Rewards Are Weird

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  • เผยแพร่เมื่อ 30 ม.ค. 2025

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  • @razbuten
    @razbuten  7 หลายเดือนก่อน +1899

    I'm back and calling things weird again. hope you're all well.

    • @edge60able
      @edge60able 7 หลายเดือนก่อน +10

      Thanks! I'm glad!

    • @Smorb42
      @Smorb42 7 หลายเดือนก่อน +6

      Thanks for the vid

    • @thekidfromcanada
      @thekidfromcanada 7 หลายเดือนก่อน +8

      I hope you're well. Thank you for the new video.

    • @mortadasaleh7423
      @mortadasaleh7423 7 หลายเดือนก่อน +3

      👍

    • @magicsword49
      @magicsword49 7 หลายเดือนก่อน +61

      I was just thinking about this channel. Is that weird too?

  • @Liratan
    @Liratan 7 หลายเดือนก่อน +1577

    I remember when clearing Hyrule Castle at the end of the BoTW and climbing one of the towers and finding a chest that gave 5 arrows. It was hilarious

    • @mekannatarry1929
      @mekannatarry1929 7 หลายเดือนก่อน +59

      Ahh, that's OOT style chest rewards; every time I play it I skip most grottos since they rarely contain anything useful.

    • @CrissaKentavr
      @CrissaKentavr 7 หลายเดือนก่อน +65

      Hey, that was 20-30 rupees you didn't have to run off to spend to continue.

    • @Capper-yc7fw
      @Capper-yc7fw 7 หลายเดือนก่อน +59

      I honestly think this is what made me put down TotK after the first big dungeon (I started in the dessert).
      All the stuff I went off to explore just felt so lacking that I eventually just didn't pick it back up

    • @sheebuhenu4074
      @sheebuhenu4074 7 หลายเดือนก่อน +7

      ​@mekannatarry1929 lmao a lot of grottos rarely contain anything at all xD I wish there were more little collectibles or abilities to pick up so that a lot of those spaces were filled. OOT is great, and it pathed a way forward, but every 3d zelda after that point, admittedly, didn't do much to really push the series' gameplay mechanics forward

    • @Gigi-zr6hp
      @Gigi-zr6hp 7 หลายเดือนก่อน

      ​@@Capper-yc7fw the constant seek of dopamine ruined modern gaming paired with lootbox/mtx/gacha/battle pass

  • @neverland_angel
    @neverland_angel 7 หลายเดือนก่อน +954

    Raz: A prime example I’ve talked about in the past, and will talk about again in the future, you can’t stop me, is-
    Me: OUTER WILDS!!
    Raz: Hollow Knight
    Me: damn it

    • @SirEggNog
      @SirEggNog 7 หลายเดือนก่อน +38

      funny enough, similar to Outer Wilds-- Elden Ring rewards (the unique rewards anyways) is always nice to me regardless of if i ever use them or not because they are tied to the story and world lore

    • @duyanhtran9365
      @duyanhtran9365 7 หลายเดือนก่อน +41

      @@SirEggNog I think in soul games, just beating the content is a reward by itself.

    • @Zero-c5v
      @Zero-c5v 7 หลายเดือนก่อน

      @@duyanhtran9365 Ludwig flashbacks.

    • @Joeysaladslover
      @Joeysaladslover 7 หลายเดือนก่อน +1

      @@duyanhtran9365yall fr have nothing better to do than die over and over while pretending unpolished trash is masterful game design

    • @heat_death7
      @heat_death7 7 หลายเดือนก่อน +3

      @@Joeysaladslover Things people too bad to beat souls games say for 400 alex

  • @revanchistvakarian575
    @revanchistvakarian575 7 หลายเดือนก่อน +680

    Me: "Hey, Razbuten hasn't uploaded in a while. I wonder what's been taking up so much of his time?"
    Razbuten: [offhand mention of Factorio]
    Me: "Ahhhhh"

    • @TrueOracle
      @TrueOracle 7 หลายเดือนก่อน +8

      LMAO

    • @mrhatsy
      @mrhatsy 7 หลายเดือนก่อน +63

      I believe he's had a baby, hence the "I haven't slept in 12 weeks" at the end of the video

    • @feryth
      @feryth 7 หลายเดือนก่อน

      ​@@mrhatsythat can also be the result of Factorio

    • @revanchistvakarian575
      @revanchistvakarian575 7 หลายเดือนก่อน +37

      @@mrhatsy I know, I was making a silly joke. (That said, there is literally a line in the Factorio EULA that says they are not responsible if you stay up too late playing it and can't go to school or work in the morning!)

    • @lilithgrey8057
      @lilithgrey8057 7 หลายเดือนก่อน +8

      @@revanchistvakarian575 Gee, at the end of the EULA and everything? Came out with all the stops

  • @maddiem9264
    @maddiem9264 7 หลายเดือนก่อน +2174

    I love how the Breath of the Wild DLC’s reward is basically “you did a really long quest, so here is a literal motorcycle that shouldn’t exist in universe and it kinda breaks the gameplay, but it’s fucking sick so who cares”

    • @TWlaz
      @TWlaz 7 หลายเดือนก่อน +430

      What's great is that this was, verbatim, the dev's justification for it. Aunoma pulled rank to have them put in a motorcycle because he wanted to ride around Hyrule in a motorcycle.

    • @click8708
      @click8708 7 หลายเดือนก่อน

      @@TWlaz That's awesome.

    • @eli33
      @eli33 7 หลายเดือนก่อน +28

      completely removing the need for horses 😆

    • @ericwindsor339
      @ericwindsor339 7 หลายเดือนก่อน +184

      @@eli33 thats debatable, horses have a higher top speed, automatically follow roads and also don't require fuel of any sort. There's a time and place for both, and the same DLC also made it way easier to use a horse because it added gear that teleports your horse to you instantly

    • @JDLT420
      @JDLT420 7 หลายเดือนก่อน +12

      I hated the motorcycle. Worst reward ever.

  • @ryanekstrom209
    @ryanekstrom209 7 หลายเดือนก่อน +93

    "It's not just about giving players something cool, it's about making them feel like they got something cool"-As a DM this hits so hard. You can head out dozens of magic items and get a meh and it gets written down on a sheet that's never seen. Tie it into their back story, give it some cinematic flavor, make it a personal quest reward and BAM they are using it every combat.

    • @ThyFloorestFloor
      @ThyFloorestFloor 7 หลายเดือนก่อน +9

      I still remember how one of the most memorable items me and my friends got in a campaign was just a Korok Leaf knockoff that we all agreed to be the best tool ever, especially for the character it belonged to since they had a really light body and smoke based abilities.

  • @Renagale
    @Renagale 7 หลายเดือนก่อน +536

    Once again you completely alter a certain part of my brain that ignores these things in games, and now I am thinking about how each of the games I play keep me playing more by offering more and more rewards.

    • @razbuten
      @razbuten  7 หลายเดือนก่อน +225

      I'm sorry for this curse, but also this is exactly what I was aiming to do lol

    • @nathandts3401
      @nathandts3401 7 หลายเดือนก่อน +30

      Extra Credits gave me game design brain a long time ago. It's fun, but can sometimes take you out of the experience.

    • @noventaporcento
      @noventaporcento 7 หลายเดือนก่อน +3

      Every Razbuten video does this to me

    • @Tigerhearty
      @Tigerhearty 7 หลายเดือนก่อน

      game that have no interesting ultra repetitive gameplay needs some type of reward to keep going. Gow ragnarok is pretty bad if we are honest, technically and gameplay wise.

    • @oneoranota
      @oneoranota 7 หลายเดือนก่อน

      If you want to ponder on rewards, try Legends of Runeterra. The game is pretty good and also pretty chill, and it keeps SHOWERING you with rewards. You get a lot of time to spectate what it does to you.

  • @memeolade9079
    @memeolade9079 7 หลายเดือนก่อน +138

    As a person who has almost 200 hrs in dave the diver. Your opinion summed it up perfectly. I would spend ~45 min per run to have every fish I could want, but after the nursery, I was barely in the water. Yes I was tired of doing hour long runs just to run out of oxygen in the last 10 seconds, but it immediately took out any risk of diving deeper.

    • @durdleduc8520
      @durdleduc8520 7 หลายเดือนก่อน +12

      it's unfortunate, the vibes of that game are immaculate.

