Am game dev, can confirm it's a miracle anything ever gets shipped. "Why is there a strange tomato behind this wall?" "Game crashes on boot without it /shrug"
Like how it is rumored that when EA made NASCAR video games in the early 2000s, there had to be a field goal post hidden under the world because it used the same engine as the Madden football games, and the game would break it if was removed.
@@Confron7a7ion7 Probably because that situation happened almost exactly with Team Fortress 2. There was/is a .jpeg of a coconut in the game files that for some godsforsaken reason is absolutely necessary for the game to even open.
An absolute classic example is Wing Commander. Closing the game would break the memory in a very specific way, so they just changed the error message to "Thanks for playing Wing Commander!"
Skyrim also has another funky behind the curtain thing. Every time you hear a disembodied voice, there is an actual npc hidden away that provides the voice that you hear in your head. This includes all the disembodied Daedric princes like Azura, Malacath and Meridia. Usually these npcs are just naked characters locked away in a cube somewhere. The strangest is Mephala, who we believe is behind a strange door in the Dragon's Reach palace. If we take a peak outside the geometry, we find that Mephala is an end table just floating behind those locked doors.
I just learned today that Skyrim's headless horseman is actually just a regular "living" NPC with a ghost filter slapped on - apparently the way to make live NPCs headless is to spawn them in and immediately make their head explode. Really tickles me for some reason
We need art of Mephala as an end table. it would be a funny easter egg if in a game we find the mephala/table and it has some spider appendages or something
There’s an amazing video from Game Maker’s Toolkit called “How Game Designers Solved These 11 Problems” and if you like this video you’ll love that one.
It's not even the first time Bioware has used that exact sprinting trick! Mass Effect 1 did the same thing where sprinting out of combat was just speed lines and a zoomed in camera that didn't actually increase your speed. In fact one of the selling points in the Legacy Collection was that in ME1 sprinting actually made you run faster now! What a novel concept!
I'm pretty sure ME3's out of combat sprinting is still no faster than the standard moving speed, but I'm glad ME1 got the upgrade since there was definitely a lot more fumbling around the environment in that one.
Ok, the pretend speed boost in Dragon Age Inquisition got me:D Speaking of Fallout and its weird solutions, New Vegas has another interesting bodge job- when you complete the game, your character is teleported to a room, where the endgame slideshow is displayed on a wall, view is locked to the first person and a player controls are disabled. So, it's not a cutscene, it's your actual character staring at a wall, with an NPC named "Ron the Narrator" standing behind it:)
They did the same thing in Mass Effect!!! Shep doesn't run one iota faster on the Normandy when you sprint. They just put a filter on your body to trick you. That little Shep jog around the bridge is the same as your walk speed. 🙃
I actually measured the "sprinting" horse once because I grew very suspicious. On rough terrain it is faster, but only because while sprinting, the horse tends to "bounce" off objects more, instead of getting stopped in the dead. But the difference is only 5-10%, so after that I never bothered to sprint on smooth terrain.
figured that one out via having a mod that adds animations to consumables then watching my courier take a lil sip of his canteen mid-end credits 💀 RIP to immersion
When I found out about the DA:I horse workaround I went back to play again and see if I could tell; turns out even knowing it's fake speed I feel 10x happier going "fast"... Brains are ridiculous and speedlines are amazing
The way unpacking is using a sort of forced perspective to hide the 3D ness of the scene while using the 3D space for rapid prototyping is really ingenious.
it's actually not as rare as it seems either. sprite layering has been done in a lot of game, heck there was one game that had a fake moving background... that wasn't really a background, but a layer in the terrain geometry.
I remember the days when actual 2D isometric games were starting to get annoyingly large. Like Baulders Gate taking 7 CDs or somesuch. Switching to an actual 3D engine and locking the camera angle made them much much smaller.
I love this kind of thing. People often tell me this kind of trivia ruins the magic for them, but for me, finding out how this stuff is done _is_ the magic.
Yeah, it's easy to just assume "oh they're the game developers, they can just code it in" but they often don't have the time so a creative solution that requires nothing new is often a better way to do it. Plus it's good to get modders thinking that way as they then start to uncover some really cool tricks. That's part of why modding for a game like Skyrim or Fallout 4 is fun because it *is* limited, so it forces you to problem solve.
We have a Danish mage/comedian who often goes into how he does the trick, except he never does, it's actually an other trick he is doing and you never realize the slight of hand he did.
I love the idea of your character from Fallout 3 running around the Wasteland with no idea and everybody around them going "They think they're on a train, don't tell them." I would assume that also means either the player, the train hat or the obscuro-vision wrist appliance simulates a train noise as well.
One trick I like from Oblivion is that after you become the Champion of Cyrodil, a statue of you appears in Bruma after a few days; the "statue" is just a copy of your player character and all their worn equipment at a specific point in the game (when you return after collapsing the big oblivion gate there), so if you happened to do that part of the quest in your underpants wielding a spoon… 😂 They just slap a stone shader on it and disable animation and damage. But with a few console commands you can make it an ordinary NPC again.
Ever the narcissist, my Dark Brotherhood character was forced to save Bruma wearing an Iron Cuirass and a skirt just to lock in that particular silhouette for her statue.
Baldur's Gate 2 did essentially the same thing. At one point your party can become the Heroes of Trademeet, and statues of all up-to-six of you are placed on pedestals around the fountain in the town square. Each of which is just a copy of one of your party members, sans equipment and petrified.
A *lot* of games do their statues that way. Why make a custom model when you can take the standard human model (which is already probably one of the best in the game anyways), put a single frame animation on it to pose it, and put a stone texture all over? Asheron's Call also did this.
In Half-Life 1, the guns are all weirdly shaped to be enormous at the barrel end and smaller at the trigger end, but the camera perspective makes you think that they're just regularly sized
I recently found out about Dying Light's mechanic, where instead of having thousands of grabable ledges for the player to grab, they just have one ledge that appears in front of the player when they need it through logic
I can taste the cheers of their level designers at the prospect of not having to manually place grab trigger volumes and then test all of them in my soul.
Wait, how the heck does it knows whether it's climbable or not tho? Does it calculate whatever the object model infront of you has something to grab on? Or something else?
@@AhmadWahelsa It probably does a check on if the edge matches certain parameters like minimum length and space around it, if it is vertical or horizontal and what type of object the ledge is on.
I took a creative writing class once, and one of the things the instructor said that has stuck with me, is that limitations breed creativity. That seems counterintuitive because limitations seem... well, limiting. His point was that limitations both streamline your efforts (since you can only work within certain parameters, you don't waste time and energy on something outside those parameters), and force you to look at what you DO have available from different perspectives. I feel like this list is a great example of the latter.
Fun thing about the Mario 64 infinite staircase. The DS port uses the exact same trick, but since the game has a minimap on the lower screen, you can see your character being teleported, thus ruining the illusion.
Fun fact: the original Xcom was secretly two games. The world map section where you shoot down UFO was one executable while the ground force tactical sections was another, with these two programs quietly swapping data and exiting/launching into the other to save on limited computer resources. Another one was Castle of Illusion Starring Mickey Mouse, which would send the player to a “secret level selection” if the game would ever enter into a crash state. They did this to ensure if the game would ever crash during SEGAs certification process (where the game is tested to ensure it does not have bugs)it would appear that whatever caused the crash was actually a deliberate secret.
Sonic 3D Blast used the same trick to sneak past the certification, and I'm sure there's a vid somewhere of Jon Burton (who worked on the game) whacking a running Mega Drive cartridge to show it.
Covert Action (from Sid Meier) was like that too: multiple .exe files for infiltration, wiretapping, cryptography, driving, surveillance. Neat concept, just most of the effort was put into the infiltration, which is just as well, since it was essential to completing missions.
This is why I end up down the rabbit hole of Zullie's FromSoftware vids, lol. The amount of things in FromSoftware games that are NPCs when you'd expect them to be objects or objects when you expect them to be NPCs is amazing. I love the kinds of things devs do to get something to work how they want it to in a game.
@@taylor3950 Zullie the Witch is probably the best for diving deep into FromSoftware cut content and how they coded certain stuff. Also just taking closer looks at characters, enemies, environments, etc. Vaati is there for all the lore for their games at least from Demon's Souls onward. I don't think he's done much on the Armored Core series or their other series.
i mean sure it requires some leaps of creativity to make work-arounds to get a specific effect. However *if you're the company that created the engine* then you should you know *make the engine do the things you want it to do* . I'm all for modders making cool stuff happen with some weird mechanical exploit, but the actual game devs shouldn't need to do that.
