Pacing - How Games Keep Things Exciting - Extra Credits

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  • เผยแพร่เมื่อ 29 ม.ค. 2025

ความคิดเห็น • 361

  • @jiminyfrickit
    @jiminyfrickit 11 ปีที่แล้ว +60

    I tend to find most of your information on games holds lessons applicable to all forms of media, from writing to filmmaking. Just watching these videos invigorates me, educates me, makes me feel challenged and worthy.
    It's like these videos are games in of themselves.
    Good on you, Extra Credits crew.

    • @Jetpower485
      @Jetpower485 7 ปีที่แล้ว +1

      I second that. I'm using it to learn to write for filmmaking. And almost every video is still relavent to my project.

  • @zofiazinn4207
    @zofiazinn4207 9 ปีที่แล้ว +269

    Dan sounds like he's hammered if you play it at .5 speed.
    Man am I easily amused.

    • @squiddler7731
      @squiddler7731 9 ปีที่แล้ว +10

      +Zachary Zinn I don't blame you.

    • @loganlemieux8806
      @loganlemieux8806 9 ปีที่แล้ว +15

      +Zachary Zinn A very new experience thank you i love it

    • @pingwenhung8327
      @pingwenhung8327 9 ปีที่แล้ว +6

      +Zachary Zinn xD sounds like he need some rest to make the video again

    • @omershaik6374
      @omershaik6374 9 ปีที่แล้ว +6

      +Zachary Zinn it's actually hillarious

    • @TheMayorofSpace
      @TheMayorofSpace 9 ปีที่แล้ว +16

      +Zachary Zinn 4:53

  • @jonathanpierzchala9157
    @jonathanpierzchala9157 9 ปีที่แล้ว +178

    The graph said "Luke's parents killed" if that were so then the story of Star Wars would be dramatically different.

    • @MikoGarrido
      @MikoGarrido 9 ปีที่แล้ว +48

      Jonathan Pierzchala
      "Luke, I am your--"
      "My what?"

    • @tyfalcon467
      @tyfalcon467 9 ปีที่แล้ว +40

      Though I think it may have been a typo nonetheless, parents are who raises you, not who donates your genetic material. Luke's aunt and uncle WERE his parents in that they raised him; even if they didn't make him physically, they made who Luke was and who we could become.

    • @NathanTAK
      @NathanTAK 7 ปีที่แล้ว +5

      +Tema Koinu Nope. Your parents are who you consider your parents- they may have been parent _figures_, but they weren't is parents. I agree that it isn't just who donates your genetics- adoption is A Real Thing™- but they- apparently- aren't considered parents.

    • @alexhood2886
      @alexhood2886 7 ปีที่แล้ว +2

      Jonathan Pierzchala actually technically they are luke grandparents?

    • @mumblernumber7213
      @mumblernumber7213 6 ปีที่แล้ว +3

      Wasn't that what Obi Wan told Luke?

  • @joaoantonio440
    @joaoantonio440 8 ปีที่แล้ว +16

    I read an article about jazz improvisation once and it said the exact same thing about the excitement and pacing as u guys pointed out in this video, this is really an universal point to every form of art. I'am not a designer but I love games, and every time that I see a video from extra credits I feel that I learned something that I could use one way or another in my life, or a new way to look at the games I've played that it wouldn't have thought if it wasn't from this channel, that's why u guys are so awesome.

  • @gmchris3752
    @gmchris3752 10 ปีที่แล้ว +59

    I love your videos, and I hate to nitpick but... you meant fractal when you said tessellation. A tessellation (as shown by the art) is a shape or shapes that fit together in a pattern with no wasted area. A fractal is a shape that repeats itself at every level of scale (more or less).

  • @ryanwalker2299
    @ryanwalker2299 9 ปีที่แล้ว +41

    A fun survival horror game I would like is one where you get a gun, heck lot just a sidearm, an M4 or M16. It does damage, but not enough. And you slowly realize that the gun is useless, and your helpless.

    • @squidsheep
      @squidsheep 8 ปีที่แล้ว

      +Ryan Walker that is genius! you should be a game designer!

    • @squidsheep
      @squidsheep 8 ปีที่แล้ว +1

      +Ryan Walker that is genius! you should be a game designer!

