Don't forget to go snag some goodies from Big Bad Toy Store! - bit.ly/4d5Cyuc - A massive xoxo to BBTS for the sponsor
@pattongilbert5 ай бұрын
An interesting and unique sponsor!! Yes please???
@theslakemoth5 ай бұрын
$4 is $4
@squid-patrol50435 ай бұрын
actually so cool to see a bbts sponser. i havent bought from them in a few years but their flat shipping went from $10 down to $4???? now there is nothing stopping me
@dzarthedemon48555 ай бұрын
I was playing this game called Floppy Knights, a tactical deckbuilding RPG, and I was on the final level of the third episode. the level was divided into 3 vertical sections, 4-HP slimes were coming up the left corridor, 2-armor/3-health turrets coming up the right, and my Floppy Knights going up the middle My main squad was a 2-damage Vera that I buffed with Thorns to increase Vera to have 3 damage, a Quiver Kid with 2 damage and 2 range, and a Bamboomer with 4 damage and 3 range the math was simple and so I sent my Bamboomer to deal with the slimes, and the other two to deal with the turrets, leading to a fairly clean victory. I really enjoy smaller numbers for games like that because it's easier to conceptualize "okay, my dude does 3 damage, but that guy has 4 health, I can't take him out this turn but I can hit him and retreat so I can get him next turn"
@Lorentz_Driver5 ай бұрын
@@squid-patrol5043 Right??? They've been around for almost 2 decades I think.
@ShadowMystic75 ай бұрын
The intro immediately made me think of the phrase, "What's the difference between 1 million dollars and 1 billion dollars? About 1 billion dollars."
@Inverse_to_Chaos5 ай бұрын
Underrated comment. The answer is precisely $999,000,000.00
@Ten_Thousand_Locusts5 ай бұрын
Stupid fucking reddit "joke". It makes no sense. The difference between a million and 100.000 is about a million. Same nonsensical bullshit.
@lXlDarKSuoLlXl5 ай бұрын
999 millions, of course 😂
@redmage7775 ай бұрын
99.9% of 1 billion.
@PauLtus_B5 ай бұрын
It's also the reason why most people don't comprehend how ridiculously fucking rich billionaires are.
@steamtasticvagabond4745 ай бұрын
When you teach a player to be afraid of a 3, they’ll be terrified of a 4
@nytrul31594 ай бұрын
but what if 7 8 9
@AhmedFathy-bh6ii3 ай бұрын
This comment sums up my Slice and Dice fears perfectly
@thomasallen99742 ай бұрын
Minesweeper in a nutshell
@C0C0L0QUIN6 күн бұрын
@@thomasallen99743s are often more terrifying than 4s or biggers because often a bigger number will just include all available tiles, though. Is not how big it is, but how close it is to the full set without reaching it. To open on a 9 is a blessing, to open on an 8 is terrifying
@DonYagamoth5 ай бұрын
Not gonna lie, a "health bar" on the debit/credit card would probably save a lot of people.. That's unironically a genius concept (too bad the companies issuing these things have every interest to not implement such a thing)
@nullpoint33465 ай бұрын
Time to make a credit care company to implement this design.
@epiclamp445 ай бұрын
The only real issue with that is "what's your max health?". Where does it "start" and go down from? If it's just a means of budgeting, like a limit of 500$ a month that goes down like a health bar, then I don't really see anything special with that. From what I can tell banks generally already offer a means of helping someone budget(mine personally has one), let alone the million of other budgeting apps that exist. People seem to be served already. Would be a fun gimmick though.
@alvin_row5 ай бұрын
It's like that one store that had a "no bullshit" approach to selling, where they intentionally avoided all the scummy store tactics (like inflated prices to make sales more appealing) but then went bankrupt shortly after opening.
@phylippezimmermannpaquin20625 ай бұрын
Correlation doesn't mean causation @@alvin_row
@alvin_row5 ай бұрын
@@phylippezimmermannpaquin2062 I remember there being a direct indicator of causation. Maybe the store used to sell well before adding that policy or something like that. There might be some info online, but I don't remember the store name as I heard about this a long time ago.
@gaminggeckos43885 ай бұрын
Oh, 100%. One of the big things I was happy about when I went from the new Paper Mario games to TTYD was how cool it was to have the numbers be so much lower. Also it’s kinda funny how this can be taken EXTREMELY low. Like, “WHAT DO YOU MEAN, the Hollow Knight’s Failed Champion is doing a whopping TWO DAMAGE to me??!?!”
@iantaakalla81805 ай бұрын
The funny thing is that because Sticker Star is the shitty in-between of the other Sticker Star-likes and those that came before, it technically has decent damage scaling. You normally have stuff around 5-20 damage, but things deal 50-99 damage, and bosses have 300-700 health. It’s still inflated, but the ranges still suggest meaningful design given the upgrades are by better stickers.
@Dexuz5 ай бұрын
Hollow Knight as well as games that use a similar health bar are a different topic however. HP in there is mostly treated as a "how many times can you get hit" bar, instead of an arbitrary "I have this number to survive the enemy numbers". When something in Hollow Knight deals 2 (or more) masks of damage, it feels ridiculous because 99% of the things in the game only do 1 mask, because that's just how the game is balanced.
@laytonjr66014 ай бұрын
@@DexuzNow I'm comparing it to the Zelda health bar. Most common enemies (outside of TotK and BotW because they have armor that reduce damage) do 2 damage (half a heart), puny monsters deal 1 damage, powerful monsters deal 4 damage and boss monsters deal 6 or 8 damage (2 full hearts). The late game has new ennemies that all deal double damage but there is also armor that divides the damage you take by 2
@Dexuz4 ай бұрын
@@laytonjr6601 That depends on the Zelda game, some like Twilight Princess follow your logic, but others like Zelda 1 or ALTTP have extreme variations of damage, so the health bar there is not at all like Hollow Knight's, and closer to an RPG system where as you progress, you get more HP but so do the enemies in their damage output.
@MinecraftCowFriend5 ай бұрын
I think the discrepancy between the perception of one thousand, one million and one billion, and the reality of those numbers, also comes down to the fact that humans don't percieve numbers linearly but logarithmically. In a logarithmic scale, one million actually is halfway in between one thousand and one billion.
@kieran.grant_5 ай бұрын
Huh, that makes sense actually
@Kenionatus5 ай бұрын
@@sailorenthusiastYeah, that's what a log scale expresses.
@jasonreed75225 ай бұрын
Something my highschool biology teacher once told me is that our brains aren't good at processing long numbers so we like to break them up into groups of 3 or less. Think about how you read off your phone number xxx xxx xx xx even though its written as (xxx)-xxx-xxxx and you could just say all 10 digits in a row without pausing. For both speaker and listener its easier to comprehend as blocks of 2 or 3. I'm sure this is part of why we like logarithmic scales, they change the axis from normal numberline to order of magnitude. And by order of magnitude all these big named numbers are separated by chunks of 3 0's. Thousand, million, billion, trillion, ect. are visually distinguished by only 1 block of 3 zeroes, but mathematically each one is insignificant compared to the next in the sequence.
@sakarain5 ай бұрын
I was hoping he was going to bring this up
@tomsko8635 ай бұрын
I guess there were no math or engineering majors in that study. There was no mention of what the scale is, so I assumed it was a logarithmic scale and put it near the middle. That's where it belongs. When I see an "unlabeled axis" I will use whatever scale I need to to illustrate a point.
@ELStalky5 ай бұрын
The biggest thing about the tiny numbers in the old Paper Mario games is that it enables *planning and strategizing*. You can make informed decisions about what moves to pick to optimize the battle, so you don't waste damage, turns or items. It is very satisfying if you have e.g. four enemies with 5 HP each and you do 2 damage to all with the partner then finish them off exactly using a fire flower.
@Triforce_of_Doom5 ай бұрын
Yeah the small numbers really make you actually choose between jumps or hammers, especially at the points in the story where you'd have one more boot upgrade than a hammer upgrade because they always give the attack method that deals more damage in one hit the upgrade after the multi-hit method.
@reagansido58235 ай бұрын
Paper Mario's the kind of game where it takes two levels to get the badge points to cover the cost of ONE. POINT. of attack. And that's worth considering! It's actually worth it to basically put two levels into a single point of attack power.
@NoobWithACoolTophat5 ай бұрын
a really good roblox RPG I played (Block Tales) has this card system, you can increase damage by 1 if you have the BP, the space for the card… but they usually come at a cost. Ante Up is a card that makes it twice as difficult to correctly time attacks but increases damage by 1. Screwing up seems fine, it makes you deal a bit less damage… until you read that bad timing will negate all the damage in that attack. It also takes up 5 BP, which is two level’s worth of card space. Levels you could’ve used to increase HP or SP. Knight is quite simple. Deal 1 more damage, but lose your ball slot. Your sword is good single-target damage, but unlike the Ball, it can only target enemies in the front. And unlike the Ball, the sword does not have any moves that can inflict status effects like Dizzy and Frozen. Even the opposite, the Baller card that instead removes the sword slot, has its own problems. Balls are affected by enemy Defense. The sword can pierce a point or two of Defense, but balls cannot. On top of that, the sword can hit enemies with the Spiky effect, but you’ll need a special card to make balls hit enemies who are burning or Spiky. Oh, and both Knight and Baller take up 4 BP. That’s two levels’ worth of BP, with 2 left over. Most of the damage bonuses I’ve seen in that roblox game come at a cost. Cards that permanently increase damage usually take up a lot of space in your build, but cards such as Charge lets you use SP to increase damage for one turn. There can be a lot of thinking that goes into making a build. Multiplayer especially. One person might take cards such as Cure or Resurrect to heal and revive themselves and teammates, but they’ll do a lot less damage. The other might be the damage output, taking cards like Ante Up and Knight. Then, one person could take cards like Cannonball, Snowball, and Fireball to inflict debuffs. Of course, enemy health and damage scales with the players you fight alongside with, encouraging strategy, especially when using cards such as Hard Mode or Double Pain, which will massively increase the punishment for making a mistake. sorry for the long comment, I just found a reason to talk about one of my favorite games and… y’know.