    • @D1EHARDTOO
      @D1EHARDTOO 7 หลายเดือนก่อน +3

      My friend has been playing it for a few weeks now, maybe a month, and he modded it so he has unlimited O2 and unlimited inventory for fish and does 2+ hour dives clearing out the seafloor. I'm curious how much longer he will play for as he's already past the frozen part of the map, and it sounds super repetitive to me but not as challenging

  • @ChillinWithTheCapuchins
    @ChillinWithTheCapuchins 7 หลายเดือนก่อน +204

    For me the most satisfying solution to this problem is receiving rewards that have nothing to do with progression or making the player stronger. I really like when a game gives rewards that are fun or interesting but have little to do with the actual gameplay. Tarry Town in BoTW is a great example. By doing the lengthy quest line the main reward you get is to see that you had an impact on the game world, you caused things to change and I love that kind of reward.
    Interesting cosmetics can be very compelling for me too. I love the glider fabrics you can receive in ToTK. A lot of cozy games will give you cosmetics as a reward for exploration and honestly in BoTW and ToTK the main rewards I cared about collecting were all the different armors, not necessarily because they made me stronger. Even in a serious game it can be fun to dress my character up in goofy hats!
    Something as simple as giving me a base of operations and then allowing me to find items out in the world to decorate it with is a great means of reward for me.
    An added bonus is that adding a system into a game for these types of rewards adds more variety, fun, and interesting things to engage with, without having to finely balance or integrate it all into the main progression mechanics of the game.

    • @Rilesjean
      @Rilesjean 7 หลายเดือนก่อน +15

      i loved collecting all the armor in totk, just having that long page to scroll through was fun, plus a lot of them can be dyed in hateno so i could play dressup in sillier colors

    • @hugofontes5708
      @hugofontes5708 7 หลายเดือนก่อน +10

      Reminded me of Digimon world 1 for PS1. You would go out of town to find digimons that had been going rogue and violent, talk or beat sense back into them and they would go back to town. You'd both see new Digimon around, see the city grow back bit by bit and on top of that get new features and conveniences. A lot of them were mandatory, but technically not all and some not in any particular order. Pretty cool

    • @realmrpger4432
      @realmrpger4432 7 หลายเดือนก่อน +2

      The God of War example is actually a great reward, because it is both cosmetic and mechanical, so it satisfies multiple types of gamers. (I'm the type that would be pissed to just receive a cosmetic reward)

    • @geli95us
      @geli95us 7 หลายเดือนก่อน +4

      The problem with this kind of thing is that it's hit or miss how different players will react to it. I, for example, do not interact with "decorating your base" content in games, because I don't find it enjoyable, which means that if I do a quest and the reward is a chair for my base it won't feel very good, while other people might enjoy it.

    • @YuYuYuna_
      @YuYuYuna_ 6 หลายเดือนก่อน +2

      Fair enough. For me this type of reward highly depends on if I enjoy the for its world, the art, how it feels moving around and traveling within the world, etc. If some RPG game gave me a reward like that which changed a town's appearance but I don't really care about the game's world that much then the reward would feel kinda silly and like a huge waste of my time. Cosmetic rewards or rewards with no gameplay implications are cool if the world you are playing in is fascinating to you and you enjoy the visual style of the game, etc. If the game world isn't that compelling and exciting to explore in then I feel like these types of cosmetic rewards end up feeling worthless. Immersion into a game's world is a big reason (for me) that makes cosmetic rewards like that valuable. For example a game like Valheim or Enshrouded has me neck deep immersed into their world because of the style and scope and content within the open world of the game and they make traversing and exploring fun rather than feeling like an obnoxious chore. In those games when you find new materials you unlock new cosmetic things you can build like furniture or new walls/structure components you can make from them. However there are games where the world isn't very exciting or fun to explore in and so getting cosmetic rewards aren't exciting as why would I use them when I don't care about how my house looks or how the town changes when I complete a quest, etc. Now this is partly subjective based on your own taste and how a game's world appeals to you but the point is cosmetic rewards can feel like a massive waste of time if the game's world isn't immersive.
      MMOs are a great example of this too. For me a game like WoW I couldn't care less about how my character looks or what mount I had because I don't enjoy the visual aesthetic of the game but in a game like FF14 my character's "glamour" or cosmetic outfit matters a lot to me because I like how the game looks and feels, when I play it I feel immersed and you get to see your own personal character with the outfit you put on them in the storyline cutscenes.

  • @boogiebong420
    @boogiebong420 7 หลายเดือนก่อน +275

    Perfect timing, I was just looking for my nightly video essay to fall asleep to (I'll rewatch it tomorrow to appreciate your glorious editing, promise)

    • @timandfin
      @timandfin 7 หลายเดือนก่อน +17

      I wonder if these guys realize how many of us do that? Between razbuten and Noah Caldwell, I’ve been getting bed time stories for years. I’m a 41 year old man.

    • @brenofalcao4157
      @brenofalcao4157 7 หลายเดือนก่อน +1

      Same here

    • @kakaoke4061
      @kakaoke4061 7 หลายเดือนก่อน +1

      Dude, same

    • @SL4PSH0CK
      @SL4PSH0CK 5 หลายเดือนก่อน +2

      ICANT (this dude unironically knew how to algo and contirbute)

  • @Jell000
    @Jell000 7 หลายเดือนก่อน +184

    Babe wake up a new video that’s strangely chill but recontextualizes a video game structure/design element in a way that’s deeply interesting by a TH-camr I love just dropped!

    • @teo2805
      @teo2805 7 หลายเดือนก่อน +1

      Gives me vibes of "omg mom. Jesus was seen" "SHOW IT TO ME RACHEL PLEASE"

    • @nightbringer99
      @nightbringer99 7 หลายเดือนก่อน

      @@teo2805 *show me to me.
      which is somehow even funnier

  • @EricClancy
    @EricClancy 7 หลายเดือนก่อน +26

    I love all of your videos, but this might be the first time I've disagreed with you on a point about a game. I went into Dave the Diver thinking it was a cute game about running a sushi shop, and that I'd be done playing after a few hours once the game loop got repetitive.
    Instead, just as I was getting tired of serving beer, I got to automate part of it. And as I got more and more tired of the repetitive parts, I got to automate more and more, and the people I hired got better and better, which was incredibly satisfying.
    Automating all of that was what made me realize what Dave the Diver actually was - A wacky and sometimes heartfelt story about preservation, finding your family, and helping your neighbors.
    I played that game for 38 more hours than I expected to because of the mechanics you described. If there's anything I've learned from your channel, though, it's that different people will get different experiences out of games - sometimes just because of when in your life you played it.

    • @aryabratsahoo7474
      @aryabratsahoo7474 4 หลายเดือนก่อน +1

      I haven't played Dave the Diver and I also felt "What?" From his points about progressing to make things easier. Then he immediately contradicted his point by including Factorio where it's the same thing but in this case it's an neverending improvement loop.

  • @Skywolve1998
    @Skywolve1998 7 หลายเดือนก่อน +535

    The real reward is the friends we made along the way.

    • @Elephantsaresupreme
      @Elephantsaresupreme 7 หลายเดือนก่อน +18

      Literally totk

    • @ferenccseh4037
      @ferenccseh4037 6 หลายเดือนก่อน +1

      The real friends we made along the way are the rewards.

  • @rpghank
    @rpghank 7 หลายเดือนก่อน +201

    I think the way that Mario Odyssey rewards players is interesting too, where you never actually get more powerful. You just get moons for progression, but trying to get more moons means you just get better at the game. You could beat the entire game without learning many of the abilities and moves, but if a player is willing to invest themselves in the optional content they get better at the game allowing them to engage in more optional content, without Mario gaining abilities or powers in any way

    • @Eval999
      @Eval999 7 หลายเดือนก่อน +13

      The problem with Odyssey is you just need the most basic spammable hat dive jump trick to do literally everything and nothing is a challenge.

    • @ultimaxkom8728
      @ultimaxkom8728 7 หลายเดือนก่อน

      If by the basic nothing is a challenge for you then you're a peripheral target audience. An alien truth for most and very hard to accept for many.

    • @WadeAllen001
      @WadeAllen001 7 หลายเดือนก่อน +9

      Yeah a lot of Mario games really do this kind of thing right. They often just reward you with more game for getting the optional stuff, and a lot of the time the extra parts of the game you unlock are challenge levels, like the final level in Mario Odyssey that if I remember right you need every moon to unlock, and while it's still not crazy challenging, it was the most challenging thing in the game and felt satisfying the beat.

