Design Pillars
73K views · Jul 17, 2023 · Gaming
Comments · 146
@festus5447 · 3 years ago
I burned hundreds of my childhood hours replaying Fallout over and over. And now, well into my own gamedev journey, I have the privilege of listening to the wisdom of one of the minds behind it. What a treat! I'm extremely thankful for your daily videos, they're priceless.
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@DDNE_ · 3 years ago
Lost opportunity to make a "Design Pillars of Eternity" pun
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@l3onerdo · 1 year ago
Hi Tim,<br>I wanted to say thank you for you Videos!<br><br>It is really beautiful of you that you put all your knowledge and experiences out there for the younger generations to learn from. I really search and miss this type of fatherly / elderly knowledge from people with the experiences you have. Also you are very honest about good and bad things that happend, which make your videos real and grounded. I love that.<br><br>Like you said in one video, you did't had a mentor / father figures to look up to in the industry, so you become this figure for us now in a way.<br><br>I have a special place place in my heart for people who did pioneer work in this world and share their knowledge. It's so awesome!<br><br>Wish you the best in life, thank you so much.🤗
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@eponymous3784 · 2 years ago
"Fun trumps realism, but be consistent" is something I feel a lot of games could benefit from.
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@Risky_Santucci · 2 years ago
Wow, I feel so vindicated for having nailed down 4 design pillars for my passion project game before even beginning with any prototype or setting research!
20
@evoros · 1 year ago (edited)
Fallout Design Pillars <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=354">5:54</a> 1. Mega-levels of violence <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=375">6:15</a> 2. Often no "right" solution <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=380">6:20</a> 3. There will always be multiple solutions <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=415">6:55</a> 4. Players' actions affect the world and the world reacts to the player <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=438">7:18</a> 5. There should always be a sense of urgency <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=471">7:51</a> 6. Open ended (go where you want, do what you want) <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=499">8:19</a> 7. Player always has a goal <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=528">8:48</a> 8. Player always has control over their own actions <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=561">9:21</a> 9. Interface <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=585">9:45</a> 10. Encounter windows (animated heads) <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=607">10:07</a> 11. Wide variety of weapons and armour and actions <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=617">10:17</a> 12. Detailed character creation (if you can think it, you can create it) <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=654">10:54</a> 13. Faithful to GURPS but accessible to public <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=679">11:19</a> 14. The team is very motivated <br> <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=734">12:14</a> Arcanum Design Pillars <br>1. Tech that matters (dynamic coloured lighting) <br>2. Rich, class free character creation <br>3. Complex, stat driven game system <br>4. Huge single player quest line <br>5. Multiplayer <br> <br><a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=968">16:08</a> Outer Worlds Design Pillars <br>1. Simple but deep <br>2. Dark but humorous <br>3. Fun trumps realism, but be consistent <br>4. Classic obsidian role playing game: <br> - strong world setting <br> - good narrative <br> - tons of player customization <br> - variety of companions <br> - player choices that have meaningful choices <br> - multiple endings
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@aNerdNamedJames · 3 years ago
I feel like the pillar of "interface" on Fallout might have helped more than realized. As a certified Zillenial™, I really can assure people that the original Fallout's hands-on playability has aged much better than many other top games of those years.
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@905BW · 1 year ago
Man, you are just the best. I can't believe all of the wisdom and knowledge that keeps pouring out of you. You are so generous to share all of this.
1
@joaluar · 2 years ago
What I learn here is that the design pillars seem to be those very striking characteristics that excite you by occurrence or by development, and that accumulate in a brainstorming session; and that at first glance are disconnected from each other; and that's because, whether we're talking about dark/humor, unrealistic/consistent, no right solution, extreme violence: <br><br>sometimes they can be part of the aesthetic, sometimes part of a mechanic, sometimes part of a dynamic; <br><br>The more general those criteria are, the more influence they have on all parts of the system and on the system as a whole. As a game design student; I find myself making those lists, but sometimes it can be complicated to organize them in a way that makes sense within a system and a game structure;.<br><br>Now I think that those characteristics that are unique and specific to each game; They become easy to understand and manipulate as they go beyond the endless variations; They occupy a pre-established place in the different interconnected systems that make up the game structure.
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@SpookySurprise · 3 years ago
I think it's fascinating that UI/UX ended up being a pillar of Fallout's design, and speaking for myself, I think it worked smoothly and intuitively. If I managed to figure it out without issue as a kid, I'd say that's pretty successful.
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@pineapploudofficial · 2 years ago (edited)
<a href="https://www.youtube.com/watch?v=N7b7LFXBZ9M&t=350">5:50</a> The design pillars are amazing
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@TheAlison1456 · 2 years ago
Tim it's based that you end the videos in abrupt silence but when listening to a series of them it's nice to have an outro, just so I can know when it ends.
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