Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits

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Extra Credits

Extra Credits

Күн бұрын

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@Zedrinbot
@Zedrinbot 10 жыл бұрын
I really like this distinction. Another really great example for primarily 'planned' gameplay outside of the card examples would probably be Monster Hunter. You know roughly what you're up against and usually what to bring for each encounter, and how prepared you were usually is the deciding factor in how it'll go.
@kengenerals
@kengenerals 10 жыл бұрын
I watch Extra Credits even though I'm not and don't plan to be a game developer.
@DoctorRaichu
@DoctorRaichu 10 жыл бұрын
same
@zhongzhenpronouncedassciss7060
@zhongzhenpronouncedassciss7060 10 жыл бұрын
You learn how to play a game:like a giant tutorial
@CottonDrifting
@CottonDrifting 10 жыл бұрын
I don't even play games. I just appreciate the effort to deconstruct a medium.
@Hypeathon
@Hypeathon 10 жыл бұрын
Max White I'm curious, has this channel's effort to deconstruct video games through various topics ever peaked your interests into playing any video games? Not judging by the way, I just want to understand your point of view more.
@CottonDrifting
@CottonDrifting 10 жыл бұрын
Oh well I enjoyed games when I was a kid. They're just a time sponge, and I have other things I like to do with that time more. Plus, I work as a computer programmer, so spending my spare time looking at a screen solving problems isn't that appealing.
@ShiftySetax
@ShiftySetax 10 жыл бұрын
For my Fellow Tropers. Plan: Xanatos Speed Chess Practice: Try Everything Improvise: Indy Ploy
@Kalernor
@Kalernor 8 жыл бұрын
I felt proud when I caught on the 'Cut' reference
@51Dinger
@51Dinger 10 жыл бұрын
It is episodes like these that make me look at games in a different light. Though I do not wish to be game designer myself, it helps me understand possibly what they designer was looking for in any particular game. I can rattle off all the games that I have played and (now) have a better understanding of what types of game play they have. Love the channel, Love the discussions, the explanations are easy to follow and understand. Never top doing this, keep it up :)
@danny1111105
@danny1111105 10 жыл бұрын
its like looking at books in a new way, when you first learn about symbolism in school and then you start to look for it everywhere, and you find it, but with games.
@51Dinger
@51Dinger 10 жыл бұрын
Exactly!!!
@thekiss2083
@thekiss2083 10 жыл бұрын
Extra Credits drinking game: Drink every time HearthStone is used to illustrate a point.
@DoubIeRose
@DoubIeRose 10 жыл бұрын
I don't want to die of alcohol poisoning
@foufoufun
@foufoufun 10 жыл бұрын
Want to make it more hardcore? add Chrono Trigger to the list.
@thekiss2083
@thekiss2083 10 жыл бұрын
And 'GO'
@alexanderrodriguezygibson7418
@alexanderrodriguezygibson7418 5 жыл бұрын
I don’t want to die though.
@jameslangford7031
@jameslangford7031 4 жыл бұрын
Or Wow
@Michirin9801
@Michirin9801 10 жыл бұрын
You guys should really do a video on how to make a Practice kind of game harder but without making it feel unfair or cheap... I'd really like to see that!
@patu8010
@patu8010 10 жыл бұрын
"...needs to be cut." **HM01** Almost spit my drink all over my screen. :'D
@RuneKatashima
@RuneKatashima 10 жыл бұрын
But that HM01 pun though. I really appreciate that. Watching this video I felt like Strategy games like Starcraft and League of Legends encompassed all 3 game play types, but when you described plan [in a way I didn't expect] I can see it's merely a Plan type of game I'm looking at.
@MrBlazefp
@MrBlazefp 10 жыл бұрын
I really thought you were going to talk about the elite four/gym leaders in Pokemon games for the planned gameplay section. You know what element type they're going to hit you with, but you often have to improvise to beat them.
@ActuatedGear
@ActuatedGear 10 жыл бұрын
I would say its more the game as a whole. You get various trainers with various teams and you build your team to be able to reliably deal with them. If you play startegically and change pokemon often then you dont end up with a lvl 90 starter after the 4th gym.
@ten.seconds
@ten.seconds 10 жыл бұрын
actuatedgear This gets me thinking. If someone plays Pokemon thinking that it is a grindy RPG where you make your team Lv80 and crush the Elite 4, would that mean there is none of the 3 elements in play? Is there a 4th one? Like, "emotion"? Because, like, you get attached to your Charizard and want to become the champion? I played like that when I was 12, and I don't think I improvised nor planned nor practised at all.. because the game is in Japanese and the only thing I can practise is to try to figure out which moves do damage and which don't.
@MrBlazefp
@MrBlazefp 10 жыл бұрын
tobytse99 I'm portuguese and played the game when I was 6-10 yo, practically not knowing any English word, yet I've passed it many times with different teams. I think the whole game is more focused on improvisation than on the other stuff but there are these moments where it's just plan. You gotta make a team that can possibly beat every type with the pokemons the game has at disposal and that's improvisation at its rawest form, however with gym leaders you know what to expect generally, you know your electric pokemon would easily defeat a water gym leader and therefore you put him first to sweep his whole team from the start. But there's also some improvisation into it because a Swampert or a Lanturn would totally screw up your plan and you need to change your tactic.
