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The Endless Novelty Of Blasting Wizards Through Windows

Published on Sun, Sep 8th 2024 Gaming Rectangular HD

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Defenestration is an art form that few can claim to have mastered. On one hand it seems oh-so simplistic, you just push people through windows, right? Well, if that's the case, how can Tactical Breach Wizards design an entire game around it, and how can this single idea outlast some games with worlds the size of galaxies and an infinite variety of things to do?

The answer, is Novelty - a little-understood facet of videogame design that we've been ignoring for far too long. Far from being the jingly keys of the videogame world, novelty is the centerpiece of some of the most endlessly fun videogames out there, and The Architect has braved infinite worlds, lands made of tiles and a few Japanese real estate auctions to prove to you just why it matters so much.

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Games Video Games Gaming PC Gaming Adam Adam Millard Architect AoG Architect of Games Review Analysis Game Design guide Zelda Legend of Zelda Tears of the Kingdom Tactical Breach Wizards Starfield Grounded Minecraft Subnautica Portal Portal 2 Novelty Games with longest playtime No Man's Sky Path of Exile Balatro DOOM DOOM Eternal Dave The Diver Deadlock Dota Valve Roguelike Pokemon RPG Role Playing Games Mario Wonder Super Mario Bros Boring games Grinding

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Role-playing video game Strategy video game Gaming (parent topic)

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Automatic summary
The channel focuses on analyzing and reflecting on various aspects of video games, ranging from theoretical discussions on game design and mechanics to commentaries on specific titles. Viewers can anticipate thought-provoking analyses, recommendations, and explorations of diverse gaming topics, inviting them to reassess and appreciate their favorite games in new lights.
Description
Games are fun, so games criticism should be too! This channel is dedicated to exploring game design, critique and thematic exploration in a laid back, occasionally funny style. Hosted by The Architect, the psychologically-questionable manifestation of wannabe games writer Adam Millard's inner monologue, The Architect of Games seeks to answer long-standing gaming questions, give insight into your favourite titles and maybe even teach you something new about how we analyse media.

Whether it's unpicking the reasons why a game works so well, or analysing what caused the industry's biggest flops, The Architect will be talking about all this and more two times a month... probably.