Or in Elden ring with the Mount mechanism. She's found multiple creatures that have mount points that were never used. (Eg Dragonflys) or how the Trolls pulling the carts work by having the spike act as NPC mounted on the Trolls.
If you want a other fallout one, in new vegas when you “sleep” with benny it literally just puts a black box over your head, he walks towards you and speaks then teleports above his bed and dies
als othe end credits rolle in New Vegas is just you, the player, stnading in a enpty room watching the slideshow with the camera locked while the narator, an actual NPC, stand next to you to give the recap
If anyone's curious, the ascending stair music from Mario 64 is called a Shepard scale. Christopher Nolan uses it a lot in his movies ("The Prestige," "The Dark Knight," and "Dunkirk").
I was amused to see how the final part of the "Trip To The Stars" side-quest in Fallout 4's Nuka-World DLC works. You're standing in a moving flying-saucer ride, but it's not the ride that's moving, it's the player. Console-command your way out of first-person mode and you can see the Sole Survivor spinning on the spot like a top at about 300kph.
My favorite Skyrim secret mechanic....Almost all mechanical devices, down to moving doors and boobytraps, are attached to invisible, intangible rabbits to give them movement
@@psychodrummer1567 it were I think we'd have an NPC somewhere called Nutty Ron or something who'd go around telling everyone he distrusts anything mechanical because "when I was young see, a rabbit bit me nose off, it did!" And the player would indeed see Nutty Ron is also noseless Ron but have no idea how that's connected to his leporiphobia, oh silly silly Ron... until they somehow work in a boundary break in the plot and we somehow SEE the rabbits that move the mechanical devices and whenever we'd meet Nutty Ron (whom we'd now just call 'Ron') we'd have a conversation options that goes "Rabbits... *nods*" to which Ron himself just replies with a grim "Told ye, guv". ... Man now I want a Discworld-esque Skyrim-clone.
@@goranisacson2502 I wouldn't want one, because: 1) this shit is way funnier when it's in your imagination and 2) the world of Disc slightly keeps evolving throughout the books: telegraphs, press, trains - at what point in Discworld's history/timeline you'd set the game? The adventure games were set before the first permanent change, but the games were from the early 90's.
I now wonder if they for some reason did something similar with Assassin's Creed Origins, because riding along speedily sure looks fast, but doesn't really feel like it
Can't wait to hear about the OXbox workaround for filming these videos. The production crew couldn't find a white backdrop so instead they just use Jane's Endless White Timeout Room. As a bonus, it has surprisingly good acoustics for a featureless void.
What would be funny is if they couldn't find a white background, they us a green screen background and superimpose white onto it for the video during edit.
The first raid of World of Warcraft, Molten Core, was not actually planned. When they realized they were not going to be able to get Blackwing Lair done on time, they tasked a small group to throw something together. However, the team doing this work didn't have a whole lot of tools in the game to keep track of things. In order to track your progress in the raid, when you complete an objective like killing a boss it would also kill a critter in a hidden room. Then when the game was checking if, for example, you had completed the requirements for spawning Ragnaros it would check on what critters were dead in that room.
This is exactly how it was done in starcraft 1 maps that require i.e. numeric variable arrays. That game didn't have numeric variables (except kill counts), and its flag system was clunky and inflexible, so often to store a data value you would spawn/remove units out of sight and then count them. This trick was a common knowledge in mapmaking community, so I guess WoW devs may have just remembered the old days...
One of my favorites is also from Fallout. The intro and epilogue movies arent actually working the way you think. Your character is teleported into a room and all the controls are locked. In the room theres a large square screen that plays the video portion, perfectly placed to look as if youre not even in a room at all. But thats not all! Behind the screen is an npc (or multiple, idk if it has multiple when there are multiple voices in the video, or they all come from the 1 npc) who is the REAL source of of the narration. So its basically Ron Perlman sitting there talking to you from behind a giant flatscreen tv.
Another neat trick in skyrim is the mannequins and statues are all NPC with no AI. Sometimes when loading in an area their AI will be active for a brief moment before being turned off again causing them to walk around.
One of my favorite RPGMaker games, Legacies of Dondoran, pulled off the impressive feat of having Diablo-style skill trees in a game engine that had no functionality for making skill trees built into it. How did they do it? Each character's skill tree was a map, the skill nodes were physical objects, and the "cursor" was your character walking around and interacting with them. 😆It looked janky but the results were great.
I've seen this in other games as well. Anything from turning the player character into a glowing point walking over a map texture to simulate fast travel to becoming a cursor to navigate a fake website. There's quite some creativity to those.
In Mass Effect 2 you get a video call from Admiral Hackett. Rather than just have a preset video, BioWare instead has the Admiral loaded in just offscreen and then overlays a camera feed of him talking in real time onto the computer and then adds some extra effects on top to make it look like a screen.
Thats actually a super common trick. The reason is that video takes up lots of memory space. So if you can recreate a video with assets that are already in the game anyway you can save a bunch of space. This was even more important in the past where Ram was super limited.
Same in Vampire the Masquerade: Bloodlines with the Newscaster. In levels that have a TV that can play the news, theres always a hidden box outside of the normal level with the Newscaster sitting behind his desk.
Yeah, I got suspicious, when the same route took the same time with and without sprinting. After that I tested the horse, and I determined that the speed is basically the same, but sprinting is still faster on rough terrain because while sprinting the horse maintains max speed and doesn't get stuck on many things, that stop you otherwise. Turning the horse on the other hand is harder when sprinting, and requires more room. After that I only used the sprint on rough, and fairly wide terrain. Even so the time difference was just 5-10% so it wasn't a huge save.
@@BouncingTribbles My little sister found a kitten at a gas station and her husband (our DM) decided that the kitten should be called Mimic and that there would now be mimics that turn into cute woodland creatures and lure people to their doom. Little does he know that since we're playing *my* campaign next and they are in the midst of traveling literally to the other end of the country on foot, this will happen to them now.
It's hardly a "workaround" like the ones in this video, but the day I learnt the iconic door opening/stair climbing animations in PS1 era resident evil were just loading screens, my mind was blown.
When in game development, you asked if you're creative, they're not referring to artwork, model work, mechanics, etc, they're referring to "Are you creative enough to make workarounds to problems you might encounter, but can't go back to to fix that specific things, because it might fuck up other things?"
In the lead up to the 20th anniversary of Metroid Prime one of the original devs revealed a bunch of stuff about the development process. My favourite being the static effect caused by certain enemies, as the Gamecube had insufficient memory to convincingly render the static texture, the game code itself was rendered to achieve the same effect!
Just earlier today I learned about how the Headless Horseman in Skyrim is headless because his head explodes right after he spawns in. Now that is a workaround that will blow your mind!
My favorite one of these is in PT where they hide the super scary lady character behind you, she's always there she's just always behind you just out of your vision.
In portal 2, because they had no way to animate a camera travelling through a portal in a cutscene, the moon at the end of the game is actually under the final boss room, upside down. The portal you travel through is a hole in a very thin floor with a fake portal effect around it. Additionally, it doesn’t matter which portal you shoot at the moon as it will automatically swap it to be blue, to ensure the pace is maintained.
The SM64 staircase is why the Backwards Long Jump skip works. By using a glitch to go really fast you can be in the looping section on one frame, and past the bit that teleports you backwards on the next, skipping over it.
Hilariously, they also used the same technique in the DS version. Only problem is they added a mini map to the second screen which would jump around like crazy when you ran up ,much like the camera in this video except just in the game without hacks.
A friend who was a game dev told me that, while working on a helicopter simulator for the army (it might have been more general purpose, but anyway), he was requested to add animals into the sim for a dash of realism. To cut corners, he decided to basically take the standard "enemy combatant" base, remove all weapons from it, give it a Kangaroo skin + animations and leave the rest of the previous A.I. there. For the most part, this was satisfactory: you could dive towards a group of kangaroos, and they would all scatter like a bunch of spooked animals. Nice! Problems arose however, during further testing when in a map that supposably only had animals but no enemies, the helicopters were being suddenly blown out of the air. What gives? After some testing it was found that kangaroos weren't necessarily just randomly scattering: some of them were fleeing to the nearest bunkers, grabbing rocket launchers and shooting the helicopter down. After all, while the kangaroos started with no weapons, the A.I. directions of "retreat and re-arm" were entirely intact!