    • @thebaconbreadful
      @thebaconbreadful 8 ปีที่แล้ว +9

      +Ryan Walker Would be pretty cool but there should be more ideas behind the game because this awsome idea is not enough :D

    • @knexator_
      @knexator_ 8 ปีที่แล้ว +1

      +Ryan Walker Try 'The Brookhaven Experiment'

    • @zeromailss
      @zeromailss 8 ปีที่แล้ว

      Ryan Walker RE4 hardcore edition ? 😆

  • @heavyweaponsgaming
    @heavyweaponsgaming 10 ปีที่แล้ว +52

    I would like to point out that I realized while watching that an enjoyable Dota 2 match follows this curve. I'll explain the Dota 2 aspect in detail, but this probably applies to most similar games.
    First thing, decisions are important in the early game. When you first start, you're engaged by deciding things like what lane setup your team will use, what items to buy, etc., and this is exactly the main engagement of Dota: decision-making and strategy. Sometimes a major event will happen right off the bat, such as an early Roshan or an engagement in the jungle. Once this happens (or doesn't happen,) everyone just goes to lane for a bit. Throughout the game, the flow of gameplay will oscillate: in the early game, ganks and small pushes will happen, and in between people will go back to farming, then in the mid game larger fights and pushes will happen, and in between are the same lulls in which people farm, and then in the late game huge, game-changing teamfights lead up to the final push which ends the game. Of course, a game ended in the early- or mid-game just has its climax a bit earlier.

    • @thomascook9844
      @thomascook9844 10 ปีที่แล้ว +1

      I agree

    • @Gabylondo4
      @Gabylondo4 10 ปีที่แล้ว +1

      If your game doesn't go into ultra late game (like 70+ minutes) you are right, but if your game takes longer, it usually just becomes too intense/frustrating/boring/however you feel ultra late (i personally love it, but know much of the people i play with just can't take it) until the point where you just give up (or the enemy does). Especially with the current metagame, I've had a great lot more games dragged into ultra late than before, and it just becomes something entirely different than the game before.

    • @lancelindlelee7256
      @lancelindlelee7256 10 ปีที่แล้ว

      ThePolaris I saw a replay lasting 3:33:xx. Three and a half hours....... Couriers running around the ancient, everyone has divines and BoTs, It's insane

  • @ManyMiniMinnas
    @ManyMiniMinnas 10 ปีที่แล้ว +34

    This was super useful for the games I GM.

    • @JamesSmith-fm6pd
      @JamesSmith-fm6pd 10 ปีที่แล้ว +2

      I agree. I also found it useful for that and am gonna try it next time

  • @danielplacido8746
    @danielplacido8746 7 ปีที่แล้ว +6

    It's incredible how Life's Strange Intro cover's all "Tension, Curiosity, Satisfaction, Sorrow" engagements. It felt extremely productive to think about this.
    SPOILER ALERT
    The player begins in the tornado scene and it's all so confusing, full of tension and maybe curiosity, then he follows in the classroom scene, where he is stimulated to play around with objects, controls and the world itself (curiosity). Once the player leaves the classroom, he reaches the corridor scene, filled with satisfaction (mostly because of the music, I guess. Then, in the bathroom, the game quickly develops strong satisfaction (butterfly), tension and a feel of sorrow for what happens. And then, back in the classroom, engagement goes back to curiosity.
    I'd certainly admire an episode on this game, I believe there's much to talk about.

  • @KarjamP
    @KarjamP 9 ปีที่แล้ว +5

    Jesse Schell, in his "Art of Game Design" book calls this the "interest curve". He explains it very similarly to how you did, but gave his life as a juggler as an example.

  • @Kram1032
    @Kram1032 12 ปีที่แล้ว

    I like how you take a hyperbolic tessellation to describe how this engagement graph works, when you really mean a fractal which the hyperbolic tessellation seems to be, because you essentially but infinity (the border of the circle) to a finite point, distorting the grid so that you see smaller and smaller copies of the same thing.
    Really nice episode. I love where you can randomly stumble over fractals. They are literally everywhere!

  • @justindiaz91
    @justindiaz91 11 ปีที่แล้ว +11

    at around 2:15 the description could just as easily be aplied to other examples like different type addiction and how overuse can be lead to a downward spiral... i like that their example was candy.

  • @lzrbld
    @lzrbld 12 ปีที่แล้ว +1

    Wow. I just realized how much writing and game design lessons I've been learning from you guys. Also, I'm using the uploads here to kind of re-watch all the episodes again, and they are no less awesome.

  • @ingonyama70
    @ingonyama70 10 ปีที่แล้ว +14

    Saving this as a writer for my first book.

    • @Soviet20
      @Soviet20 10 ปีที่แล้ว +4

      Then open the Fail Faster Video. A true lesson there.
      Also Learn to Hate/Love your work.
      Rock on my friend! Never Give up!

