Game Design Apocalypse
Game Design Apocalypse
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Episode 32: Civilization V // Encouraging the Act of Role-Playing
In which we discuss what it means to "role-play" a character in a game, and how some games encourage it, and others do not.
Check out our free games on itch.io:
game-design-apocalypse.itch.io/
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มุมมอง: 103

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Episode 31: Manor Lords // Realism vs. Fantasy
มุมมอง 14721 วันที่ผ่านมา
Or, "How the Furry Trench Warfare Scene is a Masterclass in Subtext" In which we wrestle with what it means for a game to be "realistic" and discuss why "The Lord of the Rings" is great at fantasy and "A Song of Ice and Fire" is better without it. Check out our free games on itch.io: game-design-apocalypse.itch.io/ Get exclusive behind-the-scenes content by supporting us on Patreon: patreon.com...
How Are You Supposed to End an Open-World Game?
มุมมอง 2K21 วันที่ผ่านมา
Can open-ended games have satisfying endings? Follow us on Patreon for exclusive behind-the-scenes updates on our own games: patreon.com/GameDesignApocalypse MUSIC USED "Morning" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License creativecommons.org/licenses/by/4.0/ "Evening" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution...
Episode 30: Skyrim // Boring is Part of the Fun
มุมมอง 267หลายเดือนก่อน
In this episode, we review some footage from Bethesda's 2011 Skyrim and discuss why boring gameplay can be part of a fun game, and then wonder about how to end an open-ended experience in a satisfying way. Check out our original games here: game-design-apocalypse.itch.io/ Support us on Patreon! www.patreon.com/GameDesignApocalypse Skyrim Logo from Wikimedia Commons: Black-dragon-the-elder-scrol...
Episode 29: Mildred in the Forest // Reviewing Our Own Game
มุมมอง 17หลายเดือนก่อน
In which we argue about fog. Play "Mildred in the Forest" for free: game-design-apocalypse.itch.io/mildred-in-the-forest Support us on Patreon to get exclusive behind-the-scenes content. patreon.com/GameDesignApocalypse
Canonize Death and Failure to Design a Better Game
มุมมอง 1.4Kหลายเดือนก่อน
Some games incorporate death into the narrative, "canonizing" it, like Dark Souls, Hades, or State of Decay. Other games have no choice but to force the player to reload and repeat until they get everything perfectly right. In this video, we talk about how making failure and death a part of the story can create stronger investment and more interesting stories in the games we play. From episode ...
Episode 28: State of Decay 2 // Losing is Part of the Fun
มุมมอง 76หลายเดือนก่อน
In which Christina dies, and it turns out to be the best thing that could have happened. Check out our games on itch.io! game-design-apocalypse.itch.io/ Get game development updates by signing up to be a patron: patreon.com/GameDesignApocalypse
You Could Just Date the Fish - Speed Dating OST #1
มุมมอง 94หลายเดือนก่อน
© 2024 Noah Dunlap. All rights reserved. Used with permission. Play the game for free! game-design-apocalypse.itch.io/speed-dating
Episode 27: Shadows of Doubt // Generated Characters
มุมมอง 65หลายเดือนก่อน
In this episode, we discuss what makes generated characters memorable and believable. Check out our games on itch.io! game-design-apocalypse.itch.io/ Get game development updates by signing up to be a patron: patreon.com/GameDesignApocalypse
Episode 26: Sunless Sea and Weird Stuff
มุมมอง 212 หลายเดือนก่อน
We watch Zach's footage of Sunless Sea and discuss how other games fail to handle their "weird stuff" properly. Patrons get work-in-progress updates on our game projects. Support us here: patreon.com/GameDesignApocalypse Check out our free game, "Wich Hunter"! zacheron.itch.io/wich-hunter
Increasingly Creepy Forest Ambience for Studying and Restful Sleep - Mildred in the Forest OST #2
มุมมอง 372 หลายเดือนก่อน
© 2024 Noah Dunlap. All rights reserved. Used with permission. Play the game for free: game-design-apocalypse.itch.io/mildred-in-the-forest
Campfire Song - Mildred in the Forest OST #1
มุมมอง 122 หลายเดือนก่อน
© 2024 Noah Dunlap. All rights reserved. Used with permission. Play the game for free: game-design-apocalypse.itch.io/mildred-in-the-forest
Episode 25: Toem and Creative Expression in Games
มุมมอง 142 หลายเดือนก่อน
Nick shows us some footage from Toem and we discuss the question of creativity in games, how to encourage players to be creative, and so on. Patrons get work-in-progress updates on our game projects. Support us here: patreon.com/GameDesignApocalypse Check out our free game, "Wich Hunter"! zacheron.itch.io/wich-hunter
Episode 24: Deus Ex and the Living World
มุมมอง 1202 หลายเดือนก่อน
Episode 24: Deus Ex and the Living World
Main Theme - Wich Hunter OST #2
มุมมอง 172 หลายเดือนก่อน
Main Theme - Wich Hunter OST #2
You Are Here - 'Wich Hunter OST #1
มุมมอง 122 หลายเดือนก่อน
You Are Here - 'Wich Hunter OST #1
With Friends Like These - Full Soundtrack
มุมมอง 242 หลายเดือนก่อน
With Friends Like These - Full Soundtrack
Who Needs Em - With Friends Like These OST #12
มุมมอง 202 หลายเดือนก่อน
Who Needs Em - With Friends Like These OST #12
Only Human - With Friends Like These OST #11
มุมมอง 132 หลายเดือนก่อน
Only Human - With Friends Like These OST #11
Schlominous - With Friends Like These OST #10
มุมมอง 132 หลายเดือนก่อน
Schlominous - With Friends Like These OST #10
Hooliganny - With Friends Like These OST #9
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Hooliganny - With Friends Like These OST #9
Gym Rat - With Friends Like These OST #8
มุมมอง 142 หลายเดือนก่อน
Gym Rat - With Friends Like These OST #8
Moody Broody - With Friends Like These OST #7
มุมมอง 182 หลายเดือนก่อน
Moody Broody - With Friends Like These OST #7
Kraken - With Friends Like These OST #6
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Kraken - With Friends Like These OST #6
Dole Drums - With Friends Like These OST #5
มุมมอง 152 หลายเดือนก่อน
Dole Drums - With Friends Like These OST #5
Tonal Dissonance - With Friends Like These OST #4
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Tonal Dissonance - With Friends Like These OST #4
The Road That Goes On - With Friends Like These OST #3
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The Road That Goes On - With Friends Like These OST #3
General Debauchery - With Friends Like These OST #2
มุมมอง 202 หลายเดือนก่อน
General Debauchery - With Friends Like These OST #2
Rewind - With Friends Like These OST #1
มุมมอง 202 หลายเดือนก่อน
Rewind - With Friends Like These OST #1
Main Theme - With Friends Like These OST #0
มุมมอง 662 หลายเดือนก่อน
Main Theme - With Friends Like These OST #0

