The Endless Novelty Of Blasting Wizards Through Windows

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  • เผยแพร่เมื่อ 3 พ.ย. 2024

ความคิดเห็น • 325

  • @ArchitectofGames
    @ArchitectofGames  หลายเดือนก่อน +91

    Okay okay here’s a really exciting novel idea that’s sure to surprise and delight: you get money, right? And you *exchange* it for goods and/or services! What a crazy idea - sounds like it could be fun to try out, huh? Would probably get a bit boring after a while though tbh. www.patreon.com/ArchitectofGames
    At this point twitter is just for getting a frontrow seat at Elon’s howard hughes-esque meltdown - also for Architect of Games updates I guess. twitter.com/Thefearalcarrot

    • @BananaWasTaken
      @BananaWasTaken หลายเดือนก่อน +3

      This idea is so out there that I’m pretty sure you’re certifiably insane!

    • @seanaugagnon6383
      @seanaugagnon6383 หลายเดือนก่อน +1

      How dare you speak negatively about our future*checks notes* our future government efficiency cabinet member. (Steve, is that right? We are talking about the guy who bought Twitter and made the boring company, right?) ok I guess we're fucked.

    • @sky3_ow
      @sky3_ow หลายเดือนก่อน

      no AoT dont invent capitalism nooooo😭

  • @ivanbluecool
    @ivanbluecool หลายเดือนก่อน +621

    Wizard: I'm a very powerful wizard who can make fire
    Guy: yeah sure nerd(kicks them out of a window)

    • @seamon9732
      @seamon9732 หลายเดือนก่อน +12

      Wizard laughs in: Feather Fall, Fly, Dimension Door, Misty Step, Levitate, Wind Walk, Teleport, Arcane Gate, Wall of Force, Shapechange.

    • @haroldshea3282
      @haroldshea3282 หลายเดือนก่อน +35

      imagine being a "powerful wizard" without access to feather fall and flight spells

    • @theothertonydutch
      @theothertonydutch หลายเดือนก่อน +17

      @@haroldshea3282 While falling: I invested all my XP into "bg booooooooooooom"...

    • @akiraigarashi2874
      @akiraigarashi2874 หลายเดือนก่อน +6

      @@seamon9732 If the wizard just becomes intangible, the kicker might just fall out of the window themself

    • @Albinojackrussel
      @Albinojackrussel หลายเดือนก่อน +22

      ​@@seamon9732that's actually mentioned in the game. The primary defenstrator actually casts slow fall on the windows they're pushing people out of.
      She's only looking to disable people long enough to get her desired tasks done, and falling for 30 minutes before they can go do anything is plenty disabling enough for her purposes.

  • @alpha_c.
    @alpha_c. หลายเดือนก่อน +703

    so it’s not the windows that makes them move, it’s something else entirely

    • @ArchitectofGames
      @ArchitectofGames  หลายเดือนก่อน +287

      I see you're also a master of ancient greek philosophy

    • @nevinmyers1245
      @nevinmyers1245 หลายเดือนก่อน +138

      @@UncleJaken Reference to I think a tumblr post where someone says that cars and houses both have windows but houses don't move so windows aren't the thing that makes cars move and someone replied that it sounds like ancient greek philosophy

    • @UncleJaken
      @UncleJaken หลายเดือนก่อน +16

      @@nevinmyers1245 ohh, i rescind my statement then lol

    • @benneeds_a_name7398
      @benneeds_a_name7398 หลายเดือนก่อน +11

      I mean if i grab the game window and wiggy it around then they'll be wiggied around aswell.
      So-
      The windows can make them move.
      >:D

    • @stanleyjessop7273
      @stanleyjessop7273 หลายเดือนก่อน +2

      Such a good reference!

  • @MorningLightMtn
    @MorningLightMtn หลายเดือนก่อน +225

    Finally, the mythical spell "Power Word: Defenestrate" is now a functional and practical gameplay mechanic!

  • @YouAreStillNotablaze
    @YouAreStillNotablaze หลายเดือนก่อน +197

    1:21 You can even throw someone out of a window by throwing _yourself_ out of a window! REVOLUTIONARY

  • @christopherg2347
    @christopherg2347 หลายเดือนก่อน +120

    15:06 "Given the opportunity, players will optimize the fun out of a game." - Soren Johnson

    • @thearcanian5921
      @thearcanian5921 หลายเดือนก่อน +32

      Which should always be paired with: “One of the responsibilities I think we have as designers is to protect the player from themselves.” - Sid Meier

    • @Albinojackrussel
      @Albinojackrussel หลายเดือนก่อน +8

      @thearcanian5921 Meh. It works better on its own imo. There's already an implied "so we shouldn't give them the opportunity" at the end of the initial quote. Adding to it's length for a clarification 99.99% of people won't need just makes it less pithy. You can always go back and clarify when you do encounter that 0.001%

    • @stm7810
      @stm7810 หลายเดือนก่อน +3

      @@Albinojackrussel nah, most devs see it as an excuse or defeatism.

    • @Albinojackrussel
      @Albinojackrussel หลายเดือนก่อน +1

      @@stm7810 yeah, but frankly if that's the attitude they're taking, lengthening the quote won't change their minds, it'll just stop them using that one quote

  • @CompletelyNormal
    @CompletelyNormal หลายเดือนก่อน +86

    Throwing people out windows never really gets old. In my college D&D campaign, our DM eventually realized that he could never provide sufficiently challenging fights unless he limited the number of available windows.