  • @bananasean5145
    @bananasean5145 6 ปีที่แล้ว

    4 years later and I'm still watching these episodes. Quality work.

  • @theyakkoman
    @theyakkoman 11 ปีที่แล้ว

    Having read a lot of "how to write a script"-books for the last two years this graph is true for all types of story telling. It is, in essence, a hero's journey. Great video guys.

  • @AndrusPr8
    @AndrusPr8 6 ปีที่แล้ว

    I discovered this graph pattern applies in my tabletop game session:
    Every scene starts with a setting, slowly increases tension when the conflict arrives and the peak is where I need ir to be: When the player rolls the dice and is forced to use the randomness of a dice to define what happens next.
    In fact each scene gets more and more tenseful since the stakes are higher. Beginning with preparing a proper tea, performing well in a chess game, and ending with a political discussion at court and a real life fight!

  • @Adambkj
    @Adambkj 12 ปีที่แล้ว

    When you have almost 9,000 views, over 200 likes, and not a single dislike, you know you're doing something right. You rock extracreditz!

  • @mebezaccraft
    @mebezaccraft 8 ปีที่แล้ว +2

    what i love is how nuclear throne does this.
    Nuclear throne is nonstop guns blazing.
    How do the remedy this?
    They make it so that one run is short, like just 10 minutes or so short, if you are good at the game.
    They also slowly switch off from action to tension, switching over from enemies that you could definitely kill to enemies that could probably do a lot of damage if they catch you off guard. The bandits of the drylands are enemies you can absentmindedly kill. The snowbots and robot wolves of the frozen city are another story.

    • @bradenroberts9411
      @bradenroberts9411 8 ปีที่แล้ว

      mebezaccraft I agree. Nuclear Throne is really good like this.

  • @TheMrAryzard
    @TheMrAryzard 11 ปีที่แล้ว

    The initial point here is supposed to apply to more than just tension: it relies on context.
    It's like starting off a movie like 'My Sister's Keeper' with an action scene.
    It starts with a spike of raw sadness, and oscillates up and down yet increasing on a grand scale until you reach the grand finale and then you're gently lowered down (mainly by the dampening of your fall the pool of tears would cause) to the exit.

  • @Swan-may
    @Swan-may 12 ปีที่แล้ว

    Small addendum:
    The ending example you brought up, "Tessellation".
    You're thinking of a fractal. A tessellation is like a checkerboard - all squares are the same, with an obvious repeating pattern. A fractal (generally) is more like a triforce, if you kept putting smaller reverse triangles in the middle of every triangle. For examples, google image search the Koch Snowflake.

  • @YourCrazyDolphin
    @YourCrazyDolphin 9 ปีที่แล้ว

    Something interesting to note: in Left 4 Dead and Left 4 Dead 2, there is an A.I director built specifically for this. The moment players leave the safe room, it starts up. It'll control what items spawn(though they'll always be in the same spot, and always same type, with healthpack and defib analogous to shot and pills), and everything about the zombie's spawns. If the group sits around too much, it'll prevent them from getting comfortable or bored by throwing a horde of zombies at them, or some special infected. If they move into a new area, it'll spawn the enemies that just wander around the area before they are in view, with more or less depending on: how much fighting they did recently(measured using an intensity scale. Raises by one for each alert enemy they kill, sniping distant unaware ones don't count) and overall condition. Healthier survivors who haven't fought recently will have more enemies to deal with. People who just barely scraped by a huge horde and are nearly dead will be given a break, maybe some more useful items, like a bigger gun, if a health kit instead of some pills. Let's say the survivors are blazing through the map, and taking little damage, it'll respond by hurling more and bigger hordes of enemies, more specials at once, maybe even a witch or tank in extreme cases, in order to make it more tense, or harder for them. Also, they'll be given weaker guns. If they are crawling through the map, and scraping buy every battle, more healing fatter guns, smaller hordes and separated specials, so that the survivors can relax and recover before the next set of zombies. As a result, every run of a map is different, and you also just learned why speed runners run into a tank at every corner mean while you only see the scripted ones.

  • @alexmiddleton9390
    @alexmiddleton9390 6 ปีที่แล้ว

    I find it fascinating how almost that exact way of creating a satisfying plot seems to cover pretty much every kind of narrative media

  • @Ingestedbanjo
    @Ingestedbanjo 11 ปีที่แล้ว

    5:25 in case anyone is wondering, the proper word for a picture that repeats itself when magnified is a "(Recursive) Fractal"

  • @MustafaKulle
    @MustafaKulle 9 ปีที่แล้ว +6

    The Outro music is fun to listen to. =D

  • @bryandavis3072
    @bryandavis3072 8 ปีที่แล้ว +28

    I'd be interested to see you take a specific game and go through and plot the pacing like this. Especially a well-received game like Witcher 3 or Mass Effect 2 where the story is a big part of what makes it good.