@ActuatedGear
@ActuatedGear 10 жыл бұрын
Blaze fp tobytse99 Or you can take your Typhlosion and use it to wipe out EVERYONE, because thats your starter and its your best friend in the world...and the rest of your team is legendaries because they look cool and they're SUPPOSED to be the strongest. I played in english and honestly Itried to stay true to the show narrative when I got yellow but ash doesnt catch Mewtwo and you know I damn well did. The only time strategy style planning really comes into play is against human trainers and these days its mostly just teams of level 100s using every special item and insane training to turn most battles into 1-hit-wipe-fests. These games should be all about strategy but they just arent.
@MrBlazefp
@MrBlazefp 10 жыл бұрын
They give you the possibility to play it by strategy or by sticking to one pokemon to the end, true but the handheld games were created so that you could interact with your pals, doesn't matter if you have a lvl100 thyplosion, when you fight with your friends they'll easily beat you with a lvl80 universal team. That's why it's worth it to get a general team instead of a single type one. About playing against human trainers, I don't think it has much to do with planning since you don't know with what pokemons they're going to play with. The game is so well done from the start that there are no obvious pokemons (apart from the legendaries, I'm talking OU only) or teams, any team can be beaten by virtually any team (assuming equal conditions ofc). Oh and btw I used to catch the legendaries as well but after a while I started wondering from the game's perspective why they were there and now I just defeat them playing as well as I can.
@theanimationcluster7995
@theanimationcluster7995 8 жыл бұрын
Pokémon and Avatar the Last Airbender references. You sir, are on fire.
@TheStatusKuo
@TheStatusKuo 10 жыл бұрын
Just wanted to take a moment to thank you for creating content and dialogue that is, to my knowledge, completely unique. I have been a long-time watcher and a lot of the game design ideas that you talk about have really revolutionized my own strategies towards teaching my students. I can only imagine how difficult it is to consistently pump out content like this for so long. Thank you and keep up the great work!
@CBMX_GAMING
@CBMX_GAMING 10 жыл бұрын
I would totally recommend anyone going into game design to watch every single video about gaming on this channel.
@t3tsuyaguy1
@t3tsuyaguy1 10 жыл бұрын
I think "Middle Earth: Shadow of Mordor" expertly balances these three types of game-play, through a masterful execution of several design techniques. I would love to see an episode that touched on the design of this game, either to showcase what they did right, or to illuminate flaws I missed, or both! :)
@MantisKingMedia
@MantisKingMedia 10 жыл бұрын
I love how much you guys mention War of the Lions in these videos, it's my favorite game and I've never met another person who has played it for some reason.
@JustAKonchu
@JustAKonchu 9 жыл бұрын
Monster Hunter is a great example of all three categories of play. When you encounter a monster for the first time, you improvise.You have to practice understanding the monster's tells to know when and where to dodge and counter, and learn what effects a monster does and doesn't have. Once you understand those from practice, you prepare by bringing an optimal armor set and weapon, bring potions, maybe antidotes and cleansers, whetstones if you are a blade master or coatings and pellets if you are a bowgunner.
@von_derpenstein
@von_derpenstein 10 жыл бұрын
Considering the topic and the recent event of Crimefest, I can say I love Payday 2 for it's plan elements. Before a heist you have to correlate between the rest of the team on approach (stealth or loud, if stealth should we have a heavy guy or two waiting outside in case the stealth approach fails), weapons (we have one sniper rifle and a shotgun so I'll bring an assault rifle for general support and utility, do we need a buzz saw), supplies (who brings the ammo, or meds, do we need shaped charges), and now perks as some will not stack with each other (please just one Crew Chief in a team). There are victory strategies that work most of the time, but with a small hint of randomization that adaptation needs to be taken into account. For example one of the heists, Big Bank, has a huge vault door that you need to defend while the drill is at work, then transport the loot bags once you break in. Every time the door is placed in one of four different locations, and the structure of the pre vault room changes as well on the enemy vantage points. Sometimes you get a terrible placement and have to adapt to the issue. Other jobs will have subtle changes that people will take for granted (like the patrol of a single guard), but they matter on some level. However the core of the game is around planning and practicing that plan.
@AegixDrakan
@AegixDrakan 10 жыл бұрын
Huh. It really seems like my overall style when it comes to making RPGs leans heavily towards "planned" gameplay. Because the player is able to formulate a general strategy when it comes to using skills (or in my current game, actually CHOOSING a "build" of skills to use", but they can never ever be sure what an enemy is capable of the first time they see one, and that goes double for the bosses, who on the harder modes are all about taking whatever you have and trying to figure out what works and what doesn't. The planned gameplay segment also reminded me a LOT of the Etrian Odyssey games. You can build your own party and choose their skills, but you can never really be sure just what's around that corner and how it might throw a monkey wrench into your plans. I love that kind of gameplay, personally.
@PKMN649
@PKMN649 10 жыл бұрын
You scared the crap out of me. I thought I had been hacked for a sec... then... I read your name.
@AegixDrakan
@AegixDrakan 10 жыл бұрын
...Wait, I didn't post tha- OH! LMAO! We have the same Avatar! XD
@PKMN649
@PKMN649 10 жыл бұрын
Aegix Drakan I just realized, yours is more zoomed in than mine.
@ddmeightball84
@ddmeightball84 10 жыл бұрын
I agree with your GTA example of improvization to an extent. Running unexpectedly from the cops the first time relies on a great deal of improv skills, but subsequent random run ins with the cops require less so because you learn (as your are running from the cops) what works best to get away and what doesn't. It then begins to incorporate parts of Plan and Practice as well. My two cents, great video as always!
@saraolt
@saraolt 10 жыл бұрын
Oh my, using HM01 as the "thumbnail" for cut, perfect xD!
