention to
20:39 Make sure to communicate with your composer
21:31 Wrap Up and Next Cast
21:54 Sign Off

An off the cuff discussion of the super hero comedy Empowered
You can find it online at this site:
https://www.empoweredcomic.com/comic/volume-1-page-1

Here we explore the concept of transitions in games and why they are important to the overall experience

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:04 Introduction
00:20 What are Transitions?
00:58 Why are they important?
02:08 Why use them in games?
02:46 Data Management
03:18 Ways to Manage Memory
03:53 Transitions to Manage Pacing
04:51 Increasing Impact of Events
05:22 Methods of doing Transitions
05:41 Cut Transitions
06:08 Masked Transitions
06:50 Super Metroid vs Metroid Prime
07:46 Other styles of Cut and Masked Transitions
08:47 What to keep in mind
08:53 Establish Transition Rules
09:42 What do your Transitions say?
09:57 Dark Souls 2 and Transitions
10:50 Ocarina of Time and Cut Abstraction
11:19 Ocarina of Time Beta Quest
11:50 Zonal Transitions
12:12 Sonic the Hedgehog Zonal Transitions
13:13 Sonic the Hedgehog 2 Zonal Transitions
14:03 Sonic The Hedgehog 3 Zonal Transitions
14:45 Overview and Wrap up
15:17 Next Cast and Sign Off

A brief look at the comic series Star Power

You can find the Comic:
https://starpowercomic.com/comic/chapter-1/?nav=next

A brief talk about the comic series called Invincible

Red Talks about and Defines his concept of Run and Gun games

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:04 Introduction
00:20 What is a Run and Game
00:35 Reflexive versus Contemplative
01:02 What are Run and Gun Games like
02:30 Enemies as the focus
02:51 Guns n' projectiles
03:35 Pacing in Run and Guns
04:27 Difference between Shmup and Run and Gun
05:49 Shadow the Hedgehog - Run and Gunner?
06:35 The Flowering of Skill
09:30 Design Philosophy of Tough Love
11:05 Mechanical Media Res
11:20 Where to start the learning curve

An examination of the dissonance that can occur when the Mechanical and Narvisaudal Identity of a game are at odds with each other

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:

00:08 Introduction
00:24 What are Mechanics
00:33 Developer Intention
00:51 Dissonanace Overview
01:27 Non-Harmonious Alignment Overview
01:45 Mechanical Dissonance in Pokemon
04:44 How could we solve this?
05:31 Narvisaudal Dissonance
05:57 Cut-Scene Guns
07:38 Accepted Narvisaudal Dissonance
09:04 Non-Harmonious Alignment
10:11 Sonic R and Non-Harmonious Alignment
12:23 Cast Summary

An off the cuff talk about the book "Understanding Comics"

The First podcast of Season 2. Here we do a brief recap of the things we went over in Season 1

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes

00:06 Changes for this Season
00:27 Recap Start
00:44 The Composite Experience
01:11 Narvisaud
02:17 Mechanical Layers
03:07 Game Balance
05:09 Terminology
05:36 Game Object
05:41 Player Object
05:53 Non-Player Object
06:11 Objectives
06:26 Obstacles
06:35 Tense Obstacles
06:51 Relaxed Obstacles
07:08 Traps
07:23 Agency
07:39 Agents
08:01 Foes
08:23 Assets
08:42 Resource
08:50 Currency
09:11 Consumables
09:21 Tools
09:36 Collectibles
09:55 Collectible Parts
10:12 Wrap Up
10:58 Sign Off

The final cast for season 1 of our podcast series. Here we talk about our favorite casts from the previous season and some of the things we've been doing over the course of the year.

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliffnotes

00:04 Introduction
01:00 Who is Vernacular Games
03:11 What the name means
04:45 What the word means
05:42 Tenets of operation
06:12 Red: Make games we want to play
08:13 White: Make opportunities for others
10:11 The problem with 5 years of experience at entry level
14:01 Gold: Operate ethically and efficiently
16:43 Highlights of Season 1
16:53 Podcast 20, the Composite Experience
17:40 The Game Fountain
18:46 The creation of the term Narvisaud
19:40 Podcast 32, Video Game Economies
21:32 How one looks at a tree
22:55 Podcast 2, Hard vs. Challenging
23:44 Difficulty as a success to failure ratio
25:58 Podcast 12, Vernacular's Vernacular
28:01 Podcast 19, Visceral and Cerebral Engagement
29:35 Betrayel of Experience
30:23 13, 14, 15, Reset, Reload, Resume
31:45 What have we been up to?
32:26 Project Vari
35:41 what is SCRUM
38:04 Back loaded information systems
39:05 Lessons in communication
40:09 Wrap Up
40:56 Sign Off

Here we take some time to talk about some of the pitfalls and reasons to make sequels as well as methods that are employed to make sequels feel like justified entries in their franchises.

