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These are the user uploaded subtitles that are being translated: 1 00:00:07,424 --> 00:00:10,752 According to Rising High Academy 2 00:00:11,008 --> 00:00:12,032 Core game Loop is 3 00:00:12,288 --> 00:00:14,848 Essentially the very heartbeat of your game 4 00:00:15,360 --> 00:00:16,640 It is a series or 5 00:00:16,896 --> 00:00:17,920 Chain of actions 6 00:00:18,432 --> 00:00:20,480 That is repeated over and over 7 00:00:20,736 --> 00:00:23,040 It's a primary flow your players expiry 8 00:00:23,552 --> 00:00:26,624 The most basic of core game Loops goes something like this 9 00:00:26,880 --> 00:00:27,904 You enter a new world 10 00:00:28,416 --> 00:00:29,440 You defeat enemies 11 00:00:29,696 --> 00:00:30,720 With a credibility say 12 00:00:31,232 --> 00:00:32,256 Then you get a reward 13 00:00:32,768 --> 00:00:36,864 This obviously is one of the oldest game Loops in the book but it also tried-and-true 14 00:00:37,120 --> 00:00:39,168 It's the foundation for my game Never song 15 00:00:39,424 --> 00:00:40,704 Also Metroid 16 00:00:40,960 --> 00:00:43,520 The Legend of Zelda in hundreds of other titles 17 00:00:44,032 --> 00:00:44,800 4 games like 18 00:00:45,056 --> 00:00:46,848 TSA tekashi's with Tom 19 00:00:47,104 --> 00:00:49,664 Decor gameloop is simulate more complex 20 00:00:50,176 --> 00:00:51,456 Often shrouded in mystery 21 00:00:51,712 --> 00:00:54,016 Confusion and Abstract dialogue 22 00:00:54,528 --> 00:00:57,600 But it still stands on the following generic core game 23 00:00:58,112 --> 00:01:00,672 It's pretty simple you complete a task 24 00:01:01,440 --> 00:01:02,976 You gain a new playable character 25 00:01:03,232 --> 00:01:04,768 Can you do a heart attack 26 00:01:05,024 --> 00:01:05,792 With that character 27 00:01:06,304 --> 00:01:09,888 One of the most meaningful conversation that had regarding the importance of this 28 00:01:10,400 --> 00:01:11,936 Was actually with David Perry 29 00:01:12,192 --> 00:01:13,984 The owner of shiny entertainment 30 00:01:14,240 --> 00:01:15,520 The creator of Earthworm Jim 31 00:01:15,776 --> 00:01:21,152 David was kind enough to take me to lunch while I was on a trip to Los Angeles for a pinstripe press tour 32 00:01:21,920 --> 00:01:27,552 He graciously gave his time to me to let me pitch a game idea to him to see if he was interested in investing 33 00:01:28,064 --> 00:01:29,600 Was called poison tail and it was a 34 00:01:30,112 --> 00:01:31,904 Quirky hack-and-slash game 35 00:01:32,160 --> 00:01:33,696 About Adam and Eve 36 00:01:34,208 --> 00:01:37,792 I nervously sifted through a pitch deck I had spent weeks preparing 37 00:01:38,048 --> 00:01:40,608 Sitting in a beautiful dining room overlooking the Pacific Ocean 38 00:01:41,376 --> 00:01:42,656 The entire pitch 39 00:01:42,912 --> 00:01:44,192 Was essentially about the story 40 00:01:44,704 --> 00:01:45,216 Nothing more 41 00:01:45,728 --> 00:01:47,264 Add a few gameplay mechanics 42 00:01:47,776 --> 00:01:48,800 But no significant 43 00:01:49,056 --> 00:01:49,824 Core game Loop 44 00:01:50,336 --> 00:01:51,872 After about 10 minutes 45 00:01:52,128 --> 00:01:53,152 Pitching the story 46 00:01:53,664 --> 00:01:54,688 David smiled at me 47 00:01:55,200 --> 00:01:56,736 Take me for sharing the game with them 48 00:01:56,992 --> 00:01:58,272 But