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Kill Your Darlings - Iteration & Feedback - Extra Credits

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Extra Credits

Extra Credits

Күн бұрын

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A good game designer knows that no idea is perfect and that you should start creating now instead of obsessing over the concept, but what happens when something isn't working out? Where do you go from there? Most of game design is based in iteration & feedback which will tell you when one of your ideas isn't working. But the actionable part is only half the battle. One has to develop emotional intelligence to learn from your own mistakes and improve. And that comes from a lot of practice.
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#ExtraCredits #GameDesign #IndieGames

Пікірлер: 209
@EnriqueTDL
@EnriqueTDL 3 жыл бұрын
Thanks for having me folks! Hope the topic is useful for current and aspiring devs out there!
@Hauntaku
@Hauntaku 3 жыл бұрын
You did good.
@VillainMommy
@VillainMommy 3 жыл бұрын
Oh shit that was MORELLO???
@alcoholicwitharatproblem4211
@alcoholicwitharatproblem4211 3 жыл бұрын
Hey why did riot make breeze?
@fernando47180
@fernando47180 3 жыл бұрын
And thank you for giving us Breach!
@drasilvos8461
@drasilvos8461 3 жыл бұрын
Great to have someone from my favorite game (league) be here I like valorant just not for me really. Thanks for helping to make some of my favorite games!
@darienb1127
@darienb1127 3 жыл бұрын
One thing that I have personally found that helps is if an idea that you really like can't work for the project you are working on, don't just toss it away completely. Save it, and store it away! if it won't work on one project, perhaps you can bring back said idea in another project, even if it's not 100% the way you imagined.
@RustBot42
@RustBot42 3 жыл бұрын
This. I've had several ideas that didn't fit into the projects they were conceived for, but came in very handy for later projects instead. Just because it doesn't work out right now, doesn't mean that it's worthless.
@nathanlee2942
@nathanlee2942 3 жыл бұрын
I remember the first "Fail Faster" video back in my freshman year of highschool. I am now graduating college and that vidego has been a huge, HUGE influence on how I've approached basically everything, including my emothional intellegence. Thanks for making a follow up!
@nocsha4119
@nocsha4119 3 жыл бұрын
Same!
@nocsha4119
@nocsha4119 3 жыл бұрын
I literally just pitched the first fail faster video to my work team mates
@falloutfallout2594
@falloutfallout2594 3 жыл бұрын
@@nocsha4119 Its realy nice to see so many people being inspired by Extra Credits im so sick of hearing that Extra Credits is bad when Extra Credits helped so many people (me included)
@franchufranchu119
@franchufranchu119 3 жыл бұрын
Paradox is really embracing this "Fail Faster" concept.
@JusticePro
@JusticePro 3 жыл бұрын
xD. Imperator be like.
@bardsolas
@bardsolas 3 жыл бұрын
@@JusticePro Imperator is good now! Leviathan on the other hand...
@JusticePro
@JusticePro 3 жыл бұрын
@@bardsolas I own it. I think it'll be good once I figure it out. I've played EU4 though.
@matthewbadley5063
@matthewbadley5063 3 жыл бұрын
Paradox has abandoned good game design for awhile now. All they bother with is bolting new concept/ideas onto their games instead of refining what they have or improving their braindead AI.
@blakedake19
@blakedake19 3 жыл бұрын
@@matthewbadley5063 improving an ai for a grand strategy is making the ai always play meta minmaxing everything and we have hoi4 multi player in a nutshell and it gets boring really fast. No wonder only a really small minority of players play multiplayer regularly. Instead, they should add different pre-establisbed play style, but some of them would be inevitably feel dumb because it is not the optimal way to play otherwise they would be the same playstyle.
@DragoniteSpam
@DragoniteSpam 3 жыл бұрын
"Really good at being wrong" is my family motto.
@nocsha4119
@nocsha4119 3 жыл бұрын
BROTHER?
@ohyeahbonsai
@ohyeahbonsai 3 жыл бұрын
And extra credits some times
@jeisonlucio
@jeisonlucio 3 жыл бұрын
For Game Designers, Supply chain Coordinators and basically everyone else. Thank you.
