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@gmtk
訂閱數172萬
總播放2.2億
影片數233
Game Maker's Toolkit發布於 2024年5月17日 上午12:002:13:14
The 100 Games That Taught Me Game Design thumbnail

The 100 Games That Taught Me Game Design

2 年前長尾期
the100gamesthattaughtgaming
發布時間
2024年5月17日 上午12:00
影片時長
2:13:14
影片類型
遊戲
頻道地區
英國
發布時間判斷
發布時間判斷資料不足
當前頻道仍缺少完整的歷史發布時間模式,建議繼續累積頻道資料後再觀察最佳時段命中情況。
商業化判斷
高 RPM
當前影片具備較高 RPM 區間,說明主題更接近商業化友好的廣告庫存,適合復盤標題、受眾和內容長度。
動作建議
優先觀察持續成長能力
當前影片基礎條件較完整,建議繼續觀察近7日播放和收入是否穩定抬升,再決定是否擴寫成系列內容。
播放量
222.8萬
按讚數
4.3萬
留言數
2128
日預估收入
-
累計預估收入
$2139.3 - $1.2萬
RPM 區間
$0.96 - $5.6
1日漲播放
0
7日漲播放
0
1日漲按讚
0
7日漲按讚
0
1日漲留言
0
7日漲留言
0
速度分
0%
主題聚類
the
影片說明
? Get my premium monthly newsletter - https://gamemakerstoolkit.com/digest/ ? One of the best ways to learn about game design is to just play a whole bunch of games. But with thousands of titles to choose from... where do you start? Well, this video lists 100 games that have most helped me in my journey to understand game development - from arcade classics to virtual reality thrills. === Corrections === Call of Duty 4: Modern Warfare was developed by Infinity Ward, not Treyarch. Spaceteam is actually still on the iOS App Store! === Important information === Content warning: Blood, Language, War Backloggd list - https://www.backloggd.com/u/GameMakersTK/list/100-games-that-taught-me-game-design/ While most of the games are available on Steam, Xbox, PlayStation, or Switch, a few can be found elsewhere. Use these links to begin. Space Invaders - https://www.vizzed.com/play/space-invaders-+-space-invaders-m-mame-online-arcade-49180-playable Pac-Man - https://www.vizzed.com/play/pac-man-25th-anniversary-edition-(rev-200)-mame-online-arcade-44130-playable Rogue - https://www.myabandonware.com/game/rogue-4n/play-4n Tetris - https://www.retrogames.cz/play_136-GameBoy.php Diablo II - https://eu.shop.battle.net/en-gb/product/diablo-ii The Sims - https://www.myabandonware.com/game/the-sims-bf5 September 12th - http://www.newsgaming.com/games/index12.htm Cookie Clicker -https://orteil.dashnet.org/cookieclicker/ Spelunky - https://spelunkyworld.com/original.html === Sources === [1] Resident Evil Creator Shinji Mikami Reflects... | Gamespot http://www.gamespot.com/articles/resident-evil-creator-shinji-mikami-reflects-on-th/1100-6435918/ [2] Preview: Crazy Taxi: Fare Wars | 1UP https://web.archive.org/web/20070927204306/http://www.1up.com/do/previewPage?cId=3158197 [3] 40 years and I'm still here | Game Developer https://www.gamedeveloper.com/business/my-40-years-in-the-game-industry [4] The Last Guardian creator... | The Guardian https://www.theguardian.com/technology/2016/jun/28/the-last-guardian-fumito-ueda-interview [5] Rez - Tetsuya Mizuguchi's Timeless Masterpiece | Time Extension https://www.timeextension.com/features/the-making-of-rez-tetsuya-mizuguchis-timeless-masterpiece [6] Keita Takahashi talks Katamari Damacy | GameSpy