@weatherman15045 ай бұрын
Definitely. In Paper Mario, that boost of 1 atk can be the difference between an attack doing damage or doing no damage. For some attacks that hit multiple times (Fan Smack, Ground Pound), one singular point of defense can be the difference between dealing zero damage and dealing 10 damage.
@sethb30905 ай бұрын
Similar in a new game called DC20. Most weapons and spells have a base of 1 or 2 damage, which can go up to maybe 7 or 8 if you stack every possible buff.
@keviaaar5 ай бұрын
Paper Mario is peak for many reasons and this is one of them
@bladedasher5 ай бұрын
And then on the opposite end, I use a badge in paper mario 64 that reduces damage by 2 instead of 1 when you block. Really helpful for staying alive even when you don't dump a lot of levels into HP
@gabbywills985 ай бұрын
As soon as you spoke about not revealing bosses' HP, it reminded me of D&D - our DM will describe opponents' physical state in combat rather than putting a number to anything, "how do they look?"/"they look bloodied" etc
@woofspider3302 ай бұрын
*hits boss with 3rd attack that both the DM and I suddenly remembered I have* "Oh, he's hurtin. Big hurtin"
@wiiuandmii76195 ай бұрын
There’s a reason you don’t hear many grouses about single attacks doing 8724 damage, and you hear a whole lot about how that one move just did half your health.
@nytrul31594 ай бұрын
Reminds me of when Ganon's healthbar just extended past the usual margins to the end of the screen and I audibly went "OH, FUCK ME"
@IHOMilk5 ай бұрын
One way to really understand this is to look through the lens of Clicker games. Those games function entirely off the concept of “big number go up” and the dopamine injections you get after reaching certain thresholds. The thing is though, the first time you hit a million cookies in Cookie Clicker might be momentous and allow a moment of meteoric growth, very quickly that value becomes trivialized as further upgrades are costing trillions of cookies and a million cookies are basically worth nothing. Once you raise the value ceiling to a new threshold, usually by adding another 0, the minimum value floor also gets raised up. Then anything at or below that floor feels no different than 0, and the numbers start getting so big you can no longer rationally conceptualize them. So then you reach the point of both your value floor and value ceilings feeling no different.
@laytonjr66014 ай бұрын
Yeah, the difference between 10A gold and 10T gold is astronomical but when you reach that point the numbers are just noise
@catdownthestreet3 ай бұрын
That's a fantastic example
@CurrentlyDuck15 ай бұрын
"Oh. Oh, that's right. This video... is sponsored." That was the most foreboding sponsor transition I have ever heard
@TextualDeviant5 ай бұрын
"And that's- wait, no no, the script keeps going... I'm- I'm sponsored? But who on earth would- oh, it's just an antivirus. I guess it's just a rite of passage of some kind... *Ahem*. Slip into a comfort fit with the newest line of flavored- hold a fuckin minute that's not-"
@Drekromancer5 ай бұрын
I imagine a horror movie turn to the camera with the foreboding line, "there's something here..." And then you do the horror movie violin as the sponsor pops out of the closet and jumpscares you. Ngl, I'd watch the shit out of that.
@CubeCookie5 ай бұрын
@@TextualDeviantCLONE VPN
@Guardian-of-Light1375 ай бұрын
3:13 I have unironically been thinking about this recently. Damage is all relative. 1 HP, or even 9 million, is a scratch to something with a billion or more. Meanwhile 1 damage to an enemy with 5 health is equivalent to knocking off a limb.
@youtubeuniversity3638Ай бұрын
1 damage is death against 1 HP, a lost limb to a 5 HP, and basically the same as a billion damage to something with a trillion HP.
@Posby955 ай бұрын
I'm surprised the logarithmic scale wasn't mentioned. It's a part of why we intuitively put 1 million about halfway between one thousand and one billion. Our brains are good at comparing sizes, not counting the exact numbers, and a log scale helps with that. We think logarithmically.
@silphv5 ай бұрын
Yeah I think the only information you get from quadrillions of damage is a vague estimate of orders of magnitude. Which is pretty useless for knowing how effective an attack is (a ratio of 1 to 10 is still a big difference). So ultimately it just gives you a feeling. I think with something like Disgaea it's a meta joke about RPGs in general, and it's also making it very clear "these aren't numbers for you to do math in your head". It's not my favourite but I respect their choice to be absurd
@SupposeKennethed5 ай бұрын
These videos are not exactly made for the smartest people on the internet. its as tabloid as Peoples magazine but has a veneer of intellectualism.
@silphv5 ай бұрын
@@SupposeKennethed Your comment has a veneer of intellectualism. This video is not an academic paper, sure, but it's... like, have you seen the rest of youtube? It's nowhere near the lowest common denominator type of content. Every time youtube signs me out and I see what's going on out there it's staggering. Anyway, what was your point again?
@kaizoisevil5 ай бұрын
We also hear logarithmically.
@dmas77495 ай бұрын
@@silphv this is pretty much my exact feeling on Disgaea.
@lewis9s5 ай бұрын
I love it when games have numbers that start very small and progressively get big but not to the insane lengths of the millions. Everytime you hit another extra digit (e.g. first 99+ damage hit or first 999+ hit) it always feels soo much more impactful since you’ve never dealt that much before and further strengthens the progression you’ve made as a player.
@Martyste5 ай бұрын
Yes, that is exactly what I look for in most RPGs with numbers. Not enormous numbers, but a significant progression when comparing start and finish. It's like in my childhood, catching a glimpse of gameplay from my older sister being far ahead in her file, see the big numbers and feel in awe, and then being hyped to pick the game myself and work my way to get to those numbers, and possibly surpass them. The 4 digit cap is also very harmonious to look at when it's animated in a wave ( Final Fantasy IV, V, X, XII, Super Mario RPG... ), you kinda want to reproduce that by waving your 4 long fingers and tap your desk in the same way.
@gangsterHOTLINE4 ай бұрын
Yeah I remember it blowing my mind as a kid when in FF7 you could bust through 1000HP, then when it capped at 9999 for both damage and your party HP I felt like I was a badass by then. I feel like to me anything over 9999 is kinda ridiculous. Plus I loved in FF7 that if you happened to get your HP reduced to 777 some buff happened. Or maybe it was all 7777. Can't recall but I loved that idea.
@wakaitsu5 ай бұрын
There is a great saying out there that fits the theme perfectly: "One death is a tragedy. A thousand deaths is a statistic" When you're working with small numbers, your brain can actually visualize them better and in detail, while when millions and billions get involved - well, can you imagine a billion apples? No, you can't. The best your brain can do here is imagine a pile of apples and abstractly call it a billion, simply because it lacks processing power to detalize each apple individually. The summ of objects becomes a new object in itself - a pile. This is why big numbers suddenly feel smaller - because instead of counting individual objects that comprise them, we count the "piles". You don't say "My rogue deals 2153312 damage", you say "My rogue deals 2M damage" - you only count the biggest "pile", and 2 is a relatively small number.
@Inverse_to_Chaos5 ай бұрын
Is that a Stalin quote?
@finaldusk18215 ай бұрын
@@Inverse_to_Chaos Yep; the saying of broken clocks being right twice a day feels extremely applicable here.
@guidedexplosiveprojectileg99435 ай бұрын
@@Inverse_to_ChaosI dont think he actually said that.
@sage52965 ай бұрын
I've tried visualizing individual objects, and even tho I have a fairly good imagination better than most of my peers, the best I can do is like maybe 6-8 if I'm really trying. It's really more a reflection on how easily we get task saturated and how we really aren't great at multitasking
@Hawk78865 ай бұрын
That's a phrase specifically regarding deaths in war, so tread carefully.
@jonasjohnson53835 ай бұрын
Another thing that makes big hits in games with small numbers feel even more powerful is VISUAL AND SOUND EFFECTS. Playing through that snail fight in crosscode made me feel *powerful,* and not just because I can finally deal damage to this behemoth by dealing trillions of damage, but because the screen SHAKES and the hit sound is LOUD and whenever it changes phase the game STOPS like I just stopped a speeding train with my bare hands. It's AWESOME
@pyoheliobros57735 ай бұрын
Monster Hunter is also a great example of a game that doesn't show life bars. Before MH World the game didn't even show your own damage numbers. Only your max and current HP. That was great because instead of focusing on numbers and watching a life bar, you rather observe the behavior of the Monster. Breaking body parts serves as milestones and the monster limping away shows that it's captureable and near death. Works perfectly fine and helps with the immersion.
@greenhydra105 ай бұрын
And even when we do have damage numbers, a Hunter with dinky little dual blades is just as effective as one with a giant f*ck-off greatsword.
@wavesofbabies5 ай бұрын
It's funny that I remember people at the time saying that damage numbers ruined the series when they were added to World, even if they are defaulted to off (or at least I turned them off), because, like, what did you think was happening before? Every attack in nearly every game is dealing damage in numbers. It's a computer. Even those that claim to be simulations, it's still comparing number values to know the effect of a hit. And those that aren't? It's usually either the "did this kill" yes/no of a bullet or simulating stuff in such esoteric and incomplete ways that it doesn't feel good (and has a ton of math under the hood anyway).
