Vernacular Games

Vernacular Games

By Red CoatArts
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Vernacular Games episodes

  • Vernacademia 19 -- Replayability
    In this cast we discuss the concept of building a game that players can come back to and still derive enjoyment from
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:04 Introduction
    00:27 Mechanical Replayability
    00:35 Inhibitors of Mechanical Replayability
    00:55 Frustrating Difficulty
    01:24 Annoying Mechanics
    01:53 Slogs
    03:15 One Trick Pony
    04:10 Shallow Variance
    04:52 Mechanical Depth
    05:56 Wow vs. Depth
    06:19 Variety
    06:42 Examples of Variety
    06:53 Pokemon Starters
    07:09 Dark Souls Characters and Navigation
    07:23 Mario 64 and Player Freedom
    08:09 Randomization
    08:17 Legend of Zelda Beta Quest
    08:40 Item Randomizer Mods
    09:00 Legend of Zelda a Link to the Past Randomizer
    09:33 Meaningful Choice
    09:46 Optimal Engagement Access
    09:54 Growth of Ability Access Throughout The Game
    10:47 Full Ability Access through Knowledge
    11:14 Kirby and Replayability through Knowledge
    11:46 New Game Plus
    12:16 Nioh and New Game Plus
    12:47 Player Choice Effecting Gameplay
    13:29 X-com and Choice Effected Play
    13:50 Varied Content Engagement
    14:02 Sonic, 1, 2, 3, and Knuckles (also Mania)
    14:46 Missable Content
    15:06 Metroid and Missable Content
    16:36 Achievements and Replyability
    17:03 Rewarding Play at high and low levels
    17:31 Soul Calibur 2
    18:18 Narvisaud Replayability
    18:46 Narrative Replayability
    19:29 Tales of Symphonia and Narrative Replayability
    21:02 Think About Books and Movies You Like Re-experiencing
    21:28 Reactive Narratives
    21:57 Perspective Variance
    22:23 Procedural Narrative Creation
    22:46 Re-experiencable Environments
    23:35 Uniqueness of Location
    24:19 Nintendo and Unique Locations
    24:51 Contrasting Visual Design
    25:21 Juxtaposition
    25:37 Lost Izalith Gro
    26:08 Shiverburn Galaxy
    26:20 Studiopolis Zone
    27:00 Mario 64's Basement and Unifying Thematic Ideas
    27:29 Combining Normally Dissonant Concepts and Ideas
    27:57 Intentionally Shifting Aesthetic Leaning
    28:44 Immersion
    29:39 Metroid Prime and Implied Reality Through Context
    30:32 Audio Cues and Immersion
    31:19 Weather and Color for Immersion
    31:44 Nioh and Visual Immersion
    32:04 Props for implied Denizens
    32:34 Resident Evil and Prop Iimplications
    33:19 Immersion's Repurcussions
    33:46 Readability
    34:54 Guild Wars 1 and Readability
    36:34 Death of the Author
    36:52 Wrap Up
    37:36 Sign Off
    38 min
  • Vernacademia 18 -- Gimmicks
    In This cast We discuss and define the concept of Gimmicks in games
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:09 Introduction
    00:23 Gimmick and Gimmicky in Colloquial Speak
    01:40 Defining the Gimmick
    02:17 Mechanical Gimmicks
    03:32 Star Fox Adventure and Refining space Gimmicks
    04:26 Guild Wars and Framing space Gimmicks
    05:21 Narvisaud Gimmicks
    05:43 Narrative Gimmicks
    06:34 Skyward Sword and Narrative Gimmicks
    07:18 Visual Gimmicks
    08:42 Dark Souls and Visual Gimmicks
    09:26 Audio Gimmicks
    11:32 Accidental Narvisaud Gimmicks
    12:31 Accidental Mechanical Gimmicks
    13:04 Dev Time Tables and Emergent Gimmicks
    13:39 Mechanical Overestimation
    14:10 Intentional Mechanical Gimmicks
    14:42 Intentional Narvisaud Gimmicks
    15:11 Gimmicks in rarity and abundance
    16:11 Tactful use of Gimmicks
    16:45 Sign Off
    18 min
  • Animal Gear :: Sequence 4 Scene 2
    The second scene of sequence four of Animal Gear. Quetzal has been spirited away by an unknown assailant. Can Diego find and rescue him in time?
    For the rest of the sequences you can check out the playlist:
    soundcloud.com/redcoatvernac/sets/animal-gear
    20 min
  • Vernacademia 17 - Soul Calibur
    In This cast Red Coat speaks at length about Soul Calibur and its design
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:04 Introduction
    00:12 Soul Calibur as a Tekken Evolution