http://www.gamespy.com/articles/595/595110p1.html [7] Spelunky by Derek Yu | Boss Fight Books https://bossfightbooks.com/products/spelunky-by-derek-yu [8] Designing side quests? Study these 7 games | Game Developer https://www.gamedeveloper.com/design/designing-side-quests-study-these-7-games-and-some-chris-avellone-pointers- [9] Soundbite: Age of Empires and Civilization... | The Life & Times of Video Games https://lifeandtimes.games/episodes/files/soundbite-bruce-shelley [10] Ahead of the Curve: The SpaceChem Postmortem | GDC Vault https://www.youtube.com/watch?v=lH7gL3ivgFA [11] Designing Mark of the Ninja - Nels Anderson | Full Indie https://www.youtube.com/watch?v=IsHNpoleFp0 [12] Jake Solomon | Designer Notes https://www.idlethumbs.net/designernotes/episodes/jake-solomon-part-1 [13] Brilliant Indie Game The Stanley Parable... | Wired https://www.wired.com/2011/08/the-stanley-parable/ [14] Cow Clicker | Wikipedia https://en.wikipedia.org/wiki/Cow_Clicker [15] 18 things we learned about Alien: Isolation... | MCV UK https://mcvuk.com/development-news/18-things-we-learned-about-alien-isolation-last-night/ [16] ’80 Days': Jules Verne-inspired game... | LA Times https://web.archive.org/web/20140831040548/http://herocomplex.latimes.com/games/80-days-jules-verne-inspired-mobile-game-is-all-over-the-map/ [17] How Fortnite’s success... | Polygon https://www.polygon.com/2019/4/23/18507750/fortnite-work-crunch-epic-games [18] ...The aesthetics of frustration in Getting Over It | Gamasutra https://web.archive.org/web/20190419044650/http://www.gamasutra.com/view/news/312553/Designer_Interview_The_aesthetics_of_frustration_in_Getting_Over_It.php [19] Designing Florence... | Game Developer https://www.gamedeveloper.com/audio/designing-i-florence-i-to-convey-the-ineffable-feeling-of-being-in-love [20] Understanding the meaningless ... Disco Elysium | Game Developer https://www.gamedeveloper.com/business/understanding-the-meaningless-micro-reactive-and-marvellous-writing-of-i-disco-elysium-i- [21] Road to the IGF ... Outer Wilds | Game Developer - https://www.gamedeveloper.com/design/road-to-the-igf-alex-beachum-s-i-outer-wilds-i- === Chapters === 00:00 - Intro 02:39 - 1 to 10 15:18 - 11 to 20 28:34 - 21 to 30 41:15 - 31 to 40 55:26 - 41 to 50 1:08:07 - 51 to 60 1:19:55 - 61 to 70 1:32:56 - 71 to 80 1:45:45 - 81 to 90 1:58:50 - 91 to 100 2:11:28 - Outro === Credits === Some music provided by Epidemic Sound - https://www.epidemicsound.com/referral/vtdu5y (Referral Link) Other music from original soundtracks of games shown Video credits - https://pastebin.com/iDY3GaAn
同主題推薦
圍繞當前主題繼續看高相關影片,幫助判斷選題空間和內容形態。
主題:the
暫無足夠的同主題影片資料。
影片常見問題

以下問題聚焦這支影片能提供哪些洞察、收益為何是估算值,以及如何用它做內容研究。

這個影片頁能看出什麼?

你可以查看觀看、按讚、留言、RPM 與收益估算、發布時間、主題標籤、相關影片以及所屬頻道背景,用來判斷內容表現與後續選題方向。

為什麼 RPM 和收益只是估算值?

實際收入會受到廣告填充率、受眾地區、季節性、廣告需求與是否開啟營利等因素影響,因此這些數字更適合拿來看趨勢與做橫向比較。

怎麼用這個影片頁做內容研究?

建議搭配發布時間、主題標籤、相關影片與頻道歷史內容,觀察哪些題材、節奏與發布時段更容易帶來觀看與商業化表現。