ultimately turned me down to 49 00:01:59,296 --> 00:02:00,832 What makes the game 50 00:02:01,088 --> 00:02:01,600 Sticky 51 00:02:01,856 --> 00:02:02,368 Yeah 52 00:02:02,880 --> 00:02:04,416 I didn't really know what sticking meant 53 00:02:04,672 --> 00:02:07,232 I just began mumbling about the story 54 00:02:07,488 --> 00:02:08,768 What about the game mechanics 55 00:02:09,024 --> 00:02:10,560 Make the project unique 56 00:02:11,072 --> 00:02:12,864 Can you tell me your core game Loop 57 00:02:13,120 --> 00:02:14,144 In a single sentence 58 00:02:14,656 --> 00:02:15,168 Be kind lyrics 59 00:02:16,192 --> 00:02:17,472 It's a Zelda like 60 00:02:17,728 --> 00:02:18,752 Game about 61 00:02:19,008 --> 00:02:20,032 Adam and Eve 62 00:02:20,288 --> 00:02:20,800 I said 63 00:02:21,312 --> 00:02:23,360 I think I began laughing at this point because 64 00:02:23,616 --> 00:02:24,640 It suddenly clicked 65 00:02:25,152 --> 00:02:26,176 The core game Loop 66 00:02:26,432 --> 00:02:27,456 Was not sticky 67 00:02:27,968 --> 00:02:30,272 The core gameloop actually didn't exist 68 00:02:30,784 --> 00:02:32,576 The game needs to feature a loop 69 00:02:33,088 --> 00:02:33,856 That is sticky 70 00:02:34,368 --> 00:02:36,672 Meaning people not only get it right away 71 00:02:37,184 --> 00:02:38,208 But it sticks with them 72 00:02:38,464 --> 00:02:39,488 After they hear about it 73 00:02:40,000 --> 00:02:41,024 In a single sentence 74 00:02:41,536 --> 00:02:42,560 You really got me thinking 75 00:02:43,072 --> 00:02:44,608 He was suddenly so on 76 00:02:45,376 --> 00:02:47,936 To stick out in the giant ocean of Steam games 77 00:02:48,192 --> 00:02:49,472 And ultimately be profitable 78 00:02:50,240 --> 00:02:52,544 You must have a sticky cord game 79 00:02:53,056 --> 00:02:56,640 Sticky cord gameloop will achieve all three of the following 80 00:02:57,152 --> 00:02:57,920 It's familiar 81 00:02:58,432 --> 00:02:58,944 If unique 82 00:02:59,456 --> 00:03:00,224 Memorable 83 00:03:00,992 --> 00:03:02,784 If you combine these three traits 84 00:03:03,296 --> 00:03:05,344 You got yourself a sticky core game live 85 00:03:05,856 --> 00:03:07,648 Here are some examples of core game Loop 86 00:03:07,904 --> 00:03:09,440 That fit these criteria 87 00:03:10,208 --> 00:03:12,256 Portal is easily familiar 88 00:03:12,512 --> 00:03:13,536 As a first-person shooter 89 00:03:14,048 --> 00:03:16,864 It's Unique in that will that uses portals 90 00:03:17,376 --> 00:03:21,728 It's memorable in that the portal mechanic looks so breathtakingly bizarre 91 00:03:21,984 --> 00:03:23,008 Holiday is 92 00:03:23,264 --> 00:03:24,288 Particularly familiar 93 00:03:24,544 --> 00:03:28,128 As reminds players of the maze-like world of Metroid in Castlevania 94 00:03:28,896 --> 00:03:31,712 However it's still stands uniquely on its own 95 00:03:31,968 --> 00:03:34,272 Another world is insanely huge 96 00:03:34,528 --> 00:03:35,808 Too cute in my opinion 97 00:03:36,576 --> 00:03:38,880 Obviously it's art style is memorable but 98 00:03:39,136 --> 00:03:41,440 Art isn't really relevant in our discussion about 99 00:03:41,696 --> 00:03:42,208 Corgi 100 00:03:42,976 --> 00:03:47,840 What makes it mechanically memorable is just how buttery-smooth the mechanics are 101 00:03:48,352 --> 00:03:51,168 Which is actually specifically called out and it's trailer 102 