Our channel is entirely supported by your kind donations so if you want to see more of this weird content check out the link: www.patreon.com/SecondWindGroup Really hope you enjoyed this episode gang :D With the surge of new viewers to the show we'll be remastering some past episodes with the new style while simultaneously working on brand new episodes for the new year. If you are or know of any devs that might be interested in an interview in the Design Mines hit me up on Twitter!
@jospehjack Жыл бұрын
One thing to help underwater design got "used" in subnautica. The amount of time and depth need to progress as the game does. If you have to "hard" code it with nested if than statements than you clear those statements by zone(I had to use nested if than statements in the USN. So I know that is both the easiest way to do it however being the least effective.). Next thing since your game is horror, light and combat have to be addressed. Do you want you player to be able to kill the Horror or do they have to stun and run? Speed underwater also has ALOT of issues. As to fast and you feel like your losing control; to slow and you feel ineffective. All that and I haven't played the game lol. The moment you play ANY game the biggest issues show up. Here is how that is solved. Give a member of your team that is NOT involved in that area to test it(I.E. Have a sound designer play that section and make notes on everything except sound. Graphics designer same make notes on everything but the graphics. and so on). Doing so fixes issue quickly especially with a small team.
@GeorgeNoiseless Жыл бұрын
JM8, I hope you don't mind a question about The Bog: Are you guys mindful of Rain World's design? That seems like something you might get compared to a fair bit.
@videoaccount4323 Жыл бұрын
Sure would be nice to list the music used in this video with time stamps.
@MetalGearsOfThought Жыл бұрын
The second I can afford it, you'll have my support.
@3dpprofessor Жыл бұрын
So I'm wondering what y'all are going to rebrand yourself as when "Second Wind" gets a little long in the tooth. I mean it's a good name for now, but it's so tied to the drama that it was formed under that eventually, when you establish your own brand, do you still want a name tied to that drama? (Or maybe that will still be viable to drive viewer support to remind them of your "screw the man" roots, even after you get a marketing director who manages to secure y'all a steady paycheck through advertising deals.) You know what I would find delicious? If you mange to buy "The Escapist" branding for a song after whoever owns it now has to sell their second country club and is starting to feel hungry.
@tentativegazer Жыл бұрын
Its honestly so funny (and a little inspiring) how after the split from the Escapist I've seen so many comments that say "i used to just watch ZP but now that Second Wind has started I've tried out the other content and its amazing!" and that includes myself! Its goddamn incredible how somehow a corporate blunder can propel the creators it initially harmed even further into success! I wish everyone on the Second Wind team good luck on their journey, I most certainly will be keeping a close eye on it from here on out.
@arrulf Жыл бұрын
Nailed it on the head!
@ImortalZeus13 Жыл бұрын
Just goes to show they they were firing people over not meeting quotas that they could’ve been meeting had they managed the content better
@sillybilly4710 Жыл бұрын
Employee owned businesses mean the employee’s work is valued and doesn’t just go to the executives. Every company, especially creative ones, should run like this.
@firstprimehunter Жыл бұрын
It’s definitely a good sign. I was just about to ask where the latest cold take was, because I just realized it wasn’t here this week. Cold take. Not ZP. I think SW has a good thing going here
@JAM609 Жыл бұрын
I was already branching out into their other content before the split but now I’m checking out everything they put out there
@Dw7freak Жыл бұрын
I think the biggest problem with water levels is how the developers mainly focus on how the water can hinder the player instead of how it can benefit the player. Also, no one ever said a water level had to be completely underwater. For example, when people think of swamps and bogs, the first thing that comes to mind for devs is mud slowing movement. On the flip side, for a stealth game, a swamp/bog can instead be the perfect natural camouflage with its naturally tall flora, the din of insects, and the long shadows cast by the tall flora. Combined with a high enough water level where the player can still walk, you've got a great stealth area. But this can also be used to hide wildlife that thrives in those areas. Things like snakes and alligators/crocodiles and now I just realized I'm listing how good Metal Gear Solid 3 is.
@geoffreywilson7008 Жыл бұрын
This is also a good way to point towards some of the decent applications it gets in horror, like Resident Evil 4-5. The segment on the lake in RE4 is basically burned into the brain of every person who played it, everywhere from the anticipation from first seeing the boss to the zany boat ride actually fighting it, and its early enough in the game to avoid feeling basic or tacked on. RE5, ignoring the 'questionable' ways they handled the humanoid elements, gave you a section of walkable deep water you 'wanted' to move slowly across, due to the gators hiding just under the surface. I'd mention other scenarios like the shark from RE1, but the infinite grenade launcher of the Gamecube remake kinda broke perspective on how that was handled.
@drakep.5857 Жыл бұрын
This makes me really want to see a custom level for theif set in a swamp!