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:
00:04 Introduction
00:49 Capture Narvisaud and Mechanical Identity
01:43 Capture the Audience
02:16 Doom Movie and Taking the wrong lessons
04:52 How do Franchises continue forward?
05:51 Rogue One and the Star Wars Franchise
06:41 Franchise Derivation
07:43 Why Devs dig into Franchises
08:04 Implications of Carrying the Narvisaud
09:17 Sonic Spinball
09:49 Most Common Followup Types
10:33 Archetypal Story/Narvisaud And Nintendo
11:45 3D Sonic vs 2D Sonic
12:08 Megaman and Archetypal Mechanics/Narvisaud
14:10 Other Media that Follow Archetypal Structure
14:22 Naruto
16:14 Carrying the Narvisaud specifically
16:45 The Wind Waker Style Shift
17:52 Star Wars and Archetypal/Legacy Audio
19:09 Pokemon and Legacy Audio
20:34 Pokemon Yellow
21:27 Carrying the Mechanics
21:44 The Legend of Zelda
22:16 The Legend of Zelda Skyward Sword
24:15 The Effect of the general purpose crafting system
26:26 The Effect of understanding a game's identity
27:40 The Transition from 2D to 3D
28:22 Sonic 2D to 3D
29:06 The Original 2D Sonic
29:59 Sonic as a Character and game feel
31:24 Adhering to Mechanics or Narvisaud only in a series
32:00 Final Fantasy and Element Carryover
34:16 The importance of learning what defines a franchise
35:08 Dark Souls 2 and Dodge Roll
38:05 The important question to ask for follow ups
39:08 The question to ask for mimicked mechanics
40:13 Prince of Persia to Prince of Persia Warrior Within
41:56 Devil May Cry 2 as an unsuccessful sequel
43:30 Wrap Up
44:14 Extended Sign-off

Here we delve into the concept of the follow up title, and propose our own ideas on what constitutes different types of follow ups, in preparation for our next talk on the concept of the graceful sequel

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

00:03 Introduction
01:09 Restating Previous Definitions
02:50 The Narrative Sequel and Prequel
03:15 The Uncharted Series
03:32 The Narrative and Temporal Link
04:43 The Mechanical Sequel
05:09 The Legend of Zelda series
06:46 Direct Sequels within The Zelda Series
07:27 Spiritual Successors
07:54 Freedom Planet
08:33 Carrying the Legacy
08:49 Demon's Souls and Dark Souls
09:42 Spin-Off
10:41 Metal Gear and Metal Gear Revengence
11:20 Mario and Luigi games
11:40 The Full Sequel
12:28 The Cousin
14:34 The Reboot
15:21 Examples
16:06 The Remake
16:32 Re-Imagining
16:41 Salt and Sanctuary and Dark Souls
17:31 Inspired By
18:35 F-zero
19:10 A personal example
20:46 Wrap-up
21:16 Next Cast
21:51 Sign Off

In this cast we talk about the concept of building games with different player considerations in mind and various ways to try and understand players that are different from yourself.

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

00:06 Introduction
00:27 How can you learn what others like
00:54 The Bartle Taxonomy of player types
01:29 Magic the GartheringPlayer Psychographic
01:54 Timmy type Players
02:55 Johnny type Players
03:27 Spike type Players
03:58 Timmy and Storytelling
04:48 Uncharted and Timmy
05:26 Johnny and Self-Expression
06:09 MVC3 and Johnny
06:44 Role-play overlap Timmy/Johnny
07:23 Speed Running and the Play Personas
08:43 The MTG psychograpic is one of many tools
09:56 Fanfiction and the Play Personas
10:41 The importance of learning what others like
11:15 Transformers Devastation and Play Personas
13:30 Player playstyles and facilitation
14:41 Dark Souls series and applied play persona theory
18:10 Niche design expansion and play dilution
19:50 Optimize toward a target audience
20:38 Red Coat Wrap up
21:40 Sientir Wrap up
22:16 For Broad Audiences, individualize elements of play
23:21 Next Podcast
23:12 Sign Off

An Examination of the concepts of Gaming Communities, how they form and what that means to players inside of them.

Our Website: https://www.vernaculargames.com/
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

00:21 Intro
00:58 One can be in many communities at once
01:51 A note on the Silent Majority
04:04 Modes of Play Communities
05:26 Element Focused Communities
07:02 Personality Based Communities
08:08 Locales where Communities Form
09:35 Community Rivalries
10:36 Gate Keepers
11:12 Determining elements for individual players
12:44 The element of Investment
13:09 The Pros of Investment based members
13:42 The Negatives of Investment based members
14:31 Examples of negative Investment based response
15:40 Investment Wrap Up
16:16 The element of Experience
16:31 The Pros of Experience based members
16:50 The Negatives of Experience based members
17:23 The FGC and Experience Based Engagement
18:45 The element of Knowledge
19:08 The Pros of Knowledge based members
20:03 The Negatives of Knowledge based members
20:59 The Importance of Humility
21:40 The effect of a well running community
23:26 Examples of well running game communities
24:16 What does this mean to Developers?
25:10 Magic The Gathering and Multiple Communities
27:30 The Importance of Community Engagement
28:27 Sign Off

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Created 10 months, 3 weeks ago.

63 videos

Category Gaming

Hey there, Red Coat here!

I'm a multihat dev with a particular penchant for game design, sound design and media development. To aid in my quest to become a functional game dev (and consequently also a functional human being) I formed the company Vernacular Games

Vernacular Games is an indie development group in the video game sector, eking out an existence on frothing buckets of passion and pocket change. I formed it in response to the rigid, sometimes asinine structure and practices employed by larger game development companies, with the intent of providing a mid-level alternative for aspiring developers looking to gain a bit of professional experience.

If you wanna learn more about that you can check out the website:
https://www.vernaculargames.com/

As for me, I'm gonna be posting a bunch of our older works up on this platform as I work through the archives. Eventually, you'll start seeing stuffs from us that have yet to ever be released! (Working on getting them edited at the moment). You may even see a few game announcement from us in the near future...

At any rate, I hope you can derive some enjoyment from our posted works. Maybe even learn a thing or two! Until then, happy listening, and stay safe!