@crawler8575
@crawler8575 10 жыл бұрын
I think a good example of planning (surprisingly) is getting a KEM Strike (or MOAB or Nuke) in Call of Duty. Even though Call of Duty is more of a Improvise game, people going for that 25 killstreak normally have a plan weather it's rushing around the sides of the map, spawn trapping, covering one area, or camping a building. Of course, you might find some situations where you need to improvise like maybe to pick up a gun off the ground or use one of your killstreaks, even though you planned on how you were going to get it. Great video guys, keep it up.
@tt-kv4zl
@tt-kv4zl 8 жыл бұрын
Hello Extra Credits. I'm still in high school but I'm planning to become a game designer after college. Possibly as an indie/creative director in a best case scenario. I've had an idea stewing in my mind for a long time now about a game I could make not as my first, but after several years of making games. Just in the context of this, I think this video helped me a great deal come to further understand my concept. With little to no practice gameplay, heavy emphasis on improvisation and planning gameplay. Mostly in the fact that you have either no idea what to expect, or can aquire a vague idea. Details of said vague idea are things like environmental hazards and enemy types, but not potential elemental enemy variants, natural disasters or unexpected minibosses. Granted in a perfect world, the player could still improvise through these hazards, but playing around them would reward the player with that kind of ease and satisfaction of seeing a general plan fall and fit dynamically into a mould.
@Quelandoris
@Quelandoris 10 жыл бұрын
This is easily one of my favorite videos yet, an excellent lesson on how to find a reason for your design choices! Well done, Extra Credits.
@GldnClaw
@GldnClaw 10 жыл бұрын
Hotline Miami is a good example of a Planned gameplay. You can see the layout of the house and get a sense of guard/weapon layout, but how it goes is very much up to adaptation.
@euducationator
@euducationator 10 жыл бұрын
episodes where you talk about game design theory are always my favorite.
@BologneyT
@BologneyT 8 жыл бұрын
Whoever took that route in GTA DEFINITELY had 5 stars XD Took a long time to get down that tunnel And that level design of that Mario level @ 3:40 is GOOD XD
@hennyzhi2261
@hennyzhi2261 10 жыл бұрын
This was really enjoyable. I'd love to see more episodes about taxonomies used in the business. The one James uses frequently seems to cover most of the expectations a developer has for a player. Yet, that brings up another good question. The main point of Metal Gear Solid 2 was not understood until years after it was released, and the initial outrage of the game was legendary because it was purposefully marketed as another chapter in Snakes story rather than the introduction to Raiden's. The director had high expectations of his audience almost on the level of a piece of art. It was a postmodern game that relied on manipulating it's audience to serve a message to them. How and why are these games created? The MGS series is somehow ludicrous and thought provoking at the same time, and it's produced a very distinct director - one of the best in the industry. What makes a Kojima game?
@QPoily
@QPoily 10 жыл бұрын
It's really fun learning these kind of "structures" so to call them, helping me identify games better that I'm playing. Plan, practice and improvise are all very much present when playing WoW arena, and I just found out that I have yet to learn the "plan" part since I'm more of a "practice and improvise" player. In general I simply prefer improvising and doing stuff on the fly. It's the kind of person I am. Interesting to put all of that into perspective. Thanks, EC! :D
@MrAlterior
@MrAlterior 10 жыл бұрын
I greatly appreciate the work and love that goes in to each and every one of your episodes. Especially the ones where James is indulged. - Some game designer.
@ThatFanBoyGuy
@ThatFanBoyGuy 7 жыл бұрын
Thank you for this video, Extra Credits. If you would asked me before what plan gameplay is, I would have told you it's a combination between practice pay and improvise play. Thank you for teaching me not to oversimplify it to that
@3333218
@3333218 10 жыл бұрын
I liked the episode a lot. I just wanted to point out that, this is the kind of thing I was expecting from Design Club; only richer, deeper, and more exemplified. (For a Game Design enthusiast audience)
@Draconikus
@Draconikus 10 жыл бұрын
Okay, while the Pokemon references were nice overall, special props for the HM01 gag. That just made my day.
@Kraigon42
@Kraigon42 10 жыл бұрын
I think this works well combined with the earlier episode on Aesthetics of Play. I was just thinking earlier today about how much Terraria relies on discovery as its aesthetic, and I see after this that it also focuses heavily on planned gameplay with a heavy dash of improvised.
@E8144EOE
@E8144EOE 10 жыл бұрын
There's an Antichamber puzzle which might as well be called 'The practise-gameplay-at-its-most-basic puzzle'. It's called 'falling forward' and the quote after completing it is 'Failing to succeed does not mean failing to progress', I think.
@teamryan69
@teamryan69 10 жыл бұрын
I like how some games start with improvisation, but require more practice as the game gets harder, the best example is Guitar Hero type games. Also games like Starcraft are 'plannng' games, but to get your plan to work every time requires a lot of practice to get the micro mechanics down pat. Eventually something goes wrong with your plan and you have to improvise to get out of a situation as well.
@jj_the_ent
@jj_the_ent 7 жыл бұрын
Lightopus is a great mobile game and 90% improvised game play 10% planned game play.... AND I LOVE IT!!
@andrewelenbogen5574
@andrewelenbogen5574 10 жыл бұрын
The HM01 for Cut was genius! Love the references, keep up the good work.
@PrincessFelicie
@PrincessFelicie 9 жыл бұрын
Practice gameplay... Typically, the Sans fight in genocide.
@wishmaker7863
@wishmaker7863 8 жыл бұрын
The Toriel fight (at least in pacifist mode), on the other hand, is a great example of an improvise encounter.