ความคิดเห็น

  • @RpattoYT
    @RpattoYT 20 วันที่ผ่านมา

    Threat Interactive a channel which has launched out of no-where in last six months, made an excellent first video: Fake "Optimization in Modern Graphics" He discusses in depth the issues with recent sloppy game development as it related to realistic graphics and how essentially a reliance on the user friendliness of UE4-5 (TAA, nanite, etc) has caused "realistic" graphics to look muddy, dull, blurry. Also, how it has affected game graphics and optimization much more broadly.

    • @gamesbydesign8037
      @gamesbydesign8037 20 วันที่ผ่านมา

      Thank you so much for the recommendation. I'm adding that to my playlist and will give it a listen as soon as I can.

  • @desertdude540
    @desertdude540 23 วันที่ผ่านมา

    Postal 2 did it best. When you finish your last quest on Friday, a newspaper pops up reporting that the apocalypse has begun (along with a curiously specific denial from the military about its cause) and stray cats rain down from the sky as you head home, where your wife will nag you for forgetting her rocky road ice cream, followed by a delightfully ambiguous gunshot (which the DLC subsequently ruined by disambiguating).

    • @gamesbydesign8037
      @gamesbydesign8037 22 วันที่ผ่านมา

      @@desertdude540 Now THAT is a conclusion!