  • @saulgoneman
    @saulgoneman 7 หลายเดือนก่อน +175

    An underrated reason to pay attention to the lore in Souls games instead of just watching VaatiVidya is that it makes the rewards you otherwise wouldn't care about more meaningful. Every item you pick up has text attached to it, and though sometimes its just "This is a rusty sword" type stuff, the rewards you get from bosses/hard found items typically have some interesting worldbuilding or story attached. I might not care about picking up a spell my character can't use, but its still exciting to me, because I want to learn more about the world.

    • @mekannatarry1929
      @mekannatarry1929 7 หลายเดือนก่อน +13

      Plus there's the joy in the mystery of never fully understanding the context of what went down, if you're into that sort of thing.

    • @One.Zero.One101
      @One.Zero.One101 7 หลายเดือนก่อน +12

      In some games it's so boring when you pick up a weapon and its stats are +1 strength or +1 magic. I prefer some variety like a poison dagger, or a ring of invisibility, or boots of haste, or an explosive shotgun, or a freeze grenade.

    • @hugofontes5708
      @hugofontes5708 7 หลายเดือนก่อน +2

      In that regard, Outer Wilds is a souls-like

    • @sierranicholes6712
      @sierranicholes6712 7 หลายเดือนก่อน +3

      yeah this is something that i've really been enjoying about elden ring! i know a lot of the lore but i get excited to get any item even if i don't care about what it does and will never use it because it means i get to get a little bit of lore haha

    • @Delmworks
      @Delmworks 7 หลายเดือนก่อน +4

      Oh tell me about it. I rush to the item screen as soon as I pick up anything larger than a breadcrumb

  • @Wetbread2197
    @Wetbread2197 7 หลายเดือนก่อน +72

    You are my favorite TH-camr of all time man. I appreciate the calm tone and insightful retrospect. Never change bro. You da man!!

    • @razbuten
      @razbuten  7 หลายเดือนก่อน +42

      Thank you. This genuinely means a lot.

    • @drgonzo123
      @drgonzo123 7 หลายเดือนก่อน

      I’ll piggyback off your compliment and say the same thing. I love all your videos, but I discovered you through your non-gamer lady you love with videos.
      I also discover a lot of games through you, since you play and show a lot of random games. This video alone made me look up Convergence, which I had no idea existed. Hope all is well at home with the new little one. You too @Wetbread2197 I hope you’re well.

  • @gumbarius
    @gumbarius 7 หลายเดือนก่อน +50

    Hollow Knight's final boss dynamic is something I really noticed when I went for the speedrun achievements, because before I never went into the Hollow Knight fight without having made a lot of progression already, so the fight has always been super easy to me
    But with next to nothing upgraded during a speedrun, the fight was genuinely hard and I had to take several attempts, and it was the first time this fight actually felt challenging

    • @Wurmze
      @Wurmze 7 หลายเดือนก่อน +4

      As some one who’s never played platformers and is only two hours into hollow knight, the idea that it could ever feel easy is wild to me XD

    • @gumbarius
      @gumbarius 7 หลายเดือนก่อน +11

      @@Wurmze By the point you reach the final boss, you'll likely already have faced more difficult bosses if you explore the map more than required for an any%

    • @Wurmze
      @Wurmze 7 หลายเดือนก่อน

      @@gumbarius know that I will use this as motivation whenever I’m stuck XD

    • @hellboy19991
      @hellboy19991 7 หลายเดือนก่อน +2

      @@Wurmze Hollow Knight is a game where you need to learn the song and dance for every boss, once you have that down, it's not that bad for most of them. Unless you don't have some progression upgrades, you expect to have... In which case, good luck since then the entire song changes.

    • @mitchsz
      @mitchsz 5 หลายเดือนก่อน

      Hollow knight itself is like Gwyn on Dark Souls 1, the character is not at their peak. HK is weak because he is infected. This is proven when you fight Pure Vessel on Pantheon 4/5, its primal form.

  • @CrimsoniteSP
    @CrimsoniteSP 7 หลายเดือนก่อน +76

    Honestly, I really adore the "here's a thing, just have fun" rewards. When you're playing a game with items you need to craft or level weapons, rewards can start feeling kinda generic. And there becomes the balancing issues brought up.
    I ended up getting that new Sly Cooper port on PS5 and I was brought back to the days where games were just fun. Here's a level, explore it. What's your reward for finding all the things? Here's an ability that probably won't help, but it's fun to use.

    • @reaperraider999
      @reaperraider999 7 หลายเดือนก่อน +1

      THERES A SLY COOPER PORT TO PS5?!?

    • @CrimsoniteSP
      @CrimsoniteSP 7 หลายเดือนก่อน +1

      @@reaperraider999 Yeah! It's 10 bucks

    • @reaperraider999
      @reaperraider999 7 หลายเดือนก่อน +1

      @@CrimsoniteSP is it just the original one? or is it all of them?

    • @CrimsoniteSP
      @CrimsoniteSP 7 หลายเดือนก่อน +3

      @@reaperraider999 Just the original. I believe it's running on one of the new emulators PlayStation made and it's pretty good. Not that many visual bugs, no input delay that I could see, no weird shenanigans, it's just solid.

    • @Sina-dv1eg
      @Sina-dv1eg 7 หลายเดือนก่อน +2

      "the days where games were just fun" is such a profoundly weird statement, as if games as a whole stopped being fun because some AAA games have crafting systems

  • @majorfallacy5926
    @majorfallacy5926 7 หลายเดือนก่อน +33

    Transistor, a previous game from the Hades devs, has the single best progression (and difficulty selection) system I've seen so far, sadly it's been largely forgotten about

    • @PLKinka
      @PLKinka 7 หลายเดือนก่อน +4

      It is also really beautiful. I don’t like the gameplay but I still have my stack of Transistor wallpapers.

    • @YuYuYuna_
      @YuYuYuna_ 6 หลายเดือนก่อน

      Maybe I'll have to finally give this game a playthrough. I have it on steam, I forget how I got it (if I purchased it or got it gifted, idk). I've played it a few times but never any longer than 20-30 minutes total.

    • @maynardburger
      @maynardburger 5 หลายเดือนก่อน +1

      That games ends too quickly, though. Like, as soon as I've got all this cool stuff and I'm finally getting a real grip on the combat and strategy, the game just kinda ends. I dont blame the devs for not making the game longer as this isn't always feasible, but it still meant the progression felt weird to me.

  • @doobsmcgee
    @doobsmcgee 7 หลายเดือนก่อน +23

    Supraland had a great “reward” at the end of the game where you can basically fly around the map and attack with blindly fast attack speed. The dev then hid chests “out of bounds” to find for funsies. I saw a similar comment about the BotW DLC giving a motorcycle. Those are my favorite types of rewards. “Thank you for playing, now here’s some hilariously broken things to blast around the game and explore.”

    • @h00pla434
      @h00pla434 7 หลายเดือนก่อน +2

      Literally every game is improved by the inclusion of a jetpack. Even if only for a brief time (one of my few criticisms of The Talos Principle).

    • @Negniwret
      @Negniwret 5 หลายเดือนก่อน +3

      @@h00pla434 keep in mind most games only look good from angles the player is supposed to be. Imagine a jetpack in Skyrim, trying to fly over Whiterun only to see it's empty and full of LODs

    • @jemolk8945
      @jemolk8945 3 หลายเดือนก่อน

      @@Negniwret That's why Morrowind is the better game. :P

  • @luk4aaaa
    @luk4aaaa 7 หลายเดือนก่อน +8

    Reminds me of The Witness where the reward for completing puzzles is almost always just more puzzles. A lot of people seem to hate that, but I loved it, as I learned I got access to more of the game and got deepen my understanding of its rules. You don’t always need a gear upgrade or cutscene.

  • @Gowonzu
    @Gowonzu 7 หลายเดือนก่อน +76

    I actually love when games allow me to become overpowered via side content. Challenges are fun, but there's also fun in the typical power fantasy. I get that some people get disappointed when they make the final boss trivial, but something like Majora's Mask, getting the Deity Mask, It was so satisfying to just beat the hell out of the final boss. I put in the time, I did every side quest, let me slap down the boss like the god I now am 😅
    New Game + scratches that same itch for me. I did the leg work, now i'll do it again but run circles around everyone.

    • @One.Zero.One101
      @One.Zero.One101 7 หลายเดือนก่อน +4

      I'm the exact opposite. I am extremely careful not to over-level my character. I try to avoid doing a level 10 map first, because if I go to a level 4 map later, I'm so over-leveled that the wolves are doing 1 damage to me. I try to guess the intended order of locations and I try not to grind. This gives the best difficulty curve for me.