@andrasfogarasi5014
@andrasfogarasi5014 7 жыл бұрын
Get out of here.
@clementguillaumin1039
@clementguillaumin1039 7 жыл бұрын
+WishMaker Of course : as you can't die against Toriel(except if you're the kind of idiot who runs into the pellets0, you don't have to practice 😉
@wishmaker7863
@wishmaker7863 7 жыл бұрын
Actually, if you move towards the fire it moves away from you, so it's only possible to lose if you're _really_ trying to (which prompts a haunting Toriel sprite when you see what she's like after accidentally killing a loved one).
@clementguillaumin1039
@clementguillaumin1039 7 жыл бұрын
Dat iz wat i said befor
@heliowolf5042
@heliowolf5042 10 жыл бұрын
Your discussion of planing gameplay made me think of the Wargame: Red Dragon and the wargame series which are real time tactical games done on a HUGE cold war scale. They game play has a lot more tactics than most strategy games and I would say since there is not much of a resource/infrastructure system in the game. The strategic element comes in the ability to build your army in advance from 1500 units all with loads of statistics. This planing of armies and which to use for a specific game is well, a good example of a planning element in a game that also provides lots of opportunity for improvisation since you are limited to the set variety and quantity of units you choose.
@blackfox4138
@blackfox4138 10 жыл бұрын
you guys should make an episode talking about designing the holy trinity of RPGs: the Warrior, Mage, and Thief. Because too often do I see people messing up these three fundamentally different gameplay styles. I really think it would be interesting to learn how to properly craft gameplay styles that are very different but at the same time balanced out against each other.
@HSnake5
@HSnake5 10 жыл бұрын
Wow, this video actually enlightened me. I just realized that I despise Practice focused games.
@juanbecerra5073
@juanbecerra5073 10 жыл бұрын
That's understandable. It's one of the main reasons people get frustrated with games like Dark Souls. It just takes some... well... practice.
@imarealtuffy
@imarealtuffy 10 жыл бұрын
Why I hate megaman. Dont hurt me.
@HSnake5
@HSnake5 10 жыл бұрын
Juan Becerra I honestly think Dark Souls is almost an even balance between Practice and Improvise. Despite what people say, the Planning part is almost non existent. The best you can do is have a shield equipped and healing items at the ready. There's alot of repetition and being able to respond to unpredictable stuff. Which then turns back into practice. Well, shit. Nevermind then, I guess.
@rinusluijk3514
@rinusluijk3514 9 жыл бұрын
+Havoc Jaeger I like practice and improvisation focused games (a mixture of those two, like Dark Souls, Prince of Persia and Darksiders are among my facourites) :S. I despise planning focused games, except puzzle games like Portal.
@IanMihura
@IanMihura 10 жыл бұрын
Very interesting taxonomy, it really comes together when you understand them three as three different components of gameplay. None the less, I feel like they are very rouge-like oriented, even if it can be applied to other genres.
@TheRationalPi
@TheRationalPi 10 жыл бұрын
Planning is definitely a type of play, but I feel as if it's poorly described here. I wouldn't describe planning as an amalgam of practice and and improvisation but as a type of play where you have access to actionable information that relates to the future and/or decisions and actions have persistent effects. The interest in planning play comes from having enough information to make decisions, and coming up with a plan that best utilizes that info. This is different from improvisational play, where your actionable information only relates to the immediate situation. The fun in improvisation comes from the unknown. It's also different from practice gameplay, because that type of play doesn't rely on information in the same way. Practice gameplay often gives you all the information you need to succeed, but relies on the difficulty of execution to make the game challenging. The frustration caused by practice games often comes from just /how/ difficult the execution is, but it can also occur when the game doesn't give you the information you need to succeed and you end up losing not because of execution, but because you were blindsided. I also think CCG's are a bad example of planning, because they really do have an amalgamation of the other play types. I would consider a pure puzzle game to be a better example, like Professor Layton, Pushmo, or the venerable "Chip's Challenge" game. In those games, all the information you need to succeed is right in front of you, and the actual execution of the plan is not difficult. The only barrier between you and your goal is your ability to put the pieces together to solve the puzzle. The discussion at the end of how randomization is necessary for planning play is a little off-base. This is basically a description of how improvisation and planning can work together, but it's really not a necessity. A pure planning game can certainly be fun, but it lacks much replayability, because the solution is static. Adding in a little randomization breaks this up a bit, meaning that you have to plan for contingencies and your initial plan won't always work, and that can be a lot of fun. But this is more proof that two types of play have synergy, not that planning should or needs to include improvisation to be enjoyable.
@ActuatedGear
@ActuatedGear 10 жыл бұрын
Minecraft could be considered a planned game type. You have access to a wiki with all the recipes and general block and mob info but the minute to minute is creatively random based on the world and your own impulses. There are major milestones like the achievements but ultimately there is no restriction on play. There are thinks you can get better at like bow aim or construction style and quality but you never master anything because the specifics change as you ACTIVELY (holy crap thats it) alter the world around you.
@TheRationalPi
@TheRationalPi 10 жыл бұрын
Minecraft (as with most taxonomies of games) definitely straddles all the existing lines. You can really play it any way you want. Personally, I play it in a very Planning oriented way. I decide what materials I want and come up with a structured way to get them and carry out my plan precisely. But I know other people who basically run around the world exploring caves and hunting for rare materials with no real end goal in mind as a really Improvisational exercise. And while I've never played it myself, the proliferation of "Hunger Games" maps makes it clear that many people enjoy the Practice aspect of the game as well.