  • @hectorgh9231
    @hectorgh9231 24 วันที่ผ่านมา

    "In some old games like Might and Magic or Darklands, they added aging, so there's a time limit, you can't play eternally. Your character would get older, lowering their stats and fighting capacity, and ultimately, they would die. There's the option to continue playing by recruiting new characters at level 1. but "inheriting" gold and gear from the previous generation

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      It's interesting to realize that this feature was more common in older games. I have a sneaking suspicion there's an interest and market for a return (or "renaissance", if you will) to some ideas that we haven't seen (not as much, anyway) since the 90's or 00's. Glad you visited our channel. Always reassuring to know there are some who still play the classics.

  • @romainguegan5280
    @romainguegan5280 24 วันที่ผ่านมา

    Thanks, now I want to play Kenshi again!

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Ooh, you know what? I forgot about Kenshi. That actually looked pretty interesting and I might need to try it.

  • @danieladamczyk4024
    @danieladamczyk4024 24 วันที่ผ่านมา

    People who love ENDING games need to seek help.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      "End me, daddy." -Me, to the game I'm playing.

    • @TheCraziestFox
      @TheCraziestFox 24 วันที่ผ่านมา

      I need help seeking more games that have an actual ending. I love them.

    • @danieladamczyk4024
      @danieladamczyk4024 24 วันที่ผ่านมา

      @@TheCraziestFox To do what?

    • @TheCraziestFox
      @TheCraziestFox 23 วันที่ผ่านมา

      @@danieladamczyk4024 Play them. Finish them. Discard them like used underwear.

  • @pooshpoosh9232
    @pooshpoosh9232 24 วันที่ผ่านมา

    That's why, nowadays, as I'm approaching my 30's, only games like RimWorld, CDDA, zomboid and dwarf fortress are the only games I actually have high emotions playing, because there are stakes, I can't hit replay infinitely and I don't have an eternity to make stuff

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Maybe it's something about hitting the 30's, because those types of games are exactly the ones that I come back to the most these days. You talk about experiencing high levels of emotion, and that is spot-on for me as well. I think it might have something to do with the fact that these games tend to let things go really wrong sometimes, your characters can die, your game can end. Those stakes, as you said, are really high. At least for me, the occasional disaster causes intense feelings that you can't get any other way: Defeat, Disappointment, Rage, etc. These feelings don't sound like fun on their own, but I think you need to experience them to get to the really good stuff: Redemption, Overcoming, Reconciliation (or Revenge), etc. Great comment. Seems like we enjoy a lot of the same stuff.

    • @pooshpoosh9232
      @pooshpoosh9232 24 วันที่ผ่านมา

      ​@@gamesbydesign8037 It's certainly something about being 30's, older brain gets used to emotions because we've feeling them all our life but it's so that I've been gaming for 20 years, there's really nothing new in AAA, there's a few in indies that are new, but games like those where my decisions really matter are very very few rdr2 and witcher 3 decisions "mattering" is really just a scam and a hoax, your gonna beat the game no matter what, nothing completely tragic has even a chance to happen, because you'll just reload when your character dies, so what's the purpose of playing a chess game if you know who is going to win?

  • @MrMordethrhedan
    @MrMordethrhedan 24 วันที่ผ่านมา

    a good open world ending I can think of is Enderal, it's a "skyrim mod" technically but, it's basically it's own game. spoiler ahead (you should really try it tho): it works just like skyrim or most open world, with a main quest, but you can go around explore for yourself, do most dongeon (some have a quest requierement to progress further but that's normal) do secondary quest and everything BUT, unlike skyrim, the main quest does affect the world, there are series of event that make the world really change and unlike most open world, you "feel" the time passing by with it, some quest can be failed becaused the events of the main quest made the npc, or the location, or the reason for that quest unavailable anymore. and at some point you get a message telling you "you should save here, there is no coming back", that's the end, the end of the storyline quest, that lead to an actual end of the game. Once you finish the story, you aren't thrown back in that empty map with nothing more to do, your quest is over, and the game is too.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Oh no! Now I might have to play Skyrim again! And I just finished it, too. Thanks for the mod recommendation, that's one I haven't actually heard of. I've never tried a total conversion mod like Enderal before, so this might be the first. If it really captures the sense that time is passing and the world is responding to your actions, that makes me very interested to try it. Thanks!