    • @evanpeterson3941
      @evanpeterson3941 7 หลายเดือนก่อน +2

      I recently played Kingdom Come: Deliverance for the first time. I had heard a lot of people talk about how hard it is so I avoided the main quest and grinded like crazy. When I got to the first big fight I was so nervous. I ended up winning in two hits. It was a little disappointing but also I couldn't stop laughing. I didn't realize how much I had overcompensated.

    • @ryanadolfi4007
      @ryanadolfi4007 7 หลายเดือนก่อน +3

      @@One.Zero.One101 I'm the same way! I'm always careful to not go ahead and do something if it means I might become overpowered where I think I shouldn't. I enjoy the difficulty of a challenge, but I have to admit that regulating what I should/shouldn't do based off what I think is the "correct" way to play has become pretty exhausting. I'm trying to play games now just to have fun and see where I go. If I get overpowered, so be it :-p

    • @Rilesjean
      @Rilesjean 7 หลายเดือนก่อน +2

      yes yes yes!! i love when optional content lets me melt bosses!!!

    • @SL4PSH0CK
      @SL4PSH0CK 5 หลายเดือนก่อน

      i like it when there's reactivity into it for doing a side quest/content and the game remembers that and rewards you for it.

  • @Evanz111
    @Evanz111 7 หลายเดือนก่อน +37

    I love and miss the days of endgame rewards being broken as heck. Stuff like Knights of the Round and certain materia. If the game is finished in terms of challenge, at least give us something like a cheat mode.
    I thought a cool reward for beating Shadow of the Erdtree would be an upgrade to Torrent. Say he runs faster, or can triple jump, allowing you to engage with New Game+ in an entirely new way. Game balance be damned, as you’ve already shown you can beat its hardest challenge.

    • @evanpeterson3941
      @evanpeterson3941 7 หลายเดือนก่อน +13

      Definitely. Resident Evil still has this in their games. Oh, you beat our hardest difficulty? Here's an infinite ammo machine gun with really high damage, go show the monsters that scared you who's boss.

    • @Evanz111
      @Evanz111 7 หลายเดือนก่อน +4

      @@evanpeterson3941 Yeah, massive respect to Capcom for adding those! I love how both Dragon’s Dogma and Monster Hunter also have them, in an albeit more balanced degree. Endgame builds can be crazy.

    • @reaperraider999
      @reaperraider999 7 หลายเดือนก่อน +2

      this reminds me of ratchet and clank future tools of destruction where at the end you could buy a suit or gadget (its been a while since ive played) that gave you infinite disco bombs that completely incapicate all enemies and has very limited uses until you get the infinite one

    • @gmac3296
      @gmac3296 7 หลายเดือนก่อน

      avaritia

    • @illnesslilin9633
      @illnesslilin9633 7 หลายเดือนก่อน

      Terraria :D
      Also really like the terraria reward system especially with calamity, where yes the new stuff is stronger, but also fun and has a new gimmick. I wish more games would, especially as optional content reward give more gimmicky stuff thats just fun to use without making everything else obsolete

  • @Boomblox5896
    @Boomblox5896 7 หลายเดือนก่อน +5

    Hey, give the Big Poe Statue quest some credit. It introduces the player to the Big Poe Statues, so aside from getting that one heart container, you also get access to that Poe Armor that gives you extra Gloom-Resistance per piece, and the statues will help you find other statues as well for more pieces of the armor, and other rewards.

  • @stevenhancher9084
    @stevenhancher9084 7 หลายเดือนก่อน +4

    I'm reminded of a talk that Derek Yu gave a while ago about Spelunky 2. He was talking about rewards and optional content, and how when you do something optional in spelunky, it opens up a path to something ultimately more challenging. This generated a conversation about how doing an optional challenge should give you reward, and Derek's point was that the extra challenging secret area was the reward. You'd proven that you were skilled by doing the challenging thing, and the reward was a new means to test you skill further. I think about that a lot. Getting a new trinket is awesome, but if it makes everything trivial then it robs the game of it's friction. But if the reward is a greater challenge, then you get to deliver newer greater friction to the players who will want it the most. That is why I think your hollow night example rings so true.

  • @nmoharo829
    @nmoharo829 7 หลายเดือนก่อน +6

    The MegaMan battle network system is after you collect everything and beat the hardest secret boss, you then get to fight a suped up version of the final boss.
    I guess you can say the devs made sure there is still q challenge for those who complete all the side quests. Also the multiplayer aspect makes it so you technically still have a challenge even after beating the game

  • @nienke7713
    @nienke7713 7 หลายเดือนก่อน +33

    I also think that locking upgrades behind challenging content is locking it away from players who need it the most whilst granting it to the people for who it will diminish the gameplay, so it really seems like the worst possible option.
    If anything, beating challenging optional content should make the game more challenging as you've proven you can handle a challenge.
    Perhaps there could be something like a cursed key, which will unlock something special at the end, but the curse will make the game more challenging, and the player can only get rid of the curse by destroying the key and thus throwing away their chance for the unlock at the end.

    • @TheAssassin642
      @TheAssassin642 7 หลายเดือนก่อน +2

      That's basically how he described Hollow Knight doing it, with the secret/true boss fight at the end

    • @nienke7713
      @nienke7713 7 หลายเดือนก่อน +2

      @@TheAssassin642not quite, I don't think hollow knight becomes more difficult after completing a difficult optional challenge, and if anything, it does give something that makes things easier, it's just that if you do enough of them, you unlock a more challenging boss fight at the end with a "true ending".
      What I'm suggesting is that right after completing a difficult challenge, you gain something like a cursed key as an item, which will unlock something at the end, but the curse from the key will make things more difficult from the moment it is obtained until it is destroyed (and in choosing to destroy it, the player is also choosing to forego the reward at the end).
      So the main differences are:
      -providing an additional challenge at the end Vs making the entire remainder of the game more difficult
      -it being a secret you'll only find out if you actually get to the end having completed enough Vs knowing that you can unlock something special at the end from the moment you get the key
      -having the option to destroy the key if you do not want the game to be more challenging, but foregoing the special reward at the end in doing so

    • @rainingBrackets
      @rainingBrackets 7 หลายเดือนก่อน +8

      ​@@nienke7713​ I think it would feel really bad to have to throw away the key if the increased difficulty is too much. Knowing this decision is permanent I would probably hold on to it even if it would inadvertently make my game less enjoyable for me
      Another issue is if you do forego of the cursed reward you will be left with nothing after doing something slightly too challenging for your liking or exploring off track and finding what's supposed to be a cool secret. Both things that were meant to give rewards
      This would also mean that future side content will be less enticing if you if you can expect it to only grant you dissatisfaction which is unfortunate
      It's an interesting idea though, which is why I spent the time to discuss it. I haven't seen something like this before!

    • @nienke7713
      @nienke7713 7 หลายเดือนก่อน +2

      @@rainingBrackets fair point, I figured having some option to get rid of it if a player doesn't like the increased difficulty would be better than just being stuck with it, but being able able to just drop it and get it back later would mean players would just be better off dropping it and getting it back only when they need it, defeating the purpose of it all, because why would you choose to willingly carry some sort of debuff with you if it comes with no benefit?

    • @One.Zero.One101
      @One.Zero.One101 7 หลายเดือนก่อน +1

      Enemy scaling is the solution that works for me. I turn on enemy scaling on all games that allow it. For example in Witcher 3, it got boring when nekkers couldn't even scratch me. I had over-leveled because I did all the side quests. I turned on enemy scaling and I died to the nekkers because I had gotten overconfident and lousy. Enemy scaling kept me on my toes and kept the game exciting.

  • @Haiforse
    @Haiforse 7 หลายเดือนก่อน +20

    Of course you upload it as I’m about to go to sleep raz 😂. Now I gotta stay up for another half hour lol.

  • @L1vv4n
    @L1vv4n 7 หลายเดือนก่อน +4

    Optional rewards can be story content, cosmetics with a slight upgrade and a side-grades, which changes how you can approach the main game-play.
    All these three options reduce effect of rewards for optional quests on the main power curve and reduces the need to balance for it.
    Additional idea: finishing side quest can introduce new threats into game, increasing difficulty without leveling up everything oblivion-style.