    • @richardclegg8027
      @richardclegg8027 หลายเดือนก่อน +3

      Did he ever think of fighting in a dungeon?

    • @stm7810
      @stm7810 หลายเดือนก่อน

      what about grappling hooks, flight, first story floors, bulletproof glass, packman walls etc.

  • @aqwthetroop
    @aqwthetroop หลายเดือนก่อน +214

    I think "Baba Is You" is a great example of a puzzle game with a novel concept, but keeps your attention by introducing new and novel mechanics with each world in an in-depth and engaging way.

    • @antares3030
      @antares3030 29 วันที่ผ่านมา +2

      bro it's insane, the last levels make you use every single braincell and more by combining all the mechanics together

  • @jarlyk
    @jarlyk หลายเดือนก่อน +186

    It also helps that Tactical Breach Wizards has such great writing. I think part of the art of stretching out novelty is also distracting the player, not giving them enough time to become consciously aware of the patterns that are being repeated. The story beats are an excellent way to break things up and unlike most tactics games I've played, I didn't find myself wanting to skip over it. It also dared to aim for a clear satisfying ending within a very reasonable playtime, meaning that it didn't need to rely on tricks like procedural generation to stretch out content. Random aside, I somehow missed that the game had a built-in developer commentary mode and I need to go replay it right now before Satisfactory and Factorio come out and consume my life.

    • @AklyonX
      @AklyonX หลายเดือนก่อน +16

      You can even chuck the dev commentary tapes at someone afterwards for free knockback!

    • @BlakeTheDrake
      @BlakeTheDrake หลายเดือนก่อน +13

      Keep in mind, the developer commentary option is only available if you spring for the Special Edition DLC. But, it's well worth it, just to support these excellent developers...

  • @atlas16198
    @atlas16198 หลายเดือนก่อน +148

    As a L2 english speaker im shocked defenestration is an actual word. it's so specific to me that it's comical

    • @droylajarhirthefelinethief81
      @droylajarhirthefelinethief81 หลายเดือนก่อน +14

      There's a word in Greek, too. Εκπαραθύρωση. "Ο θείος κατόρθωσε πάλι να αυτοεκπαραθυρωθεί είκοσι ορόφους πιο κάτω."

    • @alexgustavsson5955
      @alexgustavsson5955 หลายเดือนก่อน +57

      You wouldn't believe how much that word has mattered in European history.

    • @Atlessa
      @Atlessa หลายเดือนก่อน +11

      The word exists in German too. "Defenestrieren". Makes you wonder which language had it first...

    • @droylajarhirthefelinethief81
      @droylajarhirthefelinethief81 หลายเดือนก่อน +8

      @@AtlessaWell, seeing as how English is a germanic language and both words come from the latin "fenestra", meaning window, I'd wager German had it first.

    • @lukasprazak7362
      @lukasprazak7362 หลายเดือนก่อน +9

      @@alexgustavsson5955 Especially in central europe...

  • @DrownedLamp
    @DrownedLamp หลายเดือนก่อน +62

    Everyone has a plan 'til they get launched out of a window.
    -Seer Tyson

    • @igorthelight
      @igorthelight หลายเดือนก่อน +2

      Everyone has a plan 'til they get launched out of a window.
      - Palpatine
      xD

  • @kai19971201
    @kai19971201 หลายเดือนก่อน +97

    I think Into the Breach solves the novelty problem with different class loadouts, with each class focused on pushing one mechanic of the entire system to the extreme. The constant feeling of learning something new about the system kept me playing for tons of hours. Funny how all the best tactical games has defenestration as a core mechanic. Hopefully breach-like games will soon become a genre?

    • @crazydave..
      @crazydave.. หลายเดือนก่อน +5

      what are some other good games like into the breach?

    • @sventheultimate
      @sventheultimate หลายเดือนก่อน +3

      @@crazydave.. They're somewhat different but here are some that I like with a similar feel:
      - The Dungeon Beneath - a kind of turn-based auto-battle game
      - Alina of the Arena - like a cross between Slay the Spire and into the Breach
      - The Last Spell - a tactical grid-based game of defending against an endless onslaught of undead monsters

    • @crazydave..
      @crazydave.. หลายเดือนก่อน

      @@sventheultimate thank you so much!

    • @Lilith_Harbinger
      @Lilith_Harbinger หลายเดือนก่อน +3

      I think defenestration, or more generally, pushing enemies into bad spots, is a very good alternative to just "deal damage" because it forces you to think about your position, the enemy's position and where the hazards are. Also instant killing enemies is very efficient and pushes players towards this more fun style of play (players always pursue efficiency, especially to their detriment).

    • @ED-gw9rg
      @ED-gw9rg หลายเดือนก่อน

      Can you give some examples for me? That sounds really neat!

  • @Tinkerer_Red
    @Tinkerer_Red หลายเดือนก่อน +22

    there is a great talk about "1 million bowls of oatmeal" which talks about the amazing statistics of having a million bowls of oatmeal all with unique lay outs and color, and design. Yet as a user, you just see a million bowls of oat meal and simply dont care

  • @DanCreaMundos
    @DanCreaMundos หลายเดือนก่อน +42

    for this kind of things I'd recommend following one of Brandon Sanderson's laws of magic for writing magic systems: "Expand on what you have already, before you add something new." It's way batter to make a game mechanic that gives you plenty of variations and choices that can fit your playstyle than adding 20 different game mechanics that feel new but people end up using only 1 or 2.