    • @dantess2693
      @dantess2693 8 ปีที่แล้ว +3

      Seconded.

    • @benfluke523
      @benfluke523 8 ปีที่แล้ว

      Bryan Davis thirded!

    • @JinUthra
      @JinUthra 8 ปีที่แล้ว

      Fourthed?

  • @ilmanti
    @ilmanti 12 ปีที่แล้ว

    As a novel writer I found this video to be one of the most informative things I've ever watched.

  • @tael64
    @tael64 9 ปีที่แล้ว +5

    "If you get them hugely involved and then cut to credits, it will just leave them frustrated." THIS. THIS RIGHT HERE sums up Half-Life 2: Episode 2. What has it been now? 8 years and no sequel? You can't just end on a GIANT cliffhanger and not follow it up. Granted, Half-Life's "good" ending was a cliffhanger, but the story at least had closure.

    • @miguelpereira9859
      @miguelpereira9859 8 ปีที่แล้ว

      I honestly couldn't care less about the Half-life story. Tho I played HL1, 2 and Ep.2 I am not frustrated that on the lack of information regarding HL3. The Half-life continuity is nothing amazing, there are no characters I care about and the setting just makes me sad with all the potential it lost.

  • @yellowx5022
    @yellowx5022 5 ปีที่แล้ว

    Within the curve of the arc is the scene: an individual level or dungeon that must follow a similar engagement curve.
    Within the curve of the scene is the action: a single event that brings our engagement up then back down in a few seconds or less.
    Within every action is the tap of a button: for a fraction of a second your engagement rises as you place your finger on the button or joystick, and it goes back down as you remove the finger and experience the action.
    Within every button press there are the nerves rushing electric signs to the finger to put it down and your finger starts to rest again as the action is carried out.
    Within that is probably something to do with electrons and atoms, but at least I was able to provide an example of an engagement arc with this comment.

  • @darwinlp9860
    @darwinlp9860 8 ปีที่แล้ว +7

    A big action-packed opening is not always necessary. Take the horror or mystery genres, for example. They tend to start out quite slow, before bit by bit revealing things and reaching their climax.
    (Also, on the ending closure thing: see Homestuck, do not do as Homestuck did.)

    • @Orange_Swirl
      @Orange_Swirl 7 ปีที่แล้ว

      "A big action-packed opening is not always necessary."
      True, but I'm sure the player of an action game would find it quite disappointing if that it was absent from the game.
      I'm pretty sure Extra Credits was referring to a hook.

  • @olserknam
    @olserknam 8 ปีที่แล้ว

    2:40 - what a perfect way to describe Outlast

  • @lazyumbreon3347
    @lazyumbreon3347 10 ปีที่แล้ว +10

    so sad I had a german teacher (I'm from germany btw) that didn't understand and even refused to accept this episode as right. Especially the last part where the curve goes down to give the story a proper happy/bad/whatever ending was what he refused to be true, even for the star wars example (I know he's kind of a nerd and knows Star Wars, while I don't, so I couldn't really continue the argument there :/).
    Yet another example of learning through games being better than school...guess where I learned english...started with Pokemon...now I'm here.

    • @THRCGreatLakes
      @THRCGreatLakes 9 ปีที่แล้ว +4

      From my experience a lot of lit teachers learn the famous story things(hero quest, archetypes, etc) then forget a lot of other stuff.

  • @darknessincarnate56
    @darknessincarnate56 12 ปีที่แล้ว

    Fatal Frame 3 did this very well, the main character enters the 'Manor of Sleep' in her dreams every day, but at some point she wakes up, and you get to play her day life as well, investigating the real life events that occurred in the manor, since she is a journalist and it was her story, it lowers down the pace like the video says and the game is about killing ghosts by photographing them so it delivers on the action part too, more 'intense' photographs do more damage to the ghost, etc

  • @101jir
    @101jir 10 ปีที่แล้ว

    Also, this goes for Jack London's most famous works Call of the Wild and White Fang. White Fang in particular felt that it was a story within a story, each wave leading upto the next.

  • @tetsiga45XxX
    @tetsiga45XxX 10 ปีที่แล้ว +93

    You found a chart and just stashed it away for years?

    • @koke1440
      @koke1440 9 ปีที่แล้ว +3

      tetsiga45XxX Thought the exact same thing

    • @lily14130
      @lily14130 9 ปีที่แล้ว +16

      Sometimes I do that...