Another work around: in half life 2, every time you see an npc on a screen, that npc is actually in a hidden room below the map. If only the NPCs face would be visible, this npc model usually will be a cut down version without legs.
It's a trick seen in other games that need a model so it can make the effect. I believe Arkham City uses it for Riddler projections, so if you go out of bounds there's a plain white room with the Riddler stood in it.
I came to the comments to say the same thing. For instance, the Breencasts are Breen sitting in a tiny room with just his desk and the background you can see on the camera.
I remember in _Tomb Raider_ (on the PS1) there's one puzzle where you move a block out of a pillar, causing it to collapse and alter a nearby room to proceed. What it technically does is swap out the adjacent room entirely, while playing some audiovisual effects to imply what happened. The same puzzle was executed similarly in its PS2 remake (Tomb Raider Anniversary), which also included developer commentary about it.
I would like to think in fallout that when the NPC goes running by with the train hat on that there is another NPC just sitting there in front of his check who glances at his wrist and goes, "Well, looks like Bills running a little behind today" then goes back to eating his CRAM and talking to his cats....his many, many cats
Mind officially blown. The only one of these I'd run across was the Fallout train, just goes to show that there's so many weird things that devs have done as workarounds that you're unlikely to ever run across them all.
In Morrowind, all items belong to specific characters (it's how the guards know what's stolen in your inventory). Most lootable items actually belong to an NPC that is located in a cell completely disconnected from the rest of the game world; since he can't spawn into the world, his items can be taken without counting as stolen. Also, a better-known one from the same game, but Almalexia's ban on levitation in Mournhold is less about . . . whatever reason is given in-game, and is actually there to keep players from running into the "ceiling" of the indoor cell that the city occupies.
I think I heard about WoW using invisible rabbits for a lot of the spells. Instead of the character or enemies casting a spell at a given area, there's an invisible rabbit that gets spawned and the spell is cast as an area of effect around that rabbit.
There's a neat line about it in-game: 'Before one can truly understand the artistry of weaving a spell, one must first ask themselves how many bunnies can you see? When you understand the meaning of this question, the foundation of the universe will become more clear.'
Want another for the future? In FFXIV the battle vs Leviathan is on a boat that can get knocked back and forth in a rocking motion, the developers said the engine couldn't support the platform rocking so they made it look like it did by rotating the background back and forth.
Oh yeah, Star Trek Online uses a game engine that doesn't support moving platforms(well, in the traditional sense)... so when they made a mission where you stand in an elevator, that had the elevator shaft as moving geometry. Notably, unlike most real elevators, this one you enter the front of the cab and exit the BACK of the cab. It spawns/despawns terrain to make you think you're in a different level of the building.
@@zafranorbian757 Ah, were you also one of those lucky people who spent days(or months... or years?) tinkering with the Foundry? So much fun..... but hol----- was it fickle to work with. :D Maybe look up Foundry Roundtable if you want to see examples? We had a BLAST with that.
@@marhawkman303 Oh I played plenty of foundry missions or even campaigns back then. Only tinkered a little bit with it myselve though. Such a shame that they removed it. So many stories people put their heart into.
Saying the Mario music "uses octaves" is like saying a doctor "cuts you with a knife" to heal you. True, but a little more nuanced. The Shepard tone works because the high note is loud, the low note is quiet, and as you go up the scale the quiet notes get louder and the loud notes get quieter until they cross over, and repeat, so it sounds like it's constantly getting higher. You combine this with the tritone paradox (set another Shepard tone half way between the other one) and people can't tell whether it's higher or lower.
Dead Cells is another that is 3D but rendered to look 2D - but - as was revealed at a GDC talk - there are also hidden helpers in the game that if you are just short of making a jump or other action, the game will move you a touch closer to make it giving you a "phew, I just made that!" feel to the gameplay.
Don't want to blow your mind but almost all modern games have mechanics to give you phew moments, from cod who have the red screen effect appear sooner than what your health actually would reflect to any platformer giving the player a jump when they are already off the platform
Is not like the game tries to hide it, your protagonist and almost every monster in the prison cells is rendered in 3D, what actually baffles me is the amount of entities that are just sentient paintings, sometimes the program does an oopsie and let's you see the entire cardboard turn around.
That "jumped anyway even though I already stepped off the platform" in 2D games dates all the way back to Super Mario Brothers (possibly even further back) and if I remember correctly is called "hamburger time." (Which might actually be where it really originated from.)
Skyrim mannikins are also NPCs that just have a script that makes them not move (though I think you've brought this up in a previous video). That's why they sometimes wander away; the script took too long to fire in the loading screen.
Hey, I've used NPCs as vehicle control a number of times when game modding. Just that instead of an actual NPC I use their stats and behaviors on a small ball and tell it to walk/roll through a trench so it is as if the vehicle is jittering around on tracks.
OMG I KNEW IT! i knew that bloody mount wasnt sprinting at all in DAI, the animations seemed just so wrong from the get go. Ohhh i've always hated the mounts in that game, thanks for for the conformation.
One of my favourite workarounds is the radio conversations in Resident Evil 4 and how they are created. It's quite creepy when you see the camera is pulled back.
Love the list! One of my favorites was that Morrowind would stealth-reboot your Xbox during certain loading screens when it was running low on memory (as revealed by Todd Howard in later interviews). And to get really old-school...some of the earliest home computer floppy drives (think 5.25" for the Commodore 64) had no way of knowing where the read head was positioned on the disk. So if they needed to make sure they were reading from the start of the disk, the only option was to seek backwards as many times as the disk had sectors. Given that they were usually nowhere near the end, this tended to result in a machine-gun sound effect as the head slammed up against the start point a few dozen times. Still better than games on cassette tape....
It’s always nice to learn something new about your favorite game even after so long. Even if i didn’t really use thd mounds in inquisition. I was to busy collecting everything in my path. Mainly Elfroot to be honest.
Not a named character but during my run of Skyim I had a pretty funny bug partaining bodies. Usually those just disappear after a couple of days but when I was attacked by the Dragonborn cultists inside Skyhold they were killed by me and the town guard and then proceeded to remain laying there in the middle of the road in front of the blacksmith´s shop where people stumble over them and kids tend to run around for the rest of playthrough.
The Fallout train thing is the equivalent of watching Lord of the Rings and you get to the Virgo scene where he breaks his toe. Everyone already knows, but you just have to say it
The who broke what? Two things I haven't herd about before today. And I actually remember the excuse Fawkes gives for not entering the chamber if you haven't loaded the Broken Steel DLC because I finished the game before that DLC was released! "I can not rob you of your destiny." my ass! Get in there Fawkes!
@@Chris_Sizemore In the second Lord of the Rings movie Aragorn kicks a helmet and then falls to his knees crying in grief. What actually happened on set was that they took several takes over and over and because it was an actual metal helmet Viggo broke his toe, and the pain of doing so made the yell so visceral that was the version they used in the final cut. In a similar vein there’s a scene in the first movie where an orc throws a knife at Aragorn who uses his sword to deflect it out of the air. The original choreography was for the knife to go harmlessly past Viggo, but the stuntman missed so Viggo had to actually parry an actual knife that was going straight for his head, and once again that was the version they used in the final cut.
Another famous "ah heck, it's better if we leave it in" moment is during the Simpsons, where Homer is dancing around yelling "I am so smart! S-M-R-T!" That was actually Homer's voice actor flubbing the line and misspelling SMART, but the producers thought it was so funny they left it in.
The scenes in Metal Gear where the characters are communicating were made by having the character models standing in a room side by side with a screen in front of them.
In Hitman 2's Miami Level, Sierra and Moses Lee hang out behind a specific piece of signage on the track near the medical bay, and aren't called in until the race finishes and Sierra and Moses exit their cars.
the reason its underrated is because it was originally a Vita game, and on top of that it was a Vita game that a lot of the time didnt work, there were sections where you'd bribe guards to get past just for them to let you through then immediately agro on you or sections where you had to hold the Vita camera to a light to progress and the Vita camera just would not identify any light, it was a god damned train wreck
"Fallout games aren't known for their vehicles." Me: *cries in Fallout 2's Corvega* Also, Fallout 3's ending is possibly one of the biggest sources for the roasts it has well-deservedly gotten in the past decades.
