10:00
Risk and Reward [Game Essence]
Masahiro Sakurai on Creating Games
2:40
Squeeze and Release [Game Essence]
2:37
Game Essence in Role-Playing Games [Game Essence]
6:49
Fun Beyond Game Essence [Game Essence]
4:51
The Fiend's Cauldron [Game Essence]
2:49
Let Players Cheat the System [Game Essence]
2:33
Falling Sells the Feeling of Flight [Game Essence]
3:18
Do We Really Need Enemies? [Game Essence]
2:43
Consider Rewards First [Game Essence]
4:02
Do Competitive Games Have to Be Complex? [Game Essence]
2:48
Game Essence in Falling-Block Puzzle Games [Game Essence]
2:28
Dying Comes as a Relief? [Game Essence]
2:39
Mountain Climbing Is More Than Just Climbing [Game Essence]
2:56
Make Retries Quick [Game Essence]
4:21
Is Your Game Appealing Enough to Start Over? [Game Essence]
2:42
Game Essence in Shooting Games [Game Essence]
More Game Essence Means Less Broad Appeal [Game Essence]
4:56
The Shoryuken Command [Game Essence]
3:15
The Pros and Cons of Leaderboards [Game Essence]
3:50
What is “Play”? [Game Essence]
3:49
Faithfulness Comes First in Licensed Games [Game Essence]
2:58
Game Essence in Action Games [Game Essence]
3:36
Making "Work" Games Fun [Game Essence]
2:47
Better Than Not Being Able to Beat the Game [Game Essence]
2:08
Mandatory Strategies and Strategic Balance [Game Essence]
2:55
Game Essence in Strategy Games [Game Essence]
2:41
How Good Were the Player’s Actions? [Game Essence]
2:52
Amplify Both Strengths and Weaknesses [Game Essence]
2:34
Give Yourself a Handicap When Balancing Your Game [Game Essence]