    • @mangelsimonpaniello2256
      @mangelsimonpaniello2256 หลายเดือนก่อน

      First off great to see a fellow Sanderson fan. Second: your comment just reminded me of my DMC5 experience with Dante.
      Hated him as a playable characters until I forced myself to play with the basic sword and guns and only Trickster style. Then sloooowly expanded, and now I get it. I'm still not a pro, but I get it

    • @mangelsimonpaniello2256
      @mangelsimonpaniello2256 หลายเดือนก่อน

      What I mean is that it would've been nice to be limited by the game itself (which it technically does with half his weapons being given later in the story AND half his moveset being buyable with in-game currency, but I still felt like it wasn't the right speed)

    • @Arakus99
      @Arakus99 หลายเดือนก่อน +1

      @@mangelsimonpaniello2256 I think the thing with Dante is that he's been built up across multiple games, so dmc veterans will get bored very quickly if the devs put him all the way back to basics. If you play the whole series you basically do get that slow expansion split across 4 different games (not counting 2 and reboot)

  • @hannabelphaege3774
    @hannabelphaege3774 หลายเดือนก่อน +27

    This game opens up so much towards the end. While I was hunting the last few confidence points I really started to understand how busted certain things were. One of Dall's upgrades lets you tele-swap with an ally for no cost, and suddenly any of your moves can be used from the location of any character.
    Pretty soon my turns started to look stupidly complicated as I swapped every character back and forth to every location trying out moves and putting together a Rube-Goldberg series of attacks, status effects and passive procs (hello support fire). I would get so lost finding good, efficient ways to use everything and wipe as many enemies as possible that I would run out of actions and be shocked to realize it was still turn 1.

    • @bookreaderman6715
      @bookreaderman6715 หลายเดือนก่อน +6

      I really liked zan's false prophet ability while significantly more point intensive getting that fully upgraded allows a truly silly amount of firepower output where you deploy one, it regains a mana via interaction, then shoots a guy, not to mention when you get his supporting fire ability (which the clones also get)

    • @Jeffry_Ab
      @Jeffry_Ab 27 วันที่ผ่านมา

      ​@@bookreaderman6715 if you get Rion's perk that resets his pull when used on allies you can effectively do infinite damage with the false prophets so long as you can get then in the line of sight, which is pretty easy to do

    • @bookreaderman6715
      @bookreaderman6715 27 วันที่ผ่านมา

      @@Jeffry_Ab YOU COULD, that's amazing

  • @ivanbluecool
    @ivanbluecool หลายเดือนก่อน +48

    I do enjoy when games allow the environment to play a factor into defeating enemies. If I'm in a beach area on a boat and kick someone of a beat that's an auto win. Same with lava in a volcano area.
    That and area boosting where fire is stronger or weaker in a certain area. Or can cause aoe damage in a Forrest to have you really think what to use

    • @simplysmiley4670
      @simplysmiley4670 หลายเดือนก่อน

      I like when games remember that different conditions and areas can affect fights and other kinds of interactions wildly differently.
      Like dunno, a bunch of spaceships fighting in an asteroid field or in the vicinity of a black hole, or the simple fact that a blown up spaceship's chunks would still, very likely, be left in the area for you to avoid while dealing with other ships, can lead to interesting scenarios to both avoid getting screwed over by and bend over in a way that helps you.

  • @jonathanfavourite
    @jonathanfavourite หลายเดือนก่อน +12

    5:43 Awwwwww yessssssss this is so validating. This is the reason I filtered out "roguelite" and "proc-gen" on Steam and haven't looked back since. "Endless replayability" is just a hollow marketing lie, it means "10 minutes of gameplay we expect you to repeat forever."

  • @alpaga4820
    @alpaga4820 หลายเดือนก่อน +8

    I know a guy who for some unknowable reason collected all the koroks in BOTW... and then TOTK came around, and he played/watched through the tutorial area four separate times with a different friend each time, and he got so sick of it that he didn't even play the rest of the game to this day. God do our monkey brains work in mysterious yet fascinating ways.

  • @gabrote42
    @gabrote42 หลายเดือนก่อน +12

    0:32 That game mechanic was in a few indie tactics games from the olden times. I liked it, and I am happy that you found a more mainstream example that you could identify, but it's not unique

    • @deantjewie
      @deantjewie หลายเดือนก่อน +4

      It's also in baldurs gate 3

    • @MAlanThomasII
      @MAlanThomasII หลายเดือนก่อน

      He never said throwing people out of windows was unique. He even identified two prior games by the same devs that also used it (known as "the defenestration trilogy" when combined with TBW).
      I would say that every game I've played with that as an option has implemented it differently; _how_ I throw people out of windows, and thus how I play the game, varies wildly, and the fact that TBW constantly builds/expands on that is cited in the video as why it stays fresh for so long.
      So unless you want to cite a game where the majority of the surrounding mechanics that support "throwing people out of windows" are the same, I don't really think that you have much of a point besides maybe trying to claim some hipster cred, should you really care about that.

  • @tinne26
    @tinne26 หลายเดือนก่อน +21

    On the rolling boulders mentioned at around 10:45, you end up saying that's well designed because you get 4 times more novelty from a single idea. That's correct, but I'd say that's not even the main point. The main point is that if you get 4 times more novelty out of a single idea, that single idea starts having some *depth*. Chess is of course the quintessential example, where you have 6 types of pieces with predefined, rather simple movements, but the amount of possibilities combining them and tactics and so on means we are still playing and learning new stuff about the game more than a thousand years later.

