The Secret Rule All Good Games Use
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- เผยแพร่เมื่อ 21 ก.ย. 2024
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You should write a big Google Doc with all of your game design tips, because I feel like that's a lot of information to remember and if I don't remember something I need to re-watch the entire video another time (I was about to write it myself but might as well give you some ideas to help)
I love that idea but I think it would take a lot of time away from what I'd rather prioritize, which is making games and videos :)
@@Conradical I agree 💯👍
My favorite game that follows this rule, was ES4 Obilvion- That long awful tutorial contrasted by escaping a dungeon, coming out into a lake, and turning around to see this amazing tower in the distance, and immediately I say to myself "I'm going to the top" and everything I did forever after in that game was...in some way... adjacent to the anticipation as to what was up there. I got distracted along the way and played for several hundred hours and never even did, but...every time I'd run around any area in that whole world. I could see that tower in the distance...and that reminded me of that goal...and why I kept playing.
The level design was insane.
Have never played Oblivion but I have heard how it makes fantastic use of landmarks! Sounds like an awesome game, should get to it one day!
Nice video, I would personally call the setup/payoff dynamic more of a psychological trick than a narrative element though. That's totally just me though!
Great Video !
Breaking down story telling to anticipation and payoff and then figuring out how to effectively chain them is a useful perspective that I did not know about. Thanks for sharing !
Also the video was really well done - the editing and the voice over, Keep up the great work !
I agree
Glad it was useful to you! And thank you :)
Hey, great video I found it really useful for me personally. What do you think a good reward would be for a horror game (generic running simulator type)? Perhaps player anticipates an upcoming horror event and as in return he gets an adrenaline rush?
Glad you liked it! I think for your case you might have to make use of more traditional storytelling techniques.
You could use environmental storytelling to foreshadow certain stuff, one of the best examples of this in my opinion is the Metroid husks in Metroid 2, check that out!
I'm not sure exactly how much gameplay there is in your game, beyond the running sim stuff, but if you have resources in your games you could use those as rewards and then sprinkle in environmental decor that lead to more rewards (or maybe an enemy as a trap)! Could do something like:
1. Player sees health pickup
2. Next to the pickup, there is a trail of bullet casings on the floor
3. Player follows the bullet casings, which leads to an ammo pickup
To further increase the anticipation, you could probably have scary sounds along the casing trail or something like that :)
@@Conradical Thank You for such an elaborate answer! I will definitely look into metroid husks in Metrod 2. I wish You best of luck making Your games.💣
epic video
Epic commenter