Video summary

Геймдизайн 1. Стейкхолдеры в игровой индустрии. Классификация игр

Main summary

Key takeaways

Educational

Main ideas / concepts

1) What a “stakeholder” is in game development

  • A stakeholder is broadly any interested party that participates in or affects a system.
  • Analogy: in football, stakeholders include fans/spectators, players, team organizers, etc.
  • In games, the key question becomes: who are the stakeholders involved in the gaming industry, especially those interacting with game development?

2) Stakeholders specifically involved in developing games (the speaker’s ~14 list)

The talk distinguishes stakeholders involved in development and their typical concerns:

  1. Investors

    • Invest money and want return/profit.
    • Rarely care about how games are made; they mainly want evidence (e.g., graphs/forecasts) showing future earnings.
    • Even for game development, it’s still a business—someone must cover:
      • salaries (programmers/developers),
      • finding/buying users,
      • advertising, etc.
  2. Company management (management layer)

    • Not just a “manager in a chair,” but the group that handles company-wide decisions and conflicts.
    • Example mentioned: conflicts between departments (e.g., a “singer offended him” situation) escalate here.
  3. Direct head / department leadership

    • A more local “direct boss” figure managing the department and dealing with work-related issues.
  4. Project manager

    • Ensures the project doesn’t “catch fire” all at once.
    • Coordinates deadlines across developers, artists, designers.
    • Plans work, sprints, and department schedules.
    • If something can’t be done on time, project managers face follow-up from management.
  5. Game designers

    • Their goal is to create “good/interesting” gameplay, but:
    • They must operate under constraints (no infinite resources).
    • Their job is to make the best use of available resources.
  6. Designers related to interface & user scenarios

    • In some companies these roles are combined; in others split.
    • Focus on:
      • interface issues (what the player sees),
      • navigation through menus,
      • player goals and scenarios.
    • Work closely with game designers.
  7. Artists

    • Receive tasks and produce assets accordingly (less involved in overall “why,” more in execution).
    • Sometimes artists (rarely mentioned) can be outsourced: you deliver tasks, accept output, then they leave the project.
  8. Programmers

    • Similar to programming in other industries.
    • Main difference: tasks are planned in sprints and implemented for a specific game product.
  9. Testers (quality assurance)

    • Their interest: that the game behaves exactly as designed/documented and “as written.”
    • Therefore they need:
      • detailed documentation,
      • clarity and minimal ambiguity/questions.
    • They interact with both designers and programmers like in other fields.
  10. Analysts

    • Either:
      • analyze the market in advance to decide what to build,
      • or analyze performance indicators of an existing project to find improvement opportunities.
  11. Community manager

    • Runs community/social presence to engage players who are already interested/“come to the project.”
    • Not exactly the same as a marketer; closer to managing an existing audience relationship.
  12. Comment managers

    • Handle interactions in comments / when players try to reach the project.
  13. Support department

    • Handles problems reported by players/users.
    • Speaker contrast (imperfectly stated, but the distinction is):
      • Support resolves user problems but doesn’t “solve the whole problem” beyond ticketed help (per wording).
      • Community/comment managers also engage and can get to know/understand issues, but are more focused on engagement than direct resolution.
  14. Marketers

    • Responsibilities include:
      • buying traffic for mobile games,
      • negotiating with stores/platforms,
      • for console/large projects: marketing/positioning and sales approach.
    • Central question: what is the game about and how to sell it.
  15. Joint / “invited” holders / focus-testing participants (mentioned at the end of the list)

    • People can be invited in advance to do focus testing and provide feedback.

Concluding lesson: if you’re a game designer, you’ll end up interacting with all these roles, and each role will have its own questions.


3) Example lesson: rules can cause unintended player behavior (Golden Ball in football)

  • A football rule (“Golden Ball”) was introduced so matches couldn’t end in a draw:
    • In extra time, the first team to score wins.
    • (Speaker describes: in effect, instead of draws, a sudden-death point system is used.)
  • Unintended consequence:
    • Teams discovered strategic incentives to play for conditions that make scoring earlier or later beneficial (including “if we lose, we still advance” logic).
    • This caused teams to behave in ways that confused coaches.
  • The rule was eventually canceled.