@TheMhalpern
@TheMhalpern 3 жыл бұрын
Embraced by SpaceX as well
@mowinckel10
@mowinckel10 3 жыл бұрын
The trick I have found to work to "detach yourself" is to focus on the end produkt, NOT the single individual steps or small bits of work. You WANT others to find errors and flaws in your work. Because that make the end produkt better
@Hauntaku
@Hauntaku 3 жыл бұрын
You made a few spelling mistakes to prove your point.
@nivoset
@nivoset 3 жыл бұрын
I specifically try to get my code in front of those most likely to find issues with it. Because that's how I learn and how we get better code overall
@yoda0017
@yoda0017 3 жыл бұрын
"Be okay with being wrong." The entire WORLD would benefit massively if everyone embraced this ethos.
@user-jn4sw3iw4h
@user-jn4sw3iw4h 3 жыл бұрын
Yup, which is where (part of) the issue lies. Apart from the whole, 'it's a good idea, just not that easy to do'-thing (both on an individual and a larger scale) There's the issue of trying the whole: 'you don't do science to prove you're right, you do science to *become* right' thing. With other people, in a setting where there's also an incentive to be 'perceived as right' in the moment (either just ego, or possible/probably more). And you have no reason to assume they will pick the correct (more educational) approach here, if you do. So when your attempt to do the right thing, will simply be abused for a quick win at your expense..... .. it's significantly harder to do this 'right thing'.
@revimfadli4666
@revimfadli4666 3 жыл бұрын
Except people who are too okay with being(and staying) wrong?
@IamJustaSimpleMan
@IamJustaSimpleMan 3 жыл бұрын
As a (hobby) author I identify myself as an "artist" or "creative". And from my experience it's the ability to cut everything that's not truly good, that makes the difference between amateurs (like me) and professionals. And the ability to cut everything that's not truly awesome is what differentiates legends from mere professionals. Some legends of their respective mediums left things on the cutting floor that other companies sell as DLC for 40$. (Exaggeration) Just think about all the never published Beatle songs, different Zelda-prototypes, or the unfinished sequel to The Lord of the rings.
@wendychavez5348
@wendychavez5348 3 жыл бұрын
"Strong views loosely held" is a good attitude in many areas of life, growth, and uh, development in general. Thank you for helping me be aware of this.
@Nimi450
@Nimi450 3 жыл бұрын
Phendrana Drift theme at the end, a level that the Prime team has repeated so many times to have been a difficult area to create as most do their ideas conflicted to make up the area.
@IsmaPuntoDoc
@IsmaPuntoDoc 3 жыл бұрын
I'll be expecting parts 3 and 4: Fail Harder, Fail Stronger.
@Yolwoocle
@Yolwoocle 3 жыл бұрын
Daft punk hell yeahhhhh
@nocsha4119
@nocsha4119 3 жыл бұрын
Huh I actually want a fail harder and fail stronger I know a few HUGE examples they could use too
@nocsha4119
@nocsha4119 3 жыл бұрын
Fail Stronger if they could get any of the team leads from From Soft
@nocsha4119
@nocsha4119 3 жыл бұрын
They basically took a project that was going to fail and gave it their all, and MANY times you're stuck on. A project that you know isn't going to be the best. Especially your first few projects, but you NEED to give it your best alwaus
@nocsha4119
@nocsha4119 3 жыл бұрын
Fail Harder needs to get a developer that took risks that didnt pay out BUT did in the end. Possibly making the industry better as a whole. I honestly don't have any exact examples for that
@Funinyourgame
@Funinyourgame 3 жыл бұрын
I work by the moto: "Question everything and everyone, even yourself" Worked for the past few years now
@michaelbell9775
@michaelbell9775 3 жыл бұрын
I love these because the lessons go so far beyond design
@rensbourgonjen293
@rensbourgonjen293 3 жыл бұрын
Thank you, I really needed this VID, I'm an experience designer graduate intern right now, and this brings some positivity into my project. I take your work and advice very seriously!
@alaskanuni
@alaskanuni 3 жыл бұрын
This was a struggle for me. My architecture studio courses were VERY helpful in working through this. If you are able to take an artistic studio class (even if it isn't about games), DO IT! It is basically a semester of creating ideas, receiving critiques, iterating, and redeveloping. Along the way you get to see some people who don't handle criticism so well, and some who use criticism as part of their creative process.