@thegoldenaegis5 ай бұрын
@@wavesofbabies I love the reason why they introduced the damage numbers in world. They were testing out the inclusion of turf wars and the playtesters were annoyed with it, they thought it was annoying and getting in the way of their hunts. When they added damage numbers, the playtesters saw the huge amounts of damage that the turf wars were dealing and instantly became fans.
@Mr.DontOverThinkIt5 ай бұрын
God the days of 4U...I miss them😢
@Nightryderace5 ай бұрын
@@wavesofbabies Yeah, sure is crazy that how something is presented changes how people perceive and feel about it. Crazy. Never would've guessed. People obviously knew that there were hidden damage numbers before. Displaying the damage numbers ruins a sense of immersion and, as someone mentioned, you are likely to focus on the numbers rather than the monster and the fight itself.
@DefinitivNichtSascha5 ай бұрын
You already mentioned how the Mario & Luigi games use rather low numbers, and I think this is a strength with all Mario RPGs, especially Paper Mario. I dare even say that the low, single-digit damage numbers are the very core of Paper Mario's combat, specifically because they are, as you said, tangible. Strategy in Paper Mario all singlehandedly revolves around precisely calculating how much damage you deal and take on any given turn. And yet, I only rarely see people discuss this point when talking about what makes these games great.
@Triforce_of_Doom5 ай бұрын
those small numbers are also a great part of the mindgames defense puts you on in TTYD specifically. Do you go for the safer block that just lowers the damage by 1 (or a bit more if you have the right badges on) or go for the more tightly timed Superguard that not only negates all damage but also, outside of most ranged attacks, deals the enemy a point of damage?
@Phoenixflara4 ай бұрын
I’ve always seen it as “these are cute cartoon characters. I can totally see a goomba having only 3-50 hp or Mario kicking a plant in the face for 50-70.” It’d feel outright bizarre if Luigi flail’d his arms around and dealt 9999 or something. Though this also explains why I never really liked how much damage they do endgame. The Cackletta 1 area in Superstar Saga always felt like the sweet spot in terms of stats for me.
@luigigrabspam45964 ай бұрын
Id say it was mainly superstar saga where the numbers could start to heavily creep. I remember my playthrough back on the wii u all of their stats were over 100, and with busted badge and equipment their numbers got absurd. @Phoenixflara This gets reign back in the later games tho
@mvgreen45095 ай бұрын
I once read that in Etrian Odyssey series developers capped the maximal damage at 59630, because in japanese the sequence 5-9-6-3 is pronounced almost like "good job", and I have two reactions to this: 1. It's effing genius 2. It feels more visually appealing than the boring 99999
@pandoratheclay5 ай бұрын
What does that trailing 0 add to the pronunciation
@ultimaxkom87285 ай бұрын
Go Kyu Roku San ... Rei? Some explanations and source would be great.
@mvgreen45095 ай бұрын
@@ultimaxkom8728 Go-ku-ro-san (ご苦労さん) About the trailing zero, I beleive the game's length and balance could not allow devs to stop character progression when they reach 6k damage - it's a classical turn based jrpg about watching numbers go up for dozens of hours after all :) As for the source - I'm not sure if youtube allows to post links, but I searched and found a tvtropes page about etrian odyssey III, where it is mentioned in the list of used tropes. > Cap: Damage from a single strike caps at 59,630. It's a Goroawase Number that reads "gokuro san", roughly meaning "good work on your efforts (in Min-Maxing)
@mvgreen45095 ай бұрын
@@ultimaxkom8728 Go-ku-ro-san (ご苦労さん) About the trailing zero, I beleive the game's length and balance could not allow devs to stop character progression when they reach 6k damage - it's a classical turn based jrpg about watching numbers go up for dozens of hours after all :) As for the source - I'm not sure if youtube allows to post links, but I searched and found a tvtropes page about etrian odyssey III, where it is mentioned in the list of used tropes. > Cap: Damage from a single strike caps at 59,630. It's a Goroawase Number that reads "gokuro san", roughly meaning "good work on your efforts (in Min-Maxing)
@mvgreen45095 ай бұрын
@@ultimaxkom8728 Go-ku-ro-san (ご苦労さん) About the trailing zero, I beleive the game's length and balance could not allow devs to stop character progression when they reach 6k damage - it's a classical turn based jrpg about watching numbers go up for dozens of hours after all :) As for the source - I'm not sure if youtube allows to post links, but I searched and found a tvtropes page about etrian odyssey III, where it is mentioned in the list of used tropes. > Cap: Damage from a single strike caps at 59,630. It's a Goroawase Number that reads "gokuro san", roughly meaning "good work on your efforts (in Min-Maxing)
@Umbra_Nocturnus5 ай бұрын
My biggest problem with gigantic numbers is when they don't have separators. You just dealt 1000000000 damage or got that many coins as a reward or something. The zeros start to blend in with each other, you'll just be confused instead of feeling like a millionaire. 1,000,000,000 is way easier to read, especially when the game also wants to be fast paced and flashy. Or just use K and M, that's even clearer. 999K, dang, so close, then BAM, you're in 1M territory. Much more rewarding than a random string of numbers you probably won't be arsed to read anyway.
@camerontauxe5 ай бұрын
The Kingdom Hearts games have an interesting approach to damage values and health bars that I almost never see used anywhere else. The actual numeric values of damage and HP are basically pointless, you never even see them during gameplay. But the health bars still show absolute values instead of just a proportion. So health bars just get longer (or rather, turn into multiple health bars) as enemies scale up and get more health, and "half of one health bar" is the exact same amount of damage at the end of the game as it was in the beginning. It's just that tiny enemies start with like a tenth of a health bar, and the final boss has 15 full health bars. It's a great way of allowing players to intuitively gauge an enemy's health relative to other enemies, and relative to the amount of damage you do on an absolute scale without needing to get any numeric digits involved. It's also just insanely satisfying to see Sora's health bar stretch all the way across the screen, while you start dishing out attacks that burn away multiple health bars off the enemy at a time.
@Spiderrtank5 ай бұрын
I miss the colored HP bars KH1 uses to have Superbosses white HP not going down is legit terrifying
@thediabolicalraisin89535 ай бұрын
@@Spiderrtank some Yakuza games also scratch that itch, especially with their superbosses.
@ultimaxkom87285 ай бұрын
I'm taking notes.
@Rot8erConeX5 ай бұрын
It's for this reason that I wish Donald and Goofy were allowed to have their KH1 style health bars. Fire Emblem on the 3DS also kinda did this. The health bars were all the same width as each other, but the color of the right side of the gradient, would be based on the absolute numerical value of their health. You could tell that an enemy whose HP bar was a red-to-green gradient, had less health than the one with a red-to-blue gradient, even though both their health bars were full.
@GameDevYal5 ай бұрын
Dark Souls has been doing this since the beginning, health feels more "real" when one inch of HP is always once inch of HP.
@grenaja5 ай бұрын
Something that also interests me is the sheer difference between the numbers the players deal and the numbers enemies deal. In Honkai: Star Rail for instance, if you deal 10k dmg (in the lategame), that's barely significant, but if one of your characters takes 10k dmg, they've been absolutely obliterated.
@parchmentengineer81695 ай бұрын
I think my favorite "small number" game has to be Into the Breach. It's a terrifying game where you're protecting civilization from an army of alien, skyscraper-sized bugs, but nothing in the game ever has more than like... eight health, max. It really helps you instantly understand everything's relative strengths and plan out your turn, which is really useful because you have to do a lot of thinking during every single turn
@gregorycarmichael69075 ай бұрын
It also makes getting +1 damage pretty big, and getting a +2 is huge, which is great for rewarding progression
@Nawer_Rapter5 ай бұрын
Never forget that making big chunks makes for a better understandment of what you're losing every time it hits in terms of narrative. It's probably inspired by the original system for hit points (maritime strategy documents, in which 1 health point reflected how many shots of a mortar they could take) and that makes it very impactful cuz a mortar can just destroy thousands of lifes by destroying a building.
@FBracht5 ай бұрын
Excellent example! Into the Breach takes a ton of cues from board game design - which has to be small numbers because there’s no CPU processing stuff. In such a context, the ideal number of damage for one attack to deal is usually… 1. This makes it easier for players to conceptualize how long it will take to defeat an enemy in terms of numbers of actions/turns, rather than damage, or a health bar. A 4HP enemy will take 4 standard attacks to defeat. Simple! Then it becomes super easy to build upon that. You can get an attack buff to deal 2 damage for a while, which essentially means you’re attacking twice in one turn. Or the game is multiplayer cooperative, so if there’s 4 players at the table, everyone needs to commit to doing a single standard attack to defeat the enemy in one round. It’s all very elegant.
@PJutch5 ай бұрын
Yeah, it has an achievement "Overkill": deal 8 damage
@bullettime11165 ай бұрын
Great game
@Twentydragon5 ай бұрын
The smaller numbers of _Paper Mario_ and _Bug Fables_ have an additional advantage over larger numbers. This was briefly touched upon in the video but not dived into. Because they can be readily known and usually quickly calculated, the smaller numbers encourage a knowledge and exploitation of the surrounding battle system in a way that the large-number systems can't. When every attack deals three digits or higher of damage, it's harder to evaluate which strategies and techniques play best together. When you're mainly dealing in 2s and 3s, such evaluation is much more manageable, and the game can push you to think more deeply about the system (see _Bug Fables_ ' hard mode badge).