@Helmotz. Жыл бұрын
those are good ideas (making more games like mgs3, that is)
@vianneyb.8776 Жыл бұрын
The first time I thought about this point about water hindering instead of benefitting was a video pointing out that water in Shovel Knight makes you jump higher. The second time I realized the potential of that formula was on a Frog Mario level in Super Mario Maker 2 where you had to swim through a short labyrinth while a wall of enemies was chasing you. Frog Mario has very tight controls, so this race was very interesting.
@everythingsalright1121 Жыл бұрын
Just because the setting is underwater does not mean the player needs to constantly be fighting the water or be swimming in it. Case in point, Bioshock
@davidj135 Жыл бұрын
I just have to say, all of Ludo's little background idle animations are freaking adorable. The extra effort that goes into bringing her to life instead of just being a background prop is really the cherry on top of an already great series.
@DesignDelve Жыл бұрын
Thank you so much
@thegothicrainbow1 Жыл бұрын
This is a cool episode. Love that you brought in another experienced dev to interview and still managed to keep it within the 'lore' of your show. I can really see JM8 becoming one of my favorite KZbin essayist channels
@Nemzal Жыл бұрын
I truly appreciate how calm and sincere this series is, it's so quiet and friendly. Whenever episodes hit, it's just the mood I need.
@DesignDelve Жыл бұрын
This isn’t something I ever considered when I create them but hot dahm do I see it now! Vibe locked in.
@supersmily5811 Жыл бұрын
I recommend Ultrakill for good water level examples. Your mobility is increased, instead of decreased, underwater. Furthermore, each water level in the "water chapter" works with water completely differently.
@ConsarnitTokkori Жыл бұрын
CHALLENGE DON'T TOUCH ANY WATER
@supersmily5811 Жыл бұрын
@@ConsarnitTokkori "Don't touch any WHAT?" -Max0r
@glass7923 Жыл бұрын
SOO much this.
@lonelyshpee7873 Жыл бұрын
I was about to comment this, lmao. Underwater sections in Ultrakill are basically just low gravity with the added bonuses that the whiplash doesn't build up hard damage and rockets never run out of fuel. I think it's kind of genius that the level with the most amount of underwater arenas comes right after the level that introduces the whiplash. I also love how every level with at least one underwater section has the challenge "don't touch any water".
@ConsarnitTokkori Жыл бұрын
@@lonelyshpee7873 clearly, you haven't played 0-1 smh
@MariaVosa Жыл бұрын
So happy the Escapist implosion have led to more people discovering your great videos. I've always found them really interesting and they make me look at the games I play differently.
@DesignDelve Жыл бұрын
This is wonderful to hear ❤🎉
@stiner2829 Жыл бұрын
I know it's probably been mentioned (and not fair since it's a water based game) but subnautica does water really well. You almost feel sluggish if you're not in the water but it's not hindering. Also the depths can be terrifying. Great ep.
@grigorigahan Жыл бұрын
Yes, but I think subnautica doesn't really count here. Subnautica was built from the ground up to be a water game, where most of these games with bad water levels are just that. It's experiencing the water as an afterthought in a game designed in its other 95% to be on land. Actually, subnautica reinvents this problem as you said so yourself. Being on land in subnautica feels absolutely awful.
@ljmoura Жыл бұрын
Yeah agreed
@stevesan Жыл бұрын
I was an engineer on subnautica! As you fairly point out, the land sections don’t feel great. And it’s mainly cuz the team didn’t spend much effort on it. I will say though, it didn’t take much to make the swimming feel good. We just didn’t do anything much to make it “realistic” - that’s what usually kills. We added a slight amount of momentum to the movement, but consciously avoided too much which would’ve made it feel sluggish.
@Cathowl Жыл бұрын
@@stevesan Oh gosh a Subnautica dev? I want to say, the Seamoth is hands down one of the best feeling vehicles I've used in a videogame. It moves exactly how it seems like it "should", in my head. I really missed it in the sequel because it felt SO GOOD to ride around. I literally would have actually moments where I'd been rushing between my bases or fetching materials in the Seamoth and would genuinely be thinking to myself "this feels good to drive". I'd be enjoying it, and noticing myself enjoying it, and just feeling this pleasure at controlling it, even on utility trips. I just wanted y'all to know your work on that thing is fully appreciated.
@Chameleonradio Жыл бұрын
@@grigorigahan Yeah, but since the game he was working on is also exclusively water-based, it does feel like there might be some insights from games like Subnautica. I do think the nature of the game as a 2D platformer makes it quite a bit different, though. Maybe something like Rain World could help?
@Casual_Stroll Жыл бұрын
Personally for me, Majora's mask was the first game with a water level that felt really good, and I think it's just because the Zoras mask worked well to make the water areas feel like opportunities to be more agile rather than a punishing area where you move slower, as most hated water areas do.
@LynxHazard Жыл бұрын
I was coming to the comments to say the same thing. Similar to Terry's point in the video, you want the game to be done before the player is. The movement and freedom of traversal as a Zora was done WAY before I was over that feeling of freedom and swiftness of movement.