  • @laudysmartinez1475
    @laudysmartinez1475 7 หลายเดือนก่อน +1

    Dave the diver is my cozy way to unwind after a long day. I've already finished the story and unlocked everything, so there's no real pressure to "win" or "get anywhere", I mostly dive for the sake of just diving around, seeing the fish, falling into a trance with the soothing music.

  • @boshwa20
    @boshwa20 7 หลายเดือนก่อน +28

    Reminds me how i got a weapon in Baldurs Gate 3 that gave advantage against largr enemies
    Problem was....not a lot of big enemies in Act 3

    • @DodgeThatAttack
      @DodgeThatAttack 7 หลายเดือนก่อน +12

      That was something I noticed in BG3. A lot of items and abilities that only work against specific enemy types, but all the areas have their own themes with specific enemy types, so most of your stuff is sitting around being useless until you get to the area with the stuff where it suddenly becomes OP.
      I kinda feel like there needed to be more random enemies sprinkled in with the expected ones, it was quite annoying as a paladin just kinda waiting for undead to start showing up again so I could be more useful.

    • @anzaia2164
      @anzaia2164 7 หลายเดือนก่อน +1

      ​@DodgeThatAttack Hey now, it's not entirely useless, you can feed it to Gale!

  • @dsenti
    @dsenti 7 หลายเดือนก่อน +4

    The best rewards for hard optional content, in my opinion, are convenience rewards. The bike in BotW, Dashell in Super Paper Mario, etc. You get something tangible and enjoyable to use, but that doesn’t have to break progression and gives a new experience.
    How nice would it have been in TotK if there was some super difficult region that, once you cleared it, you got double battery life? What if getting all 1,000 korok seeds have you a spawnable wing with no timer on it, or the ability to summon one design permanently at no cost?

  • @PorkShark
    @PorkShark 7 หลายเดือนก่อน +8

    *That's why I like BotW more than TotK.* BotW has so many aspects that most people don't get to see, _which makes each and every unique experience special._ BotW's whole elemental interaction system and equipment rarity changes how you see rewards. In TotK where the collectivist hoarding problem artificially "solves" the problem BotW had (as well as artificially solves the many-complained durability system), *making it easier for less skilled players **_but also diluting the gameplay experience and almost completely removing the process of overcoming difficulty of in-game enemies as well as the difficulty in problem solving_*

  • @grammarmaid
    @grammarmaid 7 หลายเดือนก่อน +2

    Razbuten proving that he is the true optional super boss of TH-cam by graciously placing the sponsored segment at the end of the video. You want those impressions, advertisers? Come back after collecting all 256 Cursed Bag Scraps.

  • @lavarsch
    @lavarsch 7 หลายเดือนก่อน +15

    it's 5am... I have nothing better to do.

    • @noblesseoblige1076
      @noblesseoblige1076 7 หลายเดือนก่อน

      My man, get some sleep 😁

    • @aidar999
      @aidar999 7 หลายเดือนก่อน +2

      What kind of reward would you get for not sleeping that late

    • @lavarsch
      @lavarsch 7 หลายเดือนก่อน +2

      @@aidar999 This video o7

  • @PaladinHeart33
    @PaladinHeart33 6 หลายเดือนก่อน

    This is a really fun video! I've always been fascinated by what I find rewarding in games and why. Often it's as simple as some pretty notes of music when I accomplish something, or the way items look that makes them appealing to collect even more of them than I need. Like the Legend of Zelda "puzzle solved" musical sequence, or the way the shiny little berries pop off the bushes in Valheim!

  • @Freek314
    @Freek314 7 หลายเดือนก่อน +8

    Indie dev who always finds your videos extremely engaging here. Thanks for the upload!

    • @vcdgamer
      @vcdgamer 7 หลายเดือนก่อน

      Fellow dev here.
      Feel the same way.😊

  • @SkywardShoe
    @SkywardShoe 7 หลายเดือนก่อน +1

    So glad you showed the Depths statues, I was so excited to see where that quest led and lost all of that excitement realizing it was just 4 shrines worth of health/stamina.

  • @valdonchev7296
    @valdonchev7296 7 หลายเดือนก่อน +6

    I just thought of an interesting contrast between the optional rewards in Starcraft 2 vs. Doom (2016). In all campaigns of Starcraft 2, there are optional objectives in most missions which are usually harder to get than simply beating the mission. This seems like a reverse difficulty adjustment - the better you are at the game, the more bonuses you get to make the game easier. It's possible that the goal was to give the players a reason to replay past missions if they are stuck on the current ones. In the other hand, the rewards in Doom are, at least partially, tied to exploration, not combat. In other words, if you interact with non-combat parts of the game, you get to spend less time in combat because you're stronger now. I think it's an interesting idea, combining optional challenges and rewards in a way that alters the game towards the optional challenge and away from everything else.

  • @fhengal
    @fhengal 7 หลายเดือนก่อน

    Thanks, man! Great video and good insights. Yeah, balancing meaningful rewards versus scaling difficulty progression versus "optional versus mandatory" content has got to be one of the hardest things about game development. And then all those ratios are probably different, depending on the genre of game involved and previous player expectations about that genre or series. Sounds like too many plates to juggle for me, but I'm glad someone does so that I can continue to have games to play.

  • @ThePC007
    @ThePC007 7 หลายเดือนก่อน +3

    26:51 I wonder if delaying rewards would make for a fun gameplay mechanic. In a way, you could potentially create a sense of excitement because you’d know that you’d be getting something at some point in the future (kinda like the excitement you get from buying something you really like online and waiting for it to arrive at your door).

    • @ultimaxkom8728
      @ultimaxkom8728 7 หลายเดือนก่อน

      Hmm, I like your idea.

    • @Arakus99
      @Arakus99 7 หลายเดือนก่อน +1

      Kinda reminds me of the Chaos boons from Hades? They give you a debuff for a few fights in exchange for a reward after the debuff ends. (Could also see a cool mechanic around choosing between a smaller buff immediately or a big buff later, would work well in a tough roguelike where you might need to take the immediate reward to scrape by)
      (Edit: just remembered that the halo pieces from 20 minutes til dawn are kinda like that second idea, you have to pass up on immediately useful upgrades to collect pieces of your halo, then you get a big buff once you’ve got all 3 and put ur halo back together)

    • @YuYuYuna_
      @YuYuYuna_ 6 หลายเดือนก่อน

      This is has been done in quite a few games to one degree or another. In PoE there was a temp league where you could choose an immediate reward that was usually a basic currency or item, OR you could fight another wave of enemies with harder modifiers and if you beat them you would another chance to take a better currency/item OR double down again and take your shot at earning an even better reward. I think delayed rewards is a cool mechanic as long as you have a choice between delaying it for a better reward or more of that reward vs taking the immediate reward.

  • @timpize8733
    @timpize8733 7 หลายเดือนก่อน +2

    Interesting. You really thought the subject through. The description of hidden rewards at the end of the video reminds me of the first time I found a hidden block in Super Mario Bros. Finding secrets is like discovering more than what the game wants to show us. And being rewarded with an extra life was a big deal back then. I guess it's because it used the best aspects of the formula: valuable gameplay-wise considering it's a difficult game, and unique because of how rare it is.

  • @zer0legend109
    @zer0legend109 7 หลายเดือนก่อน +3

    5:51 whats the game name?
    I hope if you can always put the name of the games shown in the corner of the video or at least dump the whole list in the description, u can even help some of the games to get more exposure this way.

    • @meldoy60166
      @meldoy60166 7 หลายเดือนก่อน

      i think it’s called the pathless. I also hope he starts including a list.

  • @Wariokart65
    @Wariokart65 7 หลายเดือนก่อน +1

    Thanks for another great video, I was engrossed with Dave the Diver but fell out of love with it when I had to do a bunch of fetch quests for the sea people and felt like I wasn't running the sushi restaurant anymore. I'm glad videos like this are made to shed light on perspectives as to why a player might not feel inclined to commit to a game play loop when the loop becomes too automated I'm a manual kinda player 🤙

  • @oneunknown8226
    @oneunknown8226 7 หลายเดือนก่อน +6

    On the problem of balancing final bosses against players who do more vs less side content - games could implement some sort of dynamic difficulty? It would create the issue that players may feel 'punished' for doing side content - but they'd also be much stronger at the same time. For example, I was reminded of how in FF7 the final boss is buffed for every level 99 character you have, as well as if you tried to use Knights of the Round on an earlier part of the fight.