  • @Evanz111
    @Evanz111 หลายเดือนก่อน +3

    So awesome of you to shout out Austin! I absolutely adore niche videos like that, cool to see you’ve been supporting him for years!

  • @SuperLocrian
    @SuperLocrian หลายเดือนก่อน +4

    Just finished Act III - I am in love with this game. A lightbulb went off and I realized I could use a grenade to push an enemy into Zan's Foresight - executed it - "Nice!". Hope this game gets a lot of love. edit: and I am quite excited about jumping right back in to try many, many different um... tactics.

  • @tylerhanson3156
    @tylerhanson3156 หลายเดือนก่อน +47

    Knocking people out of windows was my favorite feature of Fights In Tight Spaces, too!

    • @paolomilanicomparetti3702
      @paolomilanicomparetti3702 หลายเดือนก่อน +6

      yeah but in the back half fights in tight spaces had lots of enemies that are entirely immune to pushback, which just takes away all the fun. Breach Wizards has enemies that are knockback resistant, and tools for overcoming that resistance, but nobody is immune

    • @Arakus99
      @Arakus99 หลายเดือนก่อน

      @@paolomilanicomparetti3702 tbf the Siege Clerics are immune to defenestration (tho not knockback) ( also when you try to defenestrate a turret it just explodes?)

    • @paolomilanicomparetti3702
      @paolomilanicomparetti3702 หลายเดือนก่อน

      @arakus99 true, but that's one type of enemy that is used fairly sparingly. More importantly, they are not immune to knockback, both for damaging them and for arranging the board in some useful way.
      In FITS in the later half of the campaign half the enemies seem to be entirely immune to being pushed around, making half your cards and strategies plainly useless.

    • @teecee1827
      @teecee1827 หลายเดือนก่อน

      ​@@Arakus99Siege clerics are not immune to defenestration tho, it's just that their gas mask makes them harder to drug if you haven't damaged them a bit before, and therefore harder to chuck through a window. But with enough knockback or a few weakening strikes, they fly through one just as well as anybody.

    • @Arakus99
      @Arakus99 หลายเดือนก่อน

      ​@@teecee1827 last time I checked they have a condition called Big that says "too big to fit through windows or a Death's Door"
      Have they changed it?

  • @Vortex_Tornado
    @Vortex_Tornado หลายเดือนก่อน +3

    Something that was alluded to but not specifically mentioned for novelty & depth of a game is the difficulty. Presenting difficult challenges forces the player to make use of all the game's systems and nuances, and depth is revealed from that. That's why people have fun playing competitive multiplayer games for thousands of hours: beating other players requires more in depth understanding of the game, and playing against more skillful opponents can feel like an entirely different game from when you first start out even though the game rules itself might not change.

  • @Tirith2708
    @Tirith2708 หลายเดือนก่อน +5

    40seconds into the video and what you just described fits perfectly to Marvel's Midnight Suns. Using Ghost Riders car skill or knockback to throw enemies over the ledge or into hellpit.

    • @ArchitectofGames
      @ArchitectofGames  หลายเดือนก่อน +9

      oh my god the only other person on the planet who likes midnight suns! I finally found you!

    • @jarlyk
      @jarlyk หลายเดือนก่อน

      @@ArchitectofGames I also liked midnight suns, on the whole, but the writing was hit-and-miss and the obligatory AAA MTX was a turnoff. Pacing was also a bit more stretched out than I would've preferred. The actual combat mechanics were quite fun, though.

    • @Ava_tf
      @Ava_tf หลายเดือนก่อน

      @@ArchitectofGames i liked midnight suns, it wasn't as good as firaxis' other games but it was a solid 8/10

  • @SecretSynth
    @SecretSynth หลายเดือนก่อน +5

    YESSS A TACTICAL BREACH WIZARDS VIDEO SGFHSJDJ THIS GAME NEEDS MORE ATTENTION

  • @timpize8733
    @timpize8733 หลายเดือนก่อน +4

    Very good points. There's also a solution that some indie games use nowadays, which is varying the gameplay genre within the whole game. For instance Speed Limit uses all kinds of retro shooting and racing sections pretty seemlessly, and never makes them longer than a few minutes. That makes it pretty short, but the advantage is replayability, without the need of random generation. Daniel Mullins' games do that too to some extent (Inscryption, Pony Island), although they all tend to become the opposite after a while unfortunately. As long as something new happens at every change of screen, you enjoy the novelty. But when it tries to become a real game those sections overstay their welcome. Indie devs shouldn't shy away from making very short games.

  • @denischen8196
    @denischen8196 หลายเดือนก่อน +4

    I learned about what novelty really means in games when I played clicker/idle games like Egg Inc. Even though I owned more and more different buildings and exponentially increased profits to the quintillions, the gameplay strategy stayed the same and no new ideas are introduced. Every building is functionally identical, just with different orders of magnitude of earning power. Going for the first prestige and starting over allows me to earn a million times more money and progress through the early stages way faster, but after 10 prestiges, it is just the same game but with bigger numbers.

    • @meneldal
      @meneldal หลายเดือนก่อน

      Good idle games will introduce new layers or mechanics to not keep it the same all the way through.