@Vilamus Жыл бұрын
This video flowed so well it felt like 30 seconds, not 12 minutes. So nice, and relaxing and thoughtful.
@DesignDelve Жыл бұрын
Highest compliment I could receive thank you so much ❤🎉
@Vilamus Жыл бұрын
@@DesignDelve You are welcome. Thank you for making this and doing Design Delve :)
@meta.versus Жыл бұрын
I knew that I had seen this episode before, and went back to the other channel only to discover that all of the Design Delve episodes that were in this ZP artstyle were taken down. Congrats on fully taking the series back! I hope they all get reuploaded here!
@jmackmcneill Жыл бұрын
Interesting... I wasn't sure if this was a reupload or a complete remake.
@wahlflower3517 Жыл бұрын
Nick did say that when they brought JM8 in, they made sure that he held the rights to Design Delve. So all of his previous videos will probably be uploaded here over time.
@prcervi Жыл бұрын
@@wahlflower3517 there were only a few episodes so that was certainly easier to achieve
@VTlounge Жыл бұрын
thank you for saying it. I thought I was having a weird deja vu moment
@prcervi Жыл бұрын
@@SageWon-1aussie i'd only seen about 3 on the escapist site before
@Raiden575 Жыл бұрын
As someone that doesn't design games or anything, it's super interesting to hear the perspectives on game development. Great series!
@iap500 Жыл бұрын
100% agreed. Great comment.
@Jokervision744 Жыл бұрын
I say you can apply ideas in many ways. Some may call that being inspired, but I say it's bit more than that.
@DragonNexus Жыл бұрын
Especially "obvious" design choices you hardly notice as a player. But you will now. That "you make things easier after a boss" part, it's do obvious and dozens of examples popped into my head, yet I'd never noticed it as a deliberate design decision.
@DesignDelve Жыл бұрын
Super glad you enjoyed it 😁
@dateris Жыл бұрын
Sabotage Studio's other game, The Messenger, also has very good level design for its water level. I really like how the music changes in that game when you dive underwater, and how you have a spin dash to actually move faster underwater.
@Hurtdeer Жыл бұрын
one of the major problems with water levels is they often decide to pair the two most obvious uses of water mechanics together, and both of them work in conflict. Either you do a dungeon with focus on the fact that your movement is now slower and less intuitive, or you do one centred around big moving parts that shift the level and require a lot of exploration to figure out what goes where. Saying it out loud, it seems obvious not to pair the both, and yet water dungeons so often do. Sea of Stars did a great job, but it also has a lot of advantages in both being isometric and 2d- the movement and combat in the water is completely unchanged from the land, so working out the dungeon systems works feels fun and not a chore. I feel like solving this issue in, say, a 3d Zelda-like title, would require a lot more work and consideration. It also makes me think- well, why not do a sky level instead? One solution, I suppose, would be to make swimming mechanics more fluid and maybe even preferable to being on land- give the character a boost while you're asking them to get around a giant machine, and instead of getting around being a chore, it might be more an excuse to play with a temporary superpower
@WaxDrag Жыл бұрын
I picked up Sea of Stars on a whim and I can say the balance of tickling my nostalgia bone and being just a solid, fun and new experience is fantastic. Highly recommend!
@TDH3407 Жыл бұрын
Your second wind is a breath of fresh air here on KZbin Wow Less than 10 minutes, more than 1000 views 👏🏽👏🏽👏🏽
@zanmagoroku2259 Жыл бұрын
That was easy, I see Sabotage, I watch. Great video!
@torreykat Жыл бұрын
I love the breakdown of how important release/relief is to counter friction in game play.
@theinspiredgamer1949 Жыл бұрын
I still believe that the Sea of Sands quest in Horizon Forbidden West is the best water level in all of gaming. Swimming through the ruins of Las Vegas, hiding from Snapmaws and that massive Tideripper, all while learning the history of the city before the world ended was just a spectacular experience.
@dragon1130 Жыл бұрын
I agree. Having to find ways to avoid the enemies that, up to this point, you could fight, but now you can't made for some tense gameplay moments. It was suspencful without leaning into horror. Couple that with the sense of exploring a city that was once alive and wondering how this city in the middle of a desert got flooded in the first place and I came out pretty surprised with how well they managed to pull it off.
@kempolar9768 Жыл бұрын
Just thinking back on it now, I agree that that was easily my favourite part of that game. In general the water sections weren't very good but that part really was.
@iantaakalla8180 Жыл бұрын
That is less “the water level was fun to play” and more “the water level conveniently highlights a lack of control the player has and therefore compliments the wanted atmosphere”. It is less making a good water level than putting a typical water level in an appropriately scary thing.
@leithaziz2716 Жыл бұрын
Ultrakill's water levels are an example of a recent water level that I really enjoyed. The change in gravity compliments your movement rather than becoming a hindrance. And the music is very atmospheric.
@glitchrr36 Жыл бұрын
Deep Blue is just a truly fantastic piece as a stand-alone, and the way He is the Light in my Darkness and Death Odyssey flow together is just wonderful. The Abyss and the Serpent works well for the boss even if it isn’t as grand on its own.