    00:38 What is Soul Calibur
    01:01 A 3D fighter with depth of field
    01:32 Match flow in Soul Calibur
    03:27 What is a Hit Confirm
    04:11 Comboed out (or the One Touch)
    05:11 How Does Soul Calibur Manage Combos
    05:27 The Juggle State
    06:11 Aerial Directional Influence
    07:23 Damage Ratio and Proration
    08:38 Counter hits and Combos
    10:00 Arenas and their Influence
    11:33 Comeback Mechanics
    12:18 Street Fighter 4 and 5 Comebacks
    12:57 Supers in Soul Calibur and Soul Edge
    13:30 How does it control
    13:55 Soul Calibur Frame Data
    14:55 Soul Calibur Input Method
    16:07 Movement within the 2D view
    17:03 Symphonia Movement compared to Soul Calibur
    17:29 Radial Movement
    18:02 Visible Defensive Options
    18:28 Soul Calibur Defensive Options
    18:46 Guard Impact
    20:11 Guilty Gear and Visible Defensive Options
    22:26 Offensive Pacing In Soul Calibur
    23:19 2D pacing vs 3D pacing
    24:33 Zones in 2D games
    25:47 Zones in 3D games
    26:27 Soul Calibur 2
    26:52 Soul Calibur 3
    29:24 Soul Calibur 4
    34:27 Soul Calibur 5
    36:14 Damage Conversion
    36:49 Ex Moves
    40:10 Soul Calibur 2 And Character Balance
    40:47 Soul Calibur 6 Impressions
    41:46 Soul Charge
    43:19 Lessons to learn from Soul Calibur
    44:29 Pressure Construction in Anime Fighters
    45:11 Stuffed Actions
    45:40 Pressure Construction in Soul Calibur
    46:35 Healthy Rhythm
    47:44 Inspiration and Respect for the Martial Arts
    49:23 Influence of Soul Calibur on Red Coat's Design Philosophy
    50:09 Combat as a Conversation
    51:26 Final Statements
    51:42 Next Cast and Sign Off
    52 min
  • Vernacademia 16 -- Competitive Environment Management
    For this cast we begin the task of exploring competitive environments. Particularly Defining what the Environments are and the kinds of Engagement they engender
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:04 Introduction
    00:20 Tweaking Competitive Environments
    00:37 Desired Environment Shape vs Reality
    00:55 Internal Play Testing
    01:41 External Play Testing
    02:01 Magic Un-sets and Unintended Play
    03:07 Identifying What Can Change
    03:46 Predicting Tweak Affects
    05:12 Modulating Vision With Tact
    06:06 Listening to your Audience
    06:40 Do You Know Your Play Environment
    07:15 Enabling Player Feedback
    08:04 Player Complaints and Profiles
    08:56 Completeness of Player Environment Lens
    09:19 Player Skill and Complaints
    10:02 Metrics and Context
    10:20 Congruency of Vision
    10:43 Outliers and Broad Complaints
    11:14 Handling the Community
    11:40 Encouraging Positive Community Interaction
    12:27 Guilty Gear Xrd
    12:42 Establish the Environment Style
    13:13 Clayfighter and Aggressive Environments
    13:43 Sportsmanship and Tournaments
    14:25 Incentivise Sporstmanship and Exemplify it
    14:42 Tournaments and Commentators
    15:35 New Player Acquisition
    16:19 Provide Ways to Prepare Before Engaging
    16:43 Encourage Good Etiquette
    17:02 Learn and Teach The Jargon
    17:33 The Value of Older Players
    18:06 Mixed Player Environments and Smash Bros
    19:12 4 Player Interaction Motivations
    20:30 Clashing Interaction Motivations
    20:50 Questions For the Meshed Environment
    21:07 Managing Player Archetype Interactions
    22:16 Local Play and Communication
    22:36 Gating and Player Interaction
    22:49 Gating in Splatoon
    23:30 Single Player Modes
    23:56 How Much Playstyle Interaction Do You Want
    24:28 Indirect Playstyle Changes
    24:41 Dark Souls and Indirect Functional Effects
    24:56 Guild Wars 1 and Unintended Player Conflict
    25:35 Dark Souls and PVP Playstyles
    25:56 Smash Brothers and PVP Playstyles
    26:19 House Rule Viability
    26:41 Dark Souls and Player Imposed House Rules
    27:20 Smash Brothers and Crew Battles
    27:56 Smash Brothers and Variable Rulesets
    28:20 Maintain an Understanding of the Full Community
    28:53 For Fun and For Glory In Smash 4
    29:53 Clarity of Intention and Audience Awareness
