The Kobayashi Maru - No-Win Scenarios in Games - Extra Credits

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  • เผยแพร่เมื่อ 4 ม.ค. 2025

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  • @extrahistory
    @extrahistory 5 ปีที่แล้ว +258

    Is it okay to have no win scenarios designed into your game? Are they a hindrance to the game or an opportunity for self-reflection? Or are they something else entirely? And do you consider yourself more of a Captain Kirk or a Captain Picard?

    • @manfromdesert29
      @manfromdesert29 5 ปีที่แล้ว +1

      Wow

    • @sasho5427
      @sasho5427 5 ปีที่แล้ว +8

      As long as they feel fair im ok

    • @EllenHourai
      @EllenHourai 5 ปีที่แล้ว +41

      I personally dislike no win scenarios if they are the result of you playing a game your way. Those tend to be pretty common in old-school RPGs. Like, sure, if you do something stupid like putting all of your skill points in melee, but proceed to use only ranged weapons, then of course you should be punished. But if you decide to spec your character for melee combat, only to find out that even the best melee weapon in the game does no damage to the final boss, that's just dumb. Devs should at the very least make sure that, if their game allows multiple approaches to character creation, then all of those can be used to achieve victory, even if some may be harder than others. And preferably without ridiculous amounts of grind.

    • @tommylerberg2258
      @tommylerberg2258 5 ปีที่แล้ว +7

      great potential for a cthulhu-game. like if you agree.

    • @samtee8934
      @samtee8934 5 ปีที่แล้ว +4

      Extra Credits in games we are the sole winners and losers of the situation, in real life it is possible to know your going to lose and position that loss as a win for others, I think Harry Potter proved that when he let Voldemort kill him, turning a no win scenario for himself into a winnable scenarios for others

  • @prophetisaiah08
    @prophetisaiah08 5 ปีที่แล้ว +863

    Here's the hybrid of the Kirk and Picard philosophies: If the scenario you find yourself in is actually unwinnable, then change your definition of winning. Learning something about yourself is as valid a win condition as completing a level or attaining a certain score. Decide how YOU would like to win, and achieve that.

    • @evandenis5488
      @evandenis5488 5 ปีที่แล้ว +124

      That's essentially what Data does at the end of that same episode of The Next Generation. He's played a game against this supreme tactician, and he's begun to doubt his abilities because he lost - so he plays a rematch aiming for a stalemate rather than victory. The tactician gets angry and forfeits the game, so in a way he's won without winning.

    • @KTSamurai1
      @KTSamurai1 5 ปีที่แล้ว +39

      this probably applies to games, too
      in starcraft 2, for example, a fair amount of the game is decided pretty early in the match based on how well each player sets up their economy. it's possible to enter a sc2 match and essentially lose before ever seeing the opponent if they're more experienced or prepared than you are. when pros address this situation to less skilled players, a common refrain is for the losing player to use that loss to build on their overall play. they implore players to watch the replays of their losses and assess how the loss happened in and effort to grow as a player. in that sense, they're changing the win condition from winning the match to becoming a better player overall

    • @evandenis5488
      @evandenis5488 5 ปีที่แล้ว +45

      @Lucas de Abreu That's called playing a game. Hardly any video games, upon victory, actually award you anything meaningful to anyone but yourself.

    • @KTSamurai1
      @KTSamurai1 5 ปีที่แล้ว +13

      @Lucas de Abreu how is it delusional or a trick?

    • @TheBrickMasterB
      @TheBrickMasterB 5 ปีที่แล้ว +14

      That's part of why Civilization is so great; depending on what civ you're playing as, you can change your strategies and go for a different win scenario if you can't catch up in one category.
      Case in point, if someone's outpacing you in a Science victory, you could always cut the knot and just start conquering their civ.

  • @lauchsalat2998
    @lauchsalat2998 5 ปีที่แล้ว +205

    Well, just an hour ago I started a round of solitaire and INSTANTLY, without moving one card, I got the message that no other moves were possible

    • @FireStormOOO_
      @FireStormOOO_ 4 ปีที่แล้ว +26

      Solitaire needs achievements just so that can be one of them

    • @thenamedoesnotmatter
      @thenamedoesnotmatter 4 ปีที่แล้ว +9

      I have had that happen before back on windows XP. Also I once made two moves, and then lost.

  • @Crick1952
    @Crick1952 5 ปีที่แล้ว +647

    I think you disregarded Kirk's approach a bit too quickly. Remember he beat it on the third attempt.
    The point of his "cheating" is that he found a weakness in the game that wasn't intended (an exploit) in order to still win.
    I think his philosophy is that by not "believing" in no-win scenarios you say that, I won't accept the conditions laid before me and will instead look for the weaknesses inherent to the problem and find a way to win that no-one has yet considered.
    This is the same motivation that inspires speed-running and even coupon hoarders.

    • @extragarb
      @extragarb 5 ปีที่แล้ว +52

      If there is an exploit he can use to win, the situation no longer meets the definition (in this video) of an unwinnable game. While there is utility in not believing in no-win scenarios (it promotes useful problem solving techniques), this method only works if the scenario is actually winnable some how. Refusing to believe in no-win scenarios is a recipe for disaster if a true unwinnable scenario is encountered.
      To me, it seems like the root of this topic is the idea of grappling with something that is impossible for you to do, regardless of your feelings towards it. It's certainly an idea worth exploring

    • @gustavowadaslopes2479
      @gustavowadaslopes2479 5 ปีที่แล้ว +31

      I mean, when you look at the problem he was facing, it would be the same as giving someone a clearly rigged game (unachievable win condition).
      Searching for an exploit is the proper way to address such cases (I mean, if that were a "realistic" scenario to happen with the crew, than finding the exploit or shifting winning points was the way to go)

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว +11

      Thanks, I appreciate the new perspective on Kirk's approach!

    • @KryptKicker5
      @KryptKicker5 5 ปีที่แล้ว +7

      That was how I took it. It’s not cheating, it’s strategy.

    • @danortiz
      @danortiz 5 ปีที่แล้ว +22

      Actually from my perspective, Kobayashi Maru was a test of thinking outside of the box, and breaking (hacking the game) was one of those. It reminds me of the chuunin test, where the questions where really hard and you are expected to fail and they had to use their skills to overcome this and cheat to prevail w/o being caught.

  • @MoritzvonSchweinitz
    @MoritzvonSchweinitz 5 ปีที่แล้ว +304

    An important part in the Star Trek TNG version of the dilemma is that, in the rematch, Data changes his strategy from play-to-win to play-to-tie (i.e. a defensive strategy instead of an aggressive one), with a better outcome for him than if he would've played-to-win. He still didn't technically win (well, his opponent gave up in frustration, but with a higher score than Data's).
    So IMHO this shows another meta-strategy for the Kobayashi Maru: if you know that you are not going to win, change your strategy accordingly, because a simply "to win" strategy might not me optimal for this premise.

    • @GrimmundusRex
      @GrimmundusRex 5 ปีที่แล้ว +30

      Actually, playing to tie (actually playing to _stalemate) is_ a win for Data, because Data has functionally limitless stamina. He didn't have to beat his opponent mentally, he could just run the clock and beat his opponent _physically_ .

    • @tsukikage
      @tsukikage 5 ปีที่แล้ว +11

      See also Troi trying to save the Enterprise without anyone dying.

    • @RaspK
      @RaspK 5 ปีที่แล้ว +13

      Example: hold opponent's forces back long enough for reinforcements to arrive. A direct onslaught might be impossible to succeed, but it might be feasible to stand your ground (e.g. in a siege scenario).

    • @MoritzvonSchweinitz
      @MoritzvonSchweinitz 5 ปีที่แล้ว +9

      Oh, how I miss good trek! :-(

    • @C.V317
      @C.V317 5 ปีที่แล้ว +5

      Moritz von Schweinitz Interesting idea of a strategy, but can one really “play to tie” in most games, which tend to be zero sum? Even the comments below debate whether Data “won” with that strategy, because that’s the point; you either win or lose.
      It seems like, if you know you’re not going to win, rather than change the strategy, one should change the goal. Instead of playing defensively to wear out your opponent’s stamina/patience (so you win that way), aim for making the opponent’s victory as pyrrhic as possible.

  • @MrInternetHermit
    @MrInternetHermit 5 ปีที่แล้ว +400

    Or take Marcus's pov from B5.
    [paraphrased]
    "I'm glad that life is unfair, otherwise it mean you deserve all the awful stuff that happens to you".