@PKLuver944 Жыл бұрын
I'm likely never going to use this information, but the way it's presented in a calming but engaging way, along with unique visuals to vary from gameplay footage, is simply irresistible
@DesignDelve Жыл бұрын
Started reading this ready for a roast but by the end it left me toasty. Thank you ❤🎉
@kempolar9768 Жыл бұрын
Whenever I think of a good water level I think of darksiders 2. While there are no specifically water based areas or dungeons it plays a decently significant part in alot of them. The movement is so smooth and enjoyable when in the water that it doesn't make just searching around a chore if you get good at timing the jumps you can actually do some awesome moves too.
@Kai-sw8rd Жыл бұрын
Love how this series balances being so relaxing with being so interesting. Great stuff
@3thanguy7 Жыл бұрын
i think there's an argument that the reason Iron Lung was so good was because it took all the bad parts of water levels, and spin those negative points into horror
@embracethejank Жыл бұрын
Whenever I think of underwater anything in video games, the music from DKC starts playing in my mind...annnnd 4 minutes in, there it goes! Thanks for that.
@DLCguy Жыл бұрын
Not related to water temples, but related to what was said about the 1, 3, 2 level design, I really like how that same concept is applied to the different worlds of Spelunky. With how difficult and stressful the jungle can be, it's nice to be able to collect yourself and cool down in the easier ice caves, before you enter the even more challenging temple.
@DrJigglebones Жыл бұрын
So very glad you guys were able to bring Design Delve with you!
@vulkendov5210 Жыл бұрын
They use footage from it a lot in this video, but the Great Bay Temple is one of the best underwater temples, imo.
@ultimate9056 Жыл бұрын
Even the original OoT water temple is a master-class in dungeon design. It's only real problem is that the original N64 version had a clunky and annoying menu for equipping and unequipped the iron boots, an issue which after playing it myself is severely overstated
@SkywardShoe Жыл бұрын
Seriously, it always blows me away to find that people didn't like Zelda's water dungeons because they were always some of my favorites. Both water oriented dungeons in OoT, the one in Oracles of Ages, and the one in Twilight Princess were all really cool!
@nospimi99 Жыл бұрын
My biggest issue with it is navigating that place. The actual rooms with puzzles are very distinct so there’s no confusing them for one another. But they’re isolated off from each by these giant centrifugal chambers as the linking point with a long one way nondescript tubes as the means of getting to and fro. With Zelda’s “puzzle box” dungeon design of you do something in room G, and it has a specific affect somewhere in rooms A-F, going to the affected area and then having to go back to room G is a nightmare when I don’t realize which damn tube in which identical centrifuge room I took to get there last time. And since they’re one way tubes, I have to make a lap all the way back through to the centrifuge room again, but since I couldn’t just backtrack there’s a real chance I might take the wrong damn tube again. The puzzles are great, the traversal is smooth, the art style and setting is intriguing and matches with the puzzles perfectly, it’s just the pathing and visual ambiguity of some parts that’s frustrating.
@Wombola Жыл бұрын
i'm loving design delve
@endorb Жыл бұрын
I really really love how yoyr dog os named Ludo. Very clever!
@ZackRToler Жыл бұрын
Wonder if you'll do a Design Delve on Open Worlds. Because they can be really hit and miss. Some publishers seem to think BIGGER IS BETTER, but some of my favorite Open World games are much more contained. For example, I prefer the open city maps of the old Assassin's Creed titles, over the massive scale of Origins or Odyssey. My favorite open world maps to explore are in Bethesda's Fallout games especially. Since they're urban environments, contained in a city, it can be dense with all kinds of things to see and do. But larger maps can be done well too with Witcher 3 being a good example.
@JHawke1 Жыл бұрын
For me the greater problem is a lack of interesting traversal. I'm not just talking about the web swinging of Spider-Man or the gliding in Arkham Knight because they mostly just represent cathartic traversal. I'm thinking more of the traversal of Morrowind or Breath of the Wild in terms of the challenges they represent. In Morrowind's case, the player must interpret and follow the directions given by NPCs thus incentivising them to be observant of their surroundings so they might locate the landmarks the NPCs spoke of so you know you're on the right path. For Breath of the Wild the challenge comes more from the resource management whether it be stamina, clothing and food/elixers. Both of these examples offer a far more engaging experience that forces the player to survey and take in their environment, a key element of any open world game or else you might as well have a linear path. Certainly a lot more interesting to overcome for a player than having them stare at a quest marker on their compass or minimal and hold forward.