    • @MrMordethrhedan
      @MrMordethrhedan 24 วันที่ผ่านมา

      @gamesbydesign8037 well it captures it in the sense that there are some changes depending on main quest

  • @CruelCrusader90
    @CruelCrusader90 24 วันที่ผ่านมา

    i think the premise of the question is incorrect. open world doesn't reference the narrative, therefore the "end" only goes as far as the narrative leads you. if you want a game with a true end of life experience you need to remove the guard rails of a narrative. something between a RPG and a Sandbox. where NPCs also participate in crafting the world, and are also afflicted by the sands of time.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      I think you've nailed exactly why I love the Crusader Kings franchise so much, at least for what it attempts to be. Its ambition is to be a blend of strategy/simulation where anything can happen (and, like you said, where NPCs also participate and influence the world) with RPG elements and character-driven stories. Thanks for your comment!

  • @Vlask
    @Vlask 24 วันที่ผ่านมา

    I think subnautica (first one at least) ended well, after all the horrors and grind and base building and exploring you finally finish building your final goal of building a rocket to escape, and once you get in the rocket and fly back home its one of the most satisfying endings because you finally get that end "anxiety" where you like "do I finish the rocket? and leave now? or do i stay and see if i missed anything?" ultimately to end up finally leaving after a long and satisfying journey, I've beat the game 3 times back when I played it and every time I got on the rocket to leave I just felt content with my adventure like it was a satisfying and fulfilling journey and I was happy to finally end it.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      They really did such a good job making that rocket part exciting. Just building it is fun on its own.

  • @olchum7605
    @olchum7605 24 วันที่ผ่านมา

    new vegas did it right, it ends

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      New Vegas really is the answer to so many of the problems in Bethesda games, isn't it?

  • @TheCraziestFox
    @TheCraziestFox 24 วันที่ผ่านมา

    Divine cybermancy did it correctly, I think. If you finish all the routes, you can basically seal yourself on a deserted floating island to escape the cycles of guilt (ie. the game). This gives you a finishing point. BUT, at the center of the island is a seal. At any point, you can break that seal and start a NG+.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Hm, that's clever! I've never even heard of Divine Cybermancy, but I'm grateful you told us about it.

  • @homelessperson5455
    @homelessperson5455 24 วันที่ผ่านมา

    I feel like a big part of the pitfall lies in the nature of these types of games & the freedom they give the player. They choose which parts of the world, which questlines, where to go & when. Having a satisfying ending is reliant on the specific journey. Games like Skyrim have both a major and minor set of payoffs for questlines. The main one is fighting Alduin where you do the part of the Dragonborn. Then smaller ones like the Thieves Guild questline have the payoff of meeting Nocturne and becoming a Nightingale, or assassinating the Emperor with the Dark Brotherhood. But if that's not enough, or if you get done everything, it goes into "leftovers" territory. The chef has prepared sequences of 5 course meals, and you ate them in your own order. But by a certain point, you have to go home and just eat the leftovers, away from the chef's control. All stories told from here on out are on your terms with the systems in place. As far as a solution, I find that endings are most satisfying in this genre when they address the challenges relevant to parts of the world. Making the landmarks of each unique region's questline come together for one massive payoff and emphasizing their contribution is really important. Maybe it's artifacts, characters, or the people of those lands. Once you're there, all that's left is to have the cutscene show the player character settling down, dying, or coming to some canonical end. Even if it is open-ended, as long as the vibes communicate a conclusion, it works. Pokémon has been good at that, because as a child you aren't going to simply stop growing or training Pokémon, but it acknowledges that you worked hard, became the champion, and you may even return home and bask in how far you came. But, it usually continues with a clear distinction that we are now in an "epilogue" state, hinting that from here on out the events aren't so strictly canon.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Comparing it to a restaurant experience versus "leftovers" works surprisingly well. Great analogy. Also, you've got me thinking that maybe it doesn't take much, doesn't need to be grand or elaborate. Something, as you said, that communicates the right vibes for a conclusion, and acknowledges the player's contributions, even if only briefly, might be totally appropriate. Thanks for your comment! You're helping us get better at this.

  • @CosmicDuskWolf
    @CosmicDuskWolf 24 วันที่ผ่านมา

    A lot of open world games have endings. Just because it's open world doesn't mean there's no ending. A lot of survival games you keep going when there's no final boss till you get bored or feel like you beat it.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      You're absolutely right. It seems like being open-world doesn't at all limit the game from having a satsifying ending, it just changes how that ending can be handled. Then, there are some games that just don't have endings, or have endings poorly tacked on. I'm sure there's an art to getting it just right. If you've got any more insights, please let us know!