@manfromdownunder8407
@manfromdownunder8407 3 жыл бұрын
being an architecture student myself.......one who invite criticism, are one who solve the problem faster
@alaskanuni
@alaskanuni 3 жыл бұрын
And the best students have already asked everyone in the class and done about 10 more iterations than everyone else.
@alaskanuni
@alaskanuni 3 жыл бұрын
@@manfromdownunder8407 FYI, having graduated a year ago: LEARN REVIT! That is pretty much all I use right now and I'm studying it nights and weekends to get better.
@jackferring6790
@jackferring6790 3 жыл бұрын
the reason i could never learn to program is my inability to diagnose what went wrong, as well as not knowing who to consult for advice once my classes ended.
@gg1k
@gg1k 3 жыл бұрын
I have a solution for you stack overflow & having it output a debug log like (method1 executed, returned: stufnthings) so you can actually see where/when it went wrong
@thepurplepanda4
@thepurplepanda4 3 жыл бұрын
You learn the specific failcases of what could have gone wrong depending on what you are working on, then you diagnose based on that information, that's why it's best to start with a low level language like c++.
@smellfish1430
@smellfish1430 3 жыл бұрын
Try rubber duck debugging, where you basically talk to someone or an inanimate object which is ofter a rubber ducky or type out what you want to your code to achive step for step, and what your code currently does, and then to find the differences between that.
@gnaskar
@gnaskar 3 жыл бұрын
Bug hunting, as every other skill, is something you can practice and get better at. Each type of bug takes a week to find the first time, a day the second time, and 5 min the 20th time. Eventually you get to the point where (most of the time) you spot it before you've finished writing the code that will fail, so finally start getting fewer bugs. Then you expand into trying new areas of coding and start making mistakes again, only to slowly learn and improve. I'm going to strongly disagree with @Purplox. Don't start with something complex, don't worry about the fundamentals when you start. Start with something that motivates you, regardless of what it is. Learn just what you need to try that thing, and then learn to fix the bugs that appear. You'll struggle for a while, but it quickly gets better, and nothing improves your google foo like being motivated for figuring out a solution. Expand and improve the thing to do cool or fun things, and when you're bored with the project find some other project to interest you. I learned basic programming from maintaining a spreadsheet, going from that to writing macros, to making games to amuse myself. Schooling also does help, but unless you discover that you want to spend your life writing code and having strong opinions on whether c++ is a good language for beginners, it's probably not worth it. If you are in school anyway, and have a slot you don't know what to do with, and programming's an option, then it's a solid pick, but otherwise... tl;dr: Play with code. You'll learn faster and enjoy doing it.
@takatamiyagawa5688
@takatamiyagawa5688 3 жыл бұрын
Diagnosing errors should be one of the basic things covered in any entry level programming class. Exact strategies will depend on the language, and what it runs on, but common, unsophisticated strategies include: -printing messages to terminal window, or to a file, when execution passes a certain line -if you're programming a microcontroller, turning on an LED when execution passes a certain line
@amandajones8841
@amandajones8841 3 жыл бұрын
I like how in the example given, it wasn't just dealing with being wrong that helped, but actually the being wrong itself. The whole process still resulted in a character, after all.
@MaskedNozza
@MaskedNozza 3 жыл бұрын
I bought the original Fail Faster poster and framed and mounted it on the wall near my desk, as a constant reminder that: "No idea is made fully formed. Your ideas can't be precious. Your ego can't need protecting Every failure is a chance to *GET IT RIGHT!"* I enjoy the tough talks. It's been a while since the last one. I agree that the discussion of "how" to deal with the emotional fallout of 'failing faster' is basically nonexistent, and I have major props for those in managerial positions who need to deal with that not only on their own projects, but also needing to deal with the fallout when they are responsible for needing to make the call on someone else's pet project. It's a part of management in creative jobs that's just never acknowledged, and I'm glad you made time to do it here.
@boulderfrogboulderfrog6512
@boulderfrogboulderfrog6512 3 жыл бұрын
Can’t wait for the fail harder and fail stronger vids
@TheCreepypro
@TheCreepypro 3 жыл бұрын
fail faster is one of my favorite videos on this channel in my mind it is applicable to so many things and is just a good mantra when it comes to life and this second video lives up to that legacy and I thank you guys for it
@MontyBeda
@MontyBeda 3 жыл бұрын
I think this would be useful to basically everybody, including politics for example as well. But any job in IT (where I have experience) would benefit from this ability as it can feel really bad to have code and ideas criticed.