@aprinnyonbreak1290 Жыл бұрын
There are three cardinal sins bad open worlds create, that good ones usually avoid. 1. A linear world you can do out of order. A lot of open world games aren't actually open world games. They're linear games turned into open world games, because that's what the kids like these days. Pokemon scarlet & violet are some of the most egregious examples, but there's plenty of others, where they've not made an open world game, but a linear one that you can do wrong. 2. Tedious tasks in a dead world. I call it Ubisoft syndrome. You look at your map, you have a hundred "things"you can do, but none of these things are engaging, none of them offer any particular rewards, and few of them really do anything with the narrative, because they have to be built as though a player won't do them. Sometimes you *need* to do a few of them because the game says your number isn't big enough otherwise, but that doesn't address the core issue. The result is something like a potemkin village of content. There's so much to do at first glance, but then you poke it, and entire chunks of the world fall over. This ranch serves no purpose, except to give you a place to kill guys with a defend objective. The ranch never does anything else. It never gets mentioned again. Its owner may not have a name, or if they do, it too is never mentioned after the quest is done. And then third, traversal being tedious and a chore. This turns the big open world into... time. If there's not really any special way to get around that's fun, or anything interesting to see along the way, all you have done is create a 15 minute interactive loading screen in your menu.
@NYKevin100 Жыл бұрын
My two cents: Open world is not a genre. It is a vibe. Specifically, it is the vibe of pointing at a mountain and saying "I want to see what's on the other side" - and actually being able to do it. But you can't build a game around that. The qualities that make or break an open world game are not in the open world itself, but in the gameplay that inhabits that world. Some common issues: - If going in every direction results in exactly the same list of four or five chores, and the player has to do those chores to advance the plot, no matter where they go, then the choice of which way to go is merely an illusion. - If the game is constantly telling you what to do and where to go, then exploration is not a thing. - If the lore has no connection with the structure and shape of the world, then the world will feel significantly less interesting to explore.
@JHawke1 Жыл бұрын
@@NYKevin100 I'd consider it a genre descriptor since there is a clear difference between an Elden Ring and a Dark Souls. I wouldn't say it's a useful descriptor since the games that can consider themselves to be open world are quite varied, but it's still a handy method of getting some insight into how the game is structured. I will add though, that typically open world games also need additional genre descriptors to give potential players a solid enough understanding of what it entails.
@danielwendell542 Жыл бұрын
Gotta love Design Delve, facets of things that I have experienced but not really thought much about are the best things to have explained to me by a charming host and guest, thanks!
@murph3292 Жыл бұрын
I think another trick you can do if your game relies more on movement is to give your players new powerful movement options right before the water area, allowing them to traverse easier and learn the movement items with slower movement to make it easier to learn, since water allows you to float longer during movement, ultrakill does this exactly giving you a grappling hook right before entering the water level
@baccatyrannosaurs7888 Жыл бұрын
I recently played Sea of Stars and loved it, and i remember seeing the water temple and thinking it was gonna be a slog immediately confused about which direction to go, but swiftly figure out it was amazing!
@sorryiamlate Жыл бұрын
I absolutely LOVE this new series. What an episode. Great stuff again, guys.
@DesignDelve Жыл бұрын
Thank you so much 💕🎉
@Bathion Жыл бұрын
I'm all for creating a "bite-sized" experience; but IMO if you're making a puzzle dungeon, the charm is figuring out how the puzzle interacts with the dungeon as a whole. Water temples ARE the 3 in the 132 system. The 3 make you conceptualize your actions in a gestalt way and says, "Do you understand?" To the player.
@pondergon Жыл бұрын
I barely used to watch the escapist, even zp but I'm so glad I caught onto this! Amazing video!
@DesignDelve Жыл бұрын
Hell yea 😁 amazing to hear 🎉❤
@sonicmeerkat Жыл бұрын
Honestly been missing out on this side content, watched ZP on and off for years and when i looked at the channel usually it was hour long podcast/livestream dumps usually crosspromoted with that series. Nice to see the side content take a step out of the shadow, been really fun seeing all the new content by various creators on the team.
@DesignDelve Жыл бұрын
Thanks for giving our stuff a chance and I hope you’re enjoying it! 🎉
@rylandnewby Жыл бұрын
More interviews, please! Having a dialogue like that helped so much with the flow of conversation
@mirrorsandstuff Жыл бұрын
I confess I didn't watch much other than ZP back in the escapist days - it's great to discover the cool stuff you were doing too.
@_holy__ghost Жыл бұрын
agreed. the 'event' seemed to have been a blessing in disguise given how much exposure it gave to the rest of the team
@buxata7338 Жыл бұрын
It's so nice that you've managed to repost that one!
@RaxManlar Жыл бұрын
Thank you for the content!!!!! Some of us came over from The Esc*pist not knowing too much about the non-Yahtzee content. Can say with certainty I am grateful to the relaunch for introducing me to the rest of you guys!
@DesignDelve Жыл бұрын
Thanks for giving us a chance 💕🎉
@RaxManlar Жыл бұрын
@@DesignDelve no thanks needed my friend, you are a wonderful creator. Thanks for all you do.
@itsal2477 Жыл бұрын
Second Wind is the coffee table art book for video games. I really love listening to people talk about games like the labours of love (and strife) that they are.
@DesignDelve Жыл бұрын
This comment.