  • @dajackster1
    @dajackster1 หลายเดือนก่อน +2

    It might have only been a few seconfs, but thanks for the Void Stranger clip! Such a great game

  • @QuantumHistorian
    @QuantumHistorian หลายเดือนก่อน +4

    Best game analysis I've heard in years. It's exactly what I've been feeling for a long time, but couldn't quite pin down. It's simply too much content for the sake of it; too little novelty that feels worthwhile.

  • @levan3534
    @levan3534 หลายเดือนก่อน +1

    What a timely upload :D I just finished this game on hard yesterday with all achievements. Enjoyed it quite a lot.

  • @zacharywong483
    @zacharywong483 หลายเดือนก่อน

    Absolutely stellar script, as always! You always choose the most interesting topics to cover and always have the most seamless explanations to dive into them!

  • @maxthornton5301
    @maxthornton5301 หลายเดือนก่อน +2

    I'm proud to have finally beat a cool seemingly niche game on the very same day you uploaded this video. Tactical Breach Wizards is incredible, and more people need to play it. I also did not know about the developer commentary so thank you so much for letting me know I need to go back. Anyways, BASED video, sorry if that's cringe to say, but I think that the "$1 per hour of gameplay" and other similar metrics are incredibly detrimental for the game industry. I loved my time with viewfinder (even if it felt like it has yet to fully tap the potential) despite beating it in 3 hours at a cost of $25. Most games I have played recently that are "Open World" have felt worse for it, and like they were afraid that having too little content. I've come to find that my favorite games are curated 5-20 hours (at most), and the games I'm left feeling exhausted by are 30-50. That is not a rule, just a trend.

  • @goffe2282
    @goffe2282 หลายเดือนก่อน +10

    I really enjoyed playing It Takes Two with my daughter (after explaining what a divorce was) and one of the things I really loved was that you got more or less two new mechanics each level. A mechanic didn't have time to wear out its novelty before it was replaced. I also liked that the characters got different gadgets so that the two players had to cooperate and play differently.
    As for TBW..... it seems like a laptop game to me and my laptop is a Mac and it doesn't run there :(. My big gaming rig is where I sit down for longer sessions with other types of games. TBW seems to be more of something that I play on the train or when I have a bit of time to kill, which is currently Invisible Inc for me. I love that game. I'll absolutely get it at some point though.

  • @raymondhu7720
    @raymondhu7720 หลายเดือนก่อน +1

    10:15: I feel like this point acts very much like Grant Sanderson's Third Law -- which is about magic systems, but then again, these are both *systems* we are talking about -- which states that you should "Expand what you already have before you add something new."

  • @nhaaaPl
    @nhaaaPl หลายเดือนก่อน +1

    This endless drive for novelty is what fucks up modern gaming.

  • @Stormthorn67
    @Stormthorn67 หลายเดือนก่อน +2

    Using Minecraft as an example of a boring game alongside Starfield is crazy given how popular it is and how much self-driven novelty exists and the thousand hour Redstone and building projects people happily launch into within it.

  • @josephkeen7224
    @josephkeen7224 หลายเดือนก่อน +3

    I feel that I work best when the items involve most of the experimentation and thus novelty for me. One example is the game Streets Of Rogue, which gives you an item every time you complete a quest, which of course gives you plenty of options to tackle your objectives, and since items are ether one use or have a limited durability for the most part, you can’t quite abuse the same tactic. I will say that this works better for the more stealth based classes with a few exceptions, and less so with the more combat focused ones, but that may be my bias coming through. Another game that manages to cause novelty more then others. Another good game that does novelty well is system shock. What makes it work is it feels like everything has some sort of use, and due to the oppressive atmosphere I feel a need to see what that case is. Hopefully I explained this well.

  • @rionhunter
    @rionhunter หลายเดือนก่อน +1

    The turnaround on getting that minecraft movie sheep in was crazy

  • @mastermind9393
    @mastermind9393 หลายเดือนก่อน

    I love Heat Signature, and I find myself regularly coming back to play a level or two. Always enjoyed chucking people out of space windows. Thank you for helping feed my addiction!

  • @creistfallen
    @creistfallen หลายเดือนก่อน

    I'm so glad you put this feeling into words! I've tried explaining this to friends, but all I could do was ramble

  • @erinkarp
    @erinkarp หลายเดือนก่อน

    Was just going through some of your older videos, glad to see a new one!

  • @xaf15001
    @xaf15001 หลายเดือนก่อน +10

    This concept is partially the reason why powercreep exists. It shuffles content. The Elden Ring DLC doesn't have gear novelty, which is good so you don't need to grind, but is bad for making you try new gears.

    • @CodenameX96
      @CodenameX96 หลายเดือนก่อน +1

      It has multiple new weapon types that play entirely differently from other weapons in the base game, and dozens of new spells tho?

  • @Miky13
    @Miky13 หลายเดือนก่อน

    Dam I fucking love your channel. The way you approach games and their mechancics and idea behind it in a more theory based approach. Leaves for so much potential of interpretation and ideas to flow when listenting to it. I started using some of your advice and points outside of game development. Even in just Worldbuilding or Private Projects. And lets just say they have been awesome in further thriving depth into anything I make. Love you man thx for keeping up the good work and sharing your mind with us.