    • @LordBloodySoul
      @LordBloodySoul 9 ปีที่แล้ว +5

      tetsiga45XxX
      I think I know that chart. o_o
      I think I have that to on one of my many external hard drives...
      ^^;

    • @WhalesInTheClouds
      @WhalesInTheClouds 9 ปีที่แล้ว +16

      tetsiga45XxX Some people, myself included, are acutely aware that nothing on the internet is permanent. If they find something they like, or think they'll want to reference it later, they save it, because there's no guarantee it'll still be there when they want/need it.

    • @wellthen...5420
      @wellthen...5420 9 ปีที่แล้ว +5

      WhalesInTheClouds its a great habit to have :D

  • @jgcooper
    @jgcooper 11 ปีที่แล้ว

    while i personally dont need them,
    kudos for the french subtitles to whomever took time to make them

  • @vocalyxeky
    @vocalyxeky 11 ปีที่แล้ว

    That graph exactly would make a sick roller coaster.

  • @MozillaVulpix
    @MozillaVulpix 12 ปีที่แล้ว

    I'm not even interested in designing video games, but I still enjoy these videos.

  • @dankdreamz
    @dankdreamz 8 ปีที่แล้ว

    Thanks for the links through the Patreon about page. I love how you are able to explain why you're able to engage an audience so well. Great work!

  • @ANTIMONcom
    @ANTIMONcom 12 ปีที่แล้ว

    5:09 every good sniper shot. that feeling

  • @moviemaker1986
    @moviemaker1986 11 ปีที่แล้ว +1

    Practice, practice, practice. Get out there and do something. Blender is a one stop shop for modeling, UVing, and game production. It's really very awesome, and completely free in every way. Unity 3D has a free version that can still do a majority of the things the paid version can do, and surely at least enough for starting out or prototyping. Other options like GameMaker, GameSalad, and the like are incredibly cheap (~$30 or less) and let you make fun games with little to no programming.

  • @maskofice9432
    @maskofice9432 8 ปีที่แล้ว +1

    Personally, I find the level aspect most fascinating, and love trying to find examples within games that fit this. Two of the most prominent I could think of off the top of my head are City Escape from Sonic Adventure 2 and Welcome to Rapture from Bioshock, but I know there are loads others.

  • @MetalSpiral
    @MetalSpiral 12 ปีที่แล้ว

    Thanks for this. I'm keeping this in mind as I set the pacing for my game. Interestingly enough, aspects of the pattern were already emerging...

  • @MikoGarrido
    @MikoGarrido 9 ปีที่แล้ว

    That explains hunting Riverwood deer in Skyrim at early levels where super-sneaking isn't possible. There's a whole lot of tension in the original chase, or in the suspense of getting close enough to land an unassisted, no Eagle Eye perk, shot with one of your only 20 iron arrows. Then there's the low of trying to line that right up. Then there's the shot, fired right into the unassuming elk--and finally the reward of finally doing enough hunting to craft a full set of leather armour. At this point Bleak Falls Barrow ups the tension a little bit. Then the journey to Whiterun and a battle with a dragon :)

  • @pedrobettt
    @pedrobettt 12 ปีที่แล้ว

    I just thought of regular low-profile assassinations in Assassin's Creed as an example of pacing: the rise at the ejection of the blade, lull as you grab the victim, and a spike of sound to mark the stab as well as the animation.

  • @vrabo3026
    @vrabo3026 9 ปีที่แล้ว +5

    3:05 - 3:11
    And this is why everyone wants Half Life 3.

  • @asendimchev1996
    @asendimchev1996 11 ปีที่แล้ว

    David Milch said something similar. Every episode of Deadwood builds up to the end of the season while still having an arc. Most TV shows don't follow that formula and that's why the mid season episodes often suck(The Walking Dead is a good example).

  • @Truex007
    @Truex007 12 ปีที่แล้ว

    With how many people that have seen this, and stuff like that makes me very optimistic about how awesome the future is for games.

  • @Dunkster74
    @Dunkster74 12 ปีที่แล้ว

    i'm planning on going into design and coding soon, and these help me learn a lot. thanks, guys!

