It’s often said that if you’re holding a hammer, everything looks like a nail. There is psychological research that suggests there is a lot of ground to this cliche. In this episode, I’ll explore what functional fixedness is, why it matters in video game design, and how overcoming it empowered Long Hat House to craft 2018’s Dandara.
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Dandara (2018) – Long Hat House
Legend of Zelda: Breath of the Wild (2017) – Nintendo
Paper Mario The Thousand Year Door (2004) – Intelligent Systems, Nintendo
Super Mario Odyssey (2017) – NIntendo
Megaman (1987) – Capcom
Super Mario Bros (1985) – Nintendo
Castlevania (1986) – Nintendo
Ninja Gaiden (1988) – SEGA, Atari, Team NInja
Sonic the Hedgehog (1991) – SEGA, Sonic Team
Kirby’s Adventure (1993) – Nintendo
Metroid (1986) – Nintendo
Super Meat Boy (2010) – Team Meat, Edmund McMillen
Limbo (2010) – PlayDead
Cuphead (2017) – Studio MDHR
Donkey Kong Tropical Freeze (2014) – Retro Studios
Cave Story (2004) – Pixel
Celeste (2017) – Matt Makes Games
Megaman X (1993) – Capcom
Super Mario Mario 3 (1988) – Nintendo
Shovel Knight (2000) – Yacht Club
Free Rap Beats – Perfect
Zelda BOTW: Shrine Theme – Manaka Kataoka; Yasuaki Iwata
Sandbox: Transistor Soundtrack – Darren Korb
Dandara’s Purpose – ThommazK
A New Hope – ThommazK
Dandara’s Legacy – ThommazK
Giant Step – Ben Prunty
Controllers Control Everything: Game Maker’s Toolkit –
Brain Games: Functional FIxedness –
GameInformer – An Exclusive Look At Pokémon’s Early Design Documents
PS4 – Dualshock 4 Official Trailer
IGN: Nintendo Switch Pro Controller Unboxing
Raw Fury: Intro to Long Hat House | Dandara Developer
Dandara IOS Gameplay / Walkthrough – Fliptroniks.com
Also Special Thanks to Long Hat House for answering some of my questions!
_Welcome to Daryl Talks Games_
Hi! I’m Daryl, and on this channel I explore the intersection between video games, psychology, and real life.
I’ve talked about how Pokemon and the Generation Effect can make you a better student. I’ve made a video on why game developers really should understand functional fixedness. And I’ve interviewed some of the best speedrunners on Earth to find out how exactly they make setting world records look so easy.
Primacy and Recency, subconscious associations, classical conditioning, divergent thinking, amnesia (the disorder not the game), if its psychological concept that relates to games, I’ve probably talked about it before or will in the future. But to be clear, psychology isn’t all I talk about. Every now and then I’ll dabble in a little bit of game design and sometimes I’ll just talk about life and how games really can make it better… and for some people are the best way to relate to the world around us.
So if all that sounds like a good time to you, subscribe to my channel, watch my videos, and if you feel so inclined, show a friend! If you take a look at my videos, I truly hope that you learn something or are entertained and that your day is better after watching!
**All images, graphics, and fonts created or found with postermywall.com, Pexels.com, Videvo.net, and Lightworks v14 editing software.**
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