@@jbrou123 There is in fact a warp drive concept that would work by moving the space around you in a way that would "push" you. It's not exactly like Futurama, but it's definitely close.
In BotW, all the faraway objects are 2D so it wouldn’t tax the system memory to load them in. It isn’t like you would normally see such a detail from faraway anyways. They use that trick for various arena backgrounds in Smash (and bonus: they also use the endless stair trick for arenas like Big Blue and Spirit Tracks, albeit it’s the ground moving and teleporting, not the characters)
It's less of a workaround and more "oh, so that's why THAT happened", but my favourite is the story of the dancing baguette boy in Bioshock Infinite's Buried at Sea DLC.
Aw, you're telling me that the one fallout 3 dlc I didn't play had my character sprinting full speed wearing a train hat and I missed out on that... Dang it
In the second Doom game a creature called the Archvile was introduced his gimmick is he resurrects dead enemies. As the Archvile is walking he checks periodically to see if there is anything nearby flagged as a corpse if there is he plays the death animation of the deceased enemy in reverse. The only monsters the Archvile can't revive is the Cyberdemon, Spider Mastermind, Pain Elemental, Lost Soul and other Archviles.
Another take on that - Gotham Knights' bike feels a lot slower than the Batmobile from Arkham Knight despite being roughly the same speed (according to Digital Foundry)
A lot of isometric or sprite games use that secret third dimension. I remember being shocked at finding out how much of the sprite Pokemon games or certain fighting games were actually 3-D modeled.
Loved this episode everyone! Your usual "7 things" videos are very entertaining, but this one cranked up the education (aka useless trivia to geek out over and impress my geeky friends with) level!
In Skyrim Hearthfire the planters (flower pots) for your vegetables and flowers are actually an invisible NPC hidden underground, who's just a Nord man in his underpants. He "holds" your plants for you. So please know the home you built for your Skyrim family is full of invisible naked men and sleep well!! (Obligatory: It just works.)
Here's an old example for you - in the original Elite (released 1984 on the BBC Micro), in whic you fly a ship around space to visit space spations and fight enemy ships and such...you're not actually flying through space. Your ship is stationary, and it's the SPACE that moves around you, I think because that was easier to program back in the day.
I've heard that it's due to limited/no floating point accuracy, as you get further away from the origin point the accuracy gets worse and worse, such that returning to your original position as well as positioning items in the game world become impossible. So to work around it, the character model is held static as you say. A game that famously had issues with this is minecraft, it doesn't use static character locations, and once you got far enough away from the spawn location the world would start to break. This might be fixed in newer versions but it definitely used to be an issue.
@@jfwfreo that's why I said limited/no floating point support, because I was talking about both situations, of which the BBC Micro is only one. I know the BBC micro didn't have it, it used a 6502.
There's also the camera and prop trickery with Gwendolyn's cutscene, where the lengthening hallway is just a wall moving backwards through the already super long hallway beneath where you trigger the fight, and you get teleported down there during the cutscene.
Interesting thing about the infinite stairs; if you go too fast, the stairs cannot teleport Mario back and he can go to the top with less than 70 Stars. Normally the player can't reach such speeds, but there is a certain trick called Backwards Long Jumping (or BLJ) that Mario 64 speed runners use to surpass the speed requirements.
Basically any game that has you squeezing through a tight corridor is just hiding a loading screen. The engine for Days Gone couldn't cope with motorbikes, so your bike is a car folded in half and half is invisible.
Your computer is a rock that we tricked into thinking by blasting it with light and hurling leashed lightning through it, generated through alchemical secrets.
In one of my first Unity games, I actually also build a 2D-game in a 3D space :3 It is just SOOO much more practical, because you can use alot of functions only in a 3D space.
Hi, I'm a Dragon Age superfan who is still playing Inqusition after 8 years, and after romancing Solas I didn't think there was much more it could do to hurt me.
Dare I mention that there's a workaround for the workaround in Super Mario 64 that's heavily used by speedrunners? Mario's forward movement is capped to a certain amount, but in most releases from back in the day his backward movement can increase indefinitely. Speedrunners long-jump BACKWARDS up the stairs to gain enough speed to basically ignore the Endless Staircase's warp trick and reach the top of the stairs without earning 70 stars.
Very cool video game tricks. The ingenuity and creativity of many of these game developers is outstanding I mean it's a fine line between resourceful, cheap, and lazy
Am game dev, can confirm it's a miracle anything ever gets shipped. "Why is there a strange tomato behind this wall?" "Game crashes on boot without it /shrug"
No you can't remove it, it's a load-bearing tomato
Like how it is rumored that when EA made NASCAR video games in the early 2000s, there had to be a field goal post hidden under the world because it used the same engine as the Madden football games, and the game would break it if was removed.
This sounds very oddly specific...
@@Confron7a7ion7 Probably because that situation happened almost exactly with Team Fortress 2. There was/is a .jpeg of a coconut in the game files that for some godsforsaken reason is absolutely necessary for the game to even open.
also the many, many mystery coins in various Nintendo games.
An absolute classic example is Wing Commander. Closing the game would break the memory in a very specific way, so they just changed the error message to "Thanks for playing Wing Commander!"
It's a feature now
The tradition carries on in their newest decade old game still in development, Star Citizen.
That's been debunked, it happened during development but when the game came out they already fixed it
Skyrim also has another funky behind the curtain thing. Every time you hear a disembodied voice, there is an actual npc hidden away that provides the voice that you hear in your head. This includes all the disembodied Daedric princes like Azura, Malacath and Meridia. Usually these npcs are just naked characters locked away in a cube somewhere. The strangest is Mephala, who we believe is behind a strange door in the Dragon's Reach palace. If we take a peak outside the geometry, we find that Mephala is an end table just floating behind those locked doors.
the same is true in the Bethesda fallout games for interactive objects that have dialogue options, and the ending slide screens
I just learned today that Skyrim's headless horseman is actually just a regular "living" NPC with a ghost filter slapped on - apparently the way to make live NPCs headless is to spawn them in and immediately make their head explode. Really tickles me for some reason
I remember that for the Fallout games, they have a hidden "Ron the Narrator" npc who does Ron Perlman's voice for the prologue and epilogue
We need art of Mephala as an end table.
it would be a funny easter egg if in a game we find the mephala/table and it has some spider appendages or something
@@TheAzulon That's how Choo Choo Charlie's get created…
I love stuff like this. It feels like seeing a really cool car and then finding out it runs by having a bunch of rats running on wheels, it's amusing
Who told you about the rats??
If you like this look up boundary break.
@@KaZuKan haha, well #1 was easy to guess actually. the way the game layers things to complexly just didn't feel workable for a true 3-d game.
So my Honda Prelude?
There’s an amazing video from Game Maker’s Toolkit called “How Game Designers Solved These 11 Problems” and if you like this video you’ll love that one.
It's not even the first time Bioware has used that exact sprinting trick! Mass Effect 1 did the same thing where sprinting out of combat was just speed lines and a zoomed in camera that didn't actually increase your speed. In fact one of the selling points in the Legacy Collection was that in ME1 sprinting actually made you run faster now! What a novel concept!
Ten years later and I am validated. I knew I was being deceived!
That is not even ingenious. That is straight up *disrespectful*
I'm pretty sure ME3's out of combat sprinting is still no faster than the standard moving speed, but I'm glad ME1 got the upgrade since there was definitely a lot more fumbling around the environment in that one.
Ok, the pretend speed boost in Dragon Age Inquisition got me:D
Speaking of Fallout and its weird solutions, New Vegas has another interesting bodge job- when you complete the game, your character is teleported to a room, where the endgame slideshow is displayed on a wall, view is locked to the first person and a player controls are disabled. So, it's not a cutscene, it's your actual character staring at a wall, with an NPC named "Ron the Narrator" standing behind it:)
They did the same thing in Mass Effect!!! Shep doesn't run one iota faster on the Normandy when you sprint. They just put a filter on your body to trick you. That little Shep jog around the bridge is the same as your walk speed. 🙃
Oh is that why I see "You take a sip of your trusty vault 13 canteen"
I actually measured the "sprinting" horse once because I grew very suspicious. On rough terrain it is faster, but only because while sprinting, the horse tends to "bounce" off objects more, instead of getting stopped in the dead. But the difference is only 5-10%, so after that I never bothered to sprint on smooth terrain.