  • @Dabestbro.
    @Dabestbro. หลายเดือนก่อน +8

    YESSS THANK YOU FOR COVERING BREACH WIZARDS i honestly think it's my goty

  • @thearcanian5921
    @thearcanian5921 หลายเดือนก่อน +1

    7:15 This perfectly encapsulates why I have trouble sticking with No Man's Sky despite how much I have always liked it. I have said for a long time that its patterns change so slowly, if at all, that, despite being an explorer, my high pattern recognition keeps leading to me getting bored enough to be distracted by other games.

  • @WeaselOnaStick
    @WeaselOnaStick หลายเดือนก่อน +1

    23:25 Those words coming out of a gaming youtuber that isn't Yahtzee sounded so threatening

  • @matteste
    @matteste หลายเดือนก่อน +9

    Part of my soul died a little when you brought up Persona's elemental system even though it is just a derivitive of the main Shin Megami Tensei series systems.

  • @the_furf_of_july4652
    @the_furf_of_july4652 หลายเดือนก่อน

    On the topic of content vs novelty
    I’ve been playing a game called IdleOn.
    Its approach is to give the player various stat upgrades, but it does so from various sources.
    Each world has a handful of upgrade mechanics and three primary skill types, getting to the next world doesn’t mean getting any better at mining, but now fishing is a thing with its own quests and recipes and ways to contribute to progression.
    Yes, this is the 5th time I’ve gotten a 3% bonus to my exp gain. But now I get to upgrade my cauldron to unlock new alchemy bubbles that give bonuses to everything else.
    And with prices getting exponentially bigger, you NEED all those incremental stat upgrades from 15 different sources (stamps, statues, alchemy, talent points, tools, armor, your star chart alignment, card collection…)

  • @jonedvinz
    @jonedvinz หลายเดือนก่อน

    I would like to say, the character writing and banter is also excelent

  • @valdonchev7296
    @valdonchev7296 หลายเดือนก่อน +1

    This balance between too much of the same and too much difference is something I have become aware of in my search of fun Incremental or Unfolding Games. Some games, like Cookie Clicker or AdVenture Capitalist, don't have much in the way of novelty because everything works the exact same way - you have a single resource that you spend it to increase its income. There's a bunch of different options on how to invest it, but their only difference is in their stats. On the other hand, I occasionally come across incremental games that seem to offer an endless barrage of novelty, but when you step back for a moment, you realize there's even less strategic input from you - you're just waiting to push the one button that will make the number go up fast enough to unlock the next button.
    My favorite incremental games are ones where understanding the game makes it progress faster. In some games, that's understanding which of several resources is bottlenecking your progress and focusing on increasing the income of that resource. In other games, it's figuring out how to optimize your use of a limited resource, like space, or time in loop-based games.
    Even the best of these games can lose me because a lot of them have a reset mechanic as a core part of the gameplay loop, which allow you to do the same thing from scratch, but slightly faster. Sometimes, however, the reset mechanic will be interesting enough to keep me playing, which usually boils down to changing the rules of the game enough to make it novel again by forcing me to approach it differently, whether that rule change is a boon or a challenge.

  • @FasterthanLight11
    @FasterthanLight11 3 วันที่ผ่านมา

    Balatro did this and got me out of a little gaming slump. Every joker completely changes how you interact with cards and they interact with each others

  • @bran_donk
    @bran_donk หลายเดือนก่อน +2

    Adam, I love your work. My 2.5k-hours-played hurt when you put PoE footage over "games that run out of steam too fast."

  • @Dango428
    @Dango428 หลายเดือนก่อน +9

    2:51 ah yes, the brazilian faction

    • @murilotheodoro5025
      @murilotheodoro5025 หลายเดือนก่อน

      And the south Koreans. And the captain americas?

    • @williamjones5334
      @williamjones5334 หลายเดือนก่อน

      I think all of those are actual Civ VI civilisations

    • @UnabridgedGamer
      @UnabridgedGamer หลายเดือนก่อน

      Yet never any guerrillas from Red Faction, not even in the face of Armageddon!

  • @stephan553
    @stephan553 หลายเดือนก่อน

    Would love to see chapters in your videos. Keep up to great content!

  • @theoteno
    @theoteno หลายเดือนก่อน +1

    Blasting Wizards Through Windows?
    That does happen in Scrabdackle once, where a bad wizard blasts your wizard out of the window of the academy...!

  • @fabovondestory
    @fabovondestory หลายเดือนก่อน +2

    The whole setting is hilarious

  • @GyroCannon
    @GyroCannon หลายเดือนก่อน

    In Baldur's Gate 3, there's a fireworks shop with 3 stories. One particularly tanky character is standing at a ledge.
    It was immensely satisfying to Eldritch Blast him off the ledge :)

  • @ahobimo732
    @ahobimo732 หลายเดือนก่อน +1

    ...that feeling when you remember that you actually *DO* know what "defenestration" means.

  • @SkyeFused
    @SkyeFused หลายเดือนก่อน

    So happy to see anyaustin shouted out :))) he's been my favourite creator for a while

  • @CptRyaffio
    @CptRyaffio หลายเดือนก่อน

    one of my all time favorite games is the puzzle game Carto. It took me 8 hrs to get 100% completion in 1.3 play-thrus (the game lets you replay singe chapters after the first play-thru to discover the easter eggs or try out different solve paths). It has fundamentally simple mechanics that it builds on and only introduces a small handful of truly new things. fits this design ethos perfectly

  • @slax4884
    @slax4884 หลายเดือนก่อน

    The satiation of novelty concept was very interesting. You optimise your novelty away even though open world promised unlimited freedom. Absolutely loved this video

  • @kalacs32
    @kalacs32 หลายเดือนก่อน

    Gunpoint is one of my favourite games EVER. It just got fast-paced, free strategizing/decision-making so right. I've been waiting so long for something similar when Heat Signature wasn't for me, I'm so excited.