    • @bibibo743
      @bibibo743 7 หลายเดือนก่อน

      Everyone disliked this

  • @CoalFire
    @CoalFire 7 หลายเดือนก่อน +5

    I really wish you'd start your videos with a list of games you show in the video so I can choose whether or not I'm ok with being spoiled for games I haven't played that you show content from.
    "This video contains spoilers for the following games: ..."

  • @cherubin7th
    @cherubin7th 7 หลายเดือนก่อน +16

    The best reward is unlocking a new area, so you can see and play something new. This is the biggest issue I have with open world, I can just tourism everywhere and now all that is left are collecting items and leveling up.
    I don't like when the final boss is hard. You work for hours and hours to get there, then sorry too hard boss at the end you played for nothing when you cannot beat him. Thank you for wasting your time.

    • @YuYuYuna_
      @YuYuYuna_ 6 หลายเดือนก่อน +2

      I mean no offense intended but that 2nd part is just a "get good" moment. Games need climaxes at then end. Not every game needs a massive spike in the final event/boss but if the game is about having challenges to overcome then the final "moment" aka boss should a peak, a culmination of all the trials and challenges you've faced thus far so that when you finally finish it you feel that dopamine peak of "omg I finally did it, holy fuck that boss was hard." Also, that's a weird perspective to take on a hard boss. You just give up after getting there and being unable to just faceroll them over and beat them in a few tries max?

  • @borb5353
    @borb5353 6 หลายเดือนก่อน

    im watching this from a standpoint of designing a game myself.
    something i really want to nail is making players interested in the lore, like the opening cutscene of death stranding did this too well for me, i want to do that aswell.
    i read every single boring text entry i unlocked. if i manage to hook my players just the same, i can use lore as a reward, i dont think i can do anything much wrong with that. it satisfies questions you had but opens up more qustions aswell. also presenting the lore in a way thats not "boring audio log" or "too long didnt read text" is important
    but in hollow knight just exploring to see new things felt extremely rewarding aswell, even if it was just a charm i never used
    but knowledge is interesting aswell, like showing a hidden use of an ability you already had for a long time, or the location of a secret in a place you have already been to. the reward is the promise of a bigger reward. its like explorer maps in minecraft and structure mods too, i just looted this cool new structure and found a map to another cool structure i never saw before

  • @marten837
    @marten837 7 หลายเดือนก่อน +3

    I think in the context of rewards where 'number go up', there is another dimension to consider: Specialisation. Even if you don't unlock any new abilities, you can still be rewarded with a choice to upgrade certain stats over others. A good example is Elden Ring (but it's a common thing in DnD-like RPG's). You choose what stat to boost whenever you level up, thus pushing your own playstyle more and more (e.g. melee vs magic).
    I think from a balance perspective, this makes stuff both simpler and more complicated. On the one hand players can now choose for a playstyle that's easier or that suits them better, leaving the 'balancing' in the hands of the player instead of the devs. But on the other hand it creates many more branching playstyles and dev's have to be mindful that some playstyles aren't unexpectedly broken or get stuck at certain parts of the game (e.g. your carefully cultivated OP magic is suddenly disabled for a lategame boss and you have to rely on a rusted dagger while having no hp or strength)

  • @iamnoimpact
    @iamnoimpact 7 หลายเดือนก่อน

    awesome video, man. got me thinking a lot about what i personally would want from extra exploration and have really spent a lot of time realizing that so many of the little skill tree upgrades with percentage boosts on attacks and speed etc are played to death and i'd almost be willing to trade those for quality of life improvements or even simple story exposition. i also think on some level, the knowledge gained on those excursions should be folded further into the game's narrative. not to say that it won't be leaked immediately on walkthrough sites, but even ways that quest-givers would be able to explain how an enemy has a weakness (maybe that weakness or exploit is only unlocked if that sidequest is complete). lots of cool ideas out there!

  • @ry6554
    @ry6554 7 หลายเดือนก่อน +3

    In my personal opinion, the best final reward a game can give the player is the accomplishment itself. For example, getting the true end of Hollow Knight. Or P-ranking Soul Survivor on Violent Difficulty. Or getting 101% in Pizza Tower. There’s no tangible reward, other than the flashy visual when you see it. All of the previously rewarded upgrades lead to these moments.

  • @alexisvulfiaawenfern8112
    @alexisvulfiaawenfern8112 7 หลายเดือนก่อน +1

    My favourite item in vanilla WoW is the Gnomish Universal Remote. I like items like that. It's usefullness is very situational but it keeps having that situational use regardless of level and knowing that when you make it makes it feel all the more revarding.

  • @Hephera
    @Hephera 7 หลายเดือนก่อน +3

    i think a combination of elden ring and zeldas styles is my ideal system. unique rewards like elden ring, but with the option to "sell" them (or pawn it with the ability to buy back later if you change your build) in exchange for the boring but always useful rewards that zelda's dungeons give you. so you retain the excitement of not knowing exactly what the reward is going to be from a dungeon, but dont have to deal with the dissapointment of it being something that is useless to you with your current build

    • @lederp42
      @lederp42 7 หลายเดือนก่อน

      i second this

  • @hmcastles
    @hmcastles 7 หลายเดือนก่อน +2

    raz i love your videos so much!!! thank you for another thoughtful piece. I was wondering, would you consider, in the future, putting the name of games in like the bottom/top corners when you show footage from them? Totally understand if that's too much of an ask, but sometimes you show a gorgeous game and I'm like ... I have no idea what this is and how do I google it? Small white creature faces cosmic jellyfish??

    • @Arakus99
      @Arakus99 7 หลายเดือนก่อน

      I think you might be referring to Ori and the Blind Forest? Long shot but kinda sounds like it (also I agree with your suggestion)

    • @hmcastles
      @hmcastles 7 หลายเดือนก่อน

      @@Arakus99 Haha I appreciate the attempt! It's the one at 25:11 - def not Ori!

    • @praveenkv1485
      @praveenkv1485 7 หลายเดือนก่อน +2

      25:11 is Rain World

    • @kicadjo
      @kicadjo 4 หลายเดือนก่อน

      @@praveenkv1485thanks for this!

  • @JustRob96
    @JustRob96 7 หลายเดือนก่อน +6

    19:50
    While I love Elden Ring, this is one area where I really think they took a step backwards.
    In the Dark Souls games, there was a clear structure in how the game gave you upgrade materials, and it was thoughtful enough that regularly changing to a new weapon generally felt possible:
    Zone 1 - Enough to upgrade one weapon to +3, or two weapons to +2
    Zone 2 - Enough to take one weapon to the next tier (+4), and enough to take a second weapon to the end of the first tier (+3) with a bit left over
    Zone 3 - A few more tier two upgrade materials, and a shop with infinite tier one materials
    Zone 4+ - Repeat of the above but with everything up a tier
    If you found a cool weapon that you wanted to try, you knew that you could save the sparse materials you were finding, and soon enough you would have infinite supply such that you could quickly bring the cool weapon up to your current weapon's level. Then you can spend the sparse material you've been saving on whatever you wanted to use moving forward.
    In Elden Ring, the time between the infinite supply shop is ludicrously protracted, and in that time you can find a huge number of new weapons to try. Most likely your main weapon is several tiers, and so it feels super risky to spend materials bringing a new weapon up to that level. If it doesn't pay off you've probably locked yourself out of trying something else for a long long time.
    This problem is amplified for those doing things out of order - in my current playthrough my main weapon is currently at +20, but I only have an endless amount of materials that could take a new weapon up to +12...

    • @otrikas
      @otrikas 7 หลายเดือนก่อน +1

      >In Elden Ring, the time between the infinite supply shop is ludicrously protracted, and in that time you can find a huge number of new weapons to try. Most likely your main weapon is several tiers, and so it feels super risky to spend materials bringing a new weapon up to that level. If it doesn't pay off you've probably locked yourself out of trying something else for a long long time.
      Tho in Eldenring you simply do not need all upgrades to get a hang of the weapon. When I find a new weapon I simply use it before upgrading. If the moveset is cool I may invest into it. If it's meh I won't spent on it. All weapons are viable and you don't need 20+ for a playthrough. It's easier that way but imo the 8 level do not hurt that much.
      Also Eldenring is superbly replayable.

  • @sydneygorelick7484
    @sydneygorelick7484 7 หลายเดือนก่อน +1

    I wish there was a list of included games in the description, or that footage from games was labeled. I haven't seen some of these before, and you don't mention them by name!