@itsal2477 Жыл бұрын
@@DesignDelve no, THIS comment
@ninjab33z Жыл бұрын
i think it is also that water levels (the more frustrating ones at least) also tend to do the same things. You said so yourself that we all have a specific kinds of puzzles in mind for a water level, and so it can feel like they are all hitting the same notes.
@generalsweet8212 Жыл бұрын
Love the Hyper Light Drifter music choice!
@xXKirbyPwnage223 Жыл бұрын
Not the series I expected for an interview, but this was pretty good! Some very good thoughts.
@J_JoLT42 Жыл бұрын
I watched this video when it went up on the Escapist and it convinced me to go and play Sea of Stars. I'm glad I did, it's so much fun to play and hasn't dipped in quality once in my play through so far. We need more games like it and people like the team at Second Wind to highlight more great games worth playing. Keep up the good work
@CynicRelief Жыл бұрын
NGL i have a massive request of more design delve content on SW. Great video, can't wait to see more!
@asetto15 Жыл бұрын
Excellent music choice. Can't go wrong with Donkey Kong Country baby
@sofiee8531 Жыл бұрын
I’ve put “the bog” on my future to buy and play-list, it sounds amazing! Good luck, I will be following your progress with anticipation 😊
@ravenknight7198 Жыл бұрын
This channel is so full of love and heart. I can tell you guys are truly passionate. Now that you're all free, its really showing. Meanwhile, some other channel has turned off all the comments on their videos 😆 🤣
@riblathannamarbh7340 Жыл бұрын
"The Game should be done before the player is." Such a great line. I would love to see this sort of philosophy with game design spread.
@DaJackCracker Жыл бұрын
Mobility, mobility, mobility! Oftentimes one of the most frustrating parts of a game is being forced to slow the fuck down. I don't care that I, personally, wouldn't be able to swim very well through a water temple. Let me ride a shark. Have our character swim like a fish. Instead of puzzles being locked doors, make them something we have to maneuver around or to. Give me some motion that feels fun!
@classycasual3910 Жыл бұрын
Thank you so much for this terrific video!! I love the edit, and the interview was so insightful!! Keep up the great work and long love second wind!!!❤
@DesignDelve Жыл бұрын
Thank YOU for the kind words and support ❤
@shadesofcontrapasso5311 Жыл бұрын
I love these guys so much and want them to succeed to the point that even if I can't actually watch the videos properly because of work I just play it on silent under my desk and upvote till I get chance to watch them, never been disappointed with a vid yet anyway! You are doing great guys, keep it up!
@PlushLordOfTheSeas Жыл бұрын
when it comes to water levels and water temples, one big thing always sticks out to me: underwater movement needs to feel fluid instead of like a struggle, not too slippery like ice either. The player should not have to fight the game just to move around and get things done, if it feels slower, it's miserable ... but, it if feels smoother, more free, faster even, then it's a fun treat for them. Who says you can't find some magic flippers before you enter the water that make you swim like a penguin can, almost like flying but underwater.
@scotthuffman3462 Жыл бұрын
I love the concept of this series, more please!
@layton591 Жыл бұрын
This was a wonderful interview and great advice for making one of the more hated types of levels actually enjoyable. :D
@standinstann Жыл бұрын
I can't tell you how glad I am to have you and Ludo to look forward to every week 😊
@indecision6326 Жыл бұрын
One thing I like about the water dungeon (and water in general) in Sea of Stars is that even the parts where you're just swimming aren't that bad-it's just walking but a little bit slower and maybe locked behind a key item.
@lpsp442 Жыл бұрын
What stood out to me on the boss fights vs puzzles perceived challenge discussion was the difference in *personality* between the two modes. Boss fights are fundamentally character-driven exercises, and so a personal drama emerges in the conflict between the boss and the player characters. If the boss seems intimidating, we need to feel a full matching level of difficulty in our battle to overcome them for this to pass muster in our minds. With environmental challenges and puzzles, there is no "character" specific to the difficulty (with a few rare exceptions). The environment, no matter how creative, distinct, memorable or animated, is still just an environment, a place, and the player characters stand out as personal. So when we find that our player character can easily clear an intimidating-looking space or fierce gauntlet, it just makes the player character feel super badass, which is perfectly kromulent with the rest of the game.
@bobbenson6825 Жыл бұрын
Fascinating discussion. Thanks!
@limogesalexandre Жыл бұрын
J'adore entendre un accent Quebecois dans des videos internationaux. Bravo les gars, continuer votre bon travail !
@jean-philippedoyon9904 Жыл бұрын
Majoras Mask water temple was pretty fun playing with current and moving with speed like a Zora was fun ! Never understood why they used more what works for other...
@dannourse Жыл бұрын
The approach of the game finishing before the player is perfect, when a game changes its location it breathes new life into the experience.
@SolaScientia Жыл бұрын
Excellent vid as always! I don't have much of anything to say about water temples, but I will say that I really like what you've shown us about The Bog and I'm looking forward to seeing more.