I'm almost positive that Mass Effect sprint out of combat did the exact same thing
figured that one out via having a mod that adds animations to consumables then watching my courier take a lil sip of his canteen mid-end credits 💀 RIP to immersion
When I found out about the DA:I horse workaround I went back to play again and see if I could tell; turns out even knowing it's fake speed I feel 10x happier going "fast"...
Brains are ridiculous and speedlines are amazing
The way unpacking is using a sort of forced perspective to hide the 3D ness of the scene while using the 3D space for rapid prototyping is really ingenious.
it's actually not as rare as it seems either. sprite layering has been done in a lot of game, heck there was one game that had a fake moving background... that wasn't really a background, but a layer in the terrain geometry.
I think people were also as shocked when realizing that Among Us scenes use this format (:
I remember the days when actual 2D isometric games were starting to get annoyingly large. Like Baulders Gate taking 7 CDs or somesuch. Switching to an actual 3D engine and locking the camera angle made them much much smaller.
I love this kind of thing. People often tell me this kind of trivia ruins the magic for them, but for me, finding out how this stuff is done _is_ the magic.
It's like a magic show in Vegas. The magician makes you think one thing is happening, but the reality is quite different.
Yeah, it's easy to just assume "oh they're the game developers, they can just code it in" but they often don't have the time so a creative solution that requires nothing new is often a better way to do it. Plus it's good to get modders thinking that way as they then start to uncover some really cool tricks. That's part of why modding for a game like Skyrim or Fallout 4 is fun because it *is* limited, so it forces you to problem solve.
We have a Danish mage/comedian who often goes into how he does the trick, except he never does, it's actually an other trick he is doing and you never realize the slight of hand he did.
Mm, everyone's different, and thank the gods for that.
I love the idea of your character from Fallout 3 running around the Wasteland with no idea and everybody around them going "They think they're on a train, don't tell them." I would assume that also means either the player, the train hat or the obscuro-vision wrist appliance simulates a train noise as well.
if I saw someone running around with a full sized train car on their head I'd definitely not want to mess with them
@@Feasco I’d think they got a strong neck
Train Hat subliminally makes you yell "chugga chugga chugga chugga" to cover up the sound of your own footsteps.
@@lisah-p8474 lol then it goes from “Look they think they’re on a train to now they think they *are* the train”
"Dodes'ka den! Dodes'ka den! Dodes'ka den!"
One trick I like from Oblivion is that after you become the Champion of Cyrodil, a statue of you appears in Bruma after a few days; the "statue" is just a copy of your player character and all their worn equipment at a specific point in the game (when you return after collapsing the big oblivion gate there), so if you happened to do that part of the quest in your underpants wielding a spoon… 😂
They just slap a stone shader on it and disable animation and damage. But with a few console commands you can make it an ordinary NPC again.
And that's Skyrim's mannequins too, except they can sometimes start moving lol
@@eduardobarreto5555 Which isn't absolutely horrifying at all!
Ever the narcissist, my Dark Brotherhood character was forced to save Bruma wearing an Iron Cuirass and a skirt just to lock in that particular silhouette for her statue.
Baldur's Gate 2 did essentially the same thing. At one point your party can become the Heroes of Trademeet, and statues of all up-to-six of you are placed on pedestals around the fountain in the town square. Each of which is just a copy of one of your party members, sans equipment and petrified.
A *lot* of games do their statues that way. Why make a custom model when you can take the standard human model (which is already probably one of the best in the game anyways), put a single frame animation on it to pose it, and put a stone texture all over? Asheron's Call also did this.
In Half-Life 1, the guns are all weirdly shaped to be enormous at the barrel end and smaller at the trigger end, but the camera perspective makes you think that they're just regularly sized
I recently found out about Dying Light's mechanic, where instead of having thousands of grabable ledges for the player to grab, they just have one ledge that appears in front of the player when they need it through logic
I can taste the cheers of their level designers at the prospect of not having to manually place grab trigger volumes and then test all of them in my soul.
Wait, how the heck does it knows whether it's climbable or not tho? Does it calculate whatever the object model infront of you has something to grab on? Or something else?
@@AhmadWahelsa It probably does a check on if the edge matches certain parameters like minimum length and space around it, if it is vertical or horizontal and what type of object the ledge is on.
@@LittlepipMLP wait, which ledge lets me do this?
I took a creative writing class once, and one of the things the instructor said that has stuck with me, is that limitations breed creativity. That seems counterintuitive because limitations seem... well, limiting. His point was that limitations both streamline your efforts (since you can only work within certain parameters, you don't waste time and energy on something outside those parameters), and force you to look at what you DO have available from different perspectives. I feel like this list is a great example of the latter.
Fun thing about the Mario 64 infinite staircase. The DS port uses the exact same trick, but since the game has a minimap on the lower screen, you can see your character being teleported, thus ruining the illusion.
Fun fact: the original Xcom was secretly two games. The world map section where you shoot down UFO was one executable while the ground force tactical sections was another, with these two programs quietly swapping data and exiting/launching into the other to save on limited computer resources. Another one was Castle of Illusion Starring Mickey Mouse, which would send the player to a “secret level selection” if the game would ever enter into a crash state. They did this to ensure if the game would ever crash during SEGAs certification process (where the game is tested to ensure it does not have bugs)it would appear that whatever caused the crash was actually a deliberate secret.
Sonic 3D Blast used the same trick to sneak past the certification, and I'm sure there's a vid somewhere of Jon Burton (who worked on the game) whacking a running Mega Drive cartridge to show it.
Wow that's actually shady, did they game had any way to uncrash your game or the level was a softlock?
@@massgunner4152 Select a level from the menu and you were good to go.
Covert Action (from Sid Meier) was like that too: multiple .exe files for infiltration, wiretapping, cryptography, driving, surveillance. Neat concept, just most of the effort was put into the infiltration, which is just as well, since it was essential to completing missions.
@@wraithcadmus It's on his TH-cam channel, Coding Secrets.
This is why I end up down the rabbit hole of Zullie's FromSoftware vids, lol. The amount of things in FromSoftware games that are NPCs when you'd expect them to be objects or objects when you expect them to be NPCs is amazing. I love the kinds of things devs do to get something to work how they want it to in a game.
It's as fascinating as the tricks of 3D animation, for similar reasons.
Thanks for the rec!
@@taylor3950 Zullie the Witch is probably the best for diving deep into FromSoftware cut content and how they coded certain stuff. Also just taking closer looks at characters, enemies, environments, etc. Vaati is there for all the lore for their games at least from Demon's Souls onward. I don't think he's done much on the Armored Core series or their other series.
i mean sure it requires some leaps of creativity to make work-arounds to get a specific effect. However *if you're the company that created the engine* then you should you know *make the engine do the things you want it to do* . I'm all for modders making cool stuff happen with some weird mechanical exploit, but the actual game devs shouldn't need to do that.
Or in Elden ring with the Mount mechanism. She's found multiple creatures that have mount points that were never used. (Eg Dragonflys) or how the Trolls pulling the carts work by having the spike act as NPC mounted on the Trolls.
If you want a other fallout one, in new vegas when you “sleep” with benny it literally just puts a black box over your head, he walks towards you and speaks then teleports above his bed and dies
I find that oddly comforting. [Shudders at the thought of Benny saying "nice charlies".] 🤢
@@lisah-p8474 I don't know what they paid Matthew Perry, but I can't help but feel that money could've been used more wisely.
@Siiixers For sure. There's "phoning it in", and then there's whatever THAT was.
als othe end credits rolle in New Vegas is just you, the player, stnading in a enpty room watching the slideshow with the camera locked while the narator, an actual NPC, stand next to you to give the recap
Wait, that isn't how sex works?
If anyone's curious, the ascending stair music from Mario 64 is called a Shepard scale. Christopher Nolan uses it a lot in his movies ("The Prestige," "The Dark Knight," and "Dunkirk").
The thumbnail. I don’t care how many times I hear the train hat explained it still amazes me every time.
I was amused to see how the final part of the "Trip To The Stars" side-quest in Fallout 4's Nuka-World DLC works. You're standing in a moving flying-saucer ride, but it's not the ride that's moving, it's the player. Console-command your way out of first-person mode and you can see the Sole Survivor spinning on the spot like a top at about 300kph.