  • @TheTrueHolyDarkness
    @TheTrueHolyDarkness 9 ปีที่แล้ว +7

    3:07
    HALO 2.
    I'm looking at you. -_-

  • @Transplanar
    @Transplanar 10 ปีที่แล้ว +1

    One of the points I touched on in my recent blog is the idea of a "multi curve" or "multi arc" perspective. Instead of plotting all engagement on a single line, consider looking at them as separate things - when narrative starts to dip, ramp up the action. When the action dips, ramp up exploration/wonder.
    This is what RTSes do and part of what makes them so fun (imo). If you mix emotions correctly you circumvent burnout entirely and can maintain a higher level of engagement overall. Perhaps not the best approach for all genres, but something to think about.
    See my article here: gamasutra.com/blogs/GlenCooney/20141013/227562/Dawn_of_War_II_Reborn__Artillerys_quotAtlasquot.php (skip to "Story Arcs" if you just want to hear about this concept).

  • @DuelScreen
    @DuelScreen 10 ปีที่แล้ว

    The "Action" piece might as well have been called the "Emotion" piece. Because it's all about what the gamer feels whether that is shooting a gun, solving a puzzle, or what have you. It's the emotional engagement (investment + payout) that keeps gamers interested and playing further.
    Anyway, another great explanation. Keep it up!

  • @seantheprawn1651
    @seantheprawn1651 11 ปีที่แล้ว

    Love the mario guitar rif at the end

  • @alumae_star
    @alumae_star 7 ปีที่แล้ว +1

    "see you next week"
    *CUE EXTREMELY LOUD MUSIC*

  • @TheAlfredo094
    @TheAlfredo094 9 ปีที่แล้ว +6

    Am I the only one that enjoyed the part where *BIOSHOCK 1 SPOILERS* you become a Big Daddy? I actually found it quite engaging how the world of Rapture does that...

  • @cererin
    @cererin 11 ปีที่แล้ว

    Just a few tips here:
    Blocky/Pixely graphics are extremely easy to make. Imagine them as Legos.
    Use Construct 2 or GameMaker Studio (GameMaker is recommended because of 3D support and cheaper versions that will let you sell your games) if you don't feel like coding. But im pretty sure GM Studio has coding, not so sure about Construct 2. You can easily find them on Steam as Software.

  • @ErasedSinger
    @ErasedSinger 11 ปีที่แล้ว

    4:53: Yup! I know that feeling. Monster Hunter does the pacing of action just insanely well! When you swing your Ginormous weapon you just feel the power flowing forth! :)

    • @007speedcuber
      @007speedcuber 11 ปีที่แล้ว

      Are you Swedish?

    • @ErasedSinger
      @ErasedSinger 11 ปีที่แล้ว

      007speedcuber Yup! Proud little swede, reporting for duty!

  • @BloodWolf752
    @BloodWolf752 12 ปีที่แล้ว

    yeah, dead space took the second route in the "bad survival horror" route, the first few times necromorphs burst out of nowhere got my heart pounding. It eventually got to the point where necromorphs were practically coming out of the plumbing, thats when it just felt like a routine shooter, wait until enemies show up for protagonist pie, shoot to kill. see? it gets boring after a while

  • @Dimbark
    @Dimbark 12 ปีที่แล้ว

    Half-Life establishes the setting in the beginning with narrative simplicity, and the game really begins at the big event when the entire facility suddenly goes up in explosion and you see mere glimpses of the aliens you'll soon be fighting.
    And there are large events when big things happen, getting relatively bigger and bigger with linear paths leading to each encounter.
    And the story was very well crafted.
    Watch this: go to Escapist Magazine /videos/view/zero-punctuation/6126-Half-Life

  • @moviemaker1986
    @moviemaker1986 11 ปีที่แล้ว

    Photoshop or Gimp (cross platform, free) will work well for textures. Music's not really my thing, but I'd recommend looking into Audacity (free), or Max MSP (smallish fee).
    I'm a Masters student studying to become a game designer, and these are all things I've learned or been taught. If you're really interested, I hope this helps give you a jumping point.
    And keep in mind your games don't have to use a computer. I've been making physical games my whole life, and learned many helpful strats.

  • @jdoe27
    @jdoe27 10 ปีที่แล้ว

    I thought it was really cool that you used two pics from the dark crystal. Such an underrated movie. Everyone go watch it! It's awesome.

  • @TheJahn1
    @TheJahn1 10 ปีที่แล้ว

    good ending theme for this video. perfect fit. 10/10

  • @StrangerYann
    @StrangerYann 10 ปีที่แล้ว

    Dat outro track is brilliant, lovin' it :P

  • @danielschratz748
    @danielschratz748 10 ปีที่แล้ว

    Ok I had/ have a basic idea for a game (just a name really and a basic thought of the concepts) but thanks to these videos I've built the game much better.
    Now I just need to specify it all down for myself. Thanks guys!