Takeaway for game design:

  • Adding a mechanic/rule without anticipating emergent strategies can produce outcomes opposite to the intention.
  • Designers must consider what behaviors the rules induce.

4) Game development process: 3 main stages

The development pipeline is described as:

  • Pre-production (before full artist/programmer involvement)

    • Designers + project management decide:
      • what the team will build,
      • create game design documentation (“analogue of notes/spec” that multiple roles can read).
    • Documentation helps analysts and testers understand expected behavior.
    • Translating the design into implementation tasks happens after.
  • Production (main development phase)

    • Designers act like an information hub:
      • when questions arise (no documentation is perfect),
      • designers solve/clarify issues so development can continue.
  • Post-production support (after release)

    • If it’s a live service / ongoing game:
      • development continues in a loop:
        • next addition/patch → repeat (pre → production → support),
      • until the project closes or changes.

5) “Smart” goal-setting methodology (practical instructions)

The speaker gives a “SMART analysis/goal formulation” approach (using a “Smart hockey?”-style example) and outlines goal properties:

  • A goal must be:
    • Clear and specific — explicitly define what you will do.
    • Measurable — define how you will know it’s achieved (e.g., pass criteria).
    • Time-bound — set a deadline for when the result must be reached.
    • Broken down into smaller sub-goals — convert a vague goal into smaller goals with their own deadlines.
    • Significance defined — explain what happens if the goal is or isn’t achieved (consequences, and how it helps prioritize among other tasks).

(Example used: passing a school session using grades; then splitting tasks by subject and deadlines.)


Game classification: why it’s needed and how it’s done

6) Why classify games?

  • Classification is needed primarily for convenience and orientation:
    • to understand what games exist and what category a project fits,
    • to enable searching for comparable projects,
    • to communicate genre expectations.
  • Classification is not universal or perfect:
    • there can be multiple classification systems,
    • some classifications were created “spontaneously” by communities rather than by a single authority.
  • The speaker emphasizes: if you’re uncomfortable, you can use a different classification system.

7) Example axes of classification (platform, genre, difficulty)

  • Platform classification
    • Affects expectations and market entry.
  • Genre classification
    • Helps compare games by shared interaction patterns (even if style differs).
  • Difficulty classification
    • Games can be:
      • easy/hard to start and easy/hard to master.
    • Difficulty tuning differs by audience/culture/genre.

“Classification by impressions” (most emphasized)

The speaker argues that because game design isn’t a formal science (“no professors,” no single universal method), a very useful approach is classifying games by what player emotions/impressions they aim to evoke.

8) Categories listed (with examples and what they mean)

  1. Sensory pleasure (pleasure/awe)

    • Player enjoys beauty/sound and can feel “hypnotized” in enjoyment.
    • Examples mentioned:
      • Dance Dance Revolution
      • Journey, Limbo
      • FNAF (in relation to visuals/music impact timing)
      • Mirror’s Edge (described similarly by the speaker)
      • References such as Call of Duty / Crisis for visual pressure/impact (as described)
    • Note: many games blend categories.
  2. Fantasy / Fiction (immersion in unreal situations)

    • Player experiences situations unlike real life.
    • Examples:
      • Skyrim, Zelda, The Witcher
      • simulators fit partially depending on focus
      • Dota mentioned as “just barely” (speaker’s confusion/positioning)
      • Undertale, Stalker
    • Fiction can also mean “fiction in your lived experience” (e.g., war-era settings).
  3. Drama (story-focused games)

    • Games where telling a story is primary.
    • Examples:
      • Life is Strange
      • The Witcher (noted as more story-forward than gameplay-forward)
      • Control (partially fitting; narrative can be interrupted)
  4. Challenge (challenge/pushing self-improvement)

    • Not only “hardcore difficulty.”
    • Can be personal goals, beating records, competing with friends, puzzles with pressure.
    • Examples:
      • Tetris
      • Portal
      • Super Meat Boy (adding difficulty via new obstacles)
  5. Socialization

    • Interacting with other people is a core feature (co-op or team-vs-team).
    • Examples referenced later:
      • Dota, Overwatch
  6. Competition (direct rivalry, win vs others)

    • Focus is on competitive outcomes.
    • Examples:
      • Counter-Strike
      • other online competitive shooter references (speaker mentions “Unreal Tornado”)
  7. Exploration / Unknown territory