    30:44 Next Cast and Sign Off
    31 min
  • Animal Gear :: Sequence 4
    Sequence 4 of the Animal Gear Story. We follow Quetzal back to Diego's restaurant the day after the meeting at the docks. The day seems normal enough but...
    For the rest of the sequences you can check out the playlist:
    https://soundcloud.com/redcoatvernac/sets/animal-gear
    19 min
  • Redacted Memory
    The piece to the puzzle that belongs to the detective herself. A subconscious vault, full of sequestered fears and memories from what one could call an...interesting life.
    8 min
  • Vernacademia 15 -- Competitive Environments Types
    For this cast we begin the task of exploring competitive environments. Particularly Defining what the Environments are and the kinds of Engagement they engender
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:04 Introduction
    00:27 Identifying Competitive and Party Environs
    01:15 Smash Bros as Both Competitive and Party Environs
    02:30 What Comes from Understanding Competitive Environs
    03:22 Defining Victory Conditions
    04:10 Best Performance Victory Conditions
    04:33 First to Goal and High Score Games
    05:02 Olympics as High Score and Races as First to Goal
    06:24 First Goal Type Games
    06:51 Highest Score Type Games
    07:14 Last Player Standing Environments
    07:33 Player Interaction Scale
    08:17 Psychologically Focused Interaction
    08:56 Functionally Focused Interaction
    10:08 Psyche and Function Together
    10:40 Best Performance and Player Interaction
    11:20 Last Player Standing Games
    12:12 Competitive Games And Tests of Skill
    12:36 Skills Tested In Competitive Games
    13:05 Physical Skills
    13:42 Cognitive Skills
    14:41 Chess and Cognitive Tests
    14:59 Fighting Games and Cognitive Tests
    15:19 Logistic Skills
    15:40 Prioritization
    15:50 Allocation
    15:59 Optimization
    16:08 Magic the Gathering and Logistics
    17:40 Star Craft 2 and Logistics
    19:19 Long and Short Term Logistics
    19:49 Intuition Skills
    21:03 Physical Intuition
    21:40 Intuition vs. Habit
    22:40 Adaptation Skills
    23:31 Card Games and Adaptation
    23:54 Smash Bros. and Adaptation
    24:27 How We Can Use All This
    25:04 Influencing Product Construction
    25:50 Influencing Marketing
    26:17 Influencing The Base Skills Needed
    27:14 Easing the Parsing of Player Feedback
    27:56 Next Cast and Sign Off
    29 min
  • Animal Gear :: Sequence 3
    Sequence 3 of the ongoing Animal Gear story. We follow Quetzal to the docks, as he presents his Aether Aloe to some interested (if shady) parties.
    For the rest of the sequences you can check out the playlist:
    https://soundcloud.com/redcoatvernac/sets/animal-gear
    19 min
  • Vernacademia 14 -- Modding Starcraft
    For this cast I take a moment to interview Sientir about his experiences modding Starcraft
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Subscribestar: https://www.subscribestar.com/vernaculargames
    Our Patreon: https://www.patreon.com/VernacularGames
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:04 Introduction
    00:14 Some Background
    01:31 How does Modding Effect the Design Process
    03:06 Simplified Design from an Established Base
    03:36 Lessons Learned from Modding
    03:47 Rote and Emergent Role Interplay
    05:19 Building Emergent Counterplay
    06:03 Magic's Color System and Emergent Counterplay
    06:45 The Carrier Mod Example
    07:27 Exploring the Removal of Air Units
    08:41 Age of Exploration Mod
    09:32 The Value of Idea Exploration
    11:39 Developed Design Intuition?
    12:20 StarCraft and StarCraft 2 Modding Differences
    13:20 The Research Backbone
    14:17 End State Variance
    16:07 Limitations in Starcraft and Starcraft 2 Modding
    18:13 Player or Modder?
    20:11 Lesson Carry Over
    20:30 The Value of Modding
    24:14 Next Cast
    24:57 Sign Off
    26 min

About Vernacular Games

From the publisher's feed

An indie game development group with a focus on making unique content that pushes the medium forward creatively and makes opportunities for others to create content within said medium.