  • @robertlamb4754
    @robertlamb4754 7 ปีที่แล้ว

    Just realized after watching this that literally every raid boss in WoW has this exact curve and I never realized it

  • @danwoods1384
    @danwoods1384 12 ปีที่แล้ว

    I always end up doing so, no matter how hard I try to resist.

  • @kevgmei
    @kevgmei 9 ปีที่แล้ว +7

    RE5 isn't a survival horror game, it's an action game.

  • @maxlevine825
    @maxlevine825 7 ปีที่แล้ว

    The Junkenstein's Revenge event in Overwatch was a good example of this.

  • @lancelindlelee7256
    @lancelindlelee7256 10 ปีที่แล้ว

    I'm Playing Ys Origin now and it has this curve. I'm still at the beggining but.....
    The game starts with a cinematic that draws you in. A bit of intro is done and you have your first engagement, boring. You then get your first spell and get used to it. You're dragged into a mysterious magic then it's some exploration from there, showing the game's Zelda like puzzles. You fight a few champions that improve the engaement then fight a mini boss, big engagement spike. More exploration, champions, puzzles than it's the first big boss battle.
    Normal Combat and exploration here is the dragging part but the boss fights are epic. It took me a few tries to beat the mini boss and more than 10 to beat the big boss. That's just on normal difficulty.

  • @evelynlewis122
    @evelynlewis122 5 ปีที่แล้ว

    As a writer, I think this is also broadly applicable to story outside of games

  • @LostTimeLady
    @LostTimeLady 12 ปีที่แล้ว

    This probably explains why Minecraft can be so scary when you start out. The tension biulds as the sun sets, you battle the mobs, survive the night, fight off one last creeper as day breaks, and then you can rest up, until the next night.

  • @Delfigamer1
    @Delfigamer1 9 ปีที่แล้ว +5

    Curiously, Touhou Project games follow this curve exactly, at the whole game level, in single boss's fight and in a single shot of their bullets.

  • @Ransnorkel
    @Ransnorkel 12 ปีที่แล้ว

    I love your name because it goes so well with your picture.

  • @TheMrAryzard
    @TheMrAryzard 11 ปีที่แล้ว

    Some people have the general job of getting their wibbly wobbly idea thing about a game they'd like to play and communicating it to the music, art and programming mediums for other people to process.
    They're called designers (which is why I think extra cred should use game developer more often than game designer).
    Designers design a game and it's core mechanics and the initial thing it questions and it's goals.

  • @suncu91
    @suncu91 11 ปีที่แล้ว

    i just googled him, and i'm suprised he worked on Call of Duty series and Farmville. its weird having those two games in same sentence.

  • @abirneji
    @abirneji 10 ปีที่แล้ว +3

    I think dmc3 had good pacing
    the game would get so hard after a bit that you would wanna quit
    so whenever you fight vergil or do an insanely long level, it will give you a level that is extremely short and quick or a level that has no boss
    I liked that about the game, it would be insanely difficult anf then give you a breather for a short level

  • @jorunholm9060
    @jorunholm9060 5 ปีที่แล้ว

    Wild super Mario at the end hehe

  • @hubbabubba9849
    @hubbabubba9849 11 ปีที่แล้ว

    I'd have to say CoD4 had this sort of pacing with the dramatic sinking boat sequence (first peak) and then the car ride (first low point) to get murdered on camera (high point after the first low point) and so on...
    and don't hate on me for liking CoD4. CoD4 was the last CoD to have any amount of actual effort put into it.

  • @Baeraad
    @Baeraad 10 ปีที่แล้ว

    Interesting. I think this actually helped me put into words why I like the story of certain games better than others, or certain parts of the story in some games better than other parts. The Silent Hill games actually comes to mind the most for me - the first game is the only one that I feel gets it completely right, shifting between tense and claustrophobic parts and parts where you feel a bit more (a BIT more) safe and in control. SH3 has a ton of great stuff in it, but it's a chore for me to play because the tension almost never drops. I never stop feeling in danger, and therefore I get jaded to it.
    I'll take the opportunity to say, though, that I don't hate Silent Hill: Homecoming as much as you seem to. I actually thought it had a pretty solid story, though it's true that it had a higher degree of splatter horror to psychological horror than the other games (though all of them have both - the series ain't ALL high-brow). It's just the combat system that brings it down for me. It's boringly impossible to manage until you realise that most enemies can be brought down by spamming quick knife attacks, and then it gets boringly simple instead. :P But other than that, I thought it had a lot of personality and ambiance.

  • @ElektrikMuffins
    @ElektrikMuffins 12 ปีที่แล้ว

    One day, I'm going to see a picture of the members of Extra Credits, and I'm going to say "Wow that's pretty cool I guess." It will be great.

  • @LovesHina
    @LovesHina 10 ปีที่แล้ว

    This makes me think about weapon types in Dark Souls. The heavier weapons generally feel much more satisfying, and it may be because they follow this kind of pattern a little more closely.

  • @TheLazySamurai
    @TheLazySamurai 6 ปีที่แล้ว

    I just finished watching Avengers: Infinity War, and all I could think was that the writers could have greatly benefited from this video.

  • @JamesSmith-fm6pd
    @JamesSmith-fm6pd 10 ปีที่แล้ว +2

    I feel this can help me become a better writer too. Huh... never thought about this

  • @Freelancerk1bbles
    @Freelancerk1bbles 11 ปีที่แล้ว

    Good video, I think it'll help loads of people get an idea on making better games. I do however think there's a big problem that could come out of just trying to recreate that graph in all aspects of the game. I'll use skyrim as an example (fun game btw), it ended up being incredibly formulaic, especially in the dungeons: go in, do those fighty things, get to the boss, get the treasure. I can end off this comment with this saying: Once you know the rules, then you can break them, deliberately.

  • @seanlutzke1694
    @seanlutzke1694 8 ปีที่แล้ว

    The economic impact of destroying a project the size of the death star would cause more damage than the empire ever could.

  • @crichard8
    @crichard8 12 ปีที่แล้ว

    i love extra credits they give credibility to the medium

  • @Bryan-dr5qy
    @Bryan-dr5qy 8 ปีที่แล้ว

    To those wondering whether every single movie in the franchis should be paced like this, the answer is no. The perfect example is Empire Strikes Back, it's paced not as a sequel, but part 2 of the story, the characters are at their low point throughout the whole thing.And it ends leaving you hanging. It's like the second act of a plot.

  • @Ransnorkel
    @Ransnorkel 12 ปีที่แล้ว

    Gotta memorize all of this, gotta memorize all of this, gotta memorize all of this

  • @neumo5005
    @neumo5005 3 ปีที่แล้ว +1

    1:08
    OOOOH EC SWORE

  • @Syupweque
    @Syupweque 11 ปีที่แล้ว

    Try playing Dungeons and Dragons. Whether you are playing it or are the DM, it's an outlet. As a player, you can outlet through your backstory, (I've made several page long ones). As DM, the entire game or just the game world can be the outlet you need.

  • @persebra
    @persebra 9 ปีที่แล้ว

    Mad MaxLFury Road had absolutely excellent pacing.

  • @Dimbark
    @Dimbark 12 ปีที่แล้ว

    The first 30 minutes of a game is all about scientists complaining about their coffee--a narrative pacing rarely scene, as most games tend to start out in the action. Then it builds up to a survival horror theme with battling small creatures, the invasion becomes larger, eventually it builds up to small fights with the military, then HUGE fights with both organized forces--the military and the aliens--and ends with a giant climactic battle with crazy new gameplay rules.
    That's how.

  • @austincrist7581
    @austincrist7581 8 ปีที่แล้ว

    3:04The ending to Inception

  • @CoxTH
    @CoxTH 11 ปีที่แล้ว

    I hope you still have this attitude after these 8 months, but I can highly recommend using one of the "RPG Maker" programs, since they are fairly easy to use. After a few video tutorials you should be able to make your first (probably not perfect, but that's ok) game.

  • @Threnan17
    @Threnan17 11 ปีที่แล้ว

    Not really... that moment when you escape a monster and know that it is no longer following you is the respite, that moment when you take a deep breath and calm yourself, that is when the tension falls, however brief that moment is.

  • @zacharyjohnston4211
    @zacharyjohnston4211 11 ปีที่แล้ว

    NEVER too late to go back to school.

  • @fluffyInChains
    @fluffyInChains 10 ปีที่แล้ว

    To be fair, constantly raising the bar can be pretty exciting if you do a damn good job raising the stakes. (looking at you, Gurren Lagaan)

  • @cherrybiscottitouille3753
    @cherrybiscottitouille3753 8 ปีที่แล้ว +2

    Peaks and valleys, highs and lows, pick your friends, not your nose.

  • @miserablesmileface7062
    @miserablesmileface7062 9 ปีที่แล้ว

    This is the reason why people who say that random RPG battles have no place in modern games at all just did not think this through. It's just so... so... wrong. They are there to create the feeling of a long and wearisome journey.

  • @sparo241
    @sparo241 9 ปีที่แล้ว

    i have to say the drawings are awesome and funny :D