@ActuatedGear
@ActuatedGear 10 жыл бұрын
TheRationalPi I say that lends itself more to the adaptability of the medium of this game. The main line of the game if there can even be one is the one I described with the others being extensions of major aspects. Then again because I DONT enjoy the random death factor there and dont do much cave exploring if I can help it I may just be full of shit and dancing on something that others got the game for in the first place.
@vinx.9095
@vinx.9095 8 жыл бұрын
i like plan and improvice. another reason why i love skyrim: you plan your journey, prepare weapons, potions, pick perks you need. most of the game will be planned, untill something random happens, for instance, a dragon attack. I once has an interesting choice, run for trees, cover for me but have less stamina left, run towards civilization, help but you put people at risk, or run for a bandit camp attacking the dragon without a risk of lozing people, but they are also a danger to me.
@Trydeth
@Trydeth 10 жыл бұрын
I would argue that Raid missions and quests play into this Planned gameplay experience and establish that gameplay type strongly into it. Taking in Destiny's Vault of Glass, the original team took 10 hours to complete it, but with the knowledge gained from their experience, players are now beating it in about an hour or so. Planning out and positioning your team best handle such situations shows how much planned gameplay is involved in even FPS games.
@Levvvali
@Levvvali 10 жыл бұрын
I think a perfect example of a planned game-play based game would be the newest Fire Emblem- Awakening. It perfectly fits the description.
@khaosklub
@khaosklub 10 жыл бұрын
really liked this video! I love it when you guys focus more on the gameplay aspect of games rather than narratives. I like these categories, though I don't think calling them kinds of play in games is all too fitting. I think types of challenges might be more appropriate? some challenges require you to plan, some a specific skill that can be practiced, and some just need you to adapt on the fly... though challenges might not be precise enough either. I wouldn't really consider these types of play, because I don't think any of them are inherent to play. While I'm planning out my strategy for the next challenge, I wouldn't say that I'm playing, but that I'm preparing to play. with practice, I suppose I am playing... but that might not be specifically the case. maybe you need to jump and shoot rapidly while ascending? you might just stand in place and practice holding down jump while rapidly pressing the shoot button. Improvise just means that no preparation was made or even perhaps allowed. I would even add memorization to the mix as it's own category. games like all the mega man platformers are highly memorized games, particularly the classic series for example. A big part of the game is to memorize what happens when and where, and where to be when it happens. You put this under practice, and though I think it usually takes practice to memorize it, I think practice is more suitable for games that require players to have a particular skill in order to take on a challenge. In mega man, 2 highly necessary skills are varying jump height, and the ability to press the shoot button rapidly while ascending. these skills allow you to simply improvise in any given scenario. but memorization allows you to plan for the next challenge? this is getting complicated...
@SogMosee
@SogMosee 6 жыл бұрын
I watch Extra Credits to learn the psychological strategies that make games engaging, and I apply them to web applications I build.
@Antenox
@Antenox 10 жыл бұрын
Keep up the good work, EC! I just marathoned all, and I do mean ALL, of your videos in the past couple of weeks, and your stand against GamerGate has made me admire you guys that much more.
@Koops2245
@Koops2245 10 жыл бұрын
For anyone looking for another example of this concept, I believe Mario Kart 8 is a prime one. A player can PLAN by designing their kart with designated kart part specs accordingly for the upcoming race, which they may PRACTICE for by familiarizing themselves with the track before the event begins. Unforeseeable circumstances will occur to spice up the race because of the (procedurally) randomized item distribution, with which all racers will have to IMPROVISE reactions to so they may adapt to the situation and thus better their ability to win the race.
@jameslillie5445
@jameslillie5445 10 жыл бұрын
Excellent! I love getting new tools for my belt! I need to build something... more importantly I need to finish building things.
@vaiyt
@vaiyt 8 жыл бұрын
It's interesting to think how Nethack changed the focus of the roguelike from improvisation to planning, as its reduced randomness compared to other roguelikes made extensive preparation the most viable strategy.
@ieatatsonic
@ieatatsonic 10 жыл бұрын
It feels like most games are a mix of these, i.e. Magic, you have a plan for your deck, but you also have to improvise with what you draw and what your opponent plays, and you practice against decks so if the opponent presents situation A, you most likely have encountered it. In MOBAs, you can practice something like a jungle route, but have to improvise if someone counterjungles, if you need to gank, or other factors, and you most likely have a plan for your item and skill builds, as well as how you interact with your team. Of course, they have these factors in varying amounts in varying places, but everything feels like it has these elements.
@sonicpsycho13
@sonicpsycho13 10 жыл бұрын
A designer may have a certain PPI ratio in mind when designing the game, and most players may utilize that ratio, but there will be some who alter the ratio through natural evolution of the game. Left 4 Dead comes to mind with this. The levels, for the most part are identical. The paths, crescendos, finale, etc are all fixed. However, weapon, health, ammo, enemy, and boss spawns are semi-randomized; I say "semi-randomized" because there at predetermined spawn locations that can be memorized. When I played with a team, we all had a plan and contingency plans for all of the possible random elements. We tipped the L4D ratio a bit more toward the practice side of the scale.
@ott1186
@ott1186 10 жыл бұрын
Tower Wars is really interesting. It's amazing how much the different placements of the goldmines can make each match feel completely different. Tower defense games are generally all about practice and planning but this very subtle detail forces the player to improvise.