@tenyako
@tenyako 3 жыл бұрын
I am product manager for early stage startups since over a decade and from my perspective this video is pure gold and I shared it everywhere and hope it hits some people ;).
@revimfadli4666
@revimfadli4666 3 жыл бұрын
Though politicians shouldn't be too okay with staying in failure either
@Guardianangel934
@Guardianangel934 3 жыл бұрын
Love everything you do here at EC! I’ve been re-binging a lot of older episodes lately and I’m just thankful that you all are still going, even with a huge shift in cast since I fell in love with the channel! Also, really enjoying Valorant right now! Crusader sounds super interesting, really good example for this!
@Max_G4
@Max_G4 3 жыл бұрын
Hey EC Team, As someone who has watched nearly all of the older episodes of Extra Credits and who wasn't happy in the direction the channel was going a few months ago, I liked this video and the information conveyed in it and I was reassured that the channel can still be as good as it was before. I hope that it will stay on a path of more practical tips that are more about game design rather than various other topics centered vaguely around games (such as deconstucting the Scientific Elements of specific games, which is weird to have in the same format as the others). I really love EC and everything it has done for me and my love of games and game creation, and I would love for it to go in a clear direction again. Best of wishes, MaxG4
@i8dacookies890
@i8dacookies890 3 жыл бұрын
I love the parts about game design in Arlo's review of Paper Mario: The Origami King. That videos theorizes that everything this video tells you to do was completely ignored.
@toowiggly
@toowiggly 3 жыл бұрын
I don't think any part of origami king doesn't work. I think arlo was to pedantic about circle battles, acting as if they objectively weren't fun.
@archivoman1649
@archivoman1649 3 жыл бұрын
I think this is the most important thing I have learned from my first year of game development, and it has always given results that enrich characters. On one occasion me and one of my colleagues confused tasks and we ended up making two versions of the same character, now they are twins with their own dynamic.
@TheRealPunkachu
@TheRealPunkachu 3 жыл бұрын
I still link new developers to the original fail faster video regularly, and I'm happy to know this will appear in their recommended afterwards :)
@mariellepihlblad7497
@mariellepihlblad7497 3 жыл бұрын
As my dad used to say: an expert is not someone who got it right the first time. Its the person who has made all the mistakes.
@takatamiyagawa5688
@takatamiyagawa5688 3 жыл бұрын
Eh, you learn from other people's mistakes as much as you can, because you don't have time to make all of them yourself.
@UnreasonableOpinions
@UnreasonableOpinions 3 жыл бұрын
This is especially important for new designers, and amateur designers in particular. The most important thing you can do with any project is finish it. If you refuse to let go of a mechanic until it is perfect you can spend years working on a game and never get closer to done, because all you are learning is how to tinker with unimportant details. Meanwhile another designer who finishes twelve rough projects riddled with flaws will have learnt far more about every step of the project - and will often even be better at tinkering too, since they have actual experience with what small changes will actually do to a game. Whenever I arrange a team for a creative project, someone gets assigned the role of Bad Ideas, whose job it is to invent and say as many bad ideas as they can. Deciding what is obviously not right for a project helps refine what is right, and occasionally a bad idea pitched as a joke turns out to actually be the perfect idea in the moment.
@JeffreyKnipe
@JeffreyKnipe 3 жыл бұрын
YES YES YES! This is the skill I push young multimedia designers to get to grips as quickly as possible. As a designer, you have to really release yourself from your design as soon as it gets handed to a client. At that moment the design belongs to the client, so if they break it and do things you would never consider it's theirs, not yours. So keep pushing and advise but don't put any more emotional credit into that design (unless it's a total reset and starting again).
@LonkoftheOnks
@LonkoftheOnks 3 жыл бұрын
This is just amazing life advice. I feel like “strong views weakly held” would REALLY help the modern political environment.
@NajwaLaylah
@NajwaLaylah 3 жыл бұрын
Hm, I think that's full of folks who hold donors views, and hold them as weakly (or weekly) as donors change and as strongly as they like money. But you're right; it would help in some ways.
@tecboy6
@tecboy6 3 жыл бұрын
Great video. I think more people applying this thinking to more aspects of life would improve the world immensely. Imagine a world where people didn’t dig in when they where wrong and just moved on instead. But I think if you want to do a part 3 I’d look at how you respond to people admitting they are wrong. As a big pressure on people when their in the wrong is how other people will see them or react to them admitting they where wrong and I think this is a big factor in why people dig in as they fear they will be seen as weak to admit they were wrong
@emilekroth100
@emilekroth100 3 жыл бұрын
Really good and important video. Probably one of the most important skills in most design projects.
@FurryKovu
@FurryKovu 3 жыл бұрын
I cannot love this video enough. it applies to every aspect of life really and I myself keep challenging to improve upon this topic. Also really love the outro this week too
@hankoconnell
@hankoconnell 3 жыл бұрын
As a glassblower I found a lot of these ideas very helpful!
@starshiny3399
@starshiny3399 3 жыл бұрын
The way you explain debating is amazing. I never thought of it that way.
@DarthBiomech
@DarthBiomech 3 жыл бұрын
Stopping caring about my ideas is I goal I've had little to no progress in achieving. I've always managed to let go of only either small stuff (like individual scenes or details) or clearly abandoned projects (and even those I sometimes can't help but revisit after a couple of years or so). And yeah, the immediate strong defensive reflex to any critic that begins to look more like subjective opinions and not pointing out the bad stuff that needs to be purged.
@ellafoxoo
@ellafoxoo Жыл бұрын
Learning to accept that your creation might not be what you wanted it to live up to can hurt a lot. But it's important to not dwell in the anxiety as a creative thinker. Thanks for the video 😊
@billionai4871
@billionai4871 3 жыл бұрын
I really have never seen the emotional side of the discussion, so it's great you brought it up! Here's my 2 cents on why that is: usually you either see people who like the iterative idea but never met a real barrier, so they don't know what to do when their plan is flat out wrong, or you see people so used to professional detachment that emotion don't even come close to their mind when talking about it. You rarely ever get someone in the transition period between the first and second person talking openly about the hard parts
@Talik13
@Talik13 3 жыл бұрын
This is kind of thought process needs to be out there in more than just game design. Seriously everyone needs to practice this and learn how to debate instead of argue.
@deeps6979
@deeps6979 3 жыл бұрын
The emotional intelligence to handle failure is just as useful when colliding with player criticism. Seems some game dev companies are super resistant to that and will insist, at all levels, the players are wrong.
@Jamstaro1
@Jamstaro1 3 жыл бұрын
. . . As someone who participated in a fire emblem game design... I can totally attest to this... again it never came out. And died in the prep and design phase because we tried to force it to work instead of having it work before polishing it and making the extras work with the game. Ultimately I grew super attached to a character named ian... he was someone I put alot of effort into designing and making a combat animation... WITH ZERO SKILL IN EITHER AREA. And he came out really well. At least for a while... then when new blood came on they hated it. . . And without discussion ripped him apart. In both design and animation. And when I turned around from the story design my heart was kind of ripped apart to... childish I know... but it's the fact I wasn't even allowed to agree or disagree... or to pitch alternatives that everyone could be happy with.. and it killed my passion for the project... and they disbanded 3 months later? I know this will fall into the void of comments... but if anyone from that time remembers that project. Just know it was legitimately one of the most fun times I had on a project. And I wished we could have pushed through and made something amazing. Take care reader and never give up.
@DarkBloodbane
@DarkBloodbane 3 жыл бұрын
A nice tip! thank you! I've learned a lot about accepting wrong and mistakes. Some of my games ended up prematurely because of mistake I've made in the concept part. But I learned some lessons and codes I've made in those games are used in my other games :D.
@Endarire
@Endarire 3 жыл бұрын
I disliked the title, but enjoyed the lesson about how to adapt to realizing I was wrong. Another part of this situation is recognizing when you're right and advocating for that. Thankee!
@state_song_xprt
@state_song_xprt 3 жыл бұрын
Y'all REALLY nailed the timing on this video
@SeanGoresht
@SeanGoresht 3 жыл бұрын
We used this video for developing our code review process 😃
@pietro3477
@pietro3477 3 жыл бұрын
Should make a video on Temerlane, PLEASE!
@tinyak7205
@tinyak7205 3 жыл бұрын
I love your content when do you guys think you’ll be making another history video
@Attilles
@Attilles 3 жыл бұрын
Saturday.
@tinyak7205
@tinyak7205 3 жыл бұрын
Ok cool
@xcelentei
@xcelentei 3 жыл бұрын
This probably isn't relevant, but I've been playing MTG for about three years now, and I like Deck building and experimenting with crazy strategies. I'm a Johnny. As I make more and more decks and play test them, I keep remembering the writing phrase "kill your darlings." That is to say, when you're doing something for the first time, or you see an idea that really compels you, you want so badly to make it work. But often, because systems are complex, it won't be as feasible or efficient as you imagined, or the payoff when you can pull it off doesn't perform as well as something in the meta. The more you fail, the easier failing becomes. BUT, there's good news. The more you fail, the more you learn about the game. Often I've found that in Magic, an idea I had earlier may get support later that makes it viable, or an interesting interaction will inform a new discovery or tech in an unrelated archetype. In writing, you may write three scenes you don't care about just to justify one image which Possessed you. But when you start writing it down, you find that the core logic of the scene falls apart and it was all for nothing. But that's not lost! It may not be with these characters or in this context, but you will find a time later that reminds you of your failed work, and it will inform your direction then. This is rambly but the point is it may seem dispassionate and Hyper-logical when experts kill their darlings, but really they're the most passionate, because they've had more Darlings than anyone else to get the ones that work. The master has failed more times than the student has tried.
@punkbutcher5321
@punkbutcher5321 3 жыл бұрын
Sounds like a lighter version of one of my slogans as a scientist: The more you like a model, the more you have to try to break it. Obviously the focus is different, but the main goal is as well to get the best possible result, not to satisfy your ego.
@shada0
@shada0 3 жыл бұрын
About the term "Being Wrong," I think that's something that could go into more depth. As a creator I feel it's important not to fear it & not to believe in it. It's ok to be wrong, but when working in a group it's not worth fighting your colleague for even the best ideas.
@yearlygymnast9865
@yearlygymnast9865 3 жыл бұрын
These videos are really entertaining and helpful, as im hoping to in the future make my own game! Thanks EC team for another heads up for the hopefully future me!
@01joja
@01joja 3 жыл бұрын
I think this is a important thing when ever you are working on any product as an engineer or designer in any field.
@TheVoiceOfChaos
@TheVoiceOfChaos 3 жыл бұрын
before i started college ive never had anyone flat out say that my art was bad.
@insaincaldo
@insaincaldo 3 жыл бұрын
I did not expect to see that mega buff designer.
@sebbychou
@sebbychou 3 жыл бұрын
There's few things more frustrating than debating someone that is assuming you're argumenting.
@peppermanners1191
@peppermanners1191 3 жыл бұрын
Im just some random kid watching this and now I’m inspired as hell. Later I’ll edit in some of my game ideas.
@petersontaylor2000
@petersontaylor2000 3 жыл бұрын
This is a technique valid and adaptable for ANY intellectual profession/task to improve steps toward goals!! Nice video, guys!
@ChaosDX1
@ChaosDX1 3 жыл бұрын
Whenever this topic comes up, I recall a nightmare of a group project back in college. I was team leader on a game design project and it was really hard for me to cut out the things that weren't working. Not because they were my ideas and I was emotionally invested, but because the WEREN'T mine. You guys know how many school group projects can go. The content and assets I was given were often terrible. (Examples: A 'sandy beach' texture looked like an infected scab. One racecar had over a million polygons. A racetrack was long, boring, and clearly not built with the game's physics in mind. The track's designer actually had the gall to ask us to reprogram the physics so the cars could make it over the track's Grand Canyon sized ramps.) But if I cut them, all that would be left is mostly stuff I created. I feared it would seem like I was making this "My Game" instead of "Our Game" so I foolishly spent late nights up until the deadline trying to make them work (Ex: I added floating platforms to the previously mentioned ramp so the cars could reach the other side) instead of polishing the parts of the game that already did.
@whiterabbit47
@whiterabbit47 3 жыл бұрын
This sounds like the number one engineering skill, that they teach in freshman year for engineering majors. Though, we were also taught that if the customer is wrong and wants the unreasonable, then compromise, by designing the best solution and comparing it to their solution if they still demand it
@solidreactor
@solidreactor 3 жыл бұрын
The future topic of this Fail Faster series is perhaps the... "Fail Faster 3 - Mental Anxiety of being wrong a.k.a. THE IMPOSTER SYNDROME" :)
@helloeverybodization
@helloeverybodization 3 жыл бұрын
As a dm, I throw out more than my players will ever know. Sometimes shit doesn't work. Climactic fight not working. Can I rework it? No? Fuck it. It all goes.
@darienb1127
@darienb1127 3 жыл бұрын
from one DM to another, i wanna say that there's another part of this. hold onto those ideas you wanted to do for later. maybe in another session or even campaign, you can pull those ideas out and remodel them for that.
@helloeverybodization
@helloeverybodization 3 жыл бұрын
@@darienb1127 I figure since I play test extensively, if they didn't work mechanically, they definitely won't work narratively.
@darienb1127
@darienb1127 3 жыл бұрын
@@helloeverybodization again, you never know. half of DMing is just bullshitting until it works.
@danishezwan9320
@danishezwan9320 3 жыл бұрын
Thank you for designing Breach, it's the only agent that actually gives me a chance of carrying the game
@GoranXII
@GoranXII 3 жыл бұрын
To quote Robert Burns: "The best-laid schemes o' mice an' men gang aft agley"
@PyroMancer2k
@PyroMancer2k 3 жыл бұрын
The feedback part is something I think a lot of people have trouble with in all fields as people get attached to their ideas even when they are terrible ideas. As for game development I've seen a lot of Early Access indie games start with a good premise and build up a fan base. But then the Developer sees the audience doing something they didn't intend and don't like so rather than embracing the part of the game the fans are engaging with they gut it to try and prevent the behavior. StarMade is a great example of this as the dev wanted smaller ships and didn't like how the power system allowed ships to have tons of power to support all the weapons/equipment on them. The result was he made a much more simplistic power system that couldn't reach the same depth as the old system. The result was a mass exidous of the game which was already struggling due to slow update progress. But this is not the only example as this happens with both small and large developers alike, such as the infamous "Don't you have a phone?" response Blizzard game when asked if their new game would be available on other devices.
@somerandomguy___
@somerandomguy___ 3 жыл бұрын
Look at it this way not only for game design but life in general : If you succeed try to replicate what you did but if you failed them that’s just a stepping stone to success which you can learn from and when you learn from those you make fewer mistakes, thus being more successful because you realise you’re not so successful
@mr.morkite1598
@mr.morkite1598 3 жыл бұрын
1:22 "The best laid schemes of mice and men..."
@thegnosticatheist
@thegnosticatheist 3 жыл бұрын
3:19 issue is that without strong enough attachement to the idea one does not have motivation nor energy to push it and iterate on it with team. There's a lot of friction, doubt and other seemingly equal design opportunities. Without some arbitrarly made choices nothing can be decided and no design can be finalized. And this is why letting the idea go is hard - because to even give it a change in the first place one need to act in completely opposite way. Designer often need to not only explain how the idea should work in the game but also sell it to the team so team: 1. would understand why the idea is worth their time and effort 2. team have an intuitive understanding for the direction so they can give additional input So when idea turns out to be a bad one, it's not just the designer who is emotionally hit by the conclusion. It's whole team who somehow needs to accept their work goes (at least partially) into the trash, and somehow understand that the idea was a sincere mistake - not the designer being a fluke (which also can happen).
@MariaVosa
@MariaVosa 3 жыл бұрын
All of this is excellent advice for *any* profession.
@SamN234
@SamN234 3 жыл бұрын
The best game designers have to be really good at being wrong: welcome our guest writer lead designer of League of Legends. Ahhh of course plenty of exsperiance in that department.
@mowinckel10
@mowinckel10 3 жыл бұрын
That is called agile. Standard in the software industry
@geoffreyperrin4347
@geoffreyperrin4347 3 жыл бұрын
Good to see a classic topic again over social commentary. This is the kind of content I loved to begin with
@faceoctopus4571
@faceoctopus4571 3 жыл бұрын
Looking forward to Fail Fasters 2 and 3, Fail harder and fail stronger.
@TreyHancock1986
@TreyHancock1986 3 жыл бұрын
Thank you, I love the design videos!!
@matthewgolling9465
@matthewgolling9465 3 жыл бұрын
believe it or not, this is one of the learning curves in Dark Souls. where life has taught us that dying in a video game is bad, and should not happen often, Dark Souls teaches us that dying is a part of the game and is nothing to be upset over. so it is that being wrong is not something that you should fight, but except and learn from.
@KevinOMalleyisonlysmallreally
@KevinOMalleyisonlysmallreally 3 жыл бұрын
I'm just saying, this episode should have been called: Fail better 2, failure boogaloo
@paulwilson269
@paulwilson269 3 жыл бұрын
The difference between a master and a novice, is that the master has failed more times than the novice has tried.
@earnestbrown6524
@earnestbrown6524 3 жыл бұрын
This is 2021 there is no more debate anymore.
@IamJustaSimpleMan
@IamJustaSimpleMan 3 жыл бұрын
I disagree. To my experience there's more debate than ever before. But I wonder if that might just be my social bubble. No experience is universal after all.
@little_isalina
@little_isalina 3 жыл бұрын
Can't wait for Fail Faster 3: Fail Harder
@nikmarku1811
@nikmarku1811 3 жыл бұрын
Please, do the Ottoman janissary revolts of the 1400s (Vlad the Impaler, Skanderbeg) and John Hunyadi. Its a really cool topic that you don't here much about. Thank you!
@anoninunen
@anoninunen 3 жыл бұрын
"Failure is not an option" - NASA (success by any method) "Failure is always an option" - Mythbusters (If the specified method is impossible, then we have disproved it)
@pvtpain66k
@pvtpain66k 3 жыл бұрын
Life ProTip: Being wrong & losing are how you learn & it can be VERY hard to use your brains learning parts when your feeling parts are yelling at you.
@MrBam_boo
@MrBam_boo 3 жыл бұрын
yoooo i saw this guy video in my school!! on history lesson
@Lolalogo
@Lolalogo 3 жыл бұрын
Physics has taught me that I'm wrong all time lol
@Ryu_D
@Ryu_D 3 жыл бұрын
Man that's uncomfortable. Necessary, yeah, but it HURTS.
@postapocalypticnewsradio
@postapocalypticnewsradio 3 жыл бұрын
PANR has tuned in.
@Dragnfly_mynamewastaken
@Dragnfly_mynamewastaken 3 жыл бұрын
With my current project I had to ditch so many things I wanted. and as a solo dev I can put whatever I want in there and nobody can tell me no. But for an old project I just forced everything I wanted through and that one failed miserably. I let a lot of people down. So now, I have to really struggle to not include base-building or a dragongirl mechamusume technowitch because no matter how much I want to, they just don't fit this project. In the future, perhaps.
@leololcat
@leololcat 3 жыл бұрын
0:16 *BUFF DEVELOPER*
@timetraveller6643
@timetraveller6643 3 жыл бұрын
If you're going to fail... Fail SPCETACULARLY!
@tagekarlsson6796
@tagekarlsson6796 3 жыл бұрын
Love your videos:)
@GeneralLuigiTBC
@GeneralLuigiTBC 3 жыл бұрын
Wait, a debate _isn't_ about making yourself look right, facts be damned? I can think of a few political KZbinrs and streamers who might benefit from learning that--then again, some of them probably already know and just don't care.
@midimusicforever
@midimusicforever 3 жыл бұрын
I am really bad at being wrong. I guess I don't practice enough.
@Gagneto
@Gagneto 3 жыл бұрын
don't worry, I've practiced being wrong my whole life
@retro1120
@retro1120 3 жыл бұрын
morello>all
@dimitri9435
@dimitri9435 3 жыл бұрын
If only paradox interactive could embrace this concept
@ixis
@ixis 3 жыл бұрын
Yeah, but what about when you're constantly iterating? Some of us have no problem making adjustments, but instead *only* make adjustments and never feeling like anything is actually good.
@tenyako
@tenyako 3 жыл бұрын
This is gold!
@shawnheatherly
@shawnheatherly 3 жыл бұрын
Being able to acknowledge you failed is necessary to improve on that failure.
@stevemcgroob4446
@stevemcgroob4446 3 жыл бұрын
Fail Faster 3: Fail Free or Fail Hard
@TheMhalpern
@TheMhalpern 3 жыл бұрын
this also applies for rocket development, at least for one launch company...
@williamlangdon2596
@williamlangdon2596 3 жыл бұрын
*Rapid Unscheduled Disassembly intensifies
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