    • @CurtisJensenGames
      @CurtisJensenGames 5 ปีที่แล้ว +4

      MrInternetHermit That is, if life is unfair.

    • @herosmith5662
      @herosmith5662 5 ปีที่แล้ว +26

      "So now I take great pleasure in the pervasive bitterness and apathy of the Univers." Also paraphrased.
      B5, and Marcus in particular, are wonderul

    • @elafimilo8199
      @elafimilo8199 5 ปีที่แล้ว +1

      @@herosmith5662 Very true.

    • @MrInternetHermit
      @MrInternetHermit 5 ปีที่แล้ว +2

      @@CurtisJensenGames My personal pov is that life is unfavorable fair. Bad stuff happens, you are just the unlucky sod in the wrong place and time.

    • @CurtisJensenGames
      @CurtisJensenGames 5 ปีที่แล้ว +4

      MrInternetHermit And that’s a very understandable point of view.
      I believe that life is unfair, but in the positive direction: I think we deserve more pain, but that God is merciful enough to overpay us. If life were fair, every mistake would immediately yield pain.

  • @martinberlese
    @martinberlese 5 ปีที่แล้ว +508

    Am I the only one who is stuck thinking about sleeveless shirts having sleeve holes for characters with no arms?

    • @AoTheMighty
      @AoTheMighty 5 ปีที่แล้ว +13

      that should be an episode here

    • @lyreparadox
      @lyreparadox 5 ปีที่แล้ว +1

      I am now...

    • @juliahenriques210
      @juliahenriques210 5 ปีที่แล้ว +8

      That's an unwinable scenario right there...

    • @TheLegonaut
      @TheLegonaut 5 ปีที่แล้ว +2

      Its there to cool the armpits

    • @Swaggless
      @Swaggless 5 ปีที่แล้ว +3

      You're not the only one. XD

  • @alekssavic1154
    @alekssavic1154 5 ปีที่แล้ว +191

    If the game designers are cognizant of the fact that parts of their game are unwinnable then there's a lot of interesting things they can do with the game that a more traditional "win to progress" game can't. As someone who plays mostly strategy games, I've always been annoyed by how at times in that genre the game's narrative demands that you lose, but that's always a cutscene or debriefing text and not something that plays out in gameplay. The concept of "failing forward" is something I think games could do more and do better.

    • @Aereto
      @Aereto 5 ปีที่แล้ว +6

      But then there is purpose of challenge or scenario modes, where there are scenarios meant for advanced players who either learns or exercises advanced concepts.
      For a game designer making a scenario where there is no way to be victorious, there is an opportunity for implied or emergent mechanics where a player does not have to follow orthodox means to make the win and not make the end objective obvious.

    • @JSTama
      @JSTama 5 ปีที่แล้ว +31

      I dislike "you have to lose" moments in a similar fashion to "you have to win ones". There was a dbz game which had "unwinnable fights" but if you actually managed to win them then you would unlock a secret path in the history. Always thought it was a brilliant approach

    • @JrgPt96
      @JrgPt96 5 ปีที่แล้ว +17

      I can remember a level from company of heroes 1 that was at the end of the german campaign. It didn't have win conditions, just a scoreboard on how long you could hold the line and make a retreat possible. Those retreating troops you could recruit in exchange for not getting a reward for getting them out. It was a really interesting scenario, and definetly hte most memorable of the game for me. I haven't seen anything like that yet in other games i played.

    • @zancloufer
      @zancloufer 5 ปีที่แล้ว +9

      To be fair I could recall there being a few strategy games where the goal isn't to win, but to avoid losing for a set period of time. There definitally isn't enough, especially since most of those end with "miracle reinforcements" of some sort.
      Actually now that I think of it most of Outpost 2's campaign maps aren't about winning, but building up enough supplies that you can start again with a bigger colony on the next map.

    • @laurencefraser
      @laurencefraser 5 ปีที่แล้ว +6

      The first Kessen game on the PS2 did this brilliantly. The "historic" outcome of the campaign was "tokugawa wins all of these battles". But what if the player didn't? Or was playing the other side and won?
      Well... The campaign branched. It did mean it was a bit shorter, admittedly. Also, after every main battle there was a pursuit of the loosing commander. Tokugawa always escapes successfully, but his various subordinates Don't.
      Likewise, if the opposing side loses the battle but retreats successfully... Well, historically they go through a bunch of commanders who died for various reasons (I believe mostly by way of not getting away after the battle), but If you keep them alive... well, some of them die anyway due to other factors (illness and such) but Others surviving the battle causes the campaign to branch again!
      It's great.
      It does mean that, from memory, some paths are only three battles and a couple of pursuits, and the Longest path was no more than 6, but there were fully voiced cut scenes all over the show.
      Apparently the actual gameplay in battle wasn't super popular (personally, I loved it), mostly because units took a bit of time to respond to orders (they had to get the order, sort themselves out from what they were doing, turn a (usually close order) formation of anything from a few hundred to several thousand men to face the right way, and only Then could they advance, for example. Which could sometimes take a while.)

  • @fujihita2500
    @fujihita2500 5 ปีที่แล้ว +590

    A strange game.
    The only winning move is not to play.

    • @TheRatedOniChannel
      @TheRatedOniChannel 5 ปีที่แล้ว +34

      Basicall what the devs of Spec Ops The Line had in mind.

    • @robrod7120
      @robrod7120 5 ปีที่แล้ว +8

      Takahashi Fujihita The Game

    • @bobiboulon
      @bobiboulon 5 ปีที่แล้ว +14

      Good references are good. ^^

    • @awesomehpt8938
      @awesomehpt8938 5 ปีที่แล้ว +5

      Dating in a nutshell

    • @annoyingcat6980
      @annoyingcat6980 5 ปีที่แล้ว +2

      Has Cold War flashbacks

  • @jimmynyarlathotep6857
    @jimmynyarlathotep6857 5 ปีที่แล้ว +116

    A meaningful distinction here would be the difference between games which are narratively unwinnable vs Mechanically unwinnable

    • @offduty23
      @offduty23 5 ปีที่แล้ว +15

      I think I agree, but would like to know what your reasoning is for that.
      If a scenario is mechanically winnable, but narratively unwinnable, then Kirk's "Cheat to win" makes sense.
      If it is Narratively Winnable, but mechanically unwinnable, then I can only see people getting frustrated and rage-quitting.
      If it is unwinnable in both ways, then why play in the first place?

    • @yonokhanman654
      @yonokhanman654 5 ปีที่แล้ว +4

      @@offduty23 How would a game that is only narratively winnable even look like? I have never heard about a game that was mechanically unwinnable AND had a narrative.

    • @LamanKnight
      @LamanKnight 5 ปีที่แล้ว +15

      ​@@yonokhanman654 While I can't speak for the person making this post, I don't think he's referring to something you could win narratively, but fail mechanically. Usually if you win a game, you've won both mechanically AND narratively. (And, yes, even games without story tend to fall into a "narrative consistency." Or in other words, since we as human beings usually interpret information in a form that resembles a story, even technically story-less events have stories.)
      But as for unwinnable games and scenarios, you could fail one way or the other, or even both ways. You could fail mechanically, and be fated to fail before you've begun, because you were dealt a bad hand, because RNG was not good to you, because you're matched against an opponent who paid actual money to get enhancements in a free-to-play game, etc.
      Or you could fail narratively, where even though you did everything right and technically won, the script still fates you to lose in the narrative. There's no way to save Aerith, no matter how well you play. Sarah Kerrigan will always become the Zerg Queen, even if in play, you completely hold back the Zerg invasion. Even after winning Portal, Chell is guaranteed to be captured and dragged back into Aperture.
      And then you can fail both, of course. Tetris or Pac-Man are classic examples of that; the games can't technically be "won" - only continued, but fated to end eventually. So, the mechanics will make your play eventually impossible, and the narrative is that the Tetriminoes always fall into disarray, or that Pac-Man never escapes the ghosts. Thus, you "fail" both mechanically and narratively, even though you technically succeeded.
      But yeah. I guess this is a roundabout way of saying, you're right; much more often than not, you can't win narratively while failing mechanically. There are a few rare exceptions, of course; one of the Harvest Moon games allows you to marry your rival, resulting in a game over, but the story ends somewhat happily. Or... if you secretly consider the Game Over animation in Banjo-Kazooie to be a reward (I admit, there was a time when I did), then, losing the game results in a "win" of sorts.
      Anyway. That's just my thought on this. Sorry for taking up so much time.

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว +3

      @@yonokhanman654 when you can win the fight but the cutscene shows you losing. -.-

    • @yonokhanman654
      @yonokhanman654 5 ปีที่แล้ว +1

      @@anthonynorman7545 But that's winning mechanically while losing narratively. I asked for the opposite.

  • @wanderingrandomer
    @wanderingrandomer 5 ปีที่แล้ว +287

    I thought you were gonna talk about the end of Halo: Reach or those intro sequences in a lot of games where you're designed to lose for thematic reasons.

    • @sirrivle1635
      @sirrivle1635 5 ปีที่แล้ว +39

      That last level in Reach is actually one of my favorite video game levels in any game

    • @isaacschmitt4803
      @isaacschmitt4803 5 ปีที่แล้ว +7

      Hmm. Wonder why that trip wire is there. . . well I'll just cut it or step over it and. . . aw great. Its one of *those* trip wires. . .

    • @Houdini111
      @Houdini111 5 ปีที่แล้ว +12

      My mind immediately went to the first Seath encounter in Dark Souls.

    • @Ryktes
      @Ryktes 5 ปีที่แล้ว +28

      While those sections are technically "unwinnable", they don't actually cause a failure state in the game. Losing there is whats *supposed* too happen, so they don't really count as "not winning".

    • @Xboxkokoko
      @Xboxkokoko 5 ปีที่แล้ว +6

      @@Ryktes Not being a dick, I agree with you, but to*
      Good rule of thumb is if the word can be replaced with "also" then you use 2 "o"s

  • @DragoniteSpam
    @DragoniteSpam 5 ปีที่แล้ว +90

    Anyone remember the AI that played Tetris that paused the game indefinitely when it worked itself into a corner? That'd probably be a fun episode topic, too!

    • @elongatedcarrot3704
      @elongatedcarrot3704 5 ปีที่แล้ว +2

      This

    • @goteer10
      @goteer10 5 ปีที่แล้ว +26

      That's just AI learning to rage quit

    • @DragoniteSpam
      @DragoniteSpam 5 ปีที่แล้ว +15

      @@goteer10 They grow up so fast.

    • @o76923
      @o76923 5 ปีที่แล้ว +15

      There are a handful of similar anecdotes from other AI development during games. My favorite is when an evolutionary AI "learned" to crash the game if it was losing. Playing through to the end would result in a bot's strategy not being included in the next generation but if the game crashed it was assumed by the developers that it was unrelated to the AI so it was run again for that generation. That gave it an additional chance to win so it outperformed competing variants.
      Eventually, that lead to many of the AIs independently discovering a strategy where they played reasonably most of the time but triggered a crash when they were close to losing until most of them had that strategy.
      If I'm remembering correctly, the attack was actually pretty clever in its simplicity. It would just start sending instructions that units should go to a location out of bounds. That caused the error log to record "hey, this unit is trying to go out of bounds". But unlike everything else, error logs were written to a persistent hard disk instead of just being in memory on a virtual machine so it was orders of magnitude slower. If it just sent enough of those orders, the portion of the hardware allocated to it couldn't keep up.

    • @coreblaster6809
      @coreblaster6809 5 ปีที่แล้ว +1

      I got reminded of this too actually

  • @CAFFIENEHOUND
    @CAFFIENEHOUND 5 ปีที่แล้ว +32

    "With this character's death, the thread of prophecy is severed. Reload a previous save, or continue in this doomed world."

    • @thenthson
      @thenthson 4 ปีที่แล้ว +4

      The thread of prophecy is severed. Why do i feel like you are referring to morrowind

    • @daegan_ftw
      @daegan_ftw 4 ปีที่แล้ว +5

      @@thenthson More games should do what Morrowind did and let players derail the story.

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว

      hey if you kill vivec when he is still immortal (yes it is possible) you literally break the game and you need to reload a save.

  • @BayaRae
    @BayaRae 5 ปีที่แล้ว +238

    "Gentlemen, welcome to Dubai."

    • @Darasilverdragon
      @Darasilverdragon 5 ปีที่แล้ว +23

      I understood that reference.

    • @quietone610
      @quietone610 5 ปีที่แล้ว +19

      You could have just...stopped.

    • @benl2140
      @benl2140 5 ปีที่แล้ว +15

      @@quietone610 But on you marched...

    • @KaiTenSatsuma
      @KaiTenSatsuma 5 ปีที่แล้ว +11

      WE DID THIS ALREADY

    • @crackedjabber
      @crackedjabber 5 ปีที่แล้ว +15

      Truly one of the greatest games I own, that I will NEVER play again.

  • @SergeantSniper
    @SergeantSniper 5 ปีที่แล้ว +67

    In the Total War series I think we call this a "valiant defeat." Go down fighting... and take the foe with you.

    • @mitwhitgaming7722
      @mitwhitgaming7722 5 ปีที่แล้ว +1

      Yes. Most of my favorite memories in strategy games came from no-win scenarios. There is something satisfying in holding out for as long as you can in a valiant last stand.

    • @gustavowadaslopes2479
      @gustavowadaslopes2479 5 ปีที่แล้ว +1

      @@mitwhitgaming7722 Playing magic, I find particularly more satisfying when you can take your defeat as your own.
      Finding a unlikely way to kill yourself before the opponent, or just making your defeat the most enjoyable (making your opponent go overkill).
      In chess, I remember how once I would clearly lose to my opponent, yet it always resulted in a stalemate (only had the king left while he had a bunch of pieces. he was having a hard time). It was particularly pleasing

    • @nnaauujjddaa
      @nnaauujjddaa 5 ปีที่แล้ว +2

      @@mitwhitgaming7722 ah but even then you can cheese the game a lot. For example, in medieval 2 I let a castle defended only by some militia, but the castle had cannon towers. As such I "sally" forth and let my towers decimate the enemy.... I got a draw, so i broke the seige, plus I killed a whole lot of enemies. I consider that a win in my book.

    • @TealWolf26
      @TealWolf26 5 ปีที่แล้ว +2

      @@nnaauujjddaa Oh I love doing that. Sometimes I will bleed out overwhelming invasion forces with staged and choreographed pyrrhic victories until they are weak, overextended and can't resupply. Combine that with a scorched earth policy and you have a winning recipe. Kind of like all the failed invasions of Russia.

    • @nnaauujjddaa
      @nnaauujjddaa 5 ปีที่แล้ว

      @@TealWolf26 nah man too much trouble I just send twice as many men as they do. "Oh you send 1 full stack, here I have two, oh what's that? You have another in reserve? Me too! What a coincidence!" That said in an emergency I may try to do that until I can send a true army.

  • @ICountFrom0
    @ICountFrom0 5 ปีที่แล้ว +7

    I love that the Kobayashi Maru is now considered an engineering exercise. Now they expect you to hack it and pass it, and your graded on how well you did your hack, not what you did in the test.

    • @silentdrew7636
      @silentdrew7636 5 ปีที่แล้ว

      That certainly explains DS9's "Valiant".

  • @MsHydna
    @MsHydna 5 ปีที่แล้ว +54

    This made me think of Don't Starve and some roguelikes where there is no win scenario baked into the game at all.

    • @Bill_Garthright
      @Bill_Garthright 5 ปีที่แล้ว +13

      Yeah. I was thinking of *Dwarf Fortress* and *Cataclysm: Dark Days Ahead.* I play them all the time, but there's no way to "win" either game. There are plenty of ways to lose, but no way to win. Playing the game - even when you end up "losing" - is how you "win."

    • @connordarvall8482
      @connordarvall8482 5 ปีที่แล้ว +4

      I was thinking about Don't Starve and Dwarf Fortress. They're evidence that you don't have to win a game. Maybe in that situation a "win" could count as being satisfied with what you accomplished in the game and moving on.

    • @11clocky
      @11clocky 5 ปีที่แล้ว +1

      I get quickly bored of games with no win conditions because there is no motivational drive to keep playing.
      For example I don't find a lot of fun in an endless high score game, but if it is a high score game that is possible to win, for example Super Hexagon, I feel motivated to play for much longer before dropping it in favor of another game.
      I know that games are meant to be played for fun, but winning is a huge part of the fun for me. If I can't win, I have significantly less fun.

    • @yonokhanman654
      @yonokhanman654 5 ปีที่แล้ว +1

      Or CK2 or EU4. You can't technically win, but survive.

    • @mr.cup6yearsago211
      @mr.cup6yearsago211 5 ปีที่แล้ว +1

      Or Kenshi. There are plenty of games with no win conditions, and they tend to be the ones I get the most enjoyment out of.

  • @juliangoulette7600
    @juliangoulette7600 5 ปีที่แล้ว +20

    "A Strange Game, The Only Winning Move Is Not To Play."

  • @ChrisWood
    @ChrisWood 5 ปีที่แล้ว +24

    I approach the problem from a Tabletop RPG perspective. “Old School” design aesthetic posits that there are some fights or challenges that are beyond the players: the “supposed to run” type of encounters. While I appreciate that perspective, I feel like modern design should include multiple outs or avenues to “victory.” When I make an encounter that is so hard it’s practically unwinnable, that feels like a mistake.

    • @ggwp638BC
      @ggwp638BC 5 ปีที่แล้ว +2

      You're approaching this from the opposite perspective. A DnD encounter, for example, isn't really random. Even "random" encounters aren't actually random - they are predetermined by a list of possible encounters which itself was already handpicked by the GM with knowledge of what the players can and can't do.
      Thus, if you engineer a situation in which your players cannot possibly succeed (and this isn't unlikely to succeed, but actually impossible: even if the party constantly rolls 20s and the enemies are constantly rolling 1s), the question becomes "for what reason?". It could be part of the story, it could be something else, it could be a mistake on your part or on the players' part. In the Kobayashi Maru, the whole point is to test the judgement of the pilot and teach them a lesson about morality.
      It's different, however, when we are talking about randomness. With randomness there can be a possibility of an unwinnable scenario which might have been unforeseen. This result is due to a sequence of events beyond the player's agency. For example: in Yu-Gi-Oh! getting the 5 cards of the Exodia ends the duel. If you're playing some Yugioh game (simulator or not) and the AI just happens to draw these 5 cards in their first hand on the first turn, you just lose without being able to play at all. Or in the video's case, with solitaire, there are orders of cards that at some point, no matter what you do, will get you locked and run out of possible moves.
      Both of these examples aren't scenarios the devs calculated and planned for, just natural occurrences due to a mixture of the game's rules and randomness.

    • @TGNXAR
      @TGNXAR 5 ปีที่แล้ว +3

      I have to say, I was the guy in old AD&D that came up with...*creative* ways of getting the win. (I played wizards a lot.)
      For example, if some dark lord or some such was threatening to slaughter the villagers if we opposed him, I'd burn down the village to force the people to relocate away from the crazy murder guy.

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว

      The players should try and win the encounter... but that doesn't mean the have to WIN the fight and kill everyone. It's simply to win the encounter, however they may think that is the right thing to do.

  • @DetectiveBarricade
    @DetectiveBarricade 5 ปีที่แล้ว +47

    ... Seems Zoey knows all too well what happens to those in Star Trek wearing red shirts...

  • @jonathanfaber3291
    @jonathanfaber3291 5 ปีที่แล้ว +50

    But the interesting thing about the “Kirkian” approach, is that the Kobayashi Maru was winnable- because he hacked it, and it was an unintended solution sure, but the ability to alter the test to ensure victory is a part of the “universal set” of outcomes that can be generated.
    And I think the dangerous thing with no-win scenarios is their accidental creation: that is to say, when the abilities of the player cannot be sufficiently improved to result in a victory- like the Sekiro accessibility controversy a while back, where it often required reflexes do good that lesser players were unable to win an ostensibly winnable game simply because they cannot react quickly enough, or aren’t dexterous enough to perform actions, especially after long investment, because now it was Sunk cost, they couldn’t refund it, and couldn’t complete it, so it would stick there forever

    • @PutkisenSetä
      @PutkisenSetä 5 ปีที่แล้ว +4

      You knew damn well what you were getting into if you bought Sekiro. Game journalists hiding behind the disabled to cover up their own ineptitude was not only laughable, but also deeply offensive.

    • @jonathanfaber3291
      @jonathanfaber3291 5 ปีที่แล้ว +15

      @@PutkisenSetä firstly, I didn't buy sekiro, specifically for that very reason, and 2, Sekiro was an example, and accessibility, regardless of whether or not it was a cover for their own ineptitude, is still important, and still an issue worth covering

    • @AaronOfMpls
      @AaronOfMpls 2 ปีที่แล้ว

      (necro) I've had a lesser issue like that with _Volgarr the Viking,_ in that I've _never_ been able to play all the way through it. I always screw up somewhere and have to restart.
      But I knew going into it that it was going to be a challenge. Plus it was only $8 in a Steam sale 7 years ago -- and I've definitely gotten more than $8 worth of fun out of it since then.

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว +1

      And iirc, it wasn't like kirk actively hacked anything, but rather used a weakness in the simulation itself which caused the so-called change in circumstances in the test.

  • @taylorhancock5834
    @taylorhancock5834 5 ปีที่แล้ว +10

    Ok, I loved the Trek references, because I'm a massive Trek fan (I've watched every series and movie, most multiple times), and this was a brilliant episode! Also, Darmok and Jilad are, in fact, certainly at Tenagra, and your Picard voice is a magical thing. Can't wait to see more guys, and hopefully more with this level of Trek references, because...it's so good...

    • @swishfish8858
      @swishfish8858 5 ปีที่แล้ว +1

      Trek fans seem to be a dying breed. :c

    • @LadySnowfaerie
      @LadySnowfaerie 5 ปีที่แล้ว

      He didn't beam up at the end... I was slightly disappointed.

  • @wolfson109
    @wolfson109 5 ปีที่แล้ว +46

    This was oddly relevent to my current health situation.

  • @poisonpotato1
    @poisonpotato1 5 ปีที่แล้ว +11

    “A strange game, the only winning move is not to play”

  • @DragoSonicMile
    @DragoSonicMile 5 ปีที่แล้ว +26

    There is still wisdom to be gained when you _fail faster_

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว

      I mean you learn more from 'failure' than you do from 'success'.

  • @Centurian128
    @Centurian128 5 ปีที่แล้ว +29

    The beast at Tanagra
    Shaka, when the walls fell
    Kadir beneath Mo Moteh
    Kailash, when it rises
    Sokath, his eyes uncovered
    Temba, at rest.

    • @Crick1952
      @Crick1952 5 ปีที่แล้ว +6

      Temba, his arms wide
      Shaka, his sails unfurled

    • @KryptKicker5
      @KryptKicker5 5 ปีที่แล้ว +2

      I’ve got the nostalgia feels after that guys.

  • @rakaipikatan8922
    @rakaipikatan8922 4 ปีที่แล้ว +3

    "You brought this on yourself"
    "Do you feel like a hero yet?"

  • @rentheseer190
    @rentheseer190 5 ปีที่แล้ว +1

    I’ve really needed to hear this episode. I’ve had to confront a failing in my life situation I considered un-winnable. I did not expect this episode to provide an insight that was uplifting and true. Thank you Extra Credits.

  • @bob388
    @bob388 5 ปีที่แล้ว +6

    I say Kirk had it right. The army has a saying "If you aint cheatin, you aint tryin". It means, the rules are just a set of intimidation conditions in "the game". If what you are doing is worthwhile, you do what you think is morally right ahead of staying within the rules. When you get caught (as eventually everyone does) you need to be able to say "it was worth it".
    Kirk knew this and made his choice.

  • @nerowulfee9210
    @nerowulfee9210 5 ปีที่แล้ว +13

    "Losing is Fun!" - Dwarf Fortress

    • @bossman983
      @bossman983 5 ปีที่แล้ว

      Now that's a name I haven't heard in a long time...

    • @ismaelsantos5378
      @ismaelsantos5378 5 ปีที่แล้ว +1

      I remember going into a joyful region. There was a lake, a natural chokepoint, plenty of trees, good mineral veins and cows nearby.
      2 days in an it rained blood. Things got "fun" from there

    • @igorthelight
      @igorthelight 5 ปีที่แล้ว

      @@bossman983 General Kenobi? :-)

    • @reggiekoestoer1511
      @reggiekoestoer1511 4 ปีที่แล้ว

      Lots of "fun" to be had in Dwarf Fortress...

  • @AlphaLuna
    @AlphaLuna 5 ปีที่แล้ว +4

    I thought you were gonna talk about the no win scenarios that are placed when we're still not supposed to have a grasp on the game, such as the first "boss" on Demons Souls. Or when Snake "dies" in Mgs3 walking through the river sequence while ghosts haunt him...that kind of game designs. I whish you could address those some time.

  • @dani4ever
    @dani4ever 5 ปีที่แล้ว +72

    I thought this was about forced game over situations.
    Would love to hear you guys talk about that concept.

  • @AviRox1154
    @AviRox1154 5 ปีที่แล้ว +45

    I definitely side with Picard on this one. It's even true when you look at some historical events. The Polish army really stood no chance at all when the Germans initially attacked in World War II, but their struggle to the end bought key time for the Allies to get just a little better organized, many of their soldiers escaped from capture, and went on to fight in other battles later in the war. Just because you can't win now doesn't mean you can't learn from your mistakes and use those lessons to win on another attempt.

    • @Azraeltheangelofdeath
      @Azraeltheangelofdeath 5 ปีที่แล้ว +1

      To be fair while yes they couldn't have ultimately won on their own, they certainly could've held out a lot longer if it wasn't for the soviet offensive and in the case of germany vs the soviets, yes germany could've won, but realistically it couldn't because of the nazi parties hardline racial policies towards the slavic people

    • @genybr
      @genybr 5 ปีที่แล้ว

      Polanders made mistake before that moment. They were in the wait of the 2 legendary english divisions, that never shown up in any part of Europe. Wrong allies leadnig to loose.

    • @rompevuevitos222
      @rompevuevitos222 5 ปีที่แล้ว

      Going back to games however, since in most games of this nature you don't get anything from loosing, it's just a waste of time

    • @powerhouseofthecell9758
      @powerhouseofthecell9758 5 ปีที่แล้ว

      Britain promising to defend Poland with two legendary divisions gave Poland a blank check for their interactions with the Third Reich.

    • @danilooliveira6580
      @danilooliveira6580 5 ปีที่แล้ว +1

      they were also waiting for the soviets to support them from the back, but the soviets just attacked them. it was indeed a unwinnable scenario. but if they knew what would happen, they could have choose a option that would cause less loses.

  • @telvonustelides4354
    @telvonustelides4354 5 ปีที่แล้ว +4

    "The reasonable man adapts himself to the world; the unreasonable one persists to adapt the world to himself. Therefore all progress depends on the unreasonable man." - GBS

  • @LoneTiger
    @LoneTiger 5 ปีที่แล้ว +5

    Xiaolin Showdown TV show had an episode where an interesting lesson happens.
    _"My goal is not to lose, but to keep you from winning"_
    **Destroys item heroes were supposed to get**

  • @karsten69
    @karsten69 5 ปีที่แล้ว +1

    You can also have comparative no win scenarios. You try to mitigate the losses to a minimum, even if your objective won't be met.

  • @RPGtourguide
    @RPGtourguide 5 ปีที่แล้ว +12

    I feel like iteration time plays a big factor in a game getting away with a no win scenario. If you have to devote a great deal of time into a game only to find out you were doomed from the start, that’s just frustrating.
    Shaka, when the walls fell.

  • @therhinomaster8880
    @therhinomaster8880 5 ปีที่แล้ว +7

    The main thing with unwinnable runs a la solitaire is that, at the start of the game, you do not necessarily know that it's unwinnable, which makes it more fun to try. If you become so rediculously experienced at the game that you see the starting hand and then know "oh this ones unwinnable, restart" and any other ones "oh this one's winnable, gg", it takes away the fun and the sensation of important choices. (Similarly, with slay the spire, imagine always know that playing a certain class, you'd NEED to get a certain card during the first few encounters to win the end boss, and if you didn't get it, it'd be unwinnable, that would be very frustrating.) It is the uncertainty of the "winnable" nature and the sense of influence you have over the game that can make something more fun, rather than just a dice-roll game.
    Also, if you've played old adventure games like King's Quest, you'll know how frustrating it is to have unwinnable scenarios without ANY feedback about winnability. This again has to do with agency; you can see how you can influence the randomness and try to make the right choices, knowing it won't always be perfect (as that is not a weakness, that is life) and have the sense of learning. But playing a game for 10 hours only to constantly die to a yeti with NO info that you should've saved the mouse six hours earlier to get past this encounter, well, that's what we call bullshit (Note that this is designed to be unwinnable, not caused by randomness).

  • @alexanderrodriguezygibson7418
    @alexanderrodriguezygibson7418 5 ปีที่แล้ว +3

    I think that no-win scenarios are in addition to other things, a way of making it so the player doesn’t get bored of winning constantly.

  • @WarnarI
    @WarnarI 5 ปีที่แล้ว +1

    A good way to solve random generated games that have the possibility of a "no win" issue is to have the program test to see if it's generated content can be one. If not, it tosses it and randomly generates again and again until the conditions are meant that allow a player to possibly win.
    For example, the Mario Maker games have a condition that in order to upload a level for others to enjoy, you must make it possible for the players to reach the goal and complete that level. I can see a game using bots to test if a randomly generated level is completable or not, granted that will take some additional programming. A lot probably. But it is possible.

    • @rompevuevitos222
      @rompevuevitos222 5 ปีที่แล้ว

      optionally you can implement fail safes, if an scenario appears where nothing you can do can allow you to win the game, the game "cheats" and makes it possible, hard, but possible
      Imagine if in the binding of isaac you faced a boss whose attacks are way faster than your move speed meaning that you'll take guaranteed damage, then you could make the attack move just slow enough for it to be dodgeable BUT only when you are in such a situation, optionally, you could add the condition of the player having only half a heart left for the "cheat" to trigger

  • @Rekuzan
    @Rekuzan 5 ปีที่แล้ว +32

    And now you know why I stopped playing solitaire and switched to free cell decades ago.

    • @intiblade
      @intiblade 5 ปีที่แล้ว

      Same! If I lose, it has to be by my on hand!

    • @lostwizard
      @lostwizard 5 ปีที่แล้ว +6

      There are arrangements that are unwinnable in Freecell. You'll eventually run into one if you deal enough games.

    • @Rekuzan
      @Rekuzan 5 ปีที่แล้ว

      ​@@lostwizard Actually, you're wrong about that one as the most popular opinion amongst statistical mathematicians is that ALL free-cell games are winnable. Granted, as of yet, no one has been able to present concrete evidence one way or the other because EVERY time someone claims to have found a shuffle of freecell that is unwinnable, someone solves it.
      BUT, as soon as it's number is divulged, experts are very quick to de-bunk this, detailing exactly how each one can be solved with detailed instruction on each solution. Granted the path is narrow, and quite often, only has a singular path to solution, but improbable doesn't mean impossible.
      tl;dr = Give me a specific 'un-winnable' free-cell game number (each one of the over 1 million shuffles are numbered for your convenience), because I'd LOVE to prove you wrong!!! (just do yourself a favor and google it first)

    • @tehbonehead
      @tehbonehead 5 ปีที่แล้ว

      @@NulienTia amusingly, I found one. I can't remember the number, tho.

  • @Murdrad
    @Murdrad 5 ปีที่แล้ว +1

    Its worth pointing out that in math, sometimes the correct answer is NA. But you only get points if you prove NA.

  • @ExpertDual
    @ExpertDual 5 ปีที่แล้ว +15

    "When you try your best but you don't succeed"

    • @quietone610
      @quietone610 5 ปีที่แล้ว +1

      Lights will guide you home.

  • @hijiriyukari
    @hijiriyukari 5 ปีที่แล้ว +11

    No win Scenarios?
    Normal day in Darkest Dungeon Hardcore

  • @L1vv4n
    @L1vv4n 5 ปีที่แล้ว +14

    While I consider Kirk cheating in the test defeats it's purpose, I would argue that "Kobayashi Maru" playtrough scenario should be at least balanced by low price of restarting game. Otherwise frustration with high chance will drop players out of the experience and instead of learning to handle unwinnable situations they would just drop the game.
    Probably more interesting choice would be to allow player to "cut the losses" in "Kobayashi Maru" situation (for example failing mission in XCOM game) but allow chance to bounce back and handle the result of the failure.

    • @eberbacher007
      @eberbacher007 5 ปีที่แล้ว

      that is the big risk of such a scenario.
      If you don´t tell players they are supposed to lose, especially if there is a quicksave option they will try it 3 dozen times and then a lot of them will quit because they think they are too bad

  • @NickNackGus
    @NickNackGus 5 ปีที่แล้ว

    This might be the topic for another video, but randomness doesn't need to leave room for no-win starting points. It helps to start from a known solution work backwards so there's always at least one solution - just be sure you can still check for other valid solutions if the player finds any. Working backwards could be making sure at least one of several ways to beat a challenge are possible, or shuffling a portion of your solved puzzle in a way that still results in a valid solution.

  • @BDeerhead
    @BDeerhead 5 ปีที่แล้ว +8

    "...Darmok and Jelad are most certainly at Tanagra."
    I KNOW WHAT THAT MEANS!

  • @JerehmiaBoaz
    @JerehmiaBoaz 5 ปีที่แล้ว +1

    Yes kids, life is a Kobayashi Maru scenario where believing in an afterlife is the captain Kirk solution and stoicism is the captain Picard solution. These are by no means the only solutions to life's RNG giving you a bad deal though, personally I'd like to see a captain who laughs at the gods and embraces absurdism.

  • @Murdrad
    @Murdrad 5 ปีที่แล้ว +7

    In another way, Spec ops the like has a "win state". But I knew that the only real way to win that game was to stop playing. Which I think is a metaphor the game was trying to make.
    There are no anti war movies. But spec ops is an anti war game.

    • @Lazarultos
      @Lazarultos 5 ปีที่แล้ว

      The game would have been cooler if, at the first few chapters of the game, you could backtrack to the beginning and leave at any time, the reasoning being you have accomplished your scouting objectives. But there was a "point of no return" that the squad couldnt go back anymore

    • @chronicguardian9684
      @chronicguardian9684 5 ปีที่แล้ว

      War Games would like a word with you...

  • @Robertganca
    @Robertganca 5 ปีที่แล้ว +2

    You should have also added examples of things that game developers can do to prevent them as much as possible.

    • @rompevuevitos222
      @rompevuevitos222 5 ปีที่แล้ว

      simple: don't make everything chance based and give the player some guaranteed way of preventing loss, make it difficult to pull off but not random

  • @tbthegr81
    @tbthegr81 5 ปีที่แล้ว +3

    Some games doesn't even have a win-scenario, like most versions of Tetris
    Doesn't mean they are without value

  • @Wa_pox
    @Wa_pox 5 ปีที่แล้ว +1

    In gaming, if the unwinnable scenario is not inevitable, then it's perfectly fine to have the chance of one, IF the chance isn't too high

    • @rompevuevitos222
      @rompevuevitos222 5 ปีที่แล้ว

      If the scneario is so rare then there should be a feature to prevent it from happening, rarely telling the player "you're not allowed to win" is a flaw, so at least make it, that in the case it you where to get that unlucky, the game "counter-cheats" the situation to give you a chance, many games do this as to ensure players always have a chance

  • @Shadrio
    @Shadrio 5 ปีที่แล้ว +4

    Reminds me of FTL: Faster than Light (yeah, it's another DMC: Devil May Cry situation), in which the game is randomly generated and really, _really_ doesn't want you to win. Beat it a few month ago for the first time (on Easy, but still) and it was glorious.
    Randomly generated games sure are dangerous if you don't balance the options well enough. FTL sort of has that problem, since I never wanted to use Missile systems or Drones as I could run out easily at anytime and there were no consequences for not using them. Heck, some of the weapons that didn't use them were always my go-to weaponry, like Flak I. Plus, Drones had crazy timers as well, and weapons were just so much faster.
    Boarding was always a fun option, too, though it was tricky.

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว

      But it's not a no-win scenario in FTL. Because then it'd mean no matter how you reach the final boss, you still lose. perhaps if you are at the best of capability and arrive... the big boss ship's already destroyed your base, or you realize you've only destroyed the prototype and the REAL thing has just appeared, etc. etc.
      Now THAT is a no-win scenario, when the parameters of the 'game' keeps changing to counter whatever it is you do.

  • @pamelarocksteady3843
    @pamelarocksteady3843 5 ปีที่แล้ว

    Wish this was a longer episode. There's a lot to unpack here

  • @brockmckelvey7327
    @brockmckelvey7327 5 ปีที่แล้ว +3

    Mathematicians have found that you need 17 clues to solve a Sudoku.
    It would be neat to try to figure out what people need to be able to solve Solitaire puzzles.

    • @Foxpawed
      @Foxpawed 5 ปีที่แล้ว +1

      With Klondike, it's just a matter of the random deal of cards sometimes making it unwinnable because you can't get to the cards you need to solve it, because they're trapped under the cards you need those hidden cards to move out of the way. One of the simplest to explain (but most extreme in practice) examples would be a deal where all the kings and and any 4 of a lower set are buried under queens. You'll never be able to win it, because there are no kings to move the queens on to and you can't solve down any stacks far enough to remove the queens that way. In practice, it's usually just two or three cards collectively buried. If you use the strict draw 3 at a time ruleset, that adds the factor of cards being buried in the stack order of the deck as well as under the played out cards.

    • @MiseFreisin
      @MiseFreisin 5 ปีที่แล้ว +1

      afaik it's always known whether a deal is solvable or not. There must be a paper out there which identifies key conditions

    • @gavin7683
      @gavin7683 5 ปีที่แล้ว +2

      @@MiseFreisin i dont know about known variables that signal a winnable game but im pretty sure that when you tell it to deal you a winnable hand the program just brute force checks every move.

  • @danielsolliday7051
    @danielsolliday7051 5 ปีที่แล้ว

    Favorite episode so far.

  • @pengwnbuster
    @pengwnbuster 5 ปีที่แล้ว +6

    I was hoping this would talk about how to avoid creating unwinnable scenarios and failsafes to catch them

  • @freeNode5
    @freeNode5 5 ปีที่แล้ว

    When doing random generations, it's possible sometimes to design your algorithms based on the idea of either working backwards from and endpoint or defining a set of constraints on how far the deviations can stray from an initial known path to success. One example, the classic NxM sliding-tile puzzle can often have its tiles placed into an unsolvable pattern. But if you start with the solution and scramble using randomized user-choices, you know the outcome is solvable. Another example is how 2d level maps are often algorithmically expanded atop a fixed set of connected ends/points. Substituting straight paths for detours, or adding other branches to explore wont prevent the user from reaching the goals you started with.

  • @JacksonJinn
    @JacksonJinn 5 ปีที่แล้ว +22

    Hey, EC, can you guys do an episode on the situation in China with regards to Blizzard taking lawfully won earnings and firing happenstance casters over a player showing solidarity for human rights protestors? This is eSports, and oughta be in your wheelhouse.

    • @pneumaticpterodactyl4015
      @pneumaticpterodactyl4015 5 ปีที่แล้ว

      It's really more of an international politics and business issue. They probably won't cover it.

    • @legendarytat8278
      @legendarytat8278 5 ปีที่แล้ว

      Also, let me rephrase your comment, because you seem to have left out a few important points here.
      “Blizzard bans gamer from joining future tournaments due to breach of contract”
      That should be enough.

    • @Aereto
      @Aereto 5 ปีที่แล้ว

      This will take time to study the incident and what to learn from how politics is something we don't ignore when it breaches gaming circles.

  • @SoulAcid1
    @SoulAcid1 5 ปีที่แล้ว +3

    For me the more important question is: when a game is unwinable, do I know it?
    Kirk know about the fact that it was build to lose, so he was able to chance it. But if he didn't know about the fact, he couldn't cheat and had lost.
    So an important factor is the knowlege about an impossible situation!

  • @ThomasHJohnson
    @ThomasHJohnson 5 ปีที่แล้ว +7

    I've always hated solitaire because I quickly figured out no-win starting states were possible. I guess I'm just not the kind of player that is motivated by impossible situations.

  • @BigHenFor
    @BigHenFor 5 ปีที่แล้ว +1

    Failure is your friend. Listen carefully when you meet him, because he comes bearing gifts.

  • @sharonsartisticcorner1195
    @sharonsartisticcorner1195 5 ปีที่แล้ว +32

    Am I the only one who watches these to help with writing and not actual gaming?

    • @samanthaslane3784
      @samanthaslane3784 5 ปีที่แล้ว +1

      No but some topics are interesting

    • @MisterJasro
      @MisterJasro 5 ปีที่แล้ว +5

      That sounds interesting.
      Could you elaborate on this?
      I'm sure people would love to read about the writing lessons you manage to draw from this. And if not them, than at least I would.

    • @cinderball1135
      @cinderball1135 5 ปีที่แล้ว +2

      I also do that! There's a lot of storytelling theory threaded into these videos!

    • @monroerobbins7551
      @monroerobbins7551 5 ปีที่แล้ว +1

      I do it for both. I wanna learn about game design cause I’m a writer and artist, and wanna learn the prat-falls before I start getting into it.

    • @sharonsartisticcorner1195
      @sharonsartisticcorner1195 5 ปีที่แล้ว

      MisterJasro Thank you for being interested!
      The lessons I glean from these gaming videos are mostly related to world-building and storytelling. For example, from this video, I learned to not be afraid of ending my stories in a way that may be awful finality for my characters. From their deck-builder explanations, I learned how to possibly write minor characters into great advancements for a story. From their video on games and emotions, I got an inside look on how to craft a world my readers feel for and characters my readers will be able to empathize with.
      (I mostly write on Wattpad, and consider myself good. Not great, but readable.)

  • @typemasters2871
    @typemasters2871 5 ปีที่แล้ว +2

    In my personal opinion, it’s not “should randomly generated games have the possibility of being unwinnable?” But the more important question being “how much of a percentage should games be unwinnable?”
    What percent of games are acceptable to be unwinnable is determined on what type of game it is, because if the percentage is too high then you end up with one of two scenarios.
    1. You get complaints from customers saying your game is unplayable, not knowing it is possible to win but they just never got the chance to win
    2. Your game becomes a skinner box where winning feels as rare as winning the lottery or pulling that 1% ultra rare from that mobile game you play

    • @paulchapman8023
      @paulchapman8023 5 ปีที่แล้ว

      Since we know that Klondike Solitaire has about a 20% probability of being unwinnable, and yet is enjoyed pretty widely, I’d call those odds pretty good.
      Well, pretty good for a single-player card game, anyway.

  • @05Matz
    @05Matz 5 ปีที่แล้ว +8

    Better versions of computer solitaire have a toggle in their configuration options for if you want an actual purely-random deal, or one proven through brute-force solving to be winnable. This is the correct design choice. Some people are interested in optimising their performance on an unsolvable board (if that has meaning for the particular game they're playing) or care strongly about tabletop authenticity, and some are not (or want to track their improvement without the statistical complication of random unsolvable boards). In my view, if you are making a deterministic game with a state space simple enough to be solved quickly with brute force or similar methods, you have a responsibility to write a solver that can test randomly-generated levels and provide at least the option to prune bad levels (this solver is also useful for debugging and balancing purposes). If it's quick enough to play all possible games on a particular setup without introducing much wait, you can then use this test data to provide things like 'par' systems and more detailed scoring (explaining to the player that this level has one solution in 50 moves, three solutions in 51 moves, 37 solutions in 52 moves, etc.)
    Obviously not every game is simple enough to solve in such a fashion, and games with random factors during play get a pass (on top of being nightmares to check rigorously, the player typically has an expectation of luck being involved).

    • @Roxor128
      @Roxor128 5 ปีที่แล้ว

      Microsoft's implementation of Freecell is supposed to always be solvable, but in reality, there are around half a dozen unsolvable deals within the first million. The older versions have fewer total deals (32768), and only one of those is unsolvable.

  • @tusharsinha9854
    @tusharsinha9854 5 ปีที่แล้ว +1

    3:56 - Captain Jean-Luc Picard would never, ever, *ever*, drink tea with the teabag still in the cup. C'mon guys. C'mon.

  • @Genesis23OPB
    @Genesis23OPB 5 ปีที่แล้ว +3

    its important that those scenarios at least feel fair. in Battleforge reborn, higher level random PVE scenarios against certain factions are basially unwinnable. thats more of a botched balancing issue imo.

  • @dariusq8894
    @dariusq8894 5 ปีที่แล้ว

    In the case of games, the player typically doesn't know for sure whether or not they are facing the no-win scenario. The solution to the problem may just be very challenging. Some people give up before they've even really tried, but those who apply themselves to testing new ideas are the ones who will find answers the rest of us would never have even contemplated. We call that 'learning', which is it's own reward.

  • @maxgustafsson7802
    @maxgustafsson7802 5 ปีที่แล้ว +13

    I've actually played Slay the spire and had the feeling of it sometimes being unwinnable, personally, I find that fact to make it much less enjoyable, I play games to enjoy testing my skill, when no level of skill makes it winnable then it's not fun.

    • @Speedy-Rabbit
      @Speedy-Rabbit 5 ปีที่แล้ว +2

      this probably wasnt the case for you tho. Will plays exclusively on ascension 20, the hardest difficulty mode available. The best player in the world, jorbs, has won ascension 20 7 different times in a row, and wins it super consistently on stream.
      The issue here isnt that it was unwinnable, it's that you (and this happens to me too) werent good enough to see what mistake you made previously. Your mistake might have been on some card u chose wrong, some path, maybe a potion u didnt get at a shop. But the run was winnable, the mere existence of jorbs proves that.
      I think people are too fast to call runs "unwinnable", simply because they dont see what they could have done better. But there is always stuff u could have done better, at least at lower difficulties (lower than A18)

    • @Thormedor
      @Thormedor 5 ปีที่แล้ว +1

      @@Speedy-Rabbit To be more precise, It's important to know that the difference between a good and a great is slim, but makes the difference. Max might have made a little mistake overall and that might not even hit people back mostly, but a few times it does. And that's good because while they are nuances, nuances are important for learning to be better.

    • @Londronable
      @Londronable 4 ปีที่แล้ว +1

      @@Speedy-Rabbit The runs Jorbs has won with bang average decks is frankly insane.

  • @motunlayofalade3391
    @motunlayofalade3391 5 ปีที่แล้ว

    I usually avoid the game episodes but I heard star trek and was piqued.
    This was a very deep episode! Thank you

  • @cecile.muller
    @cecile.muller 5 ปีที่แล้ว +18

    Mentions of Kobayashi Maru and solitaire ? Someone has been playing Eliza :D

  • @cainster
    @cainster 5 ปีที่แล้ว +1

    With way the hell too much time on my hands, I have thought up at least three scenarios where a cadet can actually beat the Kobayashi Maru as established within the world of Star Trek. It takes a lot of outside-the-box creative thinking (one of the scenarios took me more than a year to think up) but it's actually "do-able".

  • @brianhall4182
    @brianhall4182 5 ปีที่แล้ว +11

    The one thing that's always annoyed me in many games is the concept of the Designer Induced No Win Scenario. You know what I'm talking about. You're in a boss battle, obviously curb-stomping him into the dirt, but then just as his health bar gets to a sliver it switches over to a cutscene where, somehow, the boss turns things around and beats you in a few hits. You KNOW you could beat him if the game hadn't wrested control away from you but because the story demanded it, you lose. It's such a clunky and irritating thing to do.
    Although, arguably even worse are the battles where the designers INTEND for you to lose. You go into the fight but the boss has constently regenerating health, or is just too strong with moves that kill you in a couple hits, where no matter how much to reload you can't beat him. So you lose. And, oh look, a cut scene where your pals swoop in and save you, indicating that you never had a chance to win.

    • @Ithtorukk
      @Ithtorukk 5 ปีที่แล้ว +4

      The bad type of your second scenario is when the 'forced loss' isn't obvious. A situation where the game let you level up a bit, so you can almost keep up with the boss's kill shots using items/ect, only to find out after expending your entire inventory that you were supposed to lose in the first minute or two.Then, the next time you get into a tough fight, you assume its the same 'unwinnable' situation, only to have a game over screen, because the levels finally caught up to you.

    • @dezopenguin9649
      @dezopenguin9649 5 ปีที่แล้ว +4

      Oh, and don't forget the even worse variation: if you actually get beat by the boss, it's game over, but if you beat it, THEN the narrative takes over and shoehorns you into a loss. Yeah, honestly, if the encounter is a cutscene disguised as a boss fight, just make it a cutscene from the beginning.

  • @jacobchurchwardtruered116
    @jacobchurchwardtruered116 5 ปีที่แล้ว +1

    My school starts at 8 am pts and the next time I can watch is at 12 pm pst when lunch starts meaning you play exactly when I cant watch.

    • @MiseFreisin
      @MiseFreisin 5 ปีที่แล้ว +1

      Aha, a true unwinnable scenario.

  • @cybrandir
    @cybrandir 5 ปีที่แล้ว +11

    I think every scenario should be beatable, but not in every playthrough (choices block off other ones)

  • @3p1c_Mustache
    @3p1c_Mustache 5 ปีที่แล้ว

    When I subbed to EC years ago, I was excited to learn more about game design and how to make my unprofessional games more than "set turrets. Shoot AI ".
    Since then, I've found an enjoyment for WWII stories, I've learned mythos and history of cultures I've never visited, and and delved into the idea of psychology and it's effect on gaming.
    This video sounds like an intro to philosophy if I've ever heard one.

  • @PsychoVdude13x
    @PsychoVdude13x 5 ปีที่แล้ว +3

    -Plays Game
    -Game: *OMAE WA MO SHINDEIRU*
    -(In the End by Linkin Park starts playing)

  • @bradleyogilvie8869
    @bradleyogilvie8869 5 ปีที่แล้ว +1

    I would like to use another example as a counterpoint to the idea that no-win scenarios can be helpful: Young Justice. In a season 1 episode, the main characters were put into a no-win scenario that they didn’t know was unwinnable. The very next episode had them all going to a therapist to talk about the psychological damage it did to them. No-win scenarios might be able to teach us a few things, but they can also drive a person into despair

    • @gavin7683
      @gavin7683 5 ปีที่แล้ว

      yeah, having a sense of agency is really important for mental health. teh easiest way to make somebody depressed is to do things to them that they have no control over.

  • @spiritedrenee9895
    @spiritedrenee9895 5 ปีที่แล้ว +17

    Here so early my parents left me a second time.

  • @demongrenade2748
    @demongrenade2748 5 ปีที่แล้ว +2

    A game i love playing that often has occasionally no win scenarios is Rimworld.
    Sometimes Randy simply decides your colony is done. Raid, raid, raid, blight, infestation, toxic fallout, and just for good measure, a drop pod of milk that'll spoil in 3 days.
    Even if the scenario presented is unwinnable, its always fun to hash it out until the bitter end.
    "Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place".
    Such is life in the rim

    • @kinagrill
      @kinagrill 2 ปีที่แล้ว

      But you still have a chance to win it. by definition it's not a no-win scenario because the game does not actively counter every move you make.

  • @Centurian128
    @Centurian128 5 ปีที่แล้ว +4

    I thumbs up Star Trek references.

  • @davidalearmonth
    @davidalearmonth 5 ปีที่แล้ว

    Back when I used to play solitaire, I kind of enjoyed specifically getting what I called the "null game", where you not only lost, but couldn't even make a single move. Going through the whole deck and being unable to place or move any card. Happened much more often on 3 deal.

  • @piotradamczyk6740
    @piotradamczyk6740 5 ปีที่แล้ว +4

    i see unwinnable scenarios as a programing failure.

  • @randalfthepale6880
    @randalfthepale6880 5 ปีที่แล้ว

    I think the best way to define the value of these no-win situations in games is to not think about it in strict terms of all-or-nothing victory or defeat, but rather in terms of progression and player experience. To use Slay the Spire (or other roguelikes, for that matter) as an example, when starting out, even if you have no way of reaching/defeating the final boss of a run, every granular victory along the way contributes to your player level, which can offer new options/playstyles the next time you try, as well as the player learning to identify things that they should avoid along the way. Even though there was no final victory, progression was earned and the player had fun (or didn't) experiencing the game.

  • @theshadowponyp1469
    @theshadowponyp1469 5 ปีที่แล้ว +10

    Reminds me of the "Stanley parable".

    • @JohnyK07
      @JohnyK07 5 ปีที่แล้ว +1

      Ah yes! The control room ending... so poetic

  • @EcksRomana
    @EcksRomana 5 ปีที่แล้ว

    Both out looks are valuable. When I am personally in in a situation that is frustrating it can be helpful to take a Kirk outlook. Step back and ask 'what are the conditions that I can gain/enjoy this situation?'
    When in a situation I have no reasonable control over learning from Picard that there is only so much that can be done is helpful.

  • @artornis606
    @artornis606 5 ปีที่แล้ว +3

    There are some runs of Halo with self-imposed rules that cause a game to be unwinnable, for instance the rocket sloths run of halo ce maw warthog run warthog a warthog

    • @gavin7683
      @gavin7683 5 ปีที่แล้ว

      did you have a stroke ? you were making sense then...

  • @Uriel238
    @Uriel238 5 ปีที่แล้ว

    I think this serves as a bridge to the RPG notion that we ultimately define for ourselves what constitutes victory or a satisfactory outcome. In games where victory conditions are not defined for us, we define ourselves what _winning_ is. Roguelikes are notorious for having plays-through that are not winnable (or become super-hard-mode) due to turns of luck. The challenge then is less about getting to the end but just getting as far as you can.

  • @gigastrike2
    @gigastrike2 5 ปีที่แล้ว +4

    Moral of the episode: "no win scenarios are useful because they teach us what we would do in no win scenarios."
    Let that sink in.

  • @Duchess_Van_Hoof
    @Duchess_Van_Hoof 5 ปีที่แล้ว

    You said "Picture to yourself" and it switched to a picture of Zoey, then the image froze as I was reading some notifications. Then I just waited and wondered what this had to do with the Kobayashi Maru.

  • @Kiarean
    @Kiarean 5 ปีที่แล้ว

    No win scenarios are useful to hone your ability to recognize a no win scenario and walk away. In these cases skill could be measured in how early a player can recognize it as a no win scenario, since the earlier one can do so the less time they waste on it.

  • @RadicalKingJames
    @RadicalKingJames 5 ปีที่แล้ว

    I wish this video would have talked more about the narrative function of unwinnable scenarios, battles where you can’t win but the story still progresses. Maybe a topic for another video?

  • @shalimarlake7852
    @shalimarlake7852 5 ปีที่แล้ว

    "but now we're no longer playing the same game we started" was literally the idea I had for an unwinnable solitaire hand, once you reach a point where you can't continue just switch to counting down and don't worry about alternating colors

  • @AE-lw1ug
    @AE-lw1ug 5 ปีที่แล้ว

    I like the implication of Kirk's decision that if a system is unwinnable, change the system. I greatly enjoyed your perspective on it in this vid

  • @jackarius4327
    @jackarius4327 5 ปีที่แล้ว

    I remember going through primary school there was this game on the BBC website about WW1. There were 4 scenarios and each would start by describing what the allies knew about the battlefield (it's been raining heavily, the road is a narrow pass, etc); then you chose the right tactics for the setting (tanks, aerial reconnaissance, etc) to progress.
    The point? You can't win the final mission. I spent hours as a kid trying to find the permutation that win and each time you fail the last mission, a message from a concerned nurse popped up saying how the men were suffering and you should consider halting further assaults. So I tried finding the result that ended in a draw with the least number of casualties, thinking that would be it. Nope, same result, same speech from the nurse.
    After going over each play again and again getting fed up, it finally clicked that the no-win situation was meant to show how futile WW1 trench warfare could be; that officers would or had to make hopeless attacks with little or no prospects beyond a bloody slog through no-mans land. That lesson really stuck with me and I took a real interest afterwards in history partly because of that experience. Looking back on it now, it's interesting to see a no-win scenario used so well as a tool to teach an academic subject.

  • @escher10000
    @escher10000 5 ปีที่แล้ว

    The image with the camper with bed roll looked really weird until I realized I had stopped noticing none of the characters have necks.

  • @MogofWar
    @MogofWar 5 ปีที่แล้ว

    A lot of randomly generated games have no unwinnable forms because they use a game-logic test to ensure access to the ending exists. This is common in a lot of the ROM randomizers for various NES and SNES games thar have popped up in recent years.

  • @nikigoturspine7478
    @nikigoturspine7478 5 ปีที่แล้ว

    I think the issue comes in when the game's unwinnable scenarios seem to appear too often for a player, or when upon the outset the game appears unwinnable. If it seems like you can never win then it discourages the player to play at all.

  • @benrompen7100
    @benrompen7100 5 ปีที่แล้ว

    This is a design space that I've seen explored in tabletop RPGs. Many with baked-in no-win scenarios are in the horror genre. However, an intriguing one I found out about recently (i forget what it is called) has your characters be soldiers in a war. From the very beginning you know your side is going to lose and your characters are going to die. The game is about how your characters react to their hopeless situation.

  • @antipoti
    @antipoti 4 ปีที่แล้ว +1

    That Picard line is one the best in the genius of star trek writing.