  • @grfrjiglstan
    @grfrjiglstan หลายเดือนก่อน +1

    I remember when my brother and I were playing the high rise level in Left 4 Dead 2, and a player playing as the Charger charged him straight out the window. It's an instakill with no chance to respawn, but we weren't even mad.

  • @stevenneiman1554
    @stevenneiman1554 หลายเดือนก่อน +1

    One thing I think can be easy to forget about game design is that content only adds as much to the game as the player's relationship with that content. If you introduce a cool idea but don't let the player truly master it through expansion on the original ideas, they don't get to reach the satisfying parts of their relationship with that mechanic no matter how cool it is in principle.

  • @DanJonJr
    @DanJonJr หลายเดือนก่อน

    YEEEEEEAH IM SO GLAD TO SEE YOU COVER THIS GAME!

  • @dojelnotmyrealname4018
    @dojelnotmyrealname4018 หลายเดือนก่อน +1

    I think there's a case to be made for "quitting while you're ahead". A lot of these games kinda are too long.

  • @DanielHur
    @DanielHur หลายเดือนก่อน

    Did NOT expect a unabomber reference in a video about novelty in games. 4:21

  • @slushguy8398
    @slushguy8398 หลายเดือนก่อน

    Fight in tight spaces has the “out of bounds “ mechanic. There is nothing more satisfying than to OTK a boss with a well placed 0 damage push card!

  • @haemorrhage666
    @haemorrhage666 24 วันที่ผ่านมา

    The Philosopher of Games. Great video as always! :)

  • @Amongalen
    @Amongalen หลายเดือนก่อน +2

    You touched on Path of Exile's skill tree and, me being long time fan of the game, can't stop myself from commenting. In my opinion, that skill tree can be easily misunderstood - it does have a lot of options and novelty, a lot of setups that define builds and change how they play. However, one shouldn't think about every single node as a meaningful choice. You're meant to choose between notable/keystone nodes - the big ones that have great impact on your builds. The small nodes are more of a travel cost between the big ones. They give some small bonuses, but that's mostly for minmaxing (e.g you're missing 5dex, it might be better to grab that dex node instead of 6% increased dmg). But having a limited amount of those travel points makes you plan, you could pick 5 big notables near each other or go for 2 clusters that are on opposite sides of the tree and you end up wasting so many points to get both.
    While some game could have a total of 15 bonuses, each costing a different amount of points, I'd say PoE's tree handles it better - cost of various bonuses is defined by the relative distance between them.

    • @collapsiblechair9112
      @collapsiblechair9112 หลายเดือนก่อน

      But he is right though. Those small nodes are pointless. Hence the change for PoE 2.

    • @PositiveBlackSoul
      @PositiveBlackSoul หลายเดือนก่อน

      @@collapsiblechair9112 Saying the skill tree offers no complexity, interesting decision making or novelty is wrong though. Each individual node you take isn't interesting, but the larger picture on how your skill tree looks in summary, efficient pathing, the way it can be expanded with various kinds of jewels very much is interesting and incredibly complex.

  • @FrosteryGaming
    @FrosteryGaming หลายเดือนก่อน

    "I CAST DEFENESTRATION"
    *enemy flies out like Jin from that Tekken game where Heihachi threw him out of a moving Helicopter*

  • @einargs
    @einargs หลายเดือนก่อน

    The third infamous game had four powersets, with you only getting access to the fourth during the literal final boss (and only being allowed to use it). It was a cool way to keep the post game stuff interesting.

  • @nacho4288
    @nacho4288 หลายเดือนก่อน +2

    Starfield and Dave the Diver are the new Adam Millard opps 😭 they catch strays left and right

  • @ShadowoftheMask
    @ShadowoftheMask หลายเดือนก่อน

    This reminds me of how I like changing up my team composition and equipment in different games just for sake of doing so :O Like I don't like finding one routine and repeating it everytime it works meaning I'm willing to take L to just try out new things. Variety is spice of life and all that

  • @Atlessa
    @Atlessa หลายเดือนก่อน

    Pairing the phrase "[...] explore them at a satisfying level of depth" with footage of Subnautica is a masterstroke of editing.

  • @Sovreign071
    @Sovreign071 หลายเดือนก่อน

    Defenestrator Simulator!
    I've had this game in my Steam Wishlist for YEARS!

  • @kindoflame
    @kindoflame หลายเดือนก่อน

    This video is how I learned one of my favorite games World of Goo, got a sequel! Thanks so much!

  • @IAmTheAce5
    @IAmTheAce5 หลายเดือนก่อน +1

    Subnautica and Grounded- two classics...
    I want to submit for consideration both Airborne Kingdom and The Wandering Village for the same sense of novelty.
    It's the reason I'm waiting for Laysara Summit Kingdom and Timberborn to be accessible.

    • @tommarsdon5644
      @tommarsdon5644 หลายเดือนก่อน

      Is the wandering village, by any chance, somehow about fire?