Video games have a lot in common with movies.
My favorite Skyrim secret mechanic....Almost all mechanical devices, down to moving doors and boobytraps, are attached to invisible, intangible rabbits to give them movement
Really? That sounds like something out of Terry Pratchett novel!
It just works
Ghost (rabbit) in the machine
@@psychodrummer1567 it were I think we'd have an NPC somewhere called Nutty Ron or something who'd go around telling everyone he distrusts anything mechanical because "when I was young see, a rabbit bit me nose off, it did!" And the player would indeed see Nutty Ron is also noseless Ron but have no idea how that's connected to his leporiphobia, oh silly silly Ron... until they somehow work in a boundary break in the plot and we somehow SEE the rabbits that move the mechanical devices and whenever we'd meet Nutty Ron (whom we'd now just call 'Ron') we'd have a conversation options that goes "Rabbits... *nods*" to which Ron himself just replies with a grim "Told ye, guv".
... Man now I want a Discworld-esque Skyrim-clone.
@@goranisacson2502 I wouldn't want one, because:
1) this shit is way funnier when it's in your imagination and
2) the world of Disc slightly keeps evolving throughout the books: telegraphs, press, trains - at what point in Discworld's history/timeline you'd set the game?
The adventure games were set before the first permanent change, but the games were from the early 90's.
I now can’t unsee the speed not change in dragon age inquisition… how did I miss that!
Apparently, very easily.
The speed is a lie!
I recall this being very infamous back in the day, rather than inventive it was considered an offense towards horseback in videogames
I now wonder if they for some reason did something similar with Assassin's Creed Origins, because riding along speedily sure looks fast, but doesn't really feel like it
I always wondered why that gallop seemed so slow.
Can't wait to hear about the OXbox workaround for filming these videos. The production crew couldn't find a white backdrop so instead they just use Jane's Endless White Timeout Room. As a bonus, it has surprisingly good acoustics for a featureless void.
What would be funny is if they couldn't find a white background, they us a green screen background and superimpose white onto it for the video during edit.
They were also worried that they'd have to record without Mike, but then found him IN the Endless White Timeout Room! How fortuitous.
The first raid of World of Warcraft, Molten Core, was not actually planned. When they realized they were not going to be able to get Blackwing Lair done on time, they tasked a small group to throw something together. However, the team doing this work didn't have a whole lot of tools in the game to keep track of things. In order to track your progress in the raid, when you complete an objective like killing a boss it would also kill a critter in a hidden room. Then when the game was checking if, for example, you had completed the requirements for spawning Ragnaros it would check on what critters were dead in that room.
This is exactly how it was done in starcraft 1 maps that require i.e. numeric variable arrays. That game didn't have numeric variables (except kill counts), and its flag system was clunky and inflexible, so often to store a data value you would spawn/remove units out of sight and then count them. This trick was a common knowledge in mapmaking community, so I guess WoW devs may have just remembered the old days...
Or the invisible rabbit you killed to complete quests that didn't involve killing things, lol.
Invisible alligator canoes and train-headed speedsters are being added to the list of weird stuff my gaming group is going to have to face.
you should add the magical rabbits that run all of skyrims mechanical contraptions
One word: Mimic.
One of my favorites is also from Fallout. The intro and epilogue movies arent actually working the way you think. Your character is teleported into a room and all the controls are locked. In the room theres a large square screen that plays the video portion, perfectly placed to look as if youre not even in a room at all. But thats not all! Behind the screen is an npc (or multiple, idk if it has multiple when there are multiple voices in the video, or they all come from the 1 npc) who is the REAL source of of the narration. So its basically Ron Perlman sitting there talking to you from behind a giant flatscreen tv.
Another neat trick in skyrim is the mannequins and statues are all NPC with no AI. Sometimes when loading in an area their AI will be active for a brief moment before being turned off again causing them to walk around.
This freaked the hell out of me the first time I saw it.
Thus scaring the shit out of several generations of players
One of my favorite RPGMaker games, Legacies of Dondoran, pulled off the impressive feat of having Diablo-style skill trees in a game engine that had no functionality for making skill trees built into it. How did they do it? Each character's skill tree was a map, the skill nodes were physical objects, and the "cursor" was your character walking around and interacting with them. 😆It looked janky but the results were great.
I love this trick, one of my favorites!
That's an incredibly creative solution. I love when people come up with stuff like that.
I've seen this in other games as well. Anything from turning the player character into a glowing point walking over a map texture to simulate fast travel to becoming a cursor to navigate a fake website. There's quite some creativity to those.
The sky cube around the camera trick used to be the industry standard.
11:51 that's just how we actually pilot our canoes in Louisiana. AC nailing the historical accuracy once again.
In Mass Effect 2 you get a video call from Admiral Hackett. Rather than just have a preset video, BioWare instead has the Admiral loaded in just offscreen and then overlays a camera feed of him talking in real time onto the computer and then adds some extra effects on top to make it look like a screen.
Thats actually a super common trick. The reason is that video takes up lots of memory space. So if you can recreate a video with assets that are already in the game anyway you can save a bunch of space. This was even more important in the past where Ram was super limited.
Half life 2 also does this
Same in Vampire the Masquerade: Bloodlines with the Newscaster. In levels that have a TV that can play the news, theres always a hidden box outside of the normal level with the Newscaster sitting behind his desk.
@Hologi Lion And then as a Malkavian, you can even talk to him behind the "sceen"
On the DAI thing, I fluffing knew it! It always felt wrong, and I appreciate the vindication. I still pressed sprint though just in case. 😅
Me playing DAI: "This sprint is such a minor boost, I could swear it's doing nothing at all."
Well now I know...
Yeah, I got suspicious, when the same route took the same time with and without sprinting. After that I tested the horse, and I determined that the speed is basically the same, but sprinting is still faster on rough terrain because while sprinting the horse maintains max speed and doesn't get stuck on many things, that stop you otherwise. Turning the horse on the other hand is harder when sprinting, and requires more room.
After that I only used the sprint on rough, and fairly wide terrain. Even so the time difference was just 5-10% so it wasn't a huge save.
the thumbnail on this looks like a conspiracy video
Boat mimic, I'm adding this into my next dnd campaign
@@BouncingTribbles My little sister found a kitten at a gas station and her husband (our DM) decided that the kitten should be called Mimic and that there would now be mimics that turn into cute woodland creatures and lure people to their doom. Little does he know that since we're playing *my* campaign next and they are in the midst of traveling literally to the other end of the country on foot, this will happen to them now.
Sadly it has been changed now and is no longer an image of a canoe on top of an alligator.
I bet Alex Jones saw it and is about to shit a brick.
"I knew they were real!"
It's hardly a "workaround" like the ones in this video,
but the day I learnt the iconic door opening/stair climbing animations in PS1 era resident evil were just loading screens, my mind was blown.
I'd count it, alongside the "put fog all over Silent Hill so that people don't notice the poor render distance"
When in game development, you asked if you're creative, they're not referring to artwork, model work, mechanics, etc, they're referring to "Are you creative enough to make workarounds to problems you might encounter, but can't go back to to fix that specific things, because it might fuck up other things?"
In the lead up to the 20th anniversary of Metroid Prime one of the original devs revealed a bunch of stuff about the development process. My favourite being the static effect caused by certain enemies, as the Gamecube had insufficient memory to convincingly render the static texture, the game code itself was rendered to achieve the same effect!
Just earlier today I learned about how the Headless Horseman in Skyrim is headless because his head explodes right after he spawns in. Now that is a workaround that will blow your mind!
Scanners...coming to a video game near you.
My favorite one of these is in PT where they hide the super scary lady character behind you, she's always there she's just always behind you just out of your vision.
That moment when the game design is more terrifying than the game itself.
It's actually part of the game, not a trick.
In portal 2, because they had no way to animate a camera travelling through a portal in a cutscene, the moon at the end of the game is actually under the final boss room, upside down. The portal you travel through is a hole in a very thin floor with a fake portal effect around it. Additionally, it doesn’t matter which portal you shoot at the moon as it will automatically swap it to be blue, to ensure the pace is maintained.
The SM64 staircase is why the Backwards Long Jump skip works. By using a glitch to go really fast you can be in the looping section on one frame, and past the bit that teleports you backwards on the next, skipping over it.