    • @CosmicDuskWolf
      @CosmicDuskWolf 24 วันที่ผ่านมา

      @gamesbydesign8037 Well Phantasy Star 4 is an old RPG that is open world from the 90's. It has an amazing storyline to it. Up until FF13 all Final Fantasy games before it that where part of the main Final Fantasy games were all open world. Some have better endings than others. Yeah definitely some have better endings than others that's for sure. The art to getting it right is all on the story of the game.

  • @zekebrunt
    @zekebrunt 24 วันที่ผ่านมา

    I think RDR2 is a good middleground. You can keep playing as John now, but it's not the same.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      Imagine my confusion when I read your comment as "R2-D2" 😂 Good point, thanks for your comment!

    • @zekebrunt
      @zekebrunt 24 วันที่ผ่านมา

      @@gamesbydesign8037 Haha, I'm R2-D2 would have a good open world game as well!

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      @@zekebrunt Maybe that's what Star Wars Outlaws should have been: a Star Wars game where you play as R2-D2 and spend the whole game influencing major political events without ever getting any of the credit.

  • @WhiteRoomMan
    @WhiteRoomMan 25 วันที่ผ่านมา

    despite playing through skyrim five or six times ive only completed the main story once or twice. ill pick a path i want the character to go down, which generally involves about 30 levels of exploration and adventure. after the mage finishes the mages guild the bard finished the college or the knight kills defeat the Stormcloaks, i have them get married, buy a house and adopt a child. after that i sit them down in front of the fireplace, save the game and never pick them up again. Im not condemning them to death in my mind, just deciding that the rest of their life doesnt need to be orchestrated by me. the interesting part is over, so ill leave them to be happy. more often than not i feel they deserve that

    • @gamesbydesign8037
      @gamesbydesign8037 25 วันที่ผ่านมา

      @@WhiteRoomMan Your experience is so close to mine that its kinda spooky. I even stopped real close to level 30 just recently. I should start finishing my playthroughs by having a proper goodbye, even if it's just a short one like you described, getting married, sitting down by the fire, and turning it off one last time. It would help it feel complete. Great comment, thank you.

    • @neburiveS
      @neburiveS 24 วันที่ผ่านมา

      I recently ended a skyrim playthrough for the first time, exactly like you described it. All my other runs just ended when they kind of... fizzled out. But with this one, I did all the questing and exploring I felt like doing and when things started getting from fun to tedious, I mopped up all the unfinished questlines and such, I had my character build a home, get married, adopt a child or two and then just retire to his home. I have a screenshot of the last moment of playing that character, sitting on his balcony with a mead and some baked goods, looking out into the tundra near Rorikstead.

    • @gamesbydesign8037
      @gamesbydesign8037 24 วันที่ผ่านมา

      @@neburiveS Taking a screenshot is actually a really fun idea. It captures the final moment of the story you've played, and you can look at it to reflect on your adventure at a glance. I really like that.

  • @rreqas
    @rreqas 27 วันที่ผ่านมา

    Top video

    • @gamesbydesign8037
      @gamesbydesign8037 26 วันที่ผ่านมา

      @@rreqas Thanks! And thanks for commenting!

  • @dezemalsejongen3818
    @dezemalsejongen3818 หลายเดือนก่อน

    What I like about roguelikes is that progress is made through skill rather than through levelling characters. When I made a grave mistake in Darkest Dungeon I lost my strongest party members, I knew I had to play countless hours to get to that point again, which I wouldnt feel like making real progress. While in roguelikes you can learn from your mistakes and immediately implement them AND feel like you are making progress. I also like the shorter length of roguelikes. In bad north, my strongest army died, so the multiple hour run is over. This was a bit too much for me. At one hand you want to make dying feel like it means smth, at the other hand if it means too much it can be really demoitvating. It is such a hard balance to find imo

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      I agree. Trying to figure out exactly how much a failure should set the player back is daunting. On the one hand, I love the tension and drama of being threatened with catastrophe, but on the other hand... catastrophe. Some games give options that allow the players how punishing they will be, which I appreciate... but it probably doesn't work for every game. Hades, a favorite of ours on this channel, does a great job of hitting a balance, I think. Then again, it's been described by some as a "rogue-lite", instead of a "rogue-like", and your failures don't stop all of your progress, instead just putting you back an hour or so. You often still get to walk away with some prize or progress, even if you do fail the run. Great comment, thanks for your input!