  • @zerragonoss
    @zerragonoss หลายเดือนก่อน +2

    Great video, slightly tangential but I been thinking recently that one of the biggest problems with Procedural generation in a lot of games is not actually the quality of the content it generates (though I do agree it will never be as good as purpose built dev.) but a lack a restraint. If you are looking for recourses in an endless verity of worlds its highly encouraged to do a quick sweep of a place grab the easy stuff, than never go back because that place now has less things than any of the endless other places you can go. So you mechanically encouraged to view each place as shallow, disposable, and worthless. Where as even the same quality world building were their is a finite amount of space in any given playthrough makes places matter more, while still letting future playthroughs be at least moderately varied.

  • @blackwing1362
    @blackwing1362 หลายเดือนก่อน

    Your yakuza experience is exactly why I only 100% games that I enjoy the primary gameplay loop. There have been a lot of games that I dropped halfway through for this very reason.

  • @fraserwilson4366
    @fraserwilson4366 หลายเดือนก่อน

    So glad I wasn't the only one that fell in love with this game

  • @Adurnis
    @Adurnis หลายเดือนก่อน

    About midway through the game, towards the end of the Kalan arc (Minor spoiler warning):
    There’s that bit where Dell is like “Hey, we’re gonna work with another team.” Of course you see from a mile away that it’s Kennedy,” and the face off scene is just as hilarious as you’d hope-but then the mission starts and you realize you can PLAY as the Less Lethal Pyromancer and I literally gasped in surprise and delight!
    10/10 game.

  • @amazingkool
    @amazingkool หลายเดือนก่อน +1

    4:16 DARRELL SPOTTED

  • @funkdefied1
    @funkdefied1 หลายเดือนก่อน

    8:32 - not sure why, but I just had flashbacks to Bubble Tanks

  • @antoniotrivelloni8191
    @antoniotrivelloni8191 หลายเดือนก่อน

    I’ve heard someone say this game is closer to a puzzle game with its bonus objectives than a true XCOM-like, and it makes sense the more I think about it

  • @gofia
    @gofia หลายเดือนก่อน

    “Novelty needs depth.” - yes, INDEEEEED.

  • @JayFolipurba
    @JayFolipurba หลายเดือนก่อน

    I love this concept! I didn't know I needed tacticool magic users. Unfortunately I don't like playing this kind of gameplay, so I'll probabaly leave it on the shelf until I can get it as a freebie in 10 years or something. But the worldbuilding is cool

  • @musicmikemn
    @musicmikemn หลายเดือนก่อน +2

    Adam kicking himself for not having played Astro Bot before this video :D

  • @UnabridgedGamer
    @UnabridgedGamer หลายเดือนก่อน

    I agree about Tactical Wizards and on some of the examples on the struggle for novelty - but I gotta say, The Unfinished Swan is actually a great example of novelty. It gets an incredible amount of interaction from a single set of verbs over its runtime. They even included some bonus cheats to shake things up on a return playthrough. It’s far more Titanfall 2 than it is COD Ghosts in this respect.

  • @AurumEquus
    @AurumEquus หลายเดือนก่อน

    TBW is an amazing game that caught my attention like few others.

  • @MagosJCDentonus451
    @MagosJCDentonus451 หลายเดือนก่อน +1

    Ah yes, my favourite trilogy. I wonder what Tom will do next

  • @rhnirsilva652
    @rhnirsilva652 หลายเดือนก่อน +2

    PoE in the "boring stats skill tree" surely is a take

    • @taiidaniblues7792
      @taiidaniblues7792 หลายเดือนก่อน +1

      Yeah I don’t think Adam has much experience in PoE. Sure there are stat increases, but the meat and potatoes of the skill tree in POE are the notable passives.
      POEs skill tree is the antithesis to the standard stat increase skill tree. It has nodes like blood magic which permanently removes all your mana, increases your health, and makes skill cost health instead of mana. Which completely changes how you build and play your character.
      Or ancestral bond which stops your character from doing damage directly but gives you an extra totem.
      Notable passives are quite transformative to your gameplay.
      But I understand the confusion if someone hasn’t experienced the passive tree in POE much

  • @DarkBloodbane
    @DarkBloodbane หลายเดือนก่อน

    That's the challenge of making games. It's not finding new and novel mechanic but instead expansion or depth of existing mechanics. Even if devs managed to expand or deepen their game's mechanic, it still depend on players to dive and explore it.

  • @CampGareth
    @CampGareth หลายเดือนก่อน

    I miss the patron "AAAAAAH" or however it was spelt that used to be the first one you read out. Every take was different but they all caught me by surprise

  • @universalenveloping
    @universalenveloping หลายเดือนก่อน

    I really like your point about the game length being just right in Tactical Breach Wizards. I've grown bored of it right around the final chapter. I think it has a lot do with the fact that it's when your characters' abilities hit some critical mass and you just spam buttons until you win, without any tactics.

  • @val26874
    @val26874 หลายเดือนก่อน

    There's even a wizard with a magic broomstick so she can throw herself out of one window and back in through another.
    Possibly even knocking someone else through another window in the process.

  • @prosamis
    @prosamis หลายเดือนก่อน +4

    8:30 path of exile is a masterclass on novelty. A decade old game still growing in playerbase even while they're developing their sequel and still breaking records is the way it is for a reason
    I've been playing poe since 2014 and I can assure you poe is leaps and bounds better at novelty than any other game I know (and yes, I played a lot of games)

  • @KaiJason
    @KaiJason หลายเดือนก่อน

    Fight in Tight Space also has alot of out of window moments

  • @emma_tm
    @emma_tm หลายเดือนก่อน

    20:41 old school runescape does this really well