@laytonjr66014 ай бұрын
A 50% increase from 2 to 3 feels so much more powerful than a 50% increase from 100 to 150 for some reason
@hammieli18755 ай бұрын
I stop reading numbers after a million, and if there’s enough numbers after a million, I stop reading numbers. It might as well be screen noise.
@sauceinmyface93025 ай бұрын
I hope you dont run any countries of a decent size
@Aryasvitkona5 ай бұрын
I'm the same, though it's usually 4-6 digits depending on the game. For example in Genshin even though I regularly hit 5-6 digit damages, I just don't even read them because it's just noise. My hp is like 50k so me doing 10k dmg doesn't feel that impressive
@sauceinmyface93025 ай бұрын
@@Aryasvitkona It also depends on how frequently you hit stuff. In an MMO, I barely read my damage numbers, because there's just so much flying text. In a turn based RPG, or something like Monster Hunter though, I'm gonna watch my numbers like a hawk.
@KorekFrost5 ай бұрын
Flying numbers and text is clutter and noise period.
@grzegorzbrzeczyszczykiewic5635 ай бұрын
@@sauceinmyface9302 I really hope no one in office ever hears of Balatro.
@CalvinWiersum5 ай бұрын
The gastropolis fight in crosscode and [spoiler final boss] were the few examples of big numbers feeling right. It even played into the relationship between lea and sergey. Sergey uses the hax to repeatedly double lea’s attacks, increasing the damage by a power of two each time. But beyond the numbers, they are both using the “power of two” as in teamwork! It’s such an effective moment.
@icebearlikestrains62385 ай бұрын
yeah, it not only works mechanically, but is wonderful as a storytelling device. not to get into specifics, but the section of the game before Gastropolis makes you (Lea) feel very powerless and hopeless for awhile. things finally start changing here and this fight shows that very well
@CalvinWiersum5 ай бұрын
@@icebearlikestrains6238 never before had a game made me feel such contrasting emotions so close together.
@IZEASGT23 күн бұрын
@@icebearlikestrains6238 When I hit Viridian Wasteland in my first playthrough, I _could not_ go to bed until I’d finished the chapter. It’s incredibly effective.
@Rachano5 ай бұрын
Small numbers like in Bug Fables and Paper Mario help to highlight another important part of this conversation - balance. Elden ring can afford to have a lot of small buffs or debuffs to damage - a 3% increase to defense, for example. But for Paper Mario, the difference between 2 and 3 damage is MASSIVE and, as a result, any change in those numbers can be the difference between overpowered and weak attacks/skills. For the developers, there may be a lot less freedom to tune items and mechanics when the numbers are very small, but when done right, it can be more satisfying to see strategies play out.
@dave95155 ай бұрын
Paper Mario is nowhere any bit balanced. Hammer attacks are bad and danger mario exists. Mega and power rush with powerbounce, stampede etc is so broken. Paper Mario couldn't even balance small numbers well.
@noukan425 ай бұрын
@@dave9515 the entire point is that smaller numbers are a lot harder to balance. For example, you may have situations in wich 2 damage are too little, but 3 damage is too much. But if they were 20 and 30 you would have 21, 22, 23 and so on.
@purplecrowbar13325 ай бұрын
@@dave9515 Way to miss the point
@dave95155 ай бұрын
@@purplecrowbar1332 Op is saying it can be much more satisfying seeing what people come up with in low number games. Strategies don't change because of number values alone. There has to be friction and other things to influence. that. Low number games will never work as well as games with higher numbers is my take on this whole topic. There is no way to account for all the variables at play with low number scaling and such.
@getaround12765 ай бұрын
@dave9515 but have you considered the fact that little number makes big number hurt more.
@SkyRaiders4 ай бұрын
Dude. Idk what it was, but when you started playing on my watch later, I was like, "Yes! Finally, a video I'll like! " and I didn't even look at the title yet. Keep doing what you're doing, man!! God Bless!
@Evan200005 ай бұрын
There's a lurking variable in this phenomenon in your Yugioh example. Yugioh is an extremely fast paced and highly lethal game where interaction density and interaction types means far more than raw damage at the end of the day. Getting chunked for half of your health in Yugioh doesn't feel cataclysmic because it means you're still going to see your next turn, have a chance to rebuild your board, break their board, and win. The most stressful moment in Yugioh is when you run out of interaction points before your opponent runs out of gas in their combo and you're sitting there anxiously waiting to see if what you did was enough to survive whereas the moment you're getting bonked for 1900 is the point of relief where you know you did survive, as counter-intuitive as it sounds compared to something like Magic. A monster hitting you for 7999 in Yugioh would feel a little bit silly for how specific it is, but would still be a relief where you know you're still in the game as you draw and start your own combo; the scale of the numbers isn't really much of a factor here.
@sangdrako5 ай бұрын
Yugioh also doesn't have the same resources as other card games and because of that, LP are just a resource and you only really consider them for that
@kingknightisbestknight73985 ай бұрын
I found it funny when he mentioned Yuhioh and showed Gameplay of Chaos Golem being Summoned 😂 4500 to the face is bad enough but if you thought to set a few monsters you are dead to 100% just because it hits over defence and attacks all monsters Like he himself does a bit more then half your LP
@CosmicToad50005 ай бұрын
as a SRPG nerd i've always greatly appreciated games that use small numbers. when games expect you to strategise around the damage you're dealing/taking, keeping those numbers low means it's quick and intuitive to understand the magnitude of damage which makes executing strategies much more interesting and snappier since the focus is what you do with the numbers you're given, rather than deciphering the numbers themselves. It's a big part of why I always find myself coming back to Fire Emblem; it's low damage values and simple damage calculations (ex. defense is just a flat -damage taken, not a % reduction and accuracy is just a %chance to hit, not a variable damage roll) makes the games just flow really nicely while still providing an enjoyable challenge in how you use the very simple info to your advantage.
@Triforce_of_Doom5 ай бұрын
oh yeah FE's low numbers make the fact that crits deal triple damage something to FEAR... or something hilarious when the poor early game bandit who's already dealing 0 damage to Frederick lands his 1% hit/1% crit & still deals 0 damage followed by Frederick's axe to the face. (yes this happened to me & I still find it GLORIOUS)
@StKildaFan5 ай бұрын
there was an experiment done once where people were told to imagine they could buy a stereo sound system for $1500 at a local store, or drive an hour away to get the same one for $500, and everyone said they would drive an hour to save $1000. But then people were asked to imagine they could buy a car from a dealership for $30,000 or drive an hour to another dealership and get the same car for $29,000 and most said they wouldn't bother. It's the exact same deal but because the saving is smaller proportionally to the overall cost people perceive the value as less.
@obsidianflight80655 ай бұрын
only people saying they wouldn't bother are well off I guess, 1k is 1k
@carolinedavis83394 ай бұрын
@@obsidianflight8065While, on some hand, that instinct is correct, you also kinda have to think how people buy cars and other big ticket items like that, they either pay out of pocket, or finance. The people paying out of pocket, sure that's the category you mentioned, people with 30k to drop on a car casually aren't going to be too terribly bothered to save 1k by inconveniencing themselves. On the other hand, people who finance a car are also... unlikely to have a car. So that hour away might actually be an insurmountable task compared to, "This dealership is two bus stops from my house, where that one would require all day to organize a trip to, and really I'm gonna be paying this car off for years, what's the difference between 30k and 29k when I'm never seeing that money anyway?"
@obsidianflight80654 ай бұрын
fair enough, didn't think about the mindset of people when buying like that. Although in my case I'd still take the effort since I'm broke haha
@GeebzGBZ5 ай бұрын
1:45 the semifinal theme from the shadow games + the beat drop with that kick... peak taste man, great editing, here is a subscribe just for that.
@LaLtheGaL5 ай бұрын
This was great. I’m a Montessori teacher, and I love the way quantity is conceptualized for young children. We have this material, where one unit is represented by a tiny green cube; one the ten is 10 of those cubes stacked together to make a bar (now it’s blue), the hundred is 10 of those bars put together which makes a square shape and is red, and the thousand is 10 of those hundred squares put together to form a cube (and it’s green), it goes like this up to a million and the million is HUGE, because proportionally it is the size of a million of those tiny units put together. Anyways, it’s cool and the children get excited, and they get a solid understanding of the hierarchy of numbers.
@PJutch5 ай бұрын
Wait, it goes up to 6 dimensions? (Kidding of course)
@khlobbia5 ай бұрын
Hey Daryl, I love your vids! This is definitely a concept that has been bugging me for years since I noticed it. Interestingly, as an amateur game dev, I've been working on an FPS game last week where each person has 3 HP, and every single gun deals 1 damage. No exceptions. Stupidest idea ever, huh? Surprisingly it turned out pretty fun, adding a real sense of danger and tangibility to every bullet whizzing by you haha. When you took a single damage, or dare I say, TWO damage, you knew you weren't going to recover from that. This might actually be more of a low-health effect rather than a low-numbers effect, but whatever, I already wrote this whole thing XD Once again, keep up the amazing psychology videos man!