@dRevan64
@dRevan64 10 жыл бұрын
As a casual speedgamer/viewer of spelunky, it's interesting that you mention it as a heavily improvisational game. While this is certainly true, it only remains so up to a certain skill measure at which point the game becomes very predictable; while every floor continues to be different, it only differs by a set of modules that are consistent in their form, if not quite their exact content (however, any given module can only vary based on crates or chests or gems contained; a shop module meanwhile only varies based on what's contained in the shop, whether it be a bomb shop, an item shop, a kissing booth, or so on). So at a certain point of skill, Spelunky becomes a game of, again, practice. And the mention of spelunky here speaks to something broader. I've noticed for a long time that extra credits tends not to touch too heavily on what happens when players approach (but not explicitly reach) a skill ceiling for a game. I can imagine this being for a few reasons; perhaps they're not in the forefront of your minds as designers and you don't design towards that because of personal preference (and I certainly have never designed a video game myself) or perhaps relying on the type of players who want to pour hours into mastery of a game is unrealistic for driving sales. Regardless, I think it warrants mention, indeed perhaps a video of its own.
@SiniAnimations
@SiniAnimations 10 жыл бұрын
I think a great example of great gameplay is the PvP aspect of pokemon. You can make a team, craft certain strategies and prepare to counter the most common ones, but you can never know what exactly your opponent is gonna use. Thus you also have to quickly adapt to the situation.
@UMRIII
@UMRIII 6 жыл бұрын
6:34 the best Pokémon reference i have ever seen
@Ouvii
@Ouvii 10 жыл бұрын
This breakdown of game play reminds me of how I've taught myself to look at music. Music consists of three parts: variation, repetition, and contrast where repetition and contrast are kinda opposites, and variation seems like a combination of repetition of contrast, but isn't exactly either, and most music is a balanced combination of the three... except for the works of those composers like Stockhausen that promote the notion that repetition is the worst and most unoriginal thing ever. I just found that those parallels in perception for two very different things to be interesting.
@jetkirby
@jetkirby 10 жыл бұрын
im glad to see you mentioned yugioh in this episode in the CCG category instead of only MTG
@JoacinoDaGona
@JoacinoDaGona 10 жыл бұрын
I certainly love it when a plan comes together.
@Paranoidifyable
@Paranoidifyable 10 жыл бұрын
Some other examples of some practice/improvise hybrids are Music games. In music there is both straight improvisation without any structure as well as what's called "sight-reading" or playing a pre-written piece without having seen it before. A prime example of this introduced into gameplay is the game Rocksmith (the first one, not 2014). In Rocksmith, you practice a set list to play as the end test for a given 'level'. Doing well enough on the set list results in you being awarded an "encore" or the chance to gain more points. This encore is not from the setlist and is often not a song that you have practiced, sometimes not a song that you have even heard before or a song that you have heard but playing a different part.
@ten.seconds
@ten.seconds 10 жыл бұрын
Paranoid Android I play SDVX in the local arcades and I agree with you. There is a lot of improvisation in SDVX because you only have 2 hands (search "Hellfire EXH" on YT and watch the 2nd result). And when I have played a track once it becomes practise. And when I still can't beat it in a day and slow it down on KZbin it becomes planning. And there is this ongoing skill that you build up, and after lots of practice you can clear new tracks that just come out the first time you see it.
@puckthewildjoker
@puckthewildjoker 10 жыл бұрын
One of the more important parts of Game Design many forget is Level and Asset Design, specifically under Usability. In particular, Sonic the Hedgehog 2006. That game had a tendency to inject the player into a set of minigames on a regular basis, and many of those minigames required a Practice style of play; unfortunately, when you failed to succeed on the first try, the game would kick you out to the main game and force the game to reload all of the assets the minigame required, resulting in a very lengthy time between each attempt; that was single-handedly the most frustrating design choice in that game, not counting the bad control scheme in the speed run stages. All that had to be done to fix it was to stop the player when he loses and ask him if he wishes to retry the stage while the assets were still resident in memory, and modify the punishment / reward system to accommodate rapid replay or endless continues. It's a problem that plagues even newer games, like DmC Devil May Cry.
@geoffreyperrin4347
@geoffreyperrin4347 10 жыл бұрын
I'd say MOBAs are heavy with plan and complimented by improve, with skill being the smallest of the 3. You know what your enemy is capable of, you know what you are capable of, and you know what the map will be, so you plan for a generalized version of your match. Then, you are in the lobby. You adjust your plan based on what allies you have. You may have to play more aggressive because your allies are late game bloomers, or you may decide to play a bit more defensive and farm so you don't give lane but you suddenly have more power than your enemy. Next, you see the loading screen and your enemies are revealed. You adjust your plan once again as you predict who you will be fighting and calculate your odds ("this person counters me...not good" or "awesome! I was hoping to fight a ___"). Next, you enter the map and have a preplanned starter build you execute. You go through your pre-minion spawn plans (assuming there is no invasion) and head to your role. There is then a constant loop of go to lane -> improvise (with an overarching plan in mind) -> return to base and plan (items) -> repeat until lose or win. Most skill comes in with execution, but not much anywhere else.
@Daealis
@Daealis 10 жыл бұрын
As you described the planned gameplay I immediately thought about the one I've been working on to get to 100% completion : Assassin's Creed Black Flag. You go into the mission not knowing quite what to expect(improvise) , scout the area and formulate a plan(planning), then as you start to execute your plan there's some guard you didn't notice and you fail or react fast enough because of prior experience of situations that were similar(practice). For me they found a sweet spot with Black Flag. I've enjoyed playing AC2 story arc through, but hated 3 to the point of not even playing it through once. I'm not able to really point out what has been changed either, if it's just the setting and character or something deeper underneath.