    • Player wants to walk around, discover interactions, and see “what happens next.”
    • Examples:
      • Uncharted
      • GTA, Minecraft (sandbox/open-world analogies)
      • Horizon, Terraria mentioned in passing
  8. Self-knowledge / Self-expression

    • Player choices express identity.
    • Examples:
      • Need for Speed customization
      • The Sims
      • Minecraft customization and role-playing aspects
      • RPGs and character builds (incl. D&D inspiration)
  9. Hobby / Time-passing / Relaxation

    • Relax, avoid thinking, repeat actions; often “endless” entertainment.
    • Examples:
      • MO (MMO-like / grind-heavy games)
      • Cookie Clicker
      • Candy Crush Saga (noted as broadly used even if it’s completable)
    • Key traits:
      • quick rewards,
      • immediate feedback,
      • easy interruption/return (resume instantly idea for mobile)

9) Important meta-point

  • Most successful games do not fit exactly one category; many overlap to appeal to broader audiences.
  • The speaker indicates a future lecture/homework connects these categories to deeper design frameworks.

Mechanics framework (MD system): how to link impressions to rules

10) MD system: mechanics, dynamics, statics (as a lens)

  • The speaker references Mechanics–Dynamics–Aesthetics (MD):
    • Designers work on separate game “features” (mechanics).
    • The full player experience emerges later.
    • Players perceive the result as aesthetic experience (pleasure, drama, etc.).
  • Core instruction:
    • When analyzing a game, look beyond aesthetics and ask:
      • what rules/mechanics/dynamics produce those player impressions?

11) Examples of what mechanics could lead to each impression category

  • Sensory pleasure

    • Rhythm and responsiveness
    • Audiovisual unusualness
    • “Flow” state:
      • intuitive controls,
      • automatic-feeling actions,
      • low-friction delays
  • Fantasy / Fiction

    • World must be built so “no questions arise”:
      • believable,
      • no immersion-breaking logic contradictions
    • Example logic: a bread-based game works if you don’t constantly question why bread behaves.
  • Drama

    • Strong focus on story
    • Captures the desire to find out what happens next
    • Not “game as movie,” but narrative-driven curiosity
  • Challenge

    • Good controls/responsiveness and/or difficulty escalation
    • Example: Tetris provides challenge without being “incredibly hard”
    • Most games gradually become harder
    • Difficulty structure described:
      • casual (easy to start, mastery not too hard)
      • easy-to-start but hard-to-master
      • hardcore (hard to start and hard to master)
    • Challenge games often increase difficulty gradually by adding new obstacles/mechanics
    • Example: Super Meat Boy adds obstacles/mechanics over time
  • Socialization

    • Game design encourages/requires interaction:
      • co-op or teamwork
    • Chat isn’t strictly required; interaction can happen through gameplay.
  • Exploration

    • Possible requirements:
      • open-world design (noted as expensive),
      • nonlinearity,
      • discovery/replay interest
    • Example: Minecraft combines exploration via building + survival + discovering biomes/items.
  • Self-expression

    • Customization systems and meaningful choice aesthetics
    • Examples:
      • Need for Speed customization framing
      • The Sims marketing/audience fit
  • Hobby

    • Endless/long sessions
    • Quick rewards and immediate feedback
    • Easy interruption/return (mobile-like “turn on and instantly play”)

Summary of “development stage loop” for live games (instruction-like recap)

  • If the game is continuously updated:
    • release → support → next addition/patch
  • Each patch repeats:
    • pre-production (design docs/decisions)
    • production (implementation with designers clarifying issues)
    • post-production support (testing/release/continue loop)
  • Continue until closure or a major change.

Speakers / sources featured

  • Speaker/lecturer (unnamed): the sole speaker delivering the lecture on game design, stakeholders, classification, and the MD system.
  • External referenced sources (not speakers):
    • Internet graph/predictions for 2021 market share by platform
    • A claim about a football story (“Golden Ball” rule) “in the nineties” (no named source or league provided)
    • “Short article” the speaker plans to send later (no title/author provided)

(No other identifiable speakers, interviewees, or named authors appear in the provided subtitles.)

Original video