@codyjordan8722 Жыл бұрын
well thanks for showing me a game im definetly giving a go at somepoint. excellently done as always.
@SteveExH Жыл бұрын
I love the visuals! I'm excited for the next episode just to see 'more of the mine'! The content and interview was awesome of course! Really good job! Just want to say how much the art impressed me
@alexanderwizardjar9540 Жыл бұрын
I love the editing on this show so much. 5:18 the dev says the word "velocity" and a clip of a giant throwing a boulder over the horizon hahahah
@emccoy Жыл бұрын
As someone who remembers the move from 2D to 3D and especially when OOT came out and the infamous water temple, I think part of it is that water levels gave the first real feeling of moving in 3D as well as just appearing in 3D, and I think it was the mental transition from designing and playing in a 3D space was a harder transition than people think. So in attempting to take advantage of this technology there was a lot of miss stepping, and with the freedom of movement water brings it makes the job even more difficult. When you think about it another space with a lot of 3D movement is well, space, but most of those games involve some kind of artificial gravity so you don't float around. Its also hard just to get the movement in water right. You want the player to feel floaty without them feeling ungodly slow. Then you also want to make sure there is a point to being able to move in all these directions, but while people in real life are 3D we don't often move much on a vertical axis. Gravity keeps us moving on a more or less 2D plane. This is a lot to get over, and not only do the developers have to get over this hump, they also have to figure out a way to signal players to look in the right directions, but payers still have to learn how to play in a 3D plane. This is hard, and it takes a lot of work just to make it function not to mention feel good.
@chrisvighagen Жыл бұрын
Guild Wars 2 has imho some of the best underwater mechanics I have seen in gaming. Though the most complicated thing is having 3 dimensional fights underwater, that is really hard mode if you dont unlearn what you have learned before.. Since fights on land are still on a plane.
@voiceofagony Жыл бұрын
Great show, very glad I started watching this show last week 😄 also happy im not the only one who thought the water level in Conker's Bad Fur Day was a nightmare 😂
@coffeedudeguy Жыл бұрын
I’m getting ‘Nam Flashbacks’ of Sonic’s drowning timer lol. I quite enjoyed how Abzu was designed, even though it is primarily a puzzle game. The underwater parts in Gris were also fun, where you can propel yourself in transitions between water/air/upside-down. What I don’t miss is the underwater expansion zone in World of Warcraft..
@alexanderwizardjar9540 Жыл бұрын
I'm happy to see your show is exactly the same, it was my favorite before The Big Move!
@blind0wl123 Жыл бұрын
I love this series, its extremely informative and entertaining plus it makes me realize and appreciate my childhood games
@friendlyneighborhoodcrusad4242 Жыл бұрын
“In the wake of poseidon” from Ultrakill is my favourite example of an underwater level.
@MrAndrews220 Жыл бұрын
From about minute 4 to minute 7, they use the donkey kong country underwater theme, which is an pretty impressive piece of music to generate using the sound hardware on the snes
@misharumkittum Жыл бұрын
Thank you! I recognized it but just couldn't place it.
@disky01 Жыл бұрын
Love this show. What a great addition to the schedule. And what a fantastic discussion! Between this show and Tim Cain's channel, I've had such a great day of design discussion.
@RyanBeardy Жыл бұрын
I’ve never heard about a designer making difficulty in a 132 sequence, but it makes some much sense!
@prjndigo Жыл бұрын
I honestly believe that a visible sound mechanic should be created that relies on the audio to make you look in its direction but an echolocation/passive "vapor" like effect that appears with the sound in the direction of the sound. (eg like the scanner in starfail going fizzly when aimed at grav things)
@durandle9226 Жыл бұрын
imo the only issue with OoT water temple is the equipping and equipping of iron boots constantly for mobility control (mostly fixed in the 3ds change of being able to c-button iron boots though other changes seem bad) and the puzzles in MM great bay temple were great and very intuitive is the player pays any attention the the odd and otherwise out of place design choice of the pipes in the temple
@jmon4286 Жыл бұрын
A great example of underwater gameplay that doesn’t feel horrible to control and actually had underwater sections that I looked forward to playing is Horizon: Forbidden West. It has pretty tense stealth sections underwater that has you hiding in reeds of algae to escape Crocodile machines and other troubling monsters, and has great underwater exploration of old facilities and collecting resources.
@kempolar9768 Жыл бұрын
Crosscode does something weird with its water temple, it removes the interaction with water. There is still water around of course but it just hurts you the same as always. But it still manages to create an awesome feel through the theme of the dungeon itself and the enemies. The way crosscode dungeons work is that whichever dungeon your in you gain the opposite element, in the ice temple you gain fire for example. So in the water (or wave for crosscode fans which is actually something even people in universe can't explain) you gain power over electricity/shock. Its super fun to be halfway through this water themed area and then be able to alter how things are done inside it with that opposing power.