Hilariously, they also used the same technique in the DS version. Only problem is they added a mini map to the second screen which would jump around like crazy when you ran up ,much like the camera in this video except just in the game without hacks.
A friend who was a game dev told me that, while working on a helicopter simulator for the army (it might have been more general purpose, but anyway), he was requested to add animals into the sim for a dash of realism. To cut corners, he decided to basically take the standard "enemy combatant" base, remove all weapons from it, give it a Kangaroo skin + animations and leave the rest of the previous A.I. there. For the most part, this was satisfactory: you could dive towards a group of kangaroos, and they would all scatter like a bunch of spooked animals. Nice!
Problems arose however, during further testing when in a map that supposably only had animals but no enemies, the helicopters were being suddenly blown out of the air. What gives? After some testing it was found that kangaroos weren't necessarily just randomly scattering: some of them were fleeing to the nearest bunkers, grabbing rocket launchers and shooting the helicopter down. After all, while the kangaroos started with no weapons, the A.I. directions of "retreat and re-arm" were entirely intact!
Kangaroos are scary enough, I can't imagine kangaroos with rocket launchers...
Another work around: in half life 2, every time you see an npc on a screen, that npc is actually in a hidden room below the map. If only the NPCs face would be visible, this npc model usually will be a cut down version without legs.
It's a trick seen in other games that need a model so it can make the effect. I believe Arkham City uses it for Riddler projections, so if you go out of bounds there's a plain white room with the Riddler stood in it.
I came to the comments to say the same thing. For instance, the Breencasts are Breen sitting in a tiny room with just his desk and the background you can see on the camera.
I remember in _Tomb Raider_ (on the PS1) there's one puzzle where you move a block out of a pillar, causing it to collapse and alter a nearby room to proceed. What it technically does is swap out the adjacent room entirely, while playing some audiovisual effects to imply what happened. The same puzzle was executed similarly in its PS2 remake (Tomb Raider Anniversary), which also included developer commentary about it.
I would like to think in fallout that when the NPC goes running by with the train hat on that there is another NPC just sitting there in front of his check who glances at his wrist and goes, "Well, looks like Bills running a little behind today" then goes back to eating his CRAM and talking to his cats....his many, many cats
Mind officially blown. The only one of these I'd run across was the Fallout train, just goes to show that there's so many weird things that devs have done as workarounds that you're unlikely to ever run across them all.
In Morrowind, all items belong to specific characters (it's how the guards know what's stolen in your inventory). Most lootable items actually belong to an NPC that is located in a cell completely disconnected from the rest of the game world; since he can't spawn into the world, his items can be taken without counting as stolen.
Also, a better-known one from the same game, but Almalexia's ban on levitation in Mournhold is less about . . . whatever reason is given in-game, and is actually there to keep players from running into the "ceiling" of the indoor cell that the city occupies.
I knew the Mournhold one, mostly because that's the same damn reason they don't let us levitate in Oblivion or Skyrim. Open world lie.
I think I heard about WoW using invisible rabbits for a lot of the spells.
Instead of the character or enemies casting a spell at a given area, there's an invisible rabbit that gets spawned and the spell is cast as an area of effect around that rabbit.
There's a neat line about it in-game:
'Before one can truly understand the artistry of weaving a spell, one must first ask themselves how many bunnies can you see? When you understand the meaning of this question, the foundation of the universe will become more clear.'
More on this subject, please! It's awesome to see the workarounds game devs use :D
Want another for the future? In FFXIV the battle vs Leviathan is on a boat that can get knocked back and forth in a rocking motion, the developers said the engine couldn't support the platform rocking so they made it look like it did by rotating the background back and forth.
That's neat! I really need to renew my subscription...
Oh yeah, Star Trek Online uses a game engine that doesn't support moving platforms(well, in the traditional sense)... so when they made a mission where you stand in an elevator, that had the elevator shaft as moving geometry. Notably, unlike most real elevators, this one you enter the front of the cab and exit the BACK of the cab. It spawns/despawns terrain to make you think you're in a different level of the building.
@@marhawkman303 As someone who played STO in its early pay to play days, it is amazing what thry made possible with that rustbucket of an engine.
@@zafranorbian757 Ah, were you also one of those lucky people who spent days(or months... or years?) tinkering with the Foundry? So much fun..... but hol----- was it fickle to work with. :D
Maybe look up Foundry Roundtable if you want to see examples? We had a BLAST with that.
@@marhawkman303 Oh I played plenty of foundry missions or even campaigns back then. Only tinkered a little bit with it myselve though. Such a shame that they removed it. So many stories people put their heart into.
Saying the Mario music "uses octaves" is like saying a doctor "cuts you with a knife" to heal you. True, but a little more nuanced. The Shepard tone works because the high note is loud, the low note is quiet, and as you go up the scale the quiet notes get louder and the loud notes get quieter until they cross over, and repeat, so it sounds like it's constantly getting higher. You combine this with the tritone paradox (set another Shepard tone half way between the other one) and people can't tell whether it's higher or lower.
Dead Cells is another that is 3D but rendered to look 2D - but - as was revealed at a GDC talk - there are also hidden helpers in the game that if you are just short of making a jump or other action, the game will move you a touch closer to make it giving you a "phew, I just made that!" feel to the gameplay.
also Shovel Knight
there's quite a few modern 2d games that are flat models rendered in 3d engines
Don't want to blow your mind but almost all modern games have mechanics to give you phew moments, from cod who have the red screen effect appear sooner than what your health actually would reflect to any platformer giving the player a jump when they are already off the platform
@@ThaGr1m I noticed that while playing Uncharted. Jumping from swinging is often a bit slow there, but it quickly attaches you to the ledge anyway.
Is not like the game tries to hide it, your protagonist and almost every monster in the prison cells is rendered in 3D, what actually baffles me is the amount of entities that are just sentient paintings, sometimes the program does an oopsie and let's you see the entire cardboard turn around.
That "jumped anyway even though I already stepped off the platform" in 2D games dates all the way back to Super Mario Brothers (possibly even further back) and if I remember correctly is called "hamburger time." (Which might actually be where it really originated from.)
Skyrim mannikins are also NPCs that just have a script that makes them not move (though I think you've brought this up in a previous video). That's why they sometimes wander away; the script took too long to fire in the loading screen.
I did always wonder, riding those horses, if I was actually going that much faster. Hat-transports are hilarious.
Hey, I've used NPCs as vehicle control a number of times when game modding. Just that instead of an actual NPC I use their stats and behaviors on a small ball and tell it to walk/roll through a trench so it is as if the vehicle is jittering around on tracks.
Video game version of code reuse.
My favorite kinds of lists. I love how developers have to figure out a fix with limited resources.
OMG I KNEW IT! i knew that bloody mount wasnt sprinting at all in DAI, the animations seemed just so wrong from the get go. Ohhh i've always hated the mounts in that game, thanks for for the conformation.
One of my favourite workarounds is the radio conversations in Resident Evil 4 and how they are created. It's quite creepy when you see the camera is pulled back.
Unpacking being in 3D makes layering WAY easier. Layering 2D objects is a nightmare.
yeah, that's a conclusion I came to the first time i saw the game. It just felt like the textures were in literal layers.
Love the list! One of my favorites was that Morrowind would stealth-reboot your Xbox during certain loading screens when it was running low on memory (as revealed by Todd Howard in later interviews).
And to get really old-school...some of the earliest home computer floppy drives (think 5.25" for the Commodore 64) had no way of knowing where the read head was positioned on the disk. So if they needed to make sure they were reading from the start of the disk, the only option was to seek backwards as many times as the disk had sectors. Given that they were usually nowhere near the end, this tended to result in a machine-gun sound effect as the head slammed up against the start point a few dozen times. Still better than games on cassette tape....
It’s always nice to learn something new about your favorite game even after so long. Even if i didn’t really use thd mounds in inquisition. I was to busy collecting everything in my path. Mainly Elfroot to be honest.
Not a named character but during my run of Skyim I had a pretty funny bug partaining bodies. Usually those just disappear after a couple of days but when I was attacked by the Dragonborn cultists inside Skyhold they were killed by me and the town guard and then proceeded to remain laying there in the middle of the road in front of the blacksmith´s shop where people stumble over them and kids tend to run around for the rest of playthrough.
Yeah, those cultists don't despawn at all for some reason. I always moved them out of the way so NPCs weren't dealing with them.