@lothrazar
@lothrazar 10 жыл бұрын
A refreshing video . Good to see people ignoring all the drama and bullshit going on. Twitter is a terrible medium
@martixy2
@martixy2 7 жыл бұрын
When I saw this episode I immediately thought of the D&D game I run and how it applies to me preparing my games.
@ANDELE3025
@ANDELE3025 10 жыл бұрын
Most important thing was forgotten, to actually make a Great game, not just a decent one, no component of planning or improvisation may rely on RNG/wonky AI (e.g. of good and bad at once, in DS the entire undead burg shows off signs of future enmies, but the AI of the drake burning the actual bridge varies from "i burn your naked sprinting ass" to "its chill bro, walk over to the lower level stairs in the heaviest armor you can find, i can wait" and the capra demon dogs not only having no tell positions, but also the zone is so limited that the camera is guaranteed to spazm any new players into death).
@hollandscottthomas
@hollandscottthomas 10 жыл бұрын
Dark Souls, while primarily a Practice game, has elements of the other two - there's a level of RPG elements and strategically planning your approach to each enemy/area, as well as a lot of improvisation when you're miles from safety and someone invades your game and completely scatters your carefully constructed ideas.
@phillrochardt5840
@phillrochardt5840 10 жыл бұрын
Guys, everyone unsubbing from EC because they "stand against gamergate" really should read the other neighboring tweets. They aren't dissing the spirit of gamergate (the original intent, at least): supporting diversity in games and insisting that we have a welcoming and constructive dialogue about the medium. Everyone should know that siding either for OR against the movement will get a shitstorm of criticism and villainization. This actually illustrates why saying "this has to stop" is the best answer. Do we want to discuss the issues underlying gamergate? Yes. Are death threats and other forms of bullying and harassment condemnable? Yes. Is gamergate a constructive way to HAVE the dialogue? No. Why? Because people only look at the label, the loud and the trolls, and come to a snap-judgment. Whenever that happens, it's likely that any "movement" has lost its ability to be effective. Let's move on, people. Long live the discussion of issues, let gamergate die.
@TreibsandTV
@TreibsandTV 10 жыл бұрын
Missing the upvote feature for comments here, so: Thank you.
@phillrochardt5840
@phillrochardt5840 10 жыл бұрын
***** Thanks for the thumbs-up, man!
@Danmarinja
@Danmarinja 9 жыл бұрын
So, when Dark Souls 2 introduced perma-death to enemies after being killed enough times, that made the game slightly more focussed on plan gameplay, right? Every time you kill an enemy, the number of times you can kill them again goes down, and that makes it tougher to grind, forcing the player to continue moving forwards to prevent them from learning certain areas too well when there are whole new areas to face, and new enemy encounters.
@ASpaceOstrich
@ASpaceOstrich 9 жыл бұрын
+DiscoClam That's more of a patch over a gameplay problem Dark Souls 1 had. Namely, that some players would park themselves in one spot and grind, even though that's not a very good idea, likewise, it also prevents the game from becoming a slog when travelling through areas you've beaten time and time again. It doesn't really make the game about "planned gameplay", because while you can "plan" to kill the enemies until they stop spawning, that's not what the mechanic is built for, and in order to pull that off you have to beat those enemies over and over again, as opposed to planning before you engage them for the first time.
@unprankable666
@unprankable666 4 жыл бұрын
The thing about card games is, if it's actual physical cards, not only can you build your deck with the right cards you want, but stack them in the perfect way so that you draw the cards you want and can anticipate what card comes next.
@Sprectre
@Sprectre 10 жыл бұрын
Plan, practice and improvise. It mostly comes down to improvising and training because nobody seems to want follow a plan.
@dspangs
@dspangs 10 жыл бұрын
I think a great example of planned gameplay is Harmoknight. You know what you have to do, but there is different kinds of challenges that you don't expect along the way.
@Panory
@Panory 10 жыл бұрын
Seems more like practice to me, since the levels never change. You get better at one level the more you play it.
@XanthousRay
@XanthousRay 10 жыл бұрын
Epic! I totally love this episode. As my own game approaches beta testing, this will be invaluable to me.
@ArcanaM00n
@ArcanaM00n 10 жыл бұрын
For Plan game, i think a good example of it is Pokemon, like TCG, you train your team, know your team strong and weak points, them you struggle with your oponnent team
@101jir
@101jir 10 жыл бұрын
Well, by this system I go with improvise all the way! I prefer more practice than planning, but improvisation is my fav. Also why Zeros are my favorite plane to play. Planning games I suppose are good depending on how it is delivered. I don't like games that are easily meta'd. "Do this or you will fail." I like flexibility. However, if it is planned but still not easily meta'd, then I don't mind so much.
@Alorand
@Alorand 10 жыл бұрын
The way you described Plan seemed awkward. Combination of Practice and Improvise? I would define it as 'The type of a game you can get better at by reading a strategy guide.'
@Brian0033
@Brian0033 10 жыл бұрын
I would say that rouge likes really are very heavy into practice as well. As you learn about what the game can throw at you and what combination of things work well, you do better.
@TorreFernand
@TorreFernand 9 жыл бұрын
OMG the puns! I know you always have puns, but I'm still laughing about the ones in this episode
@Heatranoveryou
@Heatranoveryou 10 жыл бұрын
Great, now I will always see nurse joy whenever anyone says joy.
@asamisato6753
@asamisato6753 10 жыл бұрын
I would love to see this framework illustrated further in an episode of Design Club. I think I kind of get it, but a more concrete example of how this works in action in a video game would be awesome.