00:03:51,680 --> 00:03:56,032 A great example of a sticky in drts and that's a real time strategy game 103 00:03:56,544 --> 00:03:57,824 Is satellite rain 104 00:03:58,336 --> 00:03:59,872 It is familiar and that it almost 105 00:04:00,128 --> 00:04:01,152 Immediately reflects the 106 00:04:01,408 --> 00:04:02,944 Classic cyberpunk 107 00:04:03,200 --> 00:04:04,224 Isometric syndicate 108 00:04:04,480 --> 00:04:05,760 Awards for 1996 109 00:04:06,528 --> 00:04:09,088 And all of the top-down strategy games that followed suit 110 00:04:09,344 --> 00:04:10,624 However it's Unique 111 00:04:10,880 --> 00:04:12,160 Another player can choose to 112 00:04:12,928 --> 00:04:15,744 Spore cybernetic agents each with unique rolls 113 00:04:16,512 --> 00:04:18,047 Finally it's memorable 114 00:04:18,303 --> 00:04:20,863 And that it heavily focuses on stealth mechanics 115 00:04:21,631 --> 00:04:23,423 In addition to its familiar strategy ask 116 00:04:24,191 --> 00:04:26,751 Breath of the wild is the crown jewel 117 00:04:27,007 --> 00:04:29,055 90 sticky core kamloop examples 118 00:04:29,567 --> 00:04:31,615 Familiar for a variety of reasons 119 00:04:32,383 --> 00:04:33,151 But mainly in 120 00:04:33,407 --> 00:04:34,687 Open world concept 121 00:04:35,199 --> 00:04:36,991 Which has become increasingly popular 122 00:04:38,527 --> 00:04:39,807 It is unique in its 123 00:04:40,319 --> 00:04:41,087 Emptiness 124 00:04:41,599 --> 00:04:43,647 This is a brave approach to the core game live 125 00:04:44,415 --> 00:04:45,183 Imagine pitching 126 00:04:45,439 --> 00:04:45,951 Emptiness 127 00:04:46,207 --> 00:04:49,279 As part of your core gameloop to shareholders at Nintendo 128 00:04:50,047 --> 00:04:52,607 The breath of the wild team stood firmly though 129 00:04:52,863 --> 00:04:53,375 Constantly 130 00:04:53,631 --> 00:04:56,703 I'm a simple concept of trusting the players patience 131 00:04:57,471 --> 00:04:58,239 Quiet world 132 00:04:58,495 --> 00:04:59,775 With very little to do but just 133 00:05:00,031 --> 00:05:02,335 Run around and listen to music work 134 00:05:02,847 --> 00:05:04,895 But not without some unique rewards offered 135 00:05:06,431 --> 00:05:08,735 In finally breath of the wild is memorable 136 00:05:08,991 --> 00:05:11,807 Simple because it allows the player to really explore 137 00:05:12,063 --> 00:05:13,087 Unlike a lot of games 138 00:05:13,343 --> 00:05:13,855 Claim 139 00:05:14,111 --> 00:05:15,135 Open world games 140 00:05:15,647 --> 00:05:17,695 Distinguishing sensation of discovery 141 00:05:17,951 --> 00:05:20,767 Is the primary reward for almost every action 142 00:05:21,023 --> 00:05:21,535 In breath of the Wild 143 00:05:22,303 --> 00:05:24,351 Even the act of purposely dying 144 00:05:25,119 --> 00:05:27,935 According to the director breath of the Wild fujibayashi 145 00:05:28,191 --> 00:05:31,007 She's actually kind of a fun to be had from falling 146 00:05:31,263 --> 00:05:32,031 And dying 147 00:05:32,543 --> 00:05:34,591 You learned to be careful and be cautious 148 00:05:35,359 --> 00:05:38,431 We felt that gave a lot of players the emotional preparedness 149 00:05:38,943 --> 00:05:40,479 To take on the rest of the world 150 00:05:40,991 --> 00:05:42,271 Ultimately decided 151 00:05:42,527 --> 00:05:43,551 We should let them die 10096

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