@Gabri_Lovecraft Жыл бұрын
The talk of difficulty progression rings so true. People always think difficulty is a linear line, but it's more jagged than that. Every level in a game should have highs and lows, a big climactic boss should be met with something that's easier than it, but harder than the last post-boss cooldown period. It's something I always try and keep in mind and it's always good to hear it from someone with experience.
@androsh9039 Жыл бұрын
Great series! Love the doggie!
@DesignDelve Жыл бұрын
LUDOOOO! 🎉❤
@TheCreepypro8 ай бұрын
love how well made sea of stars is!
@rayanderson5797 Жыл бұрын
A game that surprised me with its water level was 'Hubris', which is a VR shooter. It had such a nice responsive swimming mechanic that I was actually really enjoying it. I was actually slightly disappointed when the game moved from the watery areas into a facility because I wanted to keep swimming.
@KazMorg2198 Жыл бұрын
Absolutely wonderful video and I found an amazing game through it 😁
@dorkvania7212 Жыл бұрын
In Guild Wars 2 having an underwater mount had been a game changer. it gives a reason for the character to still move fast and maneuver well, once they achieve having the mount, without just hand waving the effects of water away. It makes the slowness and annoyance of being in water something to be overcome in a satisfying way, that also makes sense in the world's logic.
@zennvirus7980 Жыл бұрын
The real genius on what Thierry explained is that the best puzzles feel like a well-planned, well executed Rube Goldberg Machine. At it's heart, an RGM is sequential contraption where the simple work of each individual piece pushes the larger sequence further. If you look closely to the components of a properly made RGM, pretty much all of them follow a 1-2-3 or 3-2-1 pattern to generate their effects depending on how many pieces rely on the result of their performance. Those ascending or descending patterns, when applied to player oriented experiences take the form of either tutorials or difficulty ramping (where you train the user to tackle larger complexities, or break down a complex maneuver into easily digestible parts). The bulk of many games are those patterns. The truncated patterns (1-3-2, 2-1-3, 3-1-2, etc.), however, are less about the mechanics and more about the effect, which is why Thierry and co. used them for the type of content that is important. The tower is a prime example, especially for what happens around it, both before and after you finishes the puzzle. Looking at the big picture, because this point is one of the game's mayor turning points, I'm sure they knew they couldn't allow it to be boggled by tedium. But to deliberately use an element infamous for being a flow breaker (pun intended) in such a point, AND commit themselves to pull it off... THAT is a bold statement for the Sabotage Studio team. Be proud of what you did. I still have one or two comments (saved for my review of Sea of Stars on Steam) about the story, which despite its grand achievement still has some flaws in its individual events; but where design is concerned you are already there. You have really improved by leaps and bounds from The Messenger, which had a few parts that did feel a bit jarring or sluggish (due to the sheer gauntlets you created there). Sea of Stars is Just Right. Keep up that quality, which is on par with your music direction, and now work on the story. Because once you guys polish that remaining part, YOU guys will be one of the forerunners of then next generation of Triple As. You can do it, Thierry, Sabotage Studio!
@nemtudom5074 Жыл бұрын
3:50 Sea of Stars being *GORGEOUS* helps a lot
@baddkarmal5605 Жыл бұрын
I'm loving all these shows ❤
@SirDennisBerry Жыл бұрын
Spyro 2 and 3 where actually quite good regarding water levels changing how sprinting worked and almost made swimming akin to flying.
@emikochan13 Жыл бұрын
the 1 3 2 puzzle design is genius
@hoodiesticks Жыл бұрын
I'd recommend name-dropping Sea of Stars in the title (or showing something from the game in the thumbnail). There might be some Sea of Stars fans out there who would want to see this, and a name-drop would help with that.
@EtCeteraTape Жыл бұрын
I loved the way Returnal approached its underwater level. It's the last biome in the game and it brings the feeling of genuine surprise - 5 before it were a hell of a challenge, it's hard to get how can it even ramp from there - and then they change a bunch of stuff directly impacting the play while not breaking any of the core mechanics. You're not slower, it's still the same game. But you have even more freedom of movement with its low grav nature while enemies get new ways to attack you by drifting from below the islands you jump across. Or attacking you from way above. It's an excellent finishing chapter, last hurray before the end.
@forchyforchy5456 Жыл бұрын
Great video, i loved the insight!! For underwater games it really depends, but i think most games fight the two best things about water, you feel free and like youve escaped gravity but it's also inherently scary too. I think that's why a (non indie) game like Dave The Diver works. you feel free and mobile, but you also still feel tense. I think that's something that could translate to 3d but one would have to be cautious of too much of that lost feeling and distance of sight, it would need to be a balance of seeing far, but not too far, while also putting enough distinct landmarks that players arent easily lost.
@Warmtofu Жыл бұрын
Watched ZP years ago, came back cause of the drama and turns out your content is insane?!? Subbed
@MQWalkman Жыл бұрын
Sea of Stars does look really good. And the idea of the third puzzle being easier than the second is interesting.