  • @tommapar
    @tommapar หลายเดือนก่อน

    Part of the reason why souls games (including Sekiro, Bloodborne, Elden Ring) feel so consistent is precisely because they incorporate all these narrative elements alongside the gameplay. Which is something only games can do. And I truly believe they push the videogame medium forward with each iteration on that. Take for instance, Dark Souls' endings. The ending itself is worked into the player experience when you realize it's a neverending cycle of strife and struggle to either link the fire or become dark lord. Both endings are supposed to be the end of a cycle and the beggining of a new one (as established at the end of Dark Souls 2 and further explored in Dark Souls 3). Another player's chosen undead might be next in line to do the exact same. Or you yourself on subsequent playthroughs. It mirrors the gameplay element of interconnected worlds and the cycle of death and rebirth interwoven at the core of the franchise. Take another example, Bloodborne and Sekiro's feel for their combat. Starting with Bloodborne you play as a blood thirsty hunter, who skids the line between a hunter that thrives off of that blood thirst, and a mindless beast. You NEED to be agressive, you NEED to SOAK YOURSELF IN THE BLOOD OF YOUR ENEMIES to be able to recover health using the rally mechanic. But you need TO REEL THE BEAST BACK IN and take account of what the boss is doing and of what you're doing in relation to it or you'll die horribly. Playing like a mindless beast will certainly get you killed. You also get an edge over enemies if you use the correct items/damage types, like any good hunter would, they use Serrated weapons for beasts, and Righteous weapons for Kin type enemies, using tools like cocktails and elemental damages can sometimes give you just the edge you need as you plunge deeper into the Night and deeper into the Dream. In Sekiro, all bets are off. You're a goddamn shinobi, you don't care about rightousness, you don't care about honor, you care about the shinobi code, and carrying on your mission, no matter the cost. So if a boss' second phase can be cheesed by standing on a tree, or by using fistfuls of ash, firecrackers and snap seeds, it's all part of the game. Combat is ruthless, but you have ALL the dirty cheap tricks up your sleeve. You're a shinobi after all. You can diminish enemy numbers or get an edge in a critical battle by using your sneaking skills. You can even lure enemies out of their paths to make it easier for you to take them out from the shadows. You can take advantage of your ninja mobility to skip some of the hardest encounters in the game entirely. And the game FORCES you to do this as well. Take for instance a lowly enemy, the wooden shield guy. Fighting them WITHOUT employing the Shinobi Axe is just more boring than annoying. One axe hit. That's all it takes for the game to give you the win. To teach you that using all your tools is going to be rewarded, a lot. You can even go after a Demon born out of the flames of hatred and bloodlust, which you can get and edge over by using a fireproof umbrella and a special finger whistle that sends it haywire (like a certain other boss who fell too far into beasthood in Bloodborne, seeing beasts in everyone, including his wife, and in you, the player). But Sekiro is also about the search for perfection (bushido) no matter how many tricks you learn... you still have to be skilled with a sword to be a great shinobi. And Sekiro's character arc throughout the game reflects that honing of your and his skill. That's why bosses like Genichiro, Isshin and Owl are so memorable and so well designed. They teach you to plow forward agains foes that can actually defend themselves against most of your bullshit. Isshin being the final exam if you will, where all your skills are tested in a dance againsta revenant legendary warrior. A showdown that benefits you for using your arsenal but benefits a lot more if used SKILLFULLY and INTERWOVEN with the swordplay. I could go along and make the same types of analysis for Elden Ring, it's grandeur and the scope of its fantasy, the fact that its world is permeated THROUGHOUT by OBFUSCATION and everything plays into that, making it so hard yet so wonderful and grandiose to divise a consistent narrative from the unreliable narrators and tidbits of lore tainted with perspective on one end and so hard to learn the animation tells of the boss' movesets without resorting to timing on the other end. The information is there, pretty much always. It's just that it was designed to be taken apart throughout multiple playthroughs, most likely WITH other people, finding out the cool details on it, sharing what new boss/dungeon you found under a rock, and the likes. There's some criterion to be found here. If you're gonna build a world, and a narrative within that world, you need to choose very carefully HOW IT PLAYS in relation to all that. There's no one method to it, I'm sure. You can always write around the gameplay mechanics you came up with that you found fun and cool. But I'm willing to guess that's a tad harder, if your focus is to build such an interesting, rich world to play through. In this case Death is always inexorably tied to the lore of the world, so that just goes to show the importance From Soft gives to it. It's not only a game mechanic... it's so much more. It's supposed to be such an intrinsic part of their games that without it taking some form, whether its the Undead Curse, the Dream, the Dragon's Heritage or the fact that the single most important event in the world of Elden Ring was the shattering where Marika removed the Rune of Death from the Law of the World... these games simply wouldn't be the same. The struggle your character (and you) go through wouldn't be as meaningful in the larger scheme of things if you could quick load at any time... That's why we don't care about dying that much... like you guys said.. it's expected when you're going into it.. But why, since Prepare to Die was only the slogan in DkS1? Because it's explained through us with more than just words on an intro or an item description... It's explained to us THROUGH GAMEPLAY too.. Reinforcing the rest of the piece as a whole... and it clicks so hard it's insane that there are so many envious western AAA devs crying about it...