@Arakus995 ай бұрын
Kinda sounds like Superhot or Hotline Miami where 1 shot always = 1 kill either way round (Tho ig both also have stun/knockdown mechanics (throwing weapons in both games, doors in Miami))
@theslakemoth5 ай бұрын
Something I find really interesting is how our understanding (or lack thereof) of numbers can also work in the complete opposite direction. When IO Interactive was beta testing Freelancer in Hitman 3 everyone complained that the rewards weren't high enough, and sure enough they reworked it when Hitman Freelancer officially released and everyone felt satisfied. All they did was add two 0s to the dollar amounts displayed in the game (so instead of earning $5 you now earned $500 e.g.). The costs of items in the shops also got two 0s added to them, the actual values didn't change, but receiving bigger numbers as rewards *feels* better, even if it's all worth the same at the end of the day.
@JrTroopa5 ай бұрын
That feels more like an immersion thing than a numbers thing, at least to me. Making less than minimum wage on a kill just feels wrong.
@theslakemoth5 ай бұрын
@@JrTroopa Well it's not literally US dollars, it's a made up currency called Merces which I always kind of assumed was meant to be some sort of cryptocurrency or whatever. Getting paid 5 bitcoin to kill someone wouldn't be minimum wage. The point is the value is entirely made up so it can be whatever, but bigger numbers *feel* better as rewards.
@-ZH5 ай бұрын
@@theslakemoth The mind definitely associates the currency to dollars, don’t you think? A bitcoin can sometimes feel big because it’s written like 1.0000000 bitcoin
@emdivine5 ай бұрын
Another funny effect this reminded me of, was in World of Warcraft's beta. There was a mechanic that was basically universally loathed by the players: exhaustion. When you play for a long time and get a lot of XP, you became exhausted and started receiving just half of that. The game was telling you to go touch grass for a while. Players hated it. So Blizzard completely reversed it: turned it into Rested bonus for not playing the game for a while, doubling your XP gain. Meanwhile, the normal XP you gain was halved. They made it so that *players are by default exhausted*, reframed it into seeming like a bonus, and people loved it! It's how the game works to this day! Of course in modern WoW the XP rewards are designed with this in mind, but the initial levelling experience was made assuming players would be trying to avoid exhaustion. I feel like this is part of why WoW's original level grind was kinda hellish, you'd run out of quests to do and had to just farm mobs for long periods of time. Though even with "permanent rested" I think there were a bit too few quests, it would certainly make it more comfortable.
@enderpavs39575 ай бұрын
its not the opposite, its the same way. except instead of a healthbar thats taking damage, its a bank account. as he said, losing 1900 out of 8000 felt small, but losing 4.75 out of 20 felt large. so spending $1 out of $5 feels large, but $20 out of $100 feels small.
@Reginald_Ritmo5 ай бұрын
The funny thing about YuGiOh is that, since YuGiOh never uses a number below fifty, the big numbers are entirely ornamental. The game's numbers could be scaled down by a factor for fifty, and on a *technical* level, they don't change (however, you addressed the actual change in the video). If I were to fancy a guess, the size of YuGiOh's numbers come from two sources. First of all, the card game we know today had its origin in being a plot device for a manga about a kid who likes all manner of games. Second of all, the flashy nature of huge numbers in the thousands helped YuGiOh set itself apart from the tens and hundreds in Pokemon and the ones and tens of MTG.
@Umbra_Nocturnus5 ай бұрын
Probably had to juice up the numbers so they look impressive to people who deal with prices in Yen on a daily basis. "20 lifepoints? That's not even worth a fifth of a basic riceball!"
@TheRyulord4 ай бұрын
there are actually a handful of really old cards that use numbers like 30 and 80
@lancesmith82985 ай бұрын
Another example of “suddenly having a lot more numbers” from personal experience: The hardest superboss fight in EBF5, a long-lived Flash game that has mobile and Steam ports, has been preceded by a bunch of other strong superbosses that actively limit you in some way. A turn limit, no summons, a sudden need for extreme fire resistance, and so on. You go to fight the last boss, mouse over its main gimmick, and- It’s a free stacking omnibuff? Like within 4 turns you’ll hit the cap on buffs in this game, from HP to evade. Numbers like this don’t usually happen. And then your first salvo of attacks either whiff or barely scratch God (the boss). And then God (actual boss name) kills a party member in one swing. And has two attacks each turn. Dying resets buffs to zero. All your buff spells only accelerate how fast you get back to max buffs, and are otherwise totally useless. It’s a power trip, followed by realizing this is the cruelest prank you could pull in a JRPG. The rest of the fight just compounds on that feeling, where God’s damage options get stronger and stronger with no true relief besides desperately trying to win a damage race.
@steam-powereddolphin54495 ай бұрын
I wouldn't call the buff spells useless here, specifically *because* they increase your stats quickly. In fact, Seventh Heaven and Art Attack are no less of a Godsend (ironic pun intended) for that very reason. Auto-Revive, from the likes of Nine Lives and even Genesis when it's available, is also more important than ever for preserving those max buffs. However, God's Limit Break hits everyone (including backup, albeit somewhat less ridiculously hard) *15 times,* over a long enough period of time that Morale becomes useless and _even Auto-Revive might not save the party!_ The Enchant status (which can be self-inflicted by Defending with certain equips, or summoning an Angel Mirror) is the only reliable way to survive this attack...but it leaves the frontline party susceptible to double damage from a Physical follow-up.
@lancesmith82985 ай бұрын
@@steam-powereddolphin5449 This are also true, and when I say “the buffs do nothing”, I mostly mean your non-Limit options. At best, you are spending one turn to gain 3 turns worth of the omnibuff, which doesn’t sound too bad until you consider some of them have no spell or are single target buffs only. At least raw defense is pretty easy to solve. And sometimes the initial type of magic attack is relatively easy to survive with no buffs, even if it will absolutely chunk you if it’s used twice. And just to throw my hat in the ring for strategic advice (and mention some other aspects of the fight): - God also has access to two very simple buff actions that make your life a little harder. Both of them max out attack/defense, putting him briefly on about the same level as you. The attack buff heals him too, and the defense buff adds Defend (a generic halving of damage for a turn) and Bless (debuffn’t). I’m pretty sure at least the defense buff also clears negative statuses - Those actions can happen randomly, but also if you try to cheese God with status effects. High poison/scorch/curse stacks trigger defense, and high weaken stacks trigger the heal and damage buff. You can actually use this predictability to your advantage with poison spam and Giga Drill. - Get your relevant status resistances maxed out, but you can safely ignore Weaken as an immunity. It’s only relevant when you’re struggling to get your buffs back, and you’ll only be losing out on 5% damage. - The sword cats are okay to leave around. The gun cats can sometimes ruin an attempt if you don’t have full death resistance. DO NOT LET MAGE CATS LIVE. Healing scales with health, and God will be healing plenty as-is without help. - After getting your immunities in order, get as much of either kind of defense on you as possible (or work around a designated glass cannon, you’ve got options). There’s no damage types in this fight and evade is awful for a bunch of reasons here, so things like knight armor and robot gear are your friend. If you have enough defense set up, tanking Spirit Bomb from full health is possible, and free if you’ve got Auto-Revive handy. - Do not damage God until you’re ready to tank a Spirit Bomb or know you’re safe. His Limit Breaks are based on damage dealt, not HP%, so do not try eyeballing it if you don’t want to do math. - Give NoLegs your Pixel Shades. This is good advice and also does something.
@TheDemonChara5 ай бұрын
Nice seeing an EBF fan here. And I think that the numbers you see in EBF are on the cusp of being too high but not quite. Unless you're playing New Game+ or have grinded like crazy you didn't see attacks dealing more than 5 digit numbers without lots of setup.
@steam-powereddolphin54495 ай бұрын
@@TheDemonChara By the time you're at the final bosses, certain limit breaks can usually deal 6-digit damage with the standard arrangement of (de)buffs, STAB equipment, and weakness abuse. 7- or even 8-digit damage still tends to require higher level/stats (such as in NG+) and/or more elaborate setups.
@TheDemonChara5 ай бұрын
@@steam-powereddolphin5449 I guess I should've elaborated that it wasn't taking Limit Breaks into account, mb
@diersteinjulien67735 ай бұрын
One great example I had with big, BIG numbers is Disgaea. Playing the first one I tried tackling the last optional boss (who is level 4000, but I was playing with harder levels so he was 9999). It attacked me and did a 5 digit number. I thought "that's so low" until I noticed, it wasn't 5 digits It was 4 digits + a kanji And the kanji meant ten thousands. That's what "big" means to me: when you have to change the way to write to represent it
@silkdust80695 ай бұрын
The controller vibration with each punch, the baffled expression of the villain, the monstrous expression on lea for doing so much damage, the smug look on sergey for making her able to do that...thay is how you make big numbers feel big. Its kinda like berserk in which guts has big fuck off sword that is described as a big hunk of iron and everytime he swings it, in every frame in the manga i can almost hear the sound of that heavy thing swinging.
@Delmworks5 ай бұрын
*CLANG*
@draghettis65245 ай бұрын
Gastropolis is such a great boss. Thrown as a last ditch effort to stop you while you're quite literally breaking through dungeon instances, an impossible obstacle created by someone who loathes such a concept. But, with Sergei's help, you manage to damage, and eventually kill, it. The nigh impossible, about to be overcome, as as The Designer says. For the game designer that he is, nothing is more thrilling. And so his exasperation turns into pure, undiluted hype.
@moldyshishkabob5 ай бұрын
Crosscode is just a phenomenal experience from beginning to end
@Tetramare5 ай бұрын
Spoilers for CrossCode The Creator in Vermillion Tower is also extremely well made in this regard, as Gastropolis was a long while ago in terms of the game progression, the high damage rush hangs in the back of your mind, and seeing the damage slowly yet exponentially multiply again gives even more hype than even the Gastropolis Fight. But The Ultimate Experience fighting with The Creator is even more of a power trip than the Gastropolis fight, and Gastropolis serves as a huge part of being a comparison for the huge numbers. Oh you're dealing maybe quadrillion amounts of damage at a time in Gastropolis? Well The Creator drops the ball with damage numbers that span almost the entire screen, with the added multiplier bar also serving as just how much power you're inflicting with just one strike alone. Truly The Ultimate Experience.
@silkdust80695 ай бұрын
@@Tetramare spoilers Yeah I fucking loved the final boss. When you have to solve a mini puzzle and then blast his head with a ether snipe is peak gaming for me. And the D'orbis or whatever his name was in the dlc? Best boss fight ever
@DDDDDAAAAANNNNNIIIIEEELLLLLLLL5 ай бұрын
I think the battle cats handle the puny paradox in a good way. There’s no health bars nor damage numbers except for the bases, so when your fighting an enemy the only way you know how tanky they are is a knock back that happens when you deal enough damage. So you just go by vibes and vibes only when It comes to enemy health (excluding bases) and the funny thing is that everyone is doing massive damage yet you’d never know if you didn’t look behind the scenes
@cashwarior5 ай бұрын
the way my jaw dropped when you revealed the hp at 15:45 what an amazing way to make the player feel the size of that number. It reminds me of the summoning salt tetris video where he revealed how far that one got guy got ahead in the competition and the chart just scrolls for like 2 minutes
@lexacutable5 ай бұрын
the number written out is wrong, though. it's got three too many zeroes
@ninjathis30095 ай бұрын
Thank you for giving CrossCode some spotlight. It's my absolute favorite game that nobody seems to care/know about. The fact that it saves those unholy strings of numbers for only climactic moments is a great tool the devs used to show just how stubborn your enemies are, and the lengths you have to go to stop them.
@ShuckleII5 ай бұрын
I think it also might be compressibility: When you see 9999, you go "oh they're just trying to exaggerate, it's just a 9 with exclamation marks, 9 spam, who cares". It's possible the very repetition of the number makes your brain try to compress it to a simpler number, efficient memory usage and learning strategies and all that, just like a computer does with long decimals.
@hammerstix57915 ай бұрын
Yeah when I see 9999 in a Final Fantasy game, I'm running under the assumption that odds are, I'll need to do that damage 15-20 times to win the fight. Nothing to do with the actual numbers involved, I just try to condense down as much as I can to make it simple
@silphv5 ай бұрын
@@hammerstix5791 Yeah 9999 is an interesting case. Maybe it's just because I grew up with FF and got used to it but having a damage cap when you're high level has an interesting effect that sort of shrinks everything to feel like small numbers again. How many hits of ~ten thousand do I need to deal? Do I have moves that can go over the cap by hitting multiple times? If a move can reliably hit the cap it now feels like 1 and something that does 7000 feels like 0.7
@sauceinmyface93025 ай бұрын
@@silphvAs a casual player of FFX, hitting the damage cap is such a satisfying milestone in a playthrough, and then breaking the damage cap with summons or celestial weapons feels godlike.
@MonochromaticPrism5 ай бұрын
I think it’s because capped damage feels bad after adjusting to it. After a certain amount of progress in one of these games, to the point where every move is dealing 9999, your brain recognizes that it keeps seeing the same thing over and over again and starts treating it as 9999=1 or even as just a visual symbol that indicates “the move dealt standard damage”.
@sauceinmyface93025 ай бұрын
@@MonochromaticPrism Definitely depends on the game. For me, when I think of JRPGS, you might reach capped damage super late in the game, and it's still relatively powerful at endgame(except for superbosses). That makes hitting all 9s more novel and rewarding, even if you're seeing the same number over and over. It'll only get really boring if you spend like 100+ hours in the endgame doing something tedious, which is just natural to grinding.
@ZephyrK_5 ай бұрын
I love when numbers get significantly higher the more you understand and fully utilise the game’s mechanics. Put simply, big numbers = BIG serotonin 🙏🙏
@laytonjr66014 ай бұрын
Counter exemple: clicker games (like cookie clicker). 10H gold is miles lower than 10T gold but when you start reaching numbers that high it just becomes noise
@KittenRaee5 ай бұрын
13:23 "Can you imagine if your debit card had a life bar" I can. I think most banking apps in Poland let you display your statement as a bar or percentage meter of your set "base value"
@Drostaluna4 ай бұрын
These videos are so iconic, truly, im using a lot of concepts from this video to consider in my future game dev journey! Thanks Daryl! ❤
@nngnnadas5 ай бұрын
My brain did offer using a log scale in the immediate time from the question.
@takeachance58815 ай бұрын
Same, then I realize he didn't say it is. And then I went to the left most pixel.
@rezwhap5 ай бұрын
Same. I hope the mentioned study took conscious log-scaling into account…
@hugofontes57085 ай бұрын
Engineering hit, immediate thought was "ok, on log it would be about here - but this is no log"
@Kenionatus5 ай бұрын
Having a number other than zero as the minimum also implies a log scale (somewhat).
@arnaldosantoro68125 ай бұрын
I immediately thought "which scale?"
@marcelldobai30795 ай бұрын
Hi Daryl! Just wanted to express how great I find your videos. There are so many things we just glance over while playing video games
@VeteranXGaming5 ай бұрын
The naming convention you used for Pokemon Scarlet/Violet @ 12:14 was pretty funny. I almost missed it while watching the video!
@ProfessionalHummus5 ай бұрын
I like looking to Undertale for using numbers in a creative way. The actual damage numbers don't really matter that much (unless you are like a speedrunner grinding out quads or something idk), since you have the information from the healthbars, and they are typically smaller numbers. But, whenever they want you to feel the impact of an attack from a story perspective, they will change it to whatever they want. I'm putting some spoilery examples I can think of off the top of my head in the read more. Killing most bosses instantly in Genocide, Undyne the undying resisting that damage, the normal last hit on Asgore surprising you with like 7x the normal damage, the tiny hits on Omega Flowey turning into massive hits in the finale, Chara filling the screen with damage 9s, Sans and the Amalgams flipping the script by having no numbers, Asriel doing sort of the opposite by taking your health into the decimal places by orders of magnitude
@kaleenar9635 ай бұрын
Without spoiling things, Omori also does a cool numbers thing where things with a connection to Something will use the number 143 in damage or health.
@merlin98455 ай бұрын
@@kaleenar963 That's interesting, what does "143" mean?
@kaleenar9635 ай бұрын
@@merlin9845 Okay this is kind of half-spoilers so read carefully: 143 means “I love you” (the letter counts match up) and this is emotionally significant as it’s something that the character Mari is known for saying frequently, and Mari and the Something (actual name of the enemy) have some kind of connection.
@merlin98455 ай бұрын
@@kaleenar963 Oooh i see, that's very interesting. Thanks!
@laytonjr66014 ай бұрын
Undertale also lies constantly with the stats. The code is 98% spaghetti and the atk/def you get when inspecting enemies does not match the in game stats Also there's no damage formula, it's only if/else statements
@jackatk5 ай бұрын
I’m feeling really smart because I got the question at the beginning right, and I’m gonna riding this high for the rest of the day lmaoo Great video! It was really interesting as always :)
@InterLin5 ай бұрын
I misread the title as "The funny paradox" and was fully expecting a video on funny numbers by seeing the thumbnail
@BananaWasTaken5 ай бұрын
Now I’m wondering: how many funny numbers are there?
@YoutGotThisMan5 ай бұрын
The funniest is 25
@InterLin5 ай бұрын
@@BananaWasTaken At least a handful but the reason why they're seen as funny is a whole concept in and of itself to debate
@drakenn3425 ай бұрын
I mean they are funny numbers
@thealientree38215 ай бұрын
@@YoutGotThisManThe one number funnier than 24.
@guy68264 ай бұрын
15:48 I’m sure someone already pointed it out but that is 160 quintillion health the boss has
@RGC_animation5 ай бұрын
An interesting thing that I don't think is mentioned enough in this video, is that in a lot of RPGs, the player is dealing hundreds of damage to enemies, and the enemies correspondingly have that much health to tank it, makes sense. But then you look at your player, and they only have 120hp, they deal out hundreds tp thousands of damage on the regular, but the moment an enemy deals you 45hp, it's a HUGE deal. I think it's interesting how they play with the numbers to make you feel powerful yet frail like you could die at any moment in the same time.
@unluckystaravia23525 ай бұрын
A good example is in smt nocturne the players HP cap is 999 but the mc regularly deals out 3500+ damage to the final boss with proper use of buffs, debuffs, and charge
@Dexuz5 ай бұрын
That IS the case in D&D as well! I think it's interesting how, despite them blowing up the numbers to absurdity, the core mechanic of "players deal a shit ton of damage, monsters not so much", was kept.
@MorningKillsDawn5 ай бұрын
"Death's Door" is a perfect example of how to handle lifebars and dmg output, by removing them altogether. You really feel how powerful you are only by how enemies react and look and it's brilliant.
@raioh47475 ай бұрын
I grew up on the big numbers of final fantasy, and I do admit its always satisfying to reach the 9999s, but over a dozen games it just taught me to ignore numbers, that they are just a thing that steadily grow over the course of the game and dont really matter that much as long as you are keeping up with the dificulty curb. Sometimes it even has the opposite effect, where keeping numbers low but winning on strategy makes it way more satisfying
@Martyste5 ай бұрын
This is the bread and butter of low level runs of FFVI and IX. As someone who did both ( Regrouping the entire party of VI at level.... 17? in WoR and a near-full party of lvl1s for most of IX and 1 single forced XP absorber... ), beating the incredible odds stacked against you feels amazing.
@porky11185 ай бұрын
1:10 When you asked this question in the beginning, I thought, I'd rather use a logarithmic scale, so I'd place it in the middle. It's NOT an error I made.
@kenji64925 ай бұрын
In the original Gamecube TTYD, the highest enemy HP value in the game is Bonetail at 200. The Switch remake adds two new harder bosses, and with them in the game the highest HP is…still Bonetail at 200. The new bosses have HALF her total HP. Instead they challenge you to deal that damage smartly. Excellent design that keeps the game’s intent intact.
@silphv5 ай бұрын
I don't know that game but I really like that approach. I used to play Magic in the early 2000s, which by then had been out for enough cycles that they'd learned some lessons about game balancing. And the trend then was generally away from big number creatures or at least where they existed, they were often expensive enough to be seen as not very good. The scariest thing on the field might be 1/1 but it has a strong ability, or maybe your deck is built around making yourself discard the too-expensive big creatures and have something else bring it into play for free, but it was complicated and risky. Anyway I liked that, it wasn't "bigger is better" it was always "more efficient is better". (I don't know what the game is like these days.)
@kenji64925 ай бұрын
@@silphv TTYD is Paper Mario: The Thousand Year Door. One of the games talked about in the video.
@silphv5 ай бұрын
@@kenji6492 Ohh okay thanks. I didn't play it but I do know it.
@kenji64925 ай бұрын
@@silphv There’s never been a better time to get into it! The Remake has even caused prices on the original game to sink dramatically if you have original hardware.
@toasttoast74875 ай бұрын
I mean one of them has 6 defence and the other can heal 25 hp
@lucymcelhone43325 ай бұрын
What an amazing video, I feel like everything I could’ve possibly wanted to hear thoughts on was here!
@Hyziant5 ай бұрын
Smaller numbers really help if games expect you to do more specific calculations in your head. In many JRPGs, the damage calculation formula is very obtuse and you’re not really supposed to know how to calculate. In these cases, you’re meant to mostly vaguely know “high strength = bigger damage” but not much else. Large damage numbers with quite a bit of variance helps keep damage calculation vague in this case. However, in a game where you are meant to plan much more thoroughly, being able to calculate stuff ahead of time really helps. Small numbers really help with this type of game. A good example of this is Fire Emblem. Fire emblem puts a lot of focus on planning. All enemies can (usually) be seen, enemy movement range/attack can be seen, enemy stats can be seen, combat results can be mostly seen before fighting, and in newer games even the target an enemy will pick on their turn can be seen. Fire emblem likes to give a lot of information to the player and doesn’t like to keep many things vague. As such, its stat system reflects this. Damage has a consistent formula: Strength + Weapon Might - Enemy Defense = Damage. This only works because stat numbers are kept small around 1-50 and damage numbers are small around 1-140. I think this is a good example of how the scale of the damage can also affect how a player is meant to strategize.
@silphv5 ай бұрын
Yeah you're right. Another good example is Pokemon, while it doesn't matter for regular players, calculations around the stats are extremely important for competitive. Pretty much everything deals in numbers up to maybe a few hundred at most, whether stats or HP or base damage of moves, and high-level players have a very good idea going into a tournament about which attacks from which pokemon under which conditions will be an OHKO or a roll or a guaranteed survive. The way the math works out is just small numbers leading to other small numbers in roughly the same range so it stays meaningful
@FBracht5 ай бұрын
Man, CrossCode is so good. That one moment was awesome, and it’s just one of many! Someday I’ll replay it.
@VoluXian5 ай бұрын
I never bothered to get the good ending of CrossCode for some reason. In retrospect I should have but wanted to move on to other games lol.
@FBracht5 ай бұрын
@@VoluXian It's so worth it! All the post-credits stuff is excellent
@VoluXian5 ай бұрын
@@FBracht Post-credits does look really good. I also have yet to play the DLC, which is even more incentivizing to go back. 🤔
@delikatessbruhe98435 ай бұрын
This is just a random thought but maybe the fact that it's often RPGs with the ridiculously high damage values that are impossible to imagine is just... part of the fantasy feeling. Like, you're not *supposed to* imagine exactly what is happening there, just let go and let the magic happen until the boss drops dead.
@DarylTalksGames5 ай бұрын
Absolute facts. Sometimes lower numbers hit harder for the reasons discussed, but the stupidly high numbers are so integral to the experience and aesthetic of certain in-game worlds.
@FelisImpurrator5 ай бұрын
Vampire Survivors had a very different use for them: It's designed in every way to emulate the dopamine-dispensing addiction tactics of casino gambling, without the insidious move of actually charging you money for each hit.
@sailorenthusiast5 ай бұрын
Well, in rpgs, it is pretty common to go from fighting goblins to fighting gods, so the use of such large numbers could be seen as indicating the shear difference in power scale from early game enemies and late game bosses. Of course an early game goon is gonna have 10 hp, while the dread god Yaldabaoth the demiurge is gonna have 10 million hp.
@raioh47475 ай бұрын
Gotta hit that 9999 when you are killing god
@t.b.6645 ай бұрын
23:42 You just introduced me to the perfect outlet for my fandom dependant memorabilia needs. Of course I'm gonna buy stuff!!! Already on it!
@Swagpion5 ай бұрын
0:24 logerithmic growth is the natural way brains process growth. Because a change of 10 when you have 20 is a lot, but when you have 100 it means very little.
@thefabulouskitten72045 ай бұрын
PSA for people with money health bar thing. In Canada at least (dunno about elsewhere) TD offers an app that visualizes how much money youre spending using a gauge. It calculates your budget based on your previous spending. Very helpful. Called myspend. I will say having it be a health bar rather than a pressure gauge would be better imo
@SparkstarScope5 ай бұрын
Yooo, I started the video immediately thinking about bringing up the exponential growth segment of CrossCode, I'm so happy you touched up on it. The game already makes you feel on a power trip through other means, like the S-Rank combat music or the flashy Combat Arts, but the way that sequence plays out as a plot point is BEYOND SATISFYING. It makes sense that Sergey would give Lea that immense buff to fight back, and introducing a ridiculous power trip like that was nothing shorter than genius. It felt genuine, authentic like you said. I love this game so much. By the by, a funny example on the power creep topic would be Phantasy Star Online 2. In the original game, we were easily dealing up to 200k damage with even normal attacks, easily nailing everything that wasn't a boss. In comes the New Genesis update, where by year one our endgame was barely hitting the 1k mark. Years later and we just barely touched the big hitters with 100k damage. But they still don't feel as "good" because everything, and I mean EVERYTHING is tankier than in the original. We're currently at lv90, and the lv15 Pettas at the first area still take a good few seconds to deal with. And that's not to mention the mechanic that bottlenecks your Attack stat on lower level foes, making so that even small fry at lv1 still take two or three hits to kill. But I still can't wrap my head around how it works, so I sadly can't bring it up.
@dizzymoosic5 ай бұрын
holy crap. debit card healthbars. im getting this patented
@kaleenar9635 ай бұрын
Only problem, what would the “max health” be on the health bar? I don’t know much about money, but I feel like if it used your life savings as max health most purchases wouldn’t even register on the display.
@dizzymoosic5 ай бұрын
@@kaleenar963 maybe some way you could set it on your banking app
@diribigal5 ай бұрын
@@kaleenar963 I would just set it based on my budget. If I want to spend X per month, that's what I'd set the health bar to, and then I'd do a better job at saving the rest
@kaleenar9635 ай бұрын
@@diribigal That could work
@matthewmoulton15 ай бұрын
Interesting idea. It looks like Visa beat you to the idea of a live balance display (US8308059B2), but I haven't seen a "healthbar", per se. (For the record, this is not legal advice.)
@weldy005 ай бұрын
How is it possible that I just got done reading the most recent Oshi no Ko manga chapter, and then click in to this video and the only anime you mention by name is Oshi No Ko??? The odds on that must be unfathomably low.... one might say... they were puny... or even paradoxical... XD
@benjii_boi5 ай бұрын
Saw this premise and immediately thought of Oldschool Runescape When you start the game off at level 3 hitting mostly 0's and 1's, every time you gain a single max hit feels like a massive leap. When your absolute max health is 99, even chip damage feels substantial. With a max of 28 inventory slots, every item you pick up or drop is a meaningful decision. I think that design is part of what keeps a 20-year-old browser-based point and click adventure game relevant (and arguably more popular than ever), despite being such a notoriously "grindy" experience; each level increase feels meaningful and impactful. The scaling is also really well designed, too- level 92 in a skill is exactly halfway xp wise to 99, meaning that unlocking most of the skill-locked content in the game is pretty reasonably accessible but getting those last 7 levels to max is rewarding in its own way for those that suffer through the grind. It's part of what keeps me coming back to it while numerous "triple-A" titles collect dust in my Steam library That and the flexibility of attention you can pay to it- currently watching this video while grinding my last level to 99 strength for that sweet, sweet +1 to max hit. Case in point
@Soracayo5 ай бұрын
I remember my first time playing the first paper mario and seeing one of the shy guys deal a whopping 14 damage. it's all about comparing yourself to the enemy.
@TheDuckMaster125 ай бұрын
I’m glad you showed so much Persona 4 when talking about health/mana bars. I was irked the whole time that everyone’s bars were the same size regardless of the size of their numbers. It was hard to wrap my brain around 50 mp being nothing to Yukiko and being a problem for Yosuke
@TheRealBatabii5 ай бұрын
This is why I love Paper Mario games. Also I initially misread the title as "the puni paradox"
@Skarburn5 ай бұрын
Fun fact: My friends and I played Dnd for a long time and they would always comment on how I measured my characters health score, which was having my Total at the top, drawing a line underneath, and then tallying up the damage. Any time I was healed, I just minus'd it from the damage tally. Made it significantly easier to follow than starting at 106 and reducing it over and over.
@WatchVidsMakeLists5 ай бұрын
So essentially you were counting damage points instead of health points?
@jkid11345 ай бұрын
In Toontown, enemy health scales quadraticly with level. Also, when you work together, there are percentage damage increases (and other various reasons why the damage is not perfectly consistent from group to group). This has the effect that, when you're not under pressure or you're at low levels or your on your own, you work out some math to see how effiecient you can be, but as things scale up, you start learning combos and patterns because you crossed some magic line where the numbers aren't worth crunching anymore compared to "three firehoses kill a level 9" type of thinking. It's a very subtle and smooth design choice that nudges you toward effeciency or fluidity in a way that would have been hard to suggest explicitly.
@bluetoadettethegoddess61045 ай бұрын
CrossCode being use as an example to explain something? Let's freaking go
@Laurcus5 ай бұрын
One of my favorite examples of this done well is from an indie hentai JRPG called Monster Girl Quest Paradox. At one point in a crossover with another game called Shrift, you're playing as characters that are very grounded. They fight with guns, swords, magic etc. It's easy to understand and your typical big hits are around 1,000 damage. When a battle between two multiverse destroying gods happens instead of being a cutscene it's actually played out as a scripted battle. The Father of Chaos invokes Logos Magia, hitting the Old One for over 1 septillion damage. It's a nice way of conveying to the player how incomprehensibly strong these gods are.
@thequeenoffilth71935 ай бұрын
A life bar for your bank account is actually such a brilliant idea and I want it
@luvaanima5 ай бұрын
For me, the damage/number dealt has to be impactfull to either a livebar or the healthpool. If your sooo strong that you reach the damage cap, but you have to hit a enemy 100 times, its feels less good. The actual value is relevant in building builds and sometimes a big hevy ult with a crit is very nice :3
@youraverageddnerd18435 ай бұрын
TTYD feels like such a perfect example. Having a build dealing 10-20 damage per hit in a system balance around 1-6 is so much more fun then when numbers scale up to the quadrillions
@Drekromancer5 ай бұрын
Debit card life bars would unironically go hard.
@piralos13295 ай бұрын
My personal favourite for this is a dice based card game I played a while back. I don't remember the title sadly, but the base concept is that you start off with attacks that deal 2 damage, and healing that gains you 3 life. You face bosses ranging from 20 health to stuff like 999, 999, 999 (on 3 different sets of health!!) However, you get to do shenanigans! You get to roll dice, and replace any of the numbers on the screen with the result. You can reroll that attack that deals 2 damage 2 times to deal 20 damage 20 times!!! You can reroll that 999 to be a 6! It feels epic, and it feels powerful, both because the numbers are kept small enough to understand, and because seeing those huge numbers, when you're used to dealing with smaller ones, feels terrifying! The final boss being three sets of 999 is terrifying! Right up until you reroll their health, and begin to chew through them! Works brilliantly, by utilising small numbers to make those bigger numbers hit all the harder. (And, to be fair, 999 is a lot!!!)
@raventreye23265 ай бұрын
not sure if it's the exact same game, but I played something really similar called DICEOMANCER. Getting to replace any number you want with a 1-6 was really fun, and opened up a lot of options just seeing what numbers you could change and what effect it would have
@Sad_KittenGaming5 ай бұрын
The first time i thought of this was via Ultrakill. I was actually pretty surprised and captivated by how low the damage values were when i saw a video detailing some tech in the game. Very refreshing thing, it was.
@Tam-Ezrac5 ай бұрын
This also applies to stories! A story that is more grounded/low stakes like someone you like being ill feels *more* real than one where the city/continent/nation/world is at stack. In the former, behind basic empathy, the writers have to pull out those emotions out of you if they want you feel something, while the latter, well, if you want to read the story or just like the characters, the world *has* to stay alive for that. Of course knowing when and where to employ low and stakes would make you stories better than just sticking to one of them. Conversely, this paradox is the reason why a lot people dislike power scalers, since they strip away all that makes up a character just to turn them into stat sticks and that feels disingenuous to lot of people.
@Dexuz5 ай бұрын
And to real life as well, yeah it sounds cynical to say it, but it's true.
@Umbra_Nocturnus5 ай бұрын
And even if there's a high stakes situation, there's probably a low stake stealing the spotlight. A surprise tornado is headed for the city and might kill hundreds or thousands? I'm getting out of here, BUT WHERE IS MY CAT?!
@amyloriley5 ай бұрын
As a hobby game dev, while my project is currently on a break, I was trying to create an idle game in which the numbers only reach Paper Mario-levels of heights. So instead of gaining a million cookies per second, if you'd gain five, it would be amazingly high. There are other modifiers to play with. For instance, five cookies per minute or five cookies per second is a difference of 60 times as much, but keeping the numbers still low in either case. Another modifier would be the phasing in and phasing out of resources. One could convert twenty cookies into one pile of cookies, or twenty piles of cookies into a magic cookie. But to keep resources simplified, once you reached the magic cookie resource, your regular cookie resource and all its generators would fade away, not being part of the game for you anymore. In the flavor of the game, you automated it to the point of not needing to worry about it ever again. Hence it not showing up anymore. Another source of games that like to keep numbers low are board games. - In Catan, you're trading resource cards. But most likely you will not ever have more than five grain or six brick or such. - In Pandemic, the biggest numbers are 24 (the maximum amount of turns in a game), 12 (the maximum amount of disease markers of a given color), 5 (the amount of Epidemic cards in a hard game). All other numbers are lower; unless you count stuff like "the amount of cards, including the ones not part of this game." - In ProZD's "good turn in a card game" parody, while his biggest number was 30, most of his numbers were still below 10. - In a game of playing cards, the highest number on a card is a 10, not counting face cards. And in trick taking games like Hearts or Whist, numbers are compared, never added. E.g. 9 is bigger than 8, but a hearts card is bigger than any non-hearts card. In the end, the biggest number in the deck of cards is still 10. - It's not my style of game, but I'd wager that even in highly complex games, genre Twilight Imperium or Gloomhaven, even with the many components, I'd guess that not a single number you'd have to think about in the game is above a 15.
@azuarc5 ай бұрын
I put it in the middle and declared it to be a logarithmic scale.
@doublepipe.5 ай бұрын
Exactly what I thought
@talitanaka5 ай бұрын
This was another cool video, thanks Daryl. I've had thoughts on these orders of magnitudes in game also since FFX and ever since through my game design journey. It's always great to delve into why we do things the way we do and why it works or doesn't. You could tie into this topic well by analysing the ways that games do information feedback to the players, as the numbers and health and such are exactly that. The next step from "No health bars no numbers" is other methods of representing damage inflicted without showing a player numbers: changing target appearance to match a certain health state is an obvious one, or breaking parts apart. In all case, they are interesting mixes of trying to convey important information to the player, while also serving game vibes which may or may not be harmed by simply splashing the screen with numbers.
@eadbert19355 ай бұрын
what i think is interesting about the number line is that if you put 1000 and 10'000 and asked people to pick 2000, they'd intuitively pick a good position but if you put 1000 and 1 billion, it's probably further right than the first example xD
@hplwonder40545 ай бұрын
Final boss spoilers for Xenoblade 3 Z's 1st few phases are great because you can be level 99 and still barely dish out any damage at all He's not really a damage sponge, I believe he caps off the damage but it makes breaking the theater stage and fighting Z infinity so goddamn satisfying, as you're finally dealing actual damage I love ludonarrative harmony and this is one of the best examples of it in an rpg
@Xhantoss5 ай бұрын
I remember during my early MMO days hearing high level players in map chat saying stuff like "My combo only does 30k damage", meanwhile my low level char was pushing barely 3 digit numbers. I couldnt even comprehend why those players would be sad with their damage output. On higher levels I later understood that the numbers just inflate into meaninglessness and my 130 damage was just their 130.000 damage in a different level context.
@SDBaeson4 ай бұрын
13:26 mine kinda does! All the budget tools in the financial institutions’s official app are visual. They have the dollar amounts there and it’s all visualized mostly by pie graphs (occasionally bar graphs). It really does give a better grasp of how much of our budget we’ve spent/how much of each budget item we have left.
@parchemiarz5 ай бұрын
I think that Final Fantasy 16 uses damage number for evoking a feeling of being badass well. Sometimes, while playing story missions, you turn into an Eikon, this big badass kaiju and fight other kaijus. These fights are arguably the best parts of the game, the setpieces sometimes made me go apeshit lol. I think one of the main reasons what make these fights so fucking cool and badass is shifting the damage numbers from 450 with light attack in human form, to dealing 23,800 (also light attack). The big number doesn't necessarily represent the percentage of health pool (duh, you're fighting other badass fantasy dinosaurs), but the numbers alone definitely contributes to power fantasy.
@jijidu695 ай бұрын
Definitly an interesting way to show how powerfull Eikons are.
@Triforce_of_Doom5 ай бұрын
from the same game in a similar vein, 999999. If you know, YOU KNOW
@parchemiarz5 ай бұрын
@@Triforce_of_Doom oh yeah, this is the perