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@gauravtejpal8901
@gauravtejpal8901 Күн бұрын
I take your point to a certain extent - if it models the real world - as you say - is real-world relevant - it wouldn't, strictly speaking, be a game. The ethical problem arises when something which is not, in this sense a 'game' is presented as if it is a game (i.e. a true competition where the user's/player's actions 'matter'). Perhaps we can think in terms of a larger category of aesthetic experiences within which simulators, models and games can all be located...i think, if the designer is honest about what it is that they have made - maybe they have just made something that is heaps of fun but isn't a game, that should be enough to address this ethical concern, no?
@GamesbyMarcWolff
@GamesbyMarcWolff Күн бұрын
I'm not sure what your question is exactly. Can you simplify?
@danielobenhaus8100
@danielobenhaus8100 Күн бұрын
@@GamesbyMarcWolff I think what gauravtejpal wanted to know was whether people should be concerned about whether the "game" is a real game or not if the designer is "honest" and possibly "transparent" about how he/she designed the "game" that might be a lot of fun for many players... If the designer is honest and the "game" is fun, should people (the players) care about whether it is a real game or not...
@GamesbyMarcWolff
@GamesbyMarcWolff Күн бұрын
@@danielobenhaus8100 Thank you Daniel, and perhaps, but so far the poster has not responded so I'd like to wait and see before making assumptions.
@gauravtejpal8901
@gauravtejpal8901 23 сағат бұрын
​​@@GamesbyMarcWolff Daniel is correct in how they explained it
@gauravtejpal8901
@gauravtejpal8901 23 сағат бұрын
​​@@danielobenhaus8100Thank you. Yes. This was mostly what I meant to ask.
@threeheadguy
@threeheadguy Күн бұрын
There is no 'unified theory' for game design. There are no rules. True game design is free of any rules or limitations.
@GamesbyMarcWolff
@GamesbyMarcWolff Күн бұрын
Then your understanding of what a game is, by definition, is meaningless. And yes, the Grand Unified Theory of Game Design is provided for you in the description of this video.
@threeheadguy
@threeheadguy Күн бұрын
@@GamesbyMarcWolff There are no rules for music, or movies, or other types of art. If you follow strict rules for making games, you can never make anything new, you can only remake games that already exist.
@danielobenhaus8100
@danielobenhaus8100 Күн бұрын
@@threeheadguy Marc's unified theory of game design could potentially change a lot! But people who want to design games, they first have to apply this theory properly...If properly applied, games wouldn't really look the same, be the same etc... Marc just wants that players won't have to play pay-to-win games, games with real-world relevance, games that are not immersive enough, games without customization, games without strategy...games that are a scam and that are primarily a waste of time... But, yes, there are theoretically no "rules" for music, art etc... But shouldn't there be at least a few "rules" for people who want to design games? Perhaps it would either be too difficult or not lucrative enough for many game designers to apply this unified theory of game design, especially if they want to earn money...they need to pay rent, buy food etc... Yes, we all need some real examples, as long as people don't play games that were designed with this theory in mind, and also fully applied, we will never know how this theory can/could improve games...and these kind of games should/must also become popular (the designers of these games should earn a good amount of money) otherwise many people wouldn't take them seriously!
@GamesbyMarcWolff
@GamesbyMarcWolff Күн бұрын
@@threeheadguy What you're saying is just word salad unfortunately. It's nonsense. You can see this is obvious because there's nothing to support your claims. You can state them all you like, but without proving them, and unless you can disprove what I've presented to the world, then you're just speaking hot hair and none of it's true.
@jstock2317
@jstock2317 2 күн бұрын
I have a question about game balance. what if you have multiple classes with different power levels. the more powerful classes can defeat monsters faster, but have lower rewards, while the weaker classes kill monsters slower but each one yields higher rewards. if the two classes then can both obtain the same rate of rewards per hour, is that balancing the classes in terms of how fast they can obtain rewards? because then, rate of rewards is determined by strategy, not by choosing a better or worse class.
@GamesbyMarcWolff
@GamesbyMarcWolff 2 күн бұрын
Edit: Thank you for your question! I think in order to answer this question you'd need to specify a few more things, like how exactly they're different in power level and how you're defining rewards in this game. It might be helpful too, although I'm not sure, to consider such questions both in the assumed context of an action-rpg combat system, but also possibly in some other type of competition. I think too you'll have to consider what you mean by classes, because you may already be removing full customization of strategy. This is where we need to know ahead of time what the answers to the above questions are to speculate further.
@jstock2317
@jstock2317 5 күн бұрын
Pon? link to account?
@fddcsjxk
@fddcsjxk 8 күн бұрын
1. Capture the Flag seems to favor one strategy over another (you can not win from defending.) 2. In your Customization of Strategy video, you said that The Legend of Zelda should have fleshed-out stealth mechanics. If you think that LoZ should have stealth, why shouldn't Street Fighter have a diplomatic victory? (I believe that LoZ with stealth mechanics would violate the flavor of a courageous Link, but alas) 3. Fighting games may seem to the uninitiated to rely on twitch reflexes, but the vast majority of "reflexes" you see in fighting game are actually just predictions. You literally can not react to (strong) mixups in the vast majority of fighting games. You MUST predict them. Saying that fighting games rely on twitch reflexes is akin to saying that Rock-Paper-Scissors relies on twitch reflexes to win. Reacting is beyond the physical capacity of humans. You still do need mechanical proficiency in Fighting Games, but literally any competition will either favor practice and knowledge or be random. 4. Full customization of strategy in Dragon Ball would directly conflict with the rule that games must not break the flavor. The flavor of Dragon Ball includes vast differences in power between characters like Raditz or Cui and characters like Adult Gohan or Frieza. It is virtually impossible to make a Dragon Ball game that is compliant with your theory.
@GamesbyMarcWolff
@GamesbyMarcWolff 8 күн бұрын
You should save these for your interview, no?
@GamesbyMarcWolff
@GamesbyMarcWolff 8 күн бұрын
What I'm saying is, these are good hot-button questions that would be a lot more fun to answer with a live audience watching. Edit: Except that first one, which I answer directly in this video you're commenting on, and also in past videos. You may want to rethink or reframe that. Not all strategies need to be viable, just possible, and no strategy can be favored by design (and there are various ways to violate this). In your example, it's pretty clear if your team chose a strategy that had no possibility of victory that, although it's valid, it's not a competitive strategy. You've stated that team is necessarily choosing to lose. And so, to the issue with your question; that's not the rules or game mechanics favoring any strategy over another. That's entirely balanced and fair.
@GamesbyMarcWolff
@GamesbyMarcWolff 8 күн бұрын
Actually, maybe that is a good question. We could talk about adding mechanics to CTF that might give points for stopping a flag steal. That way, even a fully defensive strategy could be made viable. We could also then talk about whether or not that would violate player agency.
@GamesbyMarcWolff
@GamesbyMarcWolff 6 күн бұрын
I just realized I also answered your DBZ question in this video. Your Zelda question I think is also probably answered in the videos where I talk about it, but I can clear up the misconception again later in more detail if you'd like - that I'm just using Zelda as an example in some cases. When talking about a fully fleshed-out combat system I'm more talking about any generic action-RPG where you might see those types of role mechanics come into play, especially when there's multiplayer - although they do sometimes show up in Zelda, so there actually is precedent for that. You may have just gotten the points mixed up because of my delivery (apologies; sometimes I talk around a point to clear things up before directly talking about it so things make the most sense, despite the ironic outcome where doing so achieves the opposite for some people).
@sooooooooDark
@sooooooooDark 8 күн бұрын
wouldnt a better term for "immersion" be "thematically coherent"? covers more ground (also works for abstract games and excludes the implied subjectivity when it comes to "what can be considered immersive"?)
@sooooooooDark
@sooooooooDark 8 күн бұрын
if "something" needs to be balanced to be considered a game but at the same time mustnt be solvable, doesnt that imply that the former condition cant be determined (cuz the "balancing" during the game creation requires being solvable)?
@GamesbyMarcWolff
@GamesbyMarcWolff 8 күн бұрын
No
@YarGolubev
@YarGolubev 10 күн бұрын
It's funny to listen to this point of view. I think if you approach it with criticism (reduction to the point of absurdity), then you can prove that from this point of view, not a single “game” is actually a game. Here it is still worth distinguishing between “game” and “game behavior”. The same separation of a player’s “skills” acquired in real life from the choice of strategy, it simply does not work. A stupid person will not be able to choose a winning strategy. And a smart person will be able to choose - even if physical abilities do not allow. Because a player can train and become better than 99% of the rest of the planet's population Games are a choice. And the consequences the player faces after making a choice. Consequences that do not affect real life (it is allowed to get tired and hungry) :) Or they don't influence much. Therefore, “gaming addiction” is not “games”. The main player in DND is the Dungeon Master, and not the players themselves - the DM is the one who makes the main choices - and if he does it wrong, the players will choose another master
@GamesbyMarcWolff
@GamesbyMarcWolff 10 күн бұрын
The only thing you're right about is that there has never been a real game in all of human history before this discovery - at least, not that I've found so far after 4 years. Everything else I'm pretty sure I've explained is wrong in all the lesson videos so far - although some additional points may be found in other videos.
@GamesbyMarcWolff
@GamesbyMarcWolff 10 күн бұрын
Also, I'm rather alarmed by how you think RPGs are played. I'm not sure who taught you that, but it's terribly wrong. The design of RPGs themselves obviously demonstrates at least this, even the not-game ones. What possible reason would anyone have to engage in the activity as you describe it? Either the GM or the players. I think what's happened here is that you've been oppressed too long by not-games and have become accepting of their abuses, as many players do because they have no real game alternative and yet an unavoidable need to be social as human beings. That's why it's important to learn the Grand Unified Theory of Game Design and make real games. Fun is an inalienable right.
@YarGolubev
@YarGolubev 10 күн бұрын
@ Don't tell) No more words needed Show me the "real game" - which you made according to your theory) If you think your theory is correct, I hope you are working on the perfect game) I'm interested in getting to know it game
@GamesbyMarcWolff
@GamesbyMarcWolff 9 күн бұрын
@@YarGolubev Feel free to check it out, but I'll let you know ahead of time that it's not edited well and may be difficult to read. 2nd Edition, when it gets published, will look much better and be much more readable.
@GamesbyMarcWolff
@GamesbyMarcWolff 9 күн бұрын
@ You should know too that there's a mistake in the ending open letter regarding the universal break for all trading card games, which I corrected in a follow-up video afterwards but left the original text in the rulebook. Conditional vs Non-conditional applies to all cards, and you can see the solution in action in the "Power Level for Noobs" videos where I break down the basics of applying the system to solve Magic: The Gathering. The break fully applies to all trading card games though; past, present, and future (it was published before Flesh & Blood, Metazoo, Digimon, and One Piece, etc. - so those all were released already broken due to this solution being public).
@americanbaldguy
@americanbaldguy 11 күн бұрын
Agency is important. I often wish I wasn't so attracted to randomness. These two things don't mix easily... Thanks for the video. It gives me something to think about while I am working on my games.
@GamesbyMarcWolff
@GamesbyMarcWolff 11 күн бұрын
Godspeed
@GamesbyMarcWolff
@GamesbyMarcWolff 8 күн бұрын
Btw, I mentioned this too to another commenter who had a similar experience with games, and I think it might apply here; That I have a standing hypothesis that things like 'being attracted to randomness' in games, or in his case liking games he couldn't fail at, are a defense mechanism people use because there has never been any real games on the market and all they have are not-games to choose from. In your case, liking randomness makes it feel like more of a real game to you because it probably feels more fair than a fighting game sport, or a pay-to-win trading card scam, etc. If you instead had real games to choose from, I further hypothesize (and did so too in that other reply section) that you would find you may be a lot more competitive than you realized. The problem is, you've never been able to know that because you've never had the opportunity to experience a market filled with real games. I say this now because, if you're a game designer, then I want nothing more than for you to learn this theorem and be able to produce real games and experience how much better they are in every way - to design, produce, market, and play. So long as your game is theory-compliant, players will find it superior to all not-games (which is also a good reason to design for a wide player-base rather than a niche one, although that depends on your situation design-wise).
@danielobenhaus8100
@danielobenhaus8100 12 күн бұрын
Hello! Thank you for uploading this video! Well, wouldn't it be nice if there was a "real" fighting "game" out there... I wonder why many people never questioned why things are the way they are... Are "we" not "intelligent" enough? How many people really want to create/design a "perfect" game... I'm convinced you are one of the few people that actually wants to improve things... I guess many people are too distracted with all these obligations they have like job(s), family, etc... etc...... I think many people are just tired... I guess you'll have to show all of us how a "real" game could be designed/created...and then some other intelligent humans will attempt to create their own "real" game... Have a nice day!
@GamesbyMarcWolff
@GamesbyMarcWolff 12 күн бұрын
@danielobenhaus8100 Thank you as always for your very kind words. I never think what I'm doing is particularly unique or special, but as you say, I don't see a lot of other people with the same mindset and I'm not sure why that is. It seems to me the thing to do is spend life making life better. I don't know why so many other people don't.
@lapis5988
@lapis5988 16 күн бұрын
I’m curious why you define requiring memorization and twitch reflexes as real world relevance and not requiring the mental capacity to create and execute strategies. In general, I’d like to see you expand on definitions like this in more detail. For example, is there a specific required reaction time which is theory compliant, and if not, would limiting turn length be noncompliant? Is there an amount of required memorization which is acceptable? I’m particularly interested in your upcoming videos on solvability and simulation. I hope you will provide complete definitions for those two terms, especially solvability. I’d also like to request that you outline a test or set of tests that can conclusively determine whether or not a game is solvable.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
The answer to your question is covered in the first two minutes of this video, And in past videos as well. The answer is always the same.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
You're either giving too much leeway to twitch reflexes and memorization, or you're missing the "all things being equal" part. There's not much you can do beyond sound design to put a blind video game player on the same competitive footing as a sighted video game player if the game is designed for general play and is not excluding sighted players. This also isn't to say however that making a game for blind people would make it not theory-compliant. That would just be the scope of that game (or genre). A real game cannot be a sport. The outcome can only be determined by skill at employing strategy (skill and action of the players). The game cannot violate any part of the theorem. If you have not watched this whole series yet, I encourage you to.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
Also, if you want a clearer definition of solvability, wait no longer: Being able to determine the winner without gameplay.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
Btw, someone asked the solvability question on the "Fairness and Balance" video, so a variant of the same answer is found there too. Edit: Thre's also some answers in the topics I cover in the recent "Full Customization of Strategy" video
@lapis5988
@lapis5988 16 күн бұрын
@@GamesbyMarcWolff I suppose then I’d like to know why skill at employing strategy is the only thing that can determine the outcome of a game. Is that a first principle or is there a reason behind it? Regarding the definition of solvability you provided, I’ve reworded it to be more explicit: A solvable game is one in which given any set of initial conditions the outcome can be determined from those conditions alone. Please let me know if this is accurate or if I’m twisting your words in any way.
@l2ic3
@l2ic3 16 күн бұрын
Is chess a sport? If so, why?
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
Already covered this in multiple videos. You gotta watch more. Memeorization and solvability.
@l2ic3
@l2ic3 16 күн бұрын
Why isn't Quake 3 Arena a real game?
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
1. Guilty of not being fair, due to being a sport and not lacking real-world relevance. 2. Guilty of violating player agency, due to being a sport... 3. Guilty of lacking full customization of strategy. 4. Does not lack real-world relevance, and is a sport. 5. Guilty of violating simulation. 6. Guilty of being solvable, due to both simulation and being a sport.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
It might also not be balanced, but I didn't dig that far. Didn't need to after the first violation.
@GamesbyMarcWolff
@GamesbyMarcWolff 16 күн бұрын
Victory might also be random, but I didn't dig that far either into the respawn mechanics.
@fddcsjxk
@fddcsjxk 17 күн бұрын
I think your thoughts are interesting, but I'm confused to a couple of points that you bring up. I think you might be misunderstanding the role that reactions play in fighting games. I'm going to watch some more of your videos to see if I can get a better idea of your philosophy about games. Would you be willing to have a conversation about your ideas?
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Sure. My point is very simple though when it comes to the main issue with fighting games. They violate needing to lack real-world relevance because instead of being a game, they're a sport. Physical aptitude matters rather than skill. In a real game, skill and the players' actions alone are what determine the outcome.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
i.e. not physical aptitude in the case of fighting games
@viardzen
@viardzen 17 күн бұрын
I like having fun with my touys, personally
@lorefox201
@lorefox201 17 күн бұрын
You just disowned each and every game that exists because every game has real world relevance. It us the very point of "competitiveness".
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Go check out my videos on Competition, and no, not every game has real-world relevance. You've misunderstood the concept. I explain it very clearly in this video though, so maybe rewatch this video too.
@sunset-inn
@sunset-inn 17 күн бұрын
What is a skill?
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
I suggest watching the rest of this series, from the start.
@ianmclean9382
@ianmclean9382 17 күн бұрын
Oh hai mark
@l2ic3
@l2ic3 17 күн бұрын
I want so badly to believe in a theory like this. But I don't see how it makes sense that if we took a real game, and added a legend of Zelda style chest opening sequence that removed player control temporarily, that that inherently makes it no longer a game. If the chest opening does not cause the player to incur some mechanical penalty, as it doesn't in Zelda since the game world around you is paused, then it does not impact the legitimacy of the game system. I am totally in agreement that I dont like these things. I don't like when you press Action and wait while your player does things autonomously. But I don't see how an otherwise (theoretically, not talking about Zelda itself) incredible game suddenly is no longer a game at all. That just doesn't seem like a logical step to me.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Then try it out for yourself. Make a real game and then ruin it with a mechanic like that. See how fun it is to play. See if you can stomach it for even a minute. Good luck
@l2ic3
@l2ic3 17 күн бұрын
I pretty much only care about real time video games so that's how I'm trying to apply this theory. In Hotline Miami, when you knock an enemy down you can press spacebar to activate a kill animation. Your character is temporarily locked in place while he smashes their head. So this is a loss of agency. But would this still be a loss of agency if it worked exactly the same yet you could cancel it at any time to instantly regain movement? Because if this too would be taking away agency than I'm confused what constraints put on the player aren't also a loss of agency. If there is a locked door that must be opened with some key, is that a lack of agency? If I press a button to reload my gun, is the reload duration a loss of agency? Is my guns rate of fire being less than infinite a loss of agency? If I'm taking this too far, please tell me where I've gone off the rails. Like I said, I really want to believe this theory. I'm not here to debunk it. I'm just not understanding.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
@@l2ic3 Thank you for your reply. To clarify a few things though, I'm not asking you or anyone to believe my discovery without proof, and these videos are telling and explaining what that proof is. I'm not concerned with whether or not someone wants to prove me wrong, because this is a scientific endeavor bounded by formal logic and the truth values therein. What I won't tolerate is ad-hominem attacks and other obvious fallacies from people attacking me. If someone were to prove me wrong, which has not happened yet, then I would not consider that an attack but simply someone proving me wrong. Now to your question. You're actually not goinng off the rails. You're starting to think in the right direction, as odd as it seems right now. What doesn't seem odd though is the result. The result is right. In your Hotline Miami example, I think that sounds like a great design, but it only works in single-player so I'm not a fan and would not personally include it. It doesn't seem to violate the theorem though in single-player. The player has the choice whether or not they want to watch that animation and it doesn't force them to do so. It's not a game mechanic, but I would be supportive of it as an immersive option. You could call it 'cosmetic', since the player has choice. This is not a loss of agency and is distinct from the Ocarina of Time 'opening the big chest' example that does violate player agency. While this is definitely a more advanced topic, yes, I would consider the 'key and door' example a violation because it's simply grind. You may not realize at first that it's grind because it's so simple, but it is. There's no game value in that; it's not a mechanic but rather simulation which violates agency and customization of strategy. Also I would say you could argue it violates requiring strategy. Yes, I again reiterate here that reloading animations/cooldowns are a violation of player agency as stated in the 'lacks real-world relevance' video. Edit: I'm saying the above having never played Hotline Miami, so I don't know what other factors surround that experience. I may be missing something you're saying, but if the situation happens as you've described then what I've said is accurate. It's entirely possible that something else about that situation violates player agency. Like I've said in previous videos, game designers need to be careful to not run into the mistake of designing 'a movie with extra steps'.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
I hasten to add though, that you could have keys and doors in a game, but not the way I assume you mean in your example - being just a straight "there's only one key to this door and the player has to find where we, the designers, hid it".
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
To be even more helpful, What you need instead is to view everything as a competition. If you want keys and doors in your game, then find a way to make that a competition. Maybe capture-the-flag mechanics would be a good framework.
@timevans7096
@timevans7096 17 күн бұрын
You mentioned you've got a simulation video coming, and so you're probably going to go into this in more depth then, but I'm curious about where you draw the line between simulation for simulation's sake and a gameplay mechanic that might derive from a real world action. Sticking with the reloading example it seems to me that you are managing ammunition as a resource and so the decision of when to reload, or how to reload as I saw another commenter suggesting, is a lever given to the player to guide and incorporate into their strategies as opposed to just the arbitrary denial of agency in service of "realism". Apologies if you've covered this elsewhere, but this is the first of your videos I've seen, so feel free to tell me to just watch your other videos if that's the case!
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Yeah, I think you've pretty much got it right. If this is your first video though, I recommend watching the entire series to get caught up. I cover additional points in all the past videos that are relevant here.
@psybertao
@psybertao 17 күн бұрын
I played a simple shooter on the Wii where reloading wasted the remaining ammunition in the magazine. It made a strategic decision to manage ammunition with the tactical consequence of reloading during a firefight. I thought it was fantastic but assume I'm in the minority of appreciating that mechanic as I've seen few games do it.
@timevans7096
@timevans7096 17 күн бұрын
@@GamesbyMarcWolff I'll definitely be checking out the rest of the series, as this one was fascinating!
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
@@timevans7096 Thank you
@ahrzb
@ahrzb 17 күн бұрын
I am starting to like the theory, specially this one, a really coherent way to frame these business malpractice issues.
@eric3347
@eric3347 17 күн бұрын
What are some examples of "real games"? Is that another video?
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Unfortunately, no. After 4 years of ongoing research and analysis I have yet to find a real game in all of human history. No game yet before mine appears to be theory-compliant. I don't mention my game much in these videos though because most people have not played it and so the examples would be alienating where a brief explanation alone isn't sufficient. I talk about this in the original theory video and the fact has not changed. If you find anything you think might qualify as theory-compliant then please let me know. I would love to see and maybe get in contact with the developers.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
That's actually one of the main reasons I'm releasing all this information publicly and for free. After making this discovery I realized the need for real games and my responsibility to share this with the gaming world. This is something players need to know as buyers so they don't get scammed anymore, and for designers so they can design real games that don't scam players - to say nothing of universities offering degrees in "game design", which they clearly do not know as evidenced both by my discovery and their practices and curriculums (which skirt the subject and funnel students out of the genuine degree programs they should be in for game production, like computer science or analytical philsophy [formal logic], or maybe biology, or math, or physics - anything that uses formal logic - or animation or illustration).
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Technical writing and engineering (to some extent) are also getting rightful students funneled out. Those are much more useful and also a genuine degrees.
@gauravtejpal8901
@gauravtejpal8901 17 күн бұрын
I would love to know how you see games like Nethack and MudNBlood 2 from this lens. MnB, in particular, leans hard into the idea of unfair, random brutality...sometimes, unfairness and brute chance can be fun 😅 Another game that seems to skirt the boundaries of what you call solvability is N - predictable and solvable in theory but still fun...
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Thank you, I will check these out and get back to you.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
MnB2, here are my immediate thoughts: 1. Guilty of simulation 2. Guilty of not being a competition What do I mean by that second point? Well, survival is not a competition. You and your opponent are not utilizing limited resources to achieve a conflicting goal. Your opponent doesn't actually seem to have much agency at all in this not-game, but I'm not sure if their strategy changes based on what you do. The big problem though is that this commits the same sins as both Tetris and Minecraft. There's no victory conditions. It's just a physical exercise masquerading as a game. I have not looked at the other titles yet.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
I guess that also means, 3. Guilty of not lacking real-world relevance
@gauravtejpal8901
@gauravtejpal8901 Күн бұрын
​​ Hmmm. In the case of MnB, the Germans do change their tactics in response to your choices - they start launching v2 rockets, sending neibelwerfers and so on...but yes, your point does stand - it's only a matter of how long you can survive, you can't defeat the Germans... Is it merely a physical exercise? I would say no - it is more a matter of tactical (and to an extent, strategic) asset management. But that in turn, makes it more of a real-world simulation than a competition, so you're quite right about that. It occurs to me that in a paradigm such as this (and even in the case of Minecraft or Tetris) - even if we were to try and define 'victory' conditions - they would be, by necessity, arbitrary...its not actually possible to achieve any kind of victory in paradigms such as this - or even in an open-world life simulator type environment...dang! 😅
@gauravtejpal8901
@gauravtejpal8901 Күн бұрын
​​I think out of the three I listed, nethack would probably be closest to a true 'game' in the sense that you have defined - it has a non-arbitrary 'finiteness' to it and an actual 'way' (difficult though it may be) to win.
@MyMissingSelf
@MyMissingSelf 17 күн бұрын
I’ve watched a few of your videos now, I can’t tell if you’re just trying to rage bait or if this is serious. Your own game, mage wars, has turns/priority, which limits player agency. I simply have to watch a cutscene of my opponent’s turn that I cannot skip unless I wish to just stop playing. Any mechanic is a design choice that limits player agency and customization. So all games are not games by your definition. However I do think your game is very interesting and I think such a highly customizable card game is really fascinating. But it doesn’t pass your own theory, unless I’m misunderstanding something.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
Clearly this is serious, and my discovery is entirely genuine. I do think you've misunderstood a number of very important points. Let me see if I can address them. 1. I like how you're thinking, that's the kind of hard lines you need to be able to draw to keep yourself from designing not-games, but you've got the situation completely wrong. Turn-based games don't take agency away from the opponent when you're acting. Unlike the cutscene in Zelda, your opponent is taking an action. This is a change in game state and priority gives agency in response. This is also facilitating fairness, among other things. 2. That's simply wrong. A game mechanic is giving players agency and customization. A not-game is often what does the opposite. 3. Yes, Mage War is fully theory-compliant. As far as I know right now, it is the first game in history.
@MyMissingSelf
@MyMissingSelf 17 күн бұрын
@@GamesbyMarcWolff I appreciate your response, let me offer some rebuttals :) 1. I would argue that, in Legend of Zelda, choosing to open the chess is very similar to ending your turn. It changes the game state and causes you to wait before you can take more actions. Although the response is simply a cutscene, you still have to sit and wait until you have the option to make actions again, the same as taking turns in a turn based game. 2. Saying "that is simply wrong" doesn't help me understand why it's wrong. I agree that rules and mechanics give players agency and customization, but it also takes away/limits those things as well. I see it as a fence, both to keep things in and keep things out. You want your players to be able to take actions inside a limited area, while keeping other actions out that are not part of the game. Your game offers you the ability to take turns, draw cards, play cards, so on. But there are no mechanics to allow you to slap the other player, burn cards, or rewrite cards as you play. In this way, you have limited the players agency to maintain the experience you wish for them to have. With no rules or mechanics, you don't have much of a game. But rules and mechanics by definition limit your actions, which limits your agency. 3. By the arguments above, I would claim your game does not abide by the statement "never takes away player's agency", and does not pass your own theory.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
@@MyMissingSelf Again, turn-based games do not violate player agency - and again, this is distinctly different from the complete loss of agency, which is not involving an opponent's actions to fairly change the game state, that is Zelda: OoT's cutscene problem. It doesn't inform anything about your actions as a player, it just takes them away. Given where your mind is at and the point you're stuck on, I would suggest you start my series, "Understanding Game Design" from the beginning. You need to start from Competition and work your way up to get the points you're missing. The scope of a game is not limited player agency, it's the scope of the competition (its victory conditions and the possible strategies to achieve them). The scope of a player's strategy is not a loss of agency but a fairness and balance of that competition. You first need to understand what a competition is and what a game needs to do in design to achieve one that is theory-compliant. Skill and the players' actions alone are what determine the outcome of a game.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
@@MyMissingSelf For example, in Mage War, there is a 90 point limit for each player's deck (main game, not draft). This doesn't violate player agency, because it's not within the scope of the competition to have a deck that is 120 points. Each player is utilizing limited resources from a pool of options that offer full customization of strategy, strategy is requried to win, and victory is neither solvable nor random. In all other ways too, Mage War is theory-compliant.
@averygoldfish7028
@averygoldfish7028 17 күн бұрын
18:15 For reloading specifically there’s definitely room for improvement and some more tactical games might have it best. Staged reloads not just dropping the magazine but allowing the player to shoot a bullet that’s in the chamber if it was a partial reload. The trade off and choice of emptying the gun fully then reloading, doing a partial reload with one bullet still in the chamber, or topping off an internal magazine like on a bolt action rifle
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
I like how you're thinking, but you're steering right back into simulation. If I were you designing an FPS, I would examine that idea as closely as possible to find out where it was giving players control and how it could be adapted to varied strategies. All the while I'd be making sure that whatever mechanic I ended up with, for whatever reason I was making it, it didn't remove agency from players by making them wait for a reload without anything to do.
@dalleme5656
@dalleme5656 18 күн бұрын
Forgive me if you covered this, but what is a 'real game' to you that doesn't have real world relevance? I feel like you've disqualified literally everything
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
You should check the description of the video. You may also see by looking at my channel that I've made a number of videos now in this series answering your question. Is this the first of these you've seen?
@gauravtejpal8901
@gauravtejpal8901 18 күн бұрын
Customisable fighters - whether in terms of strategy or gear is a really sweet idea. The reflex based paradigm is, in general, bad for humanity
@GamesbyMarcWolff
@GamesbyMarcWolff 18 күн бұрын
Thank you
@SuperEssenceOfficial
@SuperEssenceOfficial 18 күн бұрын
physicality is true of any game played by a human though. If you're playing a card game -> muscle memory is not too different from learning and memorizing heuristics for certain scenarios. my performance thinking and strategizing can be enhanced by caffeine for another example.
@GamesbyMarcWolff
@GamesbyMarcWolff 17 күн бұрын
That's not true the way it affects playability though. So no, it's not true of every title.
@danielobenhaus8100
@danielobenhaus8100 18 күн бұрын
You are tearing me apart Lisa (oops, I meant WotC) A reference to "The Room"? Well, I have already talked a lot about MtG! I'll just focus on other things regarding this topic now... Yes, what about "fighting games"... I used to play games such as Soul Calibur 2...tbh never really was a fan of Tekken, Street Fighter etc...? But how could it be possible for a fighting game to lack real world relevance? Isn't the controller or the controls in general the problem? As soon as you have a controller in your hands, isn't there automatically some real world relevance included...humans are not all equals...some have better hands than other humans... Regarding competitiveness/competition: Personally I never really cared about how "competitive" a game should be be...but yes, games should be "competitive" to a certain extent so that the more "competitive" players can actually enjoy the game... How could a fighting game lack real world reference? By implanting chips into our brains that are connected to the game so our brains control the characters? Well, not all brains are equal! It is a dilemma! Controllers, brain chips? I don't think "leveling up" should be a thing with fighting games... Perhaps there could be stats for (physical) strength, speed, (natural defense) resilience, special attack, special defense, special reload speed etc... And a player could "upgrade" a character by practicing a lot with that character...but there shouldn't be a limit...like e.g. resilience 100 max Resilience could/should theoretically be upgraded to 300+ but wouldn't that also imply that a person who has upgraded his character for a very long time has an unfair advantage compared to new players? Even that wouldn't really lack real world relevance! There are always people who will spend much more time playing a certain game than most other individuals! It is a dilemma! Imagine playing a fighting game (you are a beginner) against an experienced player that holds back a lot but he still wins because the stats of his character are much higher...
@GamesbyMarcWolff
@GamesbyMarcWolff 18 күн бұрын
Thank you for your thoughtful comment Daniel, 1. I'm curious, if you've never cared much about a game's competitiveness, then what other basis for a game do you search for when browsing games? 2. Yes, I think it is and I don't think a controller is the problem. It's definitely the speed at which the game is programmed. I'm not saying a fighting game should appeal to everyone in its mechanics, but anyone who does want to play should have (all things being equal) the same opportunity to be competitive as anyone else. 3. I agree, I don't think leveling in fighting games would be a good idea. Your instincts are very right there. I do think players should have control over their stats though, and their moveset. You should be able to fully customize your fighter's strategy - and I think too there's no good reason that can justify (except cost and time constraints at release maybe) excluding full customization of aesthetic. I think any game that presents that opportunity should make good on that potential in its design. It's like a painter not finishing a painting; it's unprofessional. 4. Yeah, never make a game pay-to-win. That's a big part of a game "lacking real-world relevance". P.S. I don't think brain chips are a good idea, especially because we don't fully understand neurology yet. If we could map any animal's brain, including ours, then I think that technology would have a lot more viability.
@danielobenhaus8100
@danielobenhaus8100 18 күн бұрын
@GamesbyMarcWolff Hello! For me it is about "fun", having "fun" etc...as long as I can enjoy a "game" from time to time...ofc if I don't make any significant progress in the "game" there is not really "fun" involved...(it could be too difficult for me to play or it just takes too long to progress) I don't have to become a very competitive player, though... I don't think I ever was a particularly "good" gamer, I was "average" at best... So, for players like me there are no "real" games required...theoretically...or at least they weren't required... I think that is an important point... Ask other people who play certain games why they do it, what they think could be improved etc... For example: Before you talked about games and non-games on your channel, I never really questioned whether "games" should fundamentally change... I just played whatever "game" i wanted to play in the past...if a "game" was fun, I played it a lot...if it wasn't so much fun, I usually stopped playing it after a short period of time...
@GamesbyMarcWolff
@GamesbyMarcWolff 18 күн бұрын
@@danielobenhaus8100 So, I'm going to challenge you here and say players don't know what they want, but also that you thinking you're an average gamer is specifically because we've only ever had not-games that violated the competitions you may very well be exeedingly good at. I think your explanation shows this a little, but I'm also going to demonstrate it now by asking you a question I think you won't be able to answer, but that given your response you should otherwise logically be responsible for to support your position: Why are games fun for you?
@GamesbyMarcWolff
@GamesbyMarcWolff 18 күн бұрын
@@danielobenhaus8100 If it's easier, start with a list of two or three titles you never get sick of playing, and something about each of them you always like.
@danielobenhaus8100
@danielobenhaus8100 18 күн бұрын
@@GamesbyMarcWolff Ok, just to clarify: I don't have a console right now, I only have a Smartphone (Samsung Galaxy S8), I usually play Animation Throwdown (a pay-to-win "game") So, I can tell you about the console games I never got tired of playing and what I think is/was fun about them... 1. Dragon Quest 8 Journey of the cursed king (PS2): fun and vast world, full of fantasy and imagination, beautiful soundtrack, nice gameplay, interesting creatures, metal slimes (Yeah, I know it is about levelling up and it is pretty much a non-game, but back then I just wanted to play the game, probably my favorite PS2 game back then) 2) Mario Kart 64 (Nintendo 64): Well, it was fun because back then I had more opportunities to play multiplayer with 1-3 additional players, nice "stages", fantasy, imagination, nice soundtrack...pure nostalgia 3. Onimusha Warlords (PS2)/Genma Onimusha (Xbox, Xbox 360): The doll in Genma Onimusha was a bit annoying but the ogre tower was great...overall very nice atmosphere, good soundtrack, good gameplay, fantasy, imagination, zombie demons etc...beautiful scenery 4. Gears of War (1) (Xbox 360): good soundtrack, Good atmosphere, nice "story", good gameplay, imagination, nice weapons...
@MechanicSilo
@MechanicSilo 18 күн бұрын
Seriously, forget those people You're doing god's work Keep it up man
@GamesbyMarcWolff
@GamesbyMarcWolff 19 күн бұрын
I misremembered again. It was the beam struggle.
@thygrrr
@thygrrr 21 күн бұрын
I don't agree with this list (I'm a big fan of customization of strategy) A game is not necessarily competitive and can still be a game. What you're describing is a contest of wits; or of luck (depending on variance of the game).
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
We'll talk about luck when I cover "Victory in a real game cannot be random", but yes, the foundation of a game is that it is a competition. For more on this topic, check out the videos I've done so far in this series on the topic of competition.
@smileyp4535
@smileyp4535 21 күн бұрын
I don't really understand the point you're trying to make here, isn't a good strategy just memorization? Just memorize the winning strategy
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
No.
@ahrzb
@ahrzb 21 күн бұрын
First: I think calling it “real game” is just a bad name. Imagine Portal, great game, by your definition is not a real game. I can give many examples but a better name would be a competitive game? Or skill based game? Second: A theory should explain more than anything, what you probably mean is an ideal, games can break the rules in your ideals and become better, create new ideals that are fun in their own way. A theory would explain why these two ideals are fun and in what way.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
The theorem does exactly what you say. It does explain what makes a game fun, with bullet points! And riddle me this: If Portal is such a good game, why aren't people still playing it? Why is it not something we all regularly do? Why exactly do you think it's a great game? Is it because you were so enthralled that you played the whole thing in a feverish frenzy you couldn't stop, or because that's what you think group-think is telling you? Is it because you read it in an article by a game journalist? Is it because of the graphics and the fun song? Those have nothing to do with game mechanics.
@ahrzb
@ahrzb 21 күн бұрын
Because it’s not replayable, and not every game needs to be replayable and mechanically deep and sort of a forever game. I played Portal a few times over the years and I enjoyed it every time, I still remember the first time it ended and how much I missed every character, I still sometimes do co-op with my friends, it’s not dead, it’s just not that re-playable. A forever game can be fun, I play Dota every day, 3000 hours on the clock, it’s mechanically deep, it has room for crazy strategies, but honestly for me a 20 hour game with a bunch of fun mechanics counts as a good experience, mechanical depth and problem solving isn’t the only path to being fun.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@ahrzb I can't wait for you to play a real game. I think a number of lightbulbs will suddenly turn on. Thank you for your thoughtful comments. I very much appreciate it, whether or not those comments agree with me. This is an entirely open forum for discourse and I remain fully open to the possibility that someone could prove my theorem false. If you or anyone can provide such evidence, then please do your due diligence but do not hesitate to share it.
@ahrzb
@ahrzb 21 күн бұрын
Would you give me some examples of real games? I’ve played most of the examples you bring up in the video.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@ahrzb So far the only example of a real game in all of history is my own game, Mage War. It's a terrible example to use in these videos though because it's still very unknown so no one would know what I was talking about. I've said more about this in answers to other comments so I encourage you to read around and see (I may also have this on some of my Ko-fi bio), but that's kind of why I'm making this discovery public to everyone for free. There's never been a real game before, and the world needs real games. Once we get further into these topics we'll also start to see why not-games are such scams. You just won't believe how vastly, hugely, mind-bogglingly inherent the replacing of game design with scam business models is to an ad-hoc industry that can't even answer the question, "What is a game?", and very much profits off this. What'll really boggle their minds though is how much more lucrative a real game is than a scam masquerading as a game.
@Bluesine_R
@Bluesine_R 21 күн бұрын
Failure states are extremely important in for example bullet hell shmups, since those games are all about risk/reward, and are designed around a 1 credit clear framework. These games require a lot of problem solving, practice, quick thinking and skilled play. The fact that there is no saving in these games means that every mistake you make has momentous consequences, and the game must be well designed enough that a sufficiently skilled player will never lose to something that was out of their control. I highly recommend The Electric Underground's video "Why Permadeath Matters" from last September, which was the best video on game design I've seen in a long time. It explains the difference between progression-based design (which can often be determined by "How valuable is a fully completed save file in this game?") and performance-based design (which often applies to arcade games that have no saving). Many modern games would hugely benefit from adopting a permadeath system similar to the 1CC-framework of shmups.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
What you're describing is a scam designed to steal quarters from unwitting players expecting a game.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
Also, I have not seen that video yet but based on what you've just described I'd say everything in it was probably wrong. Certainly everything you've just paraphrased from it is wrong.
@Bluesine_R
@Bluesine_R 21 күн бұрын
@@GamesbyMarcWolff That is a common misconception about arcade games coming from people who haven't played almost any of them in their life. Most arcade games had to respect the player's time, because if they were badly designed, the player wouldn't want to come back to it. Arcade games were designed for dedicated players who were willing to spend hundreds, if not thousands of hours in mastering them. It's the exact opposite psychological method compared to the extremely manipulative way modern mobile games treat their players. Arcade games have also been the place where a lot of innovation happened in terms of game mechanics. There was a constant back-and-forth interaction between arcade game designers and top players in both fighting games and shmups. This allowed the creation of extremely deep games with a very high skill ceiling, like DoDonPachi Daioujou, Ketsui, Mushihimesama Futari and Ikaruga. The layered design in these games is something that I truly admire.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@Bluesine_R I fundamentally disagree that arcade not-games respect players' time. Every violation of formal game theory describes in excrutiating detail precisely why.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@Bluesine_R Also, I'm not saying they didn't or couldn't innovate, but they clearly were not trying to in terms of game design. The only thing they were concerned with in that example is sports design.
@AccessDen
@AccessDen 21 күн бұрын
I don't understand how you can disqualify poker but not disqualify pokemon, you say that 'board games' like poker are disqualified because they violate formal game theory, what does this mean? Based on my (incredibly) breif reading on game theory, poker, a zero-sum game is under the preview of game theory. Furthermore you say that both chess and poker 'fundamentally violate formal game theory' but chess and poker are markedly different games. I haven't played much pokemon but from what I've seen of competitive play its very reminisant of e.g. poker where you use your understanding of the probabilities involved in each interaction to maximise profit. By violates formal game theory do you mean that for any strategy your opponent picks you always have a counter-stratagy ala rock-paper-scissors? And in liu of that would rock-paper-scissors be considered a game by your standards? (albeit a rudamentary one?) Finally, is there really a need to consider these games 'real games'? Is there really a need to exclude other kinds of 'games' or 'sports' as you would call them? or is this just a matter of strong preference?
@Ohrami
@Ohrami 21 күн бұрын
I have no idea what it means to fundamentally violate formal game theory as it relates to poker. All aspects of poker strategy are 100% based in game theory, so I don't even understand the argument.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
I do disqualify Pokemon. Pokemon is as much a not-game as Poker. Rock-paper-scissors is also not a game. To answer your final question, yes, and all of these videos explain why.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@Ohrami Poker is solvable and victory is random. There's also no customization of strategy and it doesn't lack real-world relevance.
@sooooooooDark
@sooooooooDark 21 күн бұрын
ur definition says specifically victory conditionS (plural) so "games" that have only 1 victory conditions cant be actual games? and also: why do they need to be immersive at all, i dont understand 🤔what u mean is the concept of the "magic circle" i think, abstract games should be possible "games" im sure (even if we dont consider chess go and these other traditional games as non games) - i dont think immersion (as in actual immersion, not as in magic circle) can be considered a fundamental requirement
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
You can have games with just one victory condition; the plurality is indicating the industry at large. Also, at no point do I state you can't have abstract games. I very specifically cover examples of them in multiple videos.
@sooooooooDark
@sooooooooDark 22 күн бұрын
hm, u gave lots of examples of (surprising) non-games (in the vid and in the description) so now, can u maybe give examples of "actual" games?
@GamesbyMarcWolff
@GamesbyMarcWolff 22 күн бұрын
After four years of still ongoing research and analysis, I have not yet found a theory-compliant game ever in history - before my own. That's kind of the entire point of this series. I just couldn't not make this discovery public because of what I found. We simply need real games. I can't be the only designer in the world who understands formal game theory. Also, unless someone finds a way to prove this theorem false, then its discovery necessarily means that a lot of universities are scamming students and claiming to teach them "game design" when actually they have no idea what the hell they're doing. This is actually pretty obvious if you look at their curriculums and the fact that some of these professors make books they wrote required reading even though none of them are foundational researchers - and of course the fact that before this discovery, this industry was completely ad-hoc. No game designer in the world before me could answer the question, "What is a game?". Even more unfortunately though, only the first edition of my game has been released and it was done with a $0 budget. It's got no artwork, the editing is terrible, and I hadn't yet learned layout. It's an amazing game, but an eyesore to read. 2nd Edition of Mage War is much prettier (though getting artwork is a continuing nightmare). Here's hoping the industry doesn't implode around me. That's sort of what happens though when you tell a room full of narcissists who've been banking on the industry being ad-hoc their whole lives that suddenly it's a formal field of study they have to learn, or otherwise call themselves anything but game designers. If at this point you have any sympathy for these people, I urge you to look at the torture devices they've been selling this whole time and getting quite wealthy from.
@sooooooooDark
@sooooooooDark 21 күн бұрын
@@GamesbyMarcWolff ​ @GamesbyMarcWolff what u define as a game id say is more like a very specific type of game, not "the only way a game can be" and btw: its very hard to claim a turn based game (i didnt check the rules of ur card game yet, but i bet its turn based :P) to be truely fair - often the starting player has an advantage and btw there is actually others who have asked that question other than u - namely they guys from the ludology podcast (at least in 2 loooooong episodes years apart) and the guy who made the britania board game lew pulsifer (the yt channel is called "game design") in ludology they somewhat come to the conclusion that there is no hard "line in the sand" what is a game and what is not but different degrees of which an activity can be considered a game
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@@sooooooooDark Well, over 20 years of mastering game design went into this discovery and so far you have not yet stated an actual counter-argument. I can't do much with, "these two guys who are much lazier than you didn't get as far, so it must not be possible". I've given very clear parameters for the theorem and everything I've said I'm pretty sure (please correct me if I'm wrong) is falsifiable, meaning it can be proven either true or false, so if you want to prove what I'm saying is wrong then you're actually going to have to. I've done my due diligence and stated my very clear position.
@gwentarinokripperinolkjdsf683
@gwentarinokripperinolkjdsf683 22 күн бұрын
"Gameplay cannot favor any strategy over another" That's just absurd, if every strategy is good, none of them are. You probably shouldn't know what the best strategy is, but their is going to be one and if all strategies were equal, you may as well not play the game at all.
@GamesbyMarcWolff
@GamesbyMarcWolff 22 күн бұрын
Those are actually two different things, and it's important to understand why. No, every strategy in a real game is not good. Like I've said in these videos, you can have a bad strategy - but you have the freedom to make that choice as a player. Not favoring any strategy over another is decided by the designer, not the player. If they're telling you what strategy is the most competitive ahead of time because the game is unfair and/or unbalanced then their game is solvable and there's no reason for anyone to play. Their decisions won't matter; the designer has already decided the outcome before the players even got there. THAT'S absurd.
@GamesbyMarcWolff
@GamesbyMarcWolff 22 күн бұрын
And no, just because not all strategies are good, does not mean there is a best strategy. That would mean strategy was not required to play and the players had no agency. There would also be no customization of strategy and the design would be solvable. Very definitively a not-game.
@cooperhill6054
@cooperhill6054 21 күн бұрын
Sure, If you min max a game, then yes there is only one optimal strategy. But if you factor in fun, then it all just depends on each individual player. A strategy that can hardly ever win the game might as well hardly ever be fun. I.e. every Skyrim player will end up as a stealth archer with alchemy skills. But its more fun doing something where NPC's actually react to the player, eventhough the game becomes harder to play.
@GamesbyMarcWolff
@GamesbyMarcWolff 21 күн бұрын
@cooperhill6054 Think about this: You can't min-max in a real game. You can only be more skilled.
@Ohrami
@Ohrami 21 күн бұрын
@@GamesbyMarcWolffLiterally every non-infinite game is solvable. I'm not sure why you bring that up as a point against something.
@bhomer77
@bhomer77 22 күн бұрын
Dnd 4e flopped compared to other editions because it went too far down the road of giving everyone access to everything with slightly different flavor. Yes it's good to give players choices, but sometimes the choices need to restrict later available options. Players should still be able to pick or build their own strategy, but there needs to be tradeoffs in that process.
@GamesbyMarcWolff
@GamesbyMarcWolff 22 күн бұрын
I never played 4e but I remember checking out the rules and thinking it was like someone tried to translate an MMO into a tabletop game. I'd have to familiarize myself with 4e before I'd have anything more specific to say about it - however, I would guess that since it uses levels and is trying to emulate a video game, that 4e (again, if I had to guess) suffers from the issue of 'partial' customization of strategy. What you're describing more specifically seems like what they did was the opposite of customization of strategy. If they made everyone the same then they decided everyone's strategy for them, and I'd have to agree that sounds like an especially boring "D&D" edition. If I'm understanding what you're saying, then I think we basically agree. I'd have some more specific things I'd add to clarify exactly when what you're describing is good and when it's bad, but I think for the most part we agree. In case you meant to be critical though and thought I meant everyone should always have access to everyone else's strategy - then no, I do not at all mean that. What I mean is that everyone should always have full control over their strategy. This allows for that unfortunate scenario where everyone might choose the same strategy, but the difference between a real game doing this and 4e making every class too similar is that there is no freedom of whether or not to do this in 4e. In a real game too, if players were cooperating as a group and chose that group strategy of all being the same then they're not doing so because the game gives them an advantage for that but because they're simply choosing to do so - necessarily avoiding group tactics. It's an odd sort of narcissistic strategy I suppose. If they were unskilled then they're probably going to lose to any team with even a moderately competitive group dynamic, or if they are indeed skilled then this would make the competition more difficult than if they incorporated group tactics. Sorry, didn't mean to respond with an essay. You just caught me at a good reply time.
@GamesbyMarcWolff
@GamesbyMarcWolff 24 күн бұрын
CORRECTION: I'm pretty sure Vegeta's 'back+energy" attack is the "big bang attack"; not "final flash". Apologies
@YadraVoat
@YadraVoat 25 күн бұрын
How does a desire to face challenges and improve oneself, fit into your ontology?
@GamesbyMarcWolff
@GamesbyMarcWolff 25 күн бұрын
This is a fantastic question and I will try to address it in a future video covering the more overall implications and meaning of the theorem, that will be titled "Why We Game". If I forget, I'll make a video specifically for this question. Thank you In short though, I've explained a little about this in one of these videos already (sorry, I forget which), but it's the nature of a real game. Anyone can play it and anyone can become the best, depending on how hard they push their skill. A real game means that everything about the competition is retained or preserved, meaning not compromised. This makes it so the skill of the players alone determines the outcome(s).
@PappaTom-ub3ht
@PappaTom-ub3ht 26 күн бұрын
" @GamesbyMarcWolff 1 day ago (edited) No, Metroid and WoW are not games." says all you need to know about this guy.
@elgatochurro
@elgatochurro 27 күн бұрын
Players use agency tends to be awful I find. Wanting to skim the rules, bend the rules, break the rules, break the balance, asking for magic items immediately because someone else got one, and its gone down to refusing to adventure because its "scary" and even threatening the poor quest givers on things like the mans daughter being stolen... Im not gonna say its bad they have it but their uses of it makes me wanna just retort "go play a video game and mod it"
@enickma910
@enickma910 26 күн бұрын
I think your table is exceptionally bad, but I agree that good players are ones who make a concession with the designer to play along, which means sacrificing some agency for a better game.
@elgatochurro
@elgatochurro 25 күн бұрын
@enickma910 my table? These are randoms mostly Other people's tables even It's so common, too common, else id have a table without it by now surely
@enickma910
@enickma910 25 күн бұрын
@@elgatochurro well yeah, don't play with randoms
@elgatochurro
@elgatochurro 25 күн бұрын
@enickma910 ok then how do I find new people?
@enickma910
@enickma910 25 күн бұрын
@elgatochurro I play with friends I know are reasonable. If you don't know any reasonable people then I recommend you don't play because unreasonable people will ruin the game for you.
@alan5506
@alan5506 28 күн бұрын
Why gatekeep? Instead of "a real game is ..." why not just create a term for the subset of games you want to talk about? For example, you could call it a MW game or just MW. MW is the initials of your name. Obviously, all these things you dismiss as "not a real game" are games. And they are real. And thats confusing. So stop. The delivery of your ideas could be improved massively. The examples you chose are alien to me as I have not played those games.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
Who's gatekeeping? I'm sorry the examples I'm using are not familiar to you. Please let me know some titles you'd like me to examine and I'll be sure to do my best to include them in future examples. Also, if you think I'm wrong then please post a refutation. You only need to prove one of my premises wrong, or prove that one of my conclusions is invalid (does not causally follow from all its premises) in order to prove my theorem false. Good luck
@alan5506
@alan5506 28 күн бұрын
@@GamesbyMarcWolff Gatekeeping is when someone controls access to something. People have begun using the word 'gatekeep' for people that overly restrict words, particularly about identity. eg. you are not a real man if you don't a, b, c... Here, you define 'real games'. My point is simply: don't call it 'real games'. Call it anything else. Call it 'MW games' or 'the ideal game' or whatever. Choose something. I didn't really dig into your stuff too much because - You have no visuals. You just talk. - There are no sections in the video to help navigate - You are not concise. It seems you are figuring out what exactly to say as you are saying as if it was a conversation instead of a video. I can give plenty of examples here, but one example is at 0:30 to 0:40 is spoken slowly, with uhms and doesn't add any information and could have been omitted. - Your examples are foreign to me So really, your description was the most useful part, but that was lacking too. It doesn't explain much. "Fair: Gameplay cannot favor any strategy over another" that sounds super confusing. I don't really know the purpose of creating this list of constraints on games either. I suppose you want to use them to guide game design when creating a game? But then I don't really understand some of the constraints.
@alan5506
@alan5506 27 күн бұрын
@@GamesbyMarcWolff In summary, - Don't redefine the word 'game'. Define a new word. - What is the purpose of this new word/concept? Is it to help design new games? - Improve the way you communicate your ideas Also, you asked games that I am familiar with Anything in strategy games like civ, total war, crusader kings, etc Anything in simulation stuff like dwarf fortress, rim world, etc factorio, gta, cod, divinity original sin 2, slay the spire, noita, drg
@GamesbyMarcWolff
@GamesbyMarcWolff 27 күн бұрын
@@alan5506 It sounds like your only refutation so far is that you're confused. I'm not sure that qualifies. You should look up the basics of formal logic and familiarize yourself with the scientific method.
@GamesbyMarcWolff
@GamesbyMarcWolff 27 күн бұрын
@@alan5506 Thank you for your examples though. I did talk about Warcraft in at least one of the videos so Civilization may retread some of that territory, but Dwarf Fortress might be interesting. The big problem there though is you've already given away the violation; those not-games are violating a real game not being a simulation. I can certainly bring up these points though when we get to that topic. I'm pretty sure everything I've said between Warcraft and League of Legends probably covers your DotA questions. Edit: And if you watch my other videos you'll see I've talked a little about FPS games being sports - but we'll get to that when we cover that video topic. In short though, FPS games violate both real-world relevance and simulation, among other things.
@ZZaGGrrUzz
@ZZaGGrrUzz 28 күн бұрын
So what, metroid is not a game? wow is not a game? You are completely missing out on the execution challenge being a viable "gameplay", the same is with exploration. How much choice is there in darts? You don't interact with other people playing, just score-comparing for the most part. What you say more or less makes sense, but it's just describing something like "pure distilled game", and not a real game. When children play in the yard it's not about strategy, sometimes it's not even about rules. Still a game ;)
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
No, Metroid and WoW are not games. I would say Metroid is closer to a sport. WoW is just a pay-to-win scam. It started as a torture chamber designed to steal life away from people and force them to cope. Edit: Darts is also a sport
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
Playing in the yard is playing in the yard. If you as a parent call "playing in the yard" a game, then I would guess you're not providing an actual game for your kids to play. You're also banking on the fact that they probably don't know what a game is, so they're easily fooled. I'm not sure that's good for the kid's learning and development.
@ZZaGGrrUzz
@ZZaGGrrUzz 27 күн бұрын
@@GamesbyMarcWolff while I value philosophical analysis of games and game design, I feel that you're misguided. Your definition of "game" contradicts the reality. People call metroid and wow games. It is reasonable to call them unfair or analyse their flaws, but if you are presenting a statement that things that almost define what video game is in mass consciousness are not games is a loosing battle and purposeless rhetoric on the semantics. It's like saying that photography isn't art and presenting an analysis of what should be considered art. You might have valuable points on the nature of art, but that's just not what reality and human experience is in practice. When we are talking about definition of things, you can't ignore the reality and how people call things in practice. Also sports can be games and games can be sports. These are not separate things and they are not exclusive. Please don't tell me you thing football is not a game or not a sport.
@GamesbyMarcWolff
@GamesbyMarcWolff 27 күн бұрын
​If you think games are sports and sports are games then your understanding of both is meaningless.
@ZZaGGrrUzz
@ZZaGGrrUzz 27 күн бұрын
@@GamesbyMarcWolff if you equal "can be" with "are" then your understanding of language is questionable.
@pokechamp3987
@pokechamp3987 28 күн бұрын
Was recommended this vid at random so I know nothing else about the topic so please excuse my ignorance. If I'd tell you to guess the color of my roof, and if you'd guess right you'd get a reward, wouldn't that be a type of game? Second probably dumb question: If Ocarina of Time which is often ranked as one of the best game ever made isn't a game, does this mean most people don't actually want to play real games? If so, what would you call the thing it's tapping into that so many people seem to want, some kind of simulation of a game?
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
No, guessing the color of your roof isn't a competition. You have no agency there. There is also no strategy involved (as written). I suggest you go watch Egoraptor's video about Ocarina of Time. People were just in awe of a 3D Zelda game, that's all it was. People afterwards just attached the hype to thinking the game was good, even though everyone who's ever played it knows otherwise. It's a torture chamber for players. It's not a game, and no one genuinely enjoys that experience. I'm not sure which of the videos I mention it in, but the big problem with the question you're asking is that there's nothing to compare OoT to. If you were to play a real game though that was a Zelda game, or possibly an overhaul of OoT, then you would never want to play Ocarina of Time ever again, or any other Zelda not-game for that matter.
@pokechamp3987
@pokechamp3987 28 күн бұрын
Thanks for answering. Well I could make it into a competition. There'd be no strategy, no. I'd still call it a game but perhaps you'd have a better term for it since strategy is part of your definition. It'd be too simple to be a riddle but also more than just a question since it'd imply a reward for guessing right (and competition if I want). We don't have to go too deeply into this question in particular, was just curious. So a torture chamber would be your definition on the type of thing Ocarina and the other Zelda's are. The people who think they like them actually don't but are just awestruck by hype/branding/technology etc. It's a fascinating take I've never heard before so that's why I'm inquiring about it. My first reaction was that it'd be ironic right, just using OoT as an example, since it's deemed by so many "gamers" specifically as one of their most beloved video games. But you're saying it actually should be disqualified together with all the Mario platformers, that insipired so much of the industry we see today. Would that mean the industry as a whole is based on lies? What makes them continue to create these lesser versions despite say revolutionary tech upgrades, when people don't even like them. Just profits? You don't have to answer any of this, just typing these questions out. I'd argue these titles are at least clearly tapping into something resembling a game by your definition on surface, that's why I asked if you'd consider them as more like a simulation. A more easily-digested form of content for people who perhaps don't actually enjoy or even have the mental ability to strategize well. Just as an example.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
@@pokechamp3987 Yes and no. The gaming industry isn't... based on lies... per se... The issue is that before my discovery no one had bothered to do the work to actually find out what the definition of a game was. This entire industry is ad-hoc. No one actually knows what they're doing besides me, and that's not a boast so much as a matter of fact. I'm not the best game designer in the world, I'm just literally the only game designer in the world designing theory-compliant, i.e. actual, games. Again though, if you still doubt me on the Ocarina of Time thing, go watch Egoraptor's video on it. He does so much more with the footage and animations and over-the-top acting than I can portray in these dry lectures. I'm just spitting facts, but he wraps everything up in a nice musical performance, dancers and all.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
@@pokechamp3987 The biggest thing I can point to that will shatter that image in your brain of what you think the gaming industry is, is this: No game designer can answer the question, "What is a game?". No university making students pay for a degree in game design can answer the question, "What is a game?". They all claim to be 'battle-tested' and 'highly reviewed', but they're all just producing ad-hoc designs with no formal understanding of what they're doing. Too often also, they supplement what should be game design for, instead, business scams. That's another thing that this discovery impacts the industry with. For the first time, game designers making scams can now be held accountable for false advertising. My eventual goal is to set a world-wide industry standard that makes sure anything labeled a game must be theory-compliant, the same way food must be shelf-ready and safe for consumers.
@pokechamp3987
@pokechamp3987 28 күн бұрын
Thanks again for taking your time to answer. I'm going to check out more of your stuff (as well as the video you mentioned). Always interesting to get new perspectives on things you previously haven't questioned!
@robertwallace5498
@robertwallace5498 28 күн бұрын
Im confused why you think it is so easy to solve each game. The strategy part is the exploration of trying to be optimal. It is the part where you come up with different combinations, because you dont know what the optimal solution is. Why do you insist that part is so easy?
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
The not-games I'm saying are solvable are indeed solvable - and we know this because they have been solved. You can also then talk about being theoretically (or "weakly") solvable. This presents the same problem though for the not-game. And for those games which have not been publicly solved but which can be, the majority of cases here are just the piles of schlock 'board games' whose mechanics are transparently solvable. You may be surprised how lazy not-game designers are.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
And if you're confused about my mentioning that all trading card games are solved; One of the first things I published on this channel was the discovery of the solution to breaking all trading card games. I first demonstrated the verification of this by publicly breaking Magic: The Gathering. This is not the same type of discovery as game theory though. The solution to TCGs was actually just the realization that my game Mage War had broken down the mechanics universally and so could reverse-engineer any other TCG. It's sort of like a trading card turing machine. The way you break any TCG (all are now strongly solved btw, don't be fooled) is simply to locate the defining metrics for internal mechanical references and then differentiate between conditional and non-conditional costs. You also then may have to reverse-engineer any stat mechanics, but this is trivial to do in TCGs. It looks like magic, but all I'm really doing is simple math. You don't need calculus to break MTG, Yugioh, Pokemon, or any other TCG. I was about halfway through breaking down the entire card pool of One Piece just months after its release when I got banned from the local One Piece discord group after publishing the formula for solving their character cards. I shelved the project, satisfied at least that I'd proved the point.
@GermanTopGameTV
@GermanTopGameTV 28 күн бұрын
This is an interesting approach to think of it, and I had quite some thought on the matter myself. I asked myself - what makes a game "fun" from a mechanics perspective. And the term strategy is an important cornerstone of that, but not the only one. I would like to introduce the concept of "rate of change" because I think it is one of those things that makes humans enjoy games. Some games like "Clicker Heros" or similar idle games took the entire idea of exponential number increases and made a fun experience from just that, without even having any strategy at all - which ties into this videos topic, since there also is no way to win these "games". So how would strategies and rates of change intertwine? We should define a victory condition (Think of CIV V, which has multiple of those for example) and you have actions that you can take, that will generate a rate of change of a parameter you have control over (money, coins, mana, power, whatever it might be in your game) which will generally get you closer to your goal. If the rate of change of your games important parameters are constants, or even 0, you get yourself a boring game with a singular solution. None of the actions you take can speed up your path to the win condition, and none of them can slow it down. "You get 100 XP every hour, and you can't change that. You win at level 30" makes for a game with no fun in progressing. So most games give you options on how to change the rate of change that leads you to the win condition. You can gain XP from slaying monsters, and with certain upgrades or certain Weapons, you can slay stronger monsters and get a higher reward - you just increased the rate of change of your current game state by choosing to leave the tutorial area. The interesting part of game design comes down to extrapolating this 1 dimensional concept to multiple dimensions. A win condition usually is multidimensional (reach X amount of XP is usually not that interesting) and the rate of changes for all these may affect each other. On a very pure, mathmatical breakdown, you could say that the player has a set of inputs at time T (a vector of length N), which changes the state of the game world (a vector of length M), which is simultaneously affected by deviations, such a noise, other players, RNG, events etc., resulting in a new state at the time T+1. This previous example is a time discrete model, but you can also build a time continous model containing effect regarding the rate of change in the state of the game world. Why is this important? Because the dynamics between rates of changes and the world state allow for different strategies to work at the same time. Whenever a crossover point between two strategies happens, you get a viable strategy before that point in time, and another viable strategy past that point in time. When your rate of change functions have many crossover points, it can make for very interesting and very dynamic gameplay. Let me give you an example. We play a 1v1 strategy game. We start out with a resource pool (1000 gold) and both build our first units. I build defensive units for half my 1000 gold, and invest 500 gold into auxiliary buildings that give me a faster income of gold. You just buy offensive units and work with the gold the game gives you per turn naturally. In the beginning, your army is stronger. If you can manage to crush mine before my investment allows to pay back interest, you will win and your strategy is successful. If you cannot crush my army by then, I have the upper hand and am likely to win. Now, this is an example where there is only one crossover point, but good game design can have many, many different ones. Like a fighter going into a fit of rage, that will strengthen them temporarily (giving them the upper hand) but weaken them after a certain period of time due to exhaustion. The more dimensions these crossover points occur in, and the more of them there are, the more viable strategies exist, and the more options you as a player get to react to disadvantegeous situations. The ability to "Turn the ship around" is very crucial for interesting games, so extreme snowballing should be avoided as much as possible. However you don't want to punish someone who is ahead for using a working strategy. The only punishment should come from not adapting to new emerging situations. Don't put in "a disease killed half your army" when one player gets significantly ahead of the other, or a rubber band in a racing game. You should present the disadvanteged player with options such as "recruit all peasants as a last stand" and suddenly give them a huge army, but no economy anymore - that might get them to win a desperately needed battle of relieve, to which the other player needed to adapt by retreating and waiting out the economy to collapse. This is, to me, as a player, a sign of great game design. I hope this wasn't too confusing. Cheers!
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
Thank you for this reply! To answer your question, I think what you're describing is a toy - not a game. "Rate of change" would be something at the discretion of the designer of that game mechanic, and it would be in balance with the rest of the system. It would also have to not depend on the rate of change in a time-sensitive manner that turned the mechanic into a sport where physical apptitude determines the outcome.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
There are no exceptions. You CANNOT remove or violate any part of theorem, including removing strategy. To your other point, I would suggest you watch my videos going over 'competition'.
@streq9199
@streq9199 28 күн бұрын
I arrived roughly the same conclusion. I think the easiest way to prove this is by looking at the extreme case: if every strategy is always equally successful, then you are practically no different from a kid who was handed an unplugged controller. The converse truth is that if only one strategy is viable, then it's more of a fun exercise than a game. EDIT: I watched the rest of video, you went down a different route lol, I kind of see your point, but I think as long as there is uncertainty within the game, there is room for expression, and thus, room for strategy. Either through imperfect information, randomness of some kind, or simply the fact that neither player has access to the choices their opponent will make, you can have two strategies be seemingly equally viable. In magic, you don't know the order of your deck, and neither player knows the hand of the other, that is a layer of uncertainty that allows for planning, reading, and strategy. Then, you also have the possibility of an unstable equilibrium in the meta, where a deck can in itself popularize a counter deck, which in itself would popularize its own counter deck, and so on (no idea if this happens in magic lol), which also allows for a layer of meta strategy (you have to speculate what will be played in order to prepare for it). Then, of course, you have the players' imperfect play, and your inability to know for sure what your opponent's next play will be, even if there is perfect information, which allows for expression whenever there is doubt. Chess, for example, has perfect information, and while unsolved, can technically be memorized to a non trivial degree for the first n moves, but you still need strategy to compensate for your own (and your opponent's) inability to see so far down into the future. That allows you to provoke, taunt, confuse, intimidate or mislead your opponent, solely through play.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
Thank you for this thoughtful comment. You've clearly done a good deal of work and I can see you love games, just by your words. On the matter of randomness though, I actually completely agree with you. The only issue happens when randomness is what determines victory. Randomness can absolutely be used in game mechanics, and as I'm sure you are away, randomness is an essential part of game design. Again though, victory cannot be random.
@GamesbyMarcWolff
@GamesbyMarcWolff 28 күн бұрын
Also, regarding chess, I will probably have to do a follow-up to the chess discussion because I keep forgetting to mention it in these videos. Chess is solvable and not a game. You can tell this of course just by observing that it is in the 'board game' genre, which instantly disqualifies it from being a game. Chess also lacks customization of strategy. I'll probably cover more about chess when I get to "solvability" in the list, or maybe I'll talk about it in a future "Why we game" video (as previously mentioned in this series).