  • @andypeoples7175
    @andypeoples7175 7 หลายเดือนก่อน +10

    I served a two year mission for my church, watched no youtube. I'm back now, it feels so good to see he still makes videos. One of my favorites

    • @grantcooper5799
      @grantcooper5799 7 หลายเดือนก่อน

      Where were you at? I was in Uruguay

  • @noahhaggard533
    @noahhaggard533 7 หลายเดือนก่อน +1

    Youre so close to 1Mil!! I believe youll hit it before the years end!! Thanks for the video im excited to listen to it while working :)

  • @Nick-bn6ch
    @Nick-bn6ch 6 หลายเดือนก่อน +2

    Elden Ring
    vs
    TotK
    3rd Pick
    Make respec-ing part of the core gameplay loop as it is in COD. You don't even have to wait til the end of a match to respec. Then, finding new things will seem more interesting. Because it isn't so much work to figure out if you want to try them or not. You can just try them

  • @Lootsweeper
    @Lootsweeper 7 หลายเดือนก่อน +3

    Then there is Fire Emblem where each of your units only has a ~10-60 percent chance for any stat to increase upon a level up. Sometimes you end up with characters that can 1-shot foes and other times they are nearly unusable by late game because they're so weak.

  • @mentalpopcorn2304
    @mentalpopcorn2304 7 หลายเดือนก่อน +2

    My favorite task in cyberpunk 2077 was the vending machine task. There werent really mucj rewards to speak of, but it was an awesome side story which is very easily missable. Its not listed as a quest on the map.

  • @jckpth
    @jckpth 7 หลายเดือนก่อน +4

    So this is what was being made in the Ro Ramdin chat

    • @razbuten
      @razbuten  7 หลายเดือนก่อน +4

      LOL

  • @citruscyanide
    @citruscyanide 7 หลายเดือนก่อน +1

    I LOVED this episode!! Thoughtful content as always. I'm a completionist, so I try to get EVERYTHING, which nets it's own issues, some of which you've highlighted here

  • @limitlesscord7319
    @limitlesscord7319 7 หลายเดือนก่อน +3

    I remember I played Ni No Kuni and you could choose the rewards you got from doing sidequests and my favourite has always been the one that allows you to jump, it literally says it's useless in the description but there's something so satisfying about jumping around the world even if your hitbox doesn't actually change when you jump (so you can't jump onto anything). This game also gives you a car post game which is tons of fun imo especially cause it doesn't make sense in the fantasy world it's set in

  • @rl-pavel
    @rl-pavel 7 หลายเดือนก่อน

    Wasn't expecting a Bellroy sponsorship, but was cool to see, I love their stuff! I've had their backpack and a wallet for almost a decade now, and got a sling a couple years ago, they make great products.

  • @dylans9390
    @dylans9390 7 หลายเดือนก่อน +8

    WAIT BABE DONT SLEEP! Razbuten just dropped 🎉

  • @ahomestucker
    @ahomestucker 7 หลายเดือนก่อน +2

    MOMODORA SPOTTED!!!
    in momo4 i once did a no melee challenge and ended up using like basically every item in one battle, including ones you get for taking no damage during bosses. all because the boss (or one of them rather) didn't take any damage from arrows
    crosscode spotted too!! sweet!!

  • @Riftstick
    @Riftstick 7 หลายเดือนก่อน +55

    WAKE UP BABE!! NEW RAZBUTEN DROPPED!!

  • @cavemann_
    @cavemann_ 7 หลายเดือนก่อน +1

    That "What's the point?" hit hard. Finally my feelings of the last 10 years are acknowledged!

  • @OJP2703
    @OJP2703 7 หลายเดือนก่อน +15

    Meanwhile Fromsoftware bosses are like:
    I just spent two hours on this boss, now I get to continue the story💀

  • @intercakefederation
    @intercakefederation 6 หลายเดือนก่อน

    Me: hires employees to do my boring work
    me:still has to do dishes

  • @R3GARnator
    @R3GARnator 7 หลายเดือนก่อน +118

    The only reward system I outright hate is the Diablo-like system, of having to sort through tons and tons of trash.

    • @jorge69696
      @jorge69696 7 หลายเดือนก่อน +10

      Path of Exile is even worse because you have to haul all that shit, throw it into the stash and then sell it to other players and manually trade every single thing.

    • @vivid8979
      @vivid8979 7 หลายเดือนก่อน +9

      ​@@jorge69696How's that worse!? In recent Diablo game trash loot are Trash, in PoE if you can sell them to players then there's value to it. I don't get the logic here.

    • @ihavegotnoidea
      @ihavegotnoidea 7 หลายเดือนก่อน +3

      to be honest, you rarely ever pick up things you will not sell that are not just crafting mats / exchangable for money.

    • @JT-wk8sy
      @JT-wk8sy 7 หลายเดือนก่อน +2

      Diablo is a equipment looting game when a good legendary drop, otherwise it’s a sleep-aid game

    • @btarczy5067
      @btarczy5067 7 หลายเดือนก่อน +2

      Personally I am a huge fan of PoE. I think that having fun with the RNG loot requires a bit of addiction to make it feel rewarding. There is very impactful loot en masse but it’s entirely possible to go for five hours or more without a single upgrade to the current build and I can see how that is definitely not for everyone.
      And yes, it could be considered a meaningless timesink (but I don’t care too much when I‘m having fun).

  • @derheadbanger9039
    @derheadbanger9039 7 หลายเดือนก่อน +2

    I think it was the game "Tales of the Abyss" that had a unique approach to rewards - well, at least one. If you got all ultimate weapons for your characters, the final boss had an additional form. He wasn't hard, but this idea could be taken to more interesting places...

  • @Ima_lil_Man
    @Ima_lil_Man 7 หลายเดือนก่อน +5

    Yoooooo he uploaded!!!!
    I’ve never clicked on a video faster

  • @JamesStGermain
    @JamesStGermain 7 หลายเดือนก่อน

    I always love watching these video essays, keep it up and glad to see you're back

  • @topfix_
    @topfix_ 7 หลายเดือนก่อน +3

    30 seconds ago is diabolical

    • @razbuten
      @razbuten  7 หลายเดือนก่อน +1

      no one expects a late night drop

  • @DaiyaDoggo
    @DaiyaDoggo 7 หลายเดือนก่อน +1

    13:19 As a big fan of roguelikes, this is a big reason why they can be so good for me. Plain or mostly vertical progression in a lot of games can make them feeling *really* boring and pointless. The skill tree concept also applies to a lot of roguelike progression, since you are given options to expand your abilities.

  • @joshwillcox7141
    @joshwillcox7141 6 หลายเดือนก่อน

    You're point about Convergence with each upgrade giving you a tangible gameplay difference is why I love Sonic Heroes. As the level ups in that game literally open doors to opportunities that you didn't have before and know you'll lose them upon dying makes them all the more rewarding.

  • @Fallowsthorn
    @Fallowsthorn 7 หลายเดือนก่อน +2

    This isn't related to the content of the video, sorry, but it would be nice if you threw in a list of what games you were using footage from, either in the corner of the screen during the footage itself, or in a big list at the end or in the description or something. I recognize most of them, but the ones I don't recognize usually look cool and make me want to look them up. Much harder to do that without a title.

  • @ConnerofallTrades
    @ConnerofallTrades 7 หลายเดือนก่อน

    Just wanted to say as someone who is creating games, your videos are super helpful and interesting. You basically talk about games from a systemic level, but a player's perspective, and that's extremely interesting because that's exactly how developers should be thinking (unless they're making their perfect version of a game). Genuinely I believe channels like yours should be mandatory viewing for aspiring devs-if they're not approaching other games from this level of analysis already, then they're going to have a really difficult time solving problems with their systems over time. Thanks for making such great content and for helping me craft my own perspective on analysis!

  • @36hourstoingi5
    @36hourstoingi5 7 หลายเดือนก่อน +1

    Love the new video! A bit of a disappointment for me though would be the subtitles since I found it doesn't always match what is being said. I find that it's (for the most part) timed correctly but some text isn't in the voice over or the voice over is saying something that isn't in the subtitles. Most likely what's being put into the subs are the initial version of the script but I'd be able to appreciate the video more since I do rely on subtitles to keep me grounded on the video and not let my brain go on a thought tangent while watching and having mismatched subtitles just makes it a little bit harder to follow along.
    The subtitles aside, I still appreciated the topic of the video! I don't play a lot of games with reward systems like those mentioned in the video (I stick to puzzlers and visual novels) but it's nice to gain just a bit more insight on how one implements and balances rewards like these. Keep up the hard work!