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      @@tommapar Great insights. Thank you so much for taking the time to write out such a detailed comment, and for capturing so well what makes the FromSoftware games work, while their imitators fail to create the same magic. They've made something special, and I'm glad we were here to get a chance to enjoy it.

    • @tommapar
      @tommapar หลายเดือนก่อน

      @@gamesbydesign8037 It's no bother. I love talking game design! If you guys weren't touching upon such interesting design aspects, that I happen to be so passionate about, I wouldn't have gone on a that ramble lol Thanks for the content, and for having the same appreciation I have for such special games 😄

  • @terrortalks3037
    @terrortalks3037 หลายเดือนก่อน

    7:10 and sometimes the orneriest character is your very favorite haha

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      @@terrortalks3037 For example, the entire city of Boston, lol

  • @infinitozi
    @infinitozi หลายเดือนก่อน

    Thats one of the things i don't like about Pokémon games, i don't feel like a trainer because i cant canically lose a Pokémon fight. I (as the player) learn from my mistakes but the character is supposed to be perfect, never loses and never makes mistakes.

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      @@infinitozi I didn't even think of it like that. If the game erases your mistakes, then it hurts its own ability to tell a story of overcoming challenges. Great point. Thanks so much for commenting!

  • @F_Name
    @F_Name หลายเดือนก่อน

    Accepting that death will likely happen when you make a wrong move is one of the things I love most about the souls-like genre. It more or less adds a puzzle element to the game. You just have to follow the rules and do it right. It's a fair game. Any time it feels unfair (aside from glitches and often unbalanced pvp) its likely you haven't learned what is fair yet.

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      @@F_Name "Any time it feels unfair its likely you haven't learned what is fair yet" - Very true! And its nothing short of amazing that FromSoftware has hit that magic balance so many times. Thanks for your comment!

  • @Fovuk_
    @Fovuk_ หลายเดือนก่อน

    İs it copyrighted?

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      @@Fovuk_ Yes. The copyright belongs to Noah, the guy who composed it (see description). He gave us permission to post it on our channel.

  • @terrortalks3037
    @terrortalks3037 หลายเดือนก่อน

    Good stuff! This helped me figure out better why I struggle with Dead Cells, but love Celeste.

  • @terrortalks3037
    @terrortalks3037 หลายเดือนก่อน

    27:07 Praise the sun!

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      "If only I could be so grossly incandescent" 🙌

  • @psh00ter47
    @psh00ter47 หลายเดือนก่อน

    Hey, I know this is a bit of a random comment but I think the title format works really well, I was interested by the discussion of "Generated Characters" and having the little separation with the slashes works really well...great video!

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      Thanks! We'll follow that advice and format future titles exactly that way!

  • @haydenmiller6997
    @haydenmiller6997 2 หลายเดือนก่อน

    Love the topic of creativity in games.