The Fallout train thing is the equivalent of watching Lord of the Rings and you get to the Virgo scene where he breaks his toe. Everyone already knows, but you just have to say it
I didn't
The who broke what? Two things I haven't herd about before today. And I actually remember the excuse Fawkes gives for not entering the chamber if you haven't loaded the Broken Steel DLC because I finished the game before that DLC was released! "I can not rob you of your destiny." my ass! Get in there Fawkes!
@@Chris_Sizemore In the second Lord of the Rings movie Aragorn kicks a helmet and then falls to his knees crying in grief. What actually happened on set was that they took several takes over and over and because it was an actual metal helmet Viggo broke his toe, and the pain of doing so made the yell so visceral that was the version they used in the final cut. In a similar vein there’s a scene in the first movie where an orc throws a knife at Aragorn who uses his sword to deflect it out of the air. The original choreography was for the knife to go harmlessly past Viggo, but the stuntman missed so Viggo had to actually parry an actual knife that was going straight for his head, and once again that was the version they used in the final cut.
@Fakjbf One of my favorites is Ian McKellen actually smacking his head in Bilbo's house. He acted through it and they ended up using that cut.
Another famous "ah heck, it's better if we leave it in" moment is during the Simpsons, where Homer is dancing around yelling "I am so smart! S-M-R-T!" That was actually Homer's voice actor flubbing the line and misspelling SMART, but the producers thought it was so funny they left it in.
The scenes in Metal Gear where the characters are communicating were made by having the character models standing in a room side by side with a screen in front of them.
I knew it! I freaking knew the horse wasn’t going any faster when I hit the sprint button in Inquisition! Nice to know I wasn’t just being impatient
5:19 *Autocephaly!*
Car-headedness!
(Self-governance. Ask an Orthodox priest)
Been wanting to make that joke for 3 years!
I haven’t watched this channel in years. It feels good to be back after so long. Keep it up guys
In Hitman 2's Miami Level, Sierra and Moses Lee hang out behind a specific piece of signage on the track near the medical bay, and aren't called in until the race finishes and Sierra and Moses exit their cars.
That’s one of the first things I learned upon entering the workforce, that our entire society is held together by scotch tapes and workarounds.
I love this kind of thing, hoping for a part 2 eventually!
AC Liberation is really underrated… i loved the gentlewomen/slave/assassin persona
the reason its underrated is because it was originally a Vita game, and on top of that it was a Vita game that a lot of the time didnt work, there were sections where you'd bribe guards to get past just for them to let you through then immediately agro on you or sections where you had to hold the Vita camera to a light to progress and the Vita camera just would not identify any light, it was a god damned train wreck
"Fallout games aren't known for their vehicles."
Me: *cries in Fallout 2's Corvega*
Also, Fallout 3's ending is possibly one of the biggest sources for the roasts it has well-deservedly gotten in the past decades.
That Zelda sky box is like the ship out of Futurama.
"We don't move through the universe, the universe is moved around us!"
Isn't that the theory of warp drive or wormholes?
@@jbrou123 There is in fact a warp drive concept that would work by moving the space around you in a way that would "push" you. It's not exactly like Futurama, but it's definitely close.
In BotW, all the faraway objects are 2D so it wouldn’t tax the system memory to load them in. It isn’t like you would normally see such a detail from faraway anyways. They use that trick for various arena backgrounds in Smash (and bonus: they also use the endless stair trick for arenas like Big Blue and Spirit Tracks, albeit it’s the ground moving and teleporting, not the characters)
I thought the title said “Video Game WORKOUTS to blow your mind” and now I need that list
It's less of a workaround and more "oh, so that's why THAT happened", but my favourite is the story of the dancing baguette boy in Bioshock Infinite's Buried at Sea DLC.
Aw, you're telling me that the one fallout 3 dlc I didn't play had my character sprinting full speed wearing a train hat and I missed out on that... Dang it
*Invisible Alligators*
I feel like I gotta use that in D&D somehow...
In the second Doom game a creature called the Archvile was introduced his gimmick is he resurrects dead enemies. As the Archvile is walking he checks periodically to see if there is anything nearby flagged as a corpse if there is he plays the death animation of the deceased enemy in reverse. The only monsters the Archvile can't revive is the Cyberdemon, Spider Mastermind, Pain Elemental, Lost Soul and other Archviles.
That train hat and alligator one are pretty cool and clever
They did the same in Gotham Knights with the motor bike. It looks fast with the speed lines but it doesn't really travel fast .
Another take on that - Gotham Knights' bike feels a lot slower than the Batmobile from Arkham Knight despite being roughly the same speed (according to Digital Foundry)
I absolutely loved this video! This stuff is honestly so interesting. More videos like these please!!
I love the Conan The Barbarian music during the Zelda sequence. Right on point.
Oh thank goodness someone else noticed. Took me completely by surprise, but I loved it!
A lot of isometric or sprite games use that secret third dimension. I remember being shocked at finding out how much of the sprite Pokemon games or certain fighting games were actually 3-D modeled.
Loved this episode everyone!
Your usual "7 things" videos are very entertaining, but this one cranked up the education (aka useless trivia to geek out over and impress my geeky friends with) level!
I love this type of video game trivia! I genuinely hope you make more like this.
What I find strange is why anyone would think Unpacking is 2D.
In Skyrim Hearthfire the planters (flower pots) for your vegetables and flowers are actually an invisible NPC hidden underground, who's just a Nord man in his underpants. He "holds" your plants for you. So please know the home you built for your Skyrim family is full of invisible naked men and sleep well!! (Obligatory: It just works.)
More lists showing weird tricks like these plz!
Here's an old example for you - in the original Elite (released 1984 on the BBC Micro), in whic you fly a ship around space to visit space spations and fight enemy ships and such...you're not actually flying through space. Your ship is stationary, and it's the SPACE that moves around you, I think because that was easier to program back in the day.
I've heard that it's due to limited/no floating point accuracy, as you get further away from the origin point the accuracy gets worse and worse, such that returning to your original position as well as positioning items in the game world become impossible.
So to work around it, the character model is held static as you say.
A game that famously had issues with this is minecraft, it doesn't use static character locations, and once you got far enough away from the spawn location the world would start to break.
This might be fixed in newer versions but it definitely used to be an issue.
@@PaulTheFox1988 The BBC micro didn't have floating point support at all.
@@jfwfreo that's why I said limited/no floating point support, because I was talking about both situations, of which the BBC Micro is only one.
I know the BBC micro didn't have it, it used a 6502.
the DS1 O&S fight is full of weird workarounds like shrinking the player and the arena for phase 2 and a bunch of other stuff that i cant remember.
There's also the camera and prop trickery with Gwendolyn's cutscene, where the lengthening hallway is just a wall moving backwards through the already super long hallway beneath where you trigger the fight, and you get teleported down there during the cutscene.
Interesting thing about the infinite stairs; if you go too fast, the stairs cannot teleport Mario back and he can go to the top with less than 70 Stars. Normally the player can't reach such speeds, but there is a certain trick called Backwards Long Jumping (or BLJ) that Mario 64 speed runners use to surpass the speed requirements.
I'm pretty sure I need to be the npc with a train hat for Halloween
This was a really great video!! I would love to see sequels to this one sometime.
Basically any game that has you squeezing through a tight corridor is just hiding a loading screen.
The engine for Days Gone couldn't cope with motorbikes, so your bike is a car folded in half and half is invisible.
Your computer is a rock that we tricked into thinking by blasting it with light and hurling leashed lightning through it, generated through alchemical secrets.
In one of my first Unity games, I actually also build a 2D-game in a 3D space :3
It is just SOOO much more practical, because you can use alot of functions only in a 3D space.
Hi, I'm a Dragon Age superfan who is still playing Inqusition after 8 years, and after romancing Solas I didn't think there was much more it could do to hurt me.
Dare I mention that there's a workaround for the workaround in Super Mario 64 that's heavily used by speedrunners?
Mario's forward movement is capped to a certain amount, but in most releases from back in the day his backward movement can increase indefinitely. Speedrunners long-jump BACKWARDS up the stairs to gain enough speed to basically ignore the Endless Staircase's warp trick and reach the top of the stairs without earning 70 stars.
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Very cool video game tricks. The ingenuity and creativity of many of these game developers is outstanding
I mean it's a fine line between resourceful, cheap, and lazy