  • @danielcharland1374
    @danielcharland1374 7 หลายเดือนก่อน +1

    You didn't mention one type of reward that can be both inside and outside the game itself that gives me a lot of satisfaction: The achievements/trophy case. It's very rewarding for me to look at, for example, my steam achievement count and see "you completed this game by getting all the achievements from both mainline content and all the optional content", even more so if there are secret achievements that you don't understand until you do the thing by accident, encouraging the sense of exploration and/or community bonding as people help each other uncover these parts of the game together. In-game as well there are often satisfying "trophy walls" which take on various forms, often in the game's main hub, and are rather satisfyingly for me to take a break every now and then to just walk around and bask in the cool things I picked up along the way.

  • @Narlaw1199
    @Narlaw1199 7 หลายเดือนก่อน +1

    Maaaan, did you forget narrative rewards? Bits of lore, character developpement, immersive interractions with NPCs, those are personally the reasons why I bother with side quests.

  • @nickjeffery536
    @nickjeffery536 หลายเดือนก่อน

    I know exactly what you mean about Dave The Diver... when I started, I was really enjoying diving, exploring the sea, and catching fish - once I found the Sea People, and got into the main questline, the fishing took a back seat to all the other things you could do, and once the main quest was done, I was done with the game - it felt like carrying on with "just" the fishing was pointless at that point...
    I wonder whether I would have played the game longer overall if there had been no main story to complete...

  • @Renas_Is_My_King
    @Renas_Is_My_King 7 หลายเดือนก่อน +2

    Hey Raz. It'd be nice if you put the names of the games you showed in your description!

  • @patrickdodson5686
    @patrickdodson5686 หลายเดือนก่อน

    i love how in bloodborne after queen yharnum, the final boss of the optional content in the game, gives you an item that literally does nothing. it’s the equivalent of an in-game trophy

  • @John-rl1fv
    @John-rl1fv 7 หลายเดือนก่อน

    My absolute favorite channel on TH-cam! Keep it up man we love you! Hope you and your family are doing well 😄

  • @Frosttymofo92
    @Frosttymofo92 7 หลายเดือนก่อน

    Hey man great video again, i just wish you would put a little title card or something for each game youre showing. Just spent the last half hour trying to figure out what the game at 13:00 was (I did eventually manage to figure out that it's a Momodora game by searching the level name.) If there was a little blurb in one of the corners saying the name of the game it would have saved some hassle. Just a thought though, love your content either way!

  • @nickmajora
    @nickmajora 6 หลายเดือนก่อน +1

    This was almost 'difficulty is weird 2.0.' Rewards are _such_ an important part of video games. I find it interesting that sometimes stat upgrades feel good and sometime they don't and I haven't exactly figured out why yet.

  • @ShadeAnris
    @ShadeAnris 7 หลายเดือนก่อน +1

    Also shoutout to Ultrakill for having it’s major rewards for mastering the base game be additional more difficult levels which are the best in the game

  • @brentsacks
    @brentsacks 7 หลายเดือนก่อน

    I pulled up your profile two hours ago to see if maybe I'd missed an upload. Glad you're back! Will watch this one tonight or tomorrow 🤙🏻

  • @vadaritis
    @vadaritis 7 หลายเดือนก่อน +2

    Awesome video as always. Though i think something you danced around but didnt really touch on is what type of player are you? Was this reward meamt for me or a different kind of player. And if that is truly something that the game got 'wrong' in the first place.
    Elden Ring for example, I think the reward system suited me perfectly, because even if i got a weapon or spell i wasnt going to use. It helped make the world feel even larger and more mysterious. Before I logged that place for another playthrough of the game for when i would use it.
    Baldurs gate 3 does something very similar, where you can find some really cool loot in the strangest of places. If you miss it, you dont know what your missing and no foul. But when you discover it, you feel brilliant for figuring something out, and special for 'being one of the few' to discover something.
    Again you make many great points. Love your content as always.

  • @xavierboomershine5255
    @xavierboomershine5255 7 หลายเดือนก่อน

    This video does definitely shine a light on what I always found an odd conflict. Doing harder content to get stronger results in either future content being less engaging or gating future content both of which are not ideal. And while I do like the idea on paper of a true ending being something to earn there are a group of players who want to experience a narrative store like GoW that simply can not handle the harder content and by gating that behind such a wall could be cruel, though this could be handled with accessibility option. As cool as it is for that to be a reward I should be handled with care to not exclude outright the core reward for a game. I'm 100% a player who wants to explore and be challenged and fall in line with you here, but my spouse who is more limited in mobility would probably feel hurt to find out that a game is hiding the true ending behind such a massive wall, so with that in mind I do feel that narratives rewards might be more carefully gated by optional content while mechanical rewards should be the payout more often for such achievements. As for hollow knight I do feel this game with it's audience and genre earns the right to gate the ending as it does, but I don't much agree with GoW or other narrative games doing so.

  • @Egonimo
    @Egonimo 2 หลายเดือนก่อน +1

    One of my favourite rewards in an open world or rpg are collectibles. Fallout 4 for example. I love buildi g outposts or just decorate my Main base ans collect all different guns and armour. Or just goofy items like a raider yao guai head. It feels rare and because i am often in my Main base i will see it often and get reminded. I love my base

  • @Soulessblur
    @Soulessblur 7 หลายเดือนก่อน

    I've always considered rewards to serve one of 3 purposes:
    1. Token of Appreciation. Be it cosmetic armor, a complete quest log, or a giant deku seed, it does nothing more than be a cool trophy
    2. Increase scope and complexity. This lets devs make the game as deep as they want, without making the beginning overwhelming. Even the simplest "big number go up" does this, 1 million xp every second feels way more to process than doing 1 damage with your stick on every enemy.
    3. Diagetic difficulty modification. Usually, it makes the game easier, but sometimes, like in roguelikes, it makes the game harder by adding restrictions to future runs. This seems to be where a lot of your "weirdness" comes from your playthroughs, but I think this is a matter of preference more than good game design. I for one love when Dave the Diver or other type of tycoon games sort of flatten out and become simpler as you get better. It's such a clever simulation of skill.
    My favorite rewards are endgame difficulty modifiers that ruin balance, funny enough. Congrats, you killed the super hard bird boss rush, the single most challenging hurdle in this game, you've proven your worth. Here's the strongest blade and armor in existence. This isn't just power fantasy, this is straight up a cheat code, have fun. It's not a half measure, it's the only award fitting for a powerful god such as yourself. That said, I despise when games hide a secret final boss or true ending behind completing all of the side content. It makes beating the game normally feel hollow, and it makes everything feel required now. I'm okay with missing fun and interesting portions of a game hidden behind optional segments I don't enjoy, I think allowing players to miss out on fun is necessary if you're going to make everything in the game fun, but to hide the literal greatest climax at your disposal behind grabbing a bajillion health pots with a guide on your second monitor is the biggest turn off a game can give me.

  • @thebenc1537
    @thebenc1537 7 หลายเดือนก่อน +2

    Rewards are quests but given to you not by a normal NPC but the developers themselves. Its like the ancient Greek pantheon of gods and Zeus himself gave you some side quests to do that marked not how well you do a single questiline but how good you are at the game itself.
    Or they are just a list of challenges that dont make sense inside the game world itself.

  • @tsirakura1684
    @tsirakura1684 7 หลายเดือนก่อน +2

    Omori does a great job with rewards. Leveling up sometimes gets you new skills but not always, watermelons give treats and blue
    Melons give charms or weapons. It always feels like a predictable surprise and gives that dopamine.

  • @empresslithia
    @empresslithia 7 หลายเดือนก่อน

    An idea for balancing optional content: Your optional content impacts the story in an optional way, causing the subsequent bosses to bolster their forces, better prepare for your arrival, or maybe it gave them the time they needed to complete a crucial part of their plan.

    • @empresslithia
      @empresslithia 7 หลายเดือนก่อน

      This naturally leads to players calling them Greed or True runs.

    • @empresslithia
      @empresslithia 7 หลายเดือนก่อน

      Oh, right, you mentioned it at the end with Hollow Knight haha

  • @TheOodli
    @TheOodli 7 หลายเดือนก่อน +1

    Could you make a list of the games shown in the video? There were a lot of cool looking games I saw that I have no idea what they are.

  • @Nadav_Vardiel
    @Nadav_Vardiel 7 หลายเดือนก่อน +1

    23:15 don't worry, we won't try to stop you, in fact we encourage it