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STAGES OF PLAYTEST INCOMPREHENSION
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Master of the Katana - Melee Combat in 'Ghost of Tsushima'
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- 1 Intro
- 2 GAME OVERVIEW
- 3 CENTRALITY OF MELEE COMBAT
- 4 THE SAMURAI FANTASY
- 5 PLAYER SKILL
- 6 DANCING ALONG THE EDGE
- 7 CASE STUDY: SQUARE SPAM EXPLOIT
- 8 CASE STUDY: BLOCK FLUTTERING EXPLOIT
- 9 VARIED ABILITIES
- 10 CASE STUDY: HEAVY ATTACKS
- 11 CASE STUDY: GHOST TOOLS
- 12 COMPLEXITY AND REACTION
- 13 CASE STUDY: ARCHERS
- 14 PROGRESSION
- 15 FIRST IMPRESSIONS MATTER
- 16 CASE STUDY:STANCES
- 17 PROTOTYPE AND ITERATE
- 18 PROTOTYPE AND TEST
- 19 STAGES OF PLAYTEST INCOMPREHENSION
- 20 HOW DO YOU AVOID THIS TRAP
- 21 CASE STUDY:STANDOFFS
- 22 CASE STUDY: CHAIN ASSASSINATION
- 23 FIVE RULES OF GAME DESIGN