  • @Historically-Innacurate
    @Historically-Innacurate 2 หลายเดือนก่อน

    I tried out the game, it was good👍

    • @gamesbydesign8037
      @gamesbydesign8037 2 หลายเดือนก่อน

      @@Historically-Innacurate Thanks very much! It was our very first game!

  • @Fovuk_
    @Fovuk_ 2 หลายเดือนก่อน

    If thoes musics are not copyrighted this channel is pure gold

    • @gamesbydesign8037
      @gamesbydesign8037 2 หลายเดือนก่อน

      @@Fovuk_ These are all original music! Glad to hear you like it!

  • @justasoldiermain
    @justasoldiermain 3 หลายเดือนก่อน

    Interesting...

    • @gamesbydesign8037
      @gamesbydesign8037 3 หลายเดือนก่อน

      Glad you think so! Let us know if you try it out and have any feedback. We're just starting out and still have a lot to learn.

    • @justasoldiermain
      @justasoldiermain 3 หลายเดือนก่อน

      ​@@gamesbydesign8037I will check it out soon :)

  • @Beeburrito
    @Beeburrito 3 ปีที่แล้ว

    “I’m in the market for a green bean”

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      I'm in the green bean for a market.

  • @TrueStature
    @TrueStature 3 ปีที่แล้ว

    I like the idea of being immersed in a game. It sounds like it would be very exciting!

  • @TrueStature
    @TrueStature 3 ปีที่แล้ว

    :) surface of a female?

  • @TrueStature
    @TrueStature 3 ปีที่แล้ว

    :)

  • @TrueStature
    @TrueStature 3 ปีที่แล้ว

    I kinda want to dance to that intro piece. Great job on your latest video, Aaron, Zac, and Nick.

  • @Beeburrito
    @Beeburrito 4 ปีที่แล้ว

    Lovin the intro/outro tunes 👌

  • @TrueStature
    @TrueStature 4 ปีที่แล้ว

    I enjoy these videos immensely!

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      By the power invested in me as a YoutTuber, I hereby grant you the right to watch as many of my videos as you desire.

  • @Beeburrito
    @Beeburrito 4 ปีที่แล้ว

    I think chaos is fulfilling so long as there are boundaries to rub against. Like if a game is presented as serious, and down to earth, with solid, non-wacky mechanics, then the sudden surprise when the horse ends up in the roof breaks the norm, and makes it really funny. I think there has to be limits or contrast to make it satisfying. It’s about expectation. If you expect every punchline it just doesn’t land right. I think chaos is best when chaos is not the expectation

    • @gamesbydesign8037
      @gamesbydesign8037 4 ปีที่แล้ว

      That is an excellent point. If the whole experience is over-the-top all the time it tends to get stale. In the full episode, we talk a little about how the lack of challenge or consequence in some of these games actually hurts the experience, but we didn't consider that angle exactly. Thanks for your comment!

  • @TrueStature
    @TrueStature 4 ปีที่แล้ว

    Makes me want to play skyrim and eat sweet rolls! Fun podcast.

    • @gamesbydesign8037
      @gamesbydesign8037 หลายเดือนก่อน

      I'd sent you some, but someone stole them.

  • @bebop_2002
    @bebop_2002 4 ปีที่แล้ว

    I totally hear what Zach is saying at the beginning about Night in the Woods. It really nails the portrayal of a mundane day-to-day existence in a really cathartic way, which is probably relatable to a lot of us right now what with the way things are, being stuck inside day in and day out. Really dope to hear someone else say the same thing I was thinking but much more succinct.

  • @aaronbone9205
    @aaronbone9205 4 ปีที่แล้ว

    Just listening to this again to contrast with our newer style. I have to say that even though we’re lacking a lot of the structure and polish of our more recent episodes, the discussion and back and forth is really good and I actually think the balance of conversation is better.

  • @kaidiphillips4906
    @kaidiphillips4906 4 ปีที่แล้ว

    I was playing a way out with my brother and DUDE I felt like there were no real choices for anything. One of the characters already had a plan to get out of prison and that was it. No thinking required. We stopped playing after the characters made it out to the woods (it made us catch some fish), but hey maybe it gets better ¯\_(ツ)_/¯

  • @nickdunlap5570
    @nickdunlap5570 4 ปีที่แล้ว

    5:27 - 8:45 Nick spends 3 minutes saying, "I don't want to be a spaceship"