@emstrempler
@emstrempler 10 жыл бұрын
I definitely prefer games that use a balance of types of place. Having to improvise creates great and memorable moments, but planning and practice both allow a sense of control and mastery that makes games more rewarding. Get the right mix and the experience can be very immersive and memorable. I find having a focus on one can easily become frustrating and dull.
@charcharmunr
@charcharmunr 10 жыл бұрын
I'd put forward Monster Hunter as a game that needs all three of these. Practice > Plan > Improvise, generally, but a great chunk of each. You have to practice fighting a monster to get how it fights down. You have to plan your equipment to make sure you're properly prepared. And you have to improvise in the moment when actually fighting, in case it does something new.
@matthiasl.6551
@matthiasl.6551 10 жыл бұрын
Design theory episodes are the best. Just the best. 2nd best? Detailed breakdown of a section from a concrete game, like you did for Skyrim's intro. Speaking of which, when is the next Design Club video?
@seeranos
@seeranos 10 жыл бұрын
This taxonomy can be applied to just about every individual mechanic, and I think there may be a fourth element to this taxonomy. If you think about how these three work, they all have something to do with the consistency and clarity of goals and the execution of the mechanics in the pursuit of those goals. What happens when there are mechanics in game that are tangential to gameplay, not directed towards the goal, but still act as meaningful additions to the metaphor of the mechanics? Maybe one could call this a part of a storytelling taxonomy, but if there is, say, a mechanic in a menu that gives commentary when a player picks their name, this is a mechanic that's a mechanic that doesn't restrict a player's choices or suggest alternate goals, but it adds contextual feedback, and may change the way a player sees their choices. Maybe the fourth is something like "Perceive" or "Narrate" or "Roleplay," if we are referring to mechanics that focus on the way a player inhabits his role in the game. Maybe I'm just adding on top of improvisation as a gameplay style. Thoughts?
@The_Vernster
@The_Vernster 10 жыл бұрын
I feel Pokemon is the best example of how they manage to squeeze in all 3 game types. How? Plan: What pokemon are you gonna use? What moves and strategy? Practice: Practice your strategies and how you are gonna deal with counters and etc. Improvise: Your best pokemon faints and you needed him for a certain pokemon on the enemy's team. How are you going to adapt?
@LeiosLabs
@LeiosLabs 10 жыл бұрын
This explains why Guild Wars is so much more fun to me than Guild Wars 2. Thanks!
@evilreiko
@evilreiko 10 жыл бұрын
Great Episode! One of the best actually!
@DoubIeRose
@DoubIeRose 10 жыл бұрын
great topic!
@Atlessa
@Atlessa 10 жыл бұрын
Need an example for a game that relies entirely on the "Thank the gods that 'plan' worked..." feeling, and the satisfaction that comes with beating a level which seemed impossible when you first analyzed it... Spacechem. Every time I loaded a new 'level' in spacechem, my first thought was "How the F... am I supposed to do that!?" ... and more than once I actually went to bed after trying too hard (?) for several hours, leaving a level unfinished and DREAMED up a solution, which in itself is a really interesting experience.
@ShadowWolfTJC
@ShadowWolfTJC 10 жыл бұрын
I'm guessing that Emperor: Battle for Dune and Terraria are both examples of planned gameplay, since they feature a generic progression path (some practice gameplay) mixed with a need to adapt to random events, such as battles taking place on randomly-selected maps (some improvisational gameplay).
@EvilKimau
@EvilKimau 10 жыл бұрын
Good episode. Disagree with the classification of Spelunky any decent player is playing the game at Planned level. The randomisation is small enough that high level planning is not only possible but necessary for decent scores.
@Draneif
@Draneif 10 жыл бұрын
That end music!
@jeorgedegagne8064
@jeorgedegagne8064 5 жыл бұрын
Haven't heard of these types before but it seems I like all 3.
@leeiif
@leeiif 10 жыл бұрын
I gotta say I'm addicted to E.C.
@ATMOSK1234
@ATMOSK1234 10 жыл бұрын
Stealth sequences are a good example of planned gameplay.
@soccerthepkmnmaster
@soccerthepkmnmaster 10 жыл бұрын
Not really, it is more practice than plan.
@Roxor128
@Roxor128 10 жыл бұрын
I think SpaceChem would fall under Planning-heavy, given that its puzzles are of the form "Here's your inputs, here's what you've got to make, you figure out a process to do it."
@joshott2881
@joshott2881 8 жыл бұрын
As I'm watching this I'm playing Action Henk and I realize how well designed it is :o
@slashdoomer
@slashdoomer 10 жыл бұрын
One of the best examples of a game that balances the 3 perfectly is SSBB. Imagine a Little Mac player who's actually good(whaaaaaat?) And they're playing a Rosalina player, who's also good, in For Glory. They might know when it is and isn't okay to use Jolt Haymaker, or have a general idea of how to combat the 'basic' Rosalina style- that's planning. But at the same time they obviously have to react quickly in the fight, they don't know exactly how this specific player plays- that's improvisation. But the most important thing is having good timing, knowing the delay on Rosalina's attacks or landings/dodges so he can effectively dodge or use Jolt Haymaker to its full effect- there's your practice. I don't know where I was going with this, just a thought I wanted to share
@Kirhean
@Kirhean 10 жыл бұрын
I would love to see you guys to an analysis of the Souls franchise (demon/dark/dark2)...the places where it excels and the places where it fails... I've got a feeling there are quite a few lessons that can be drawn from the series, particularly regarding the difference between developing for PC and Console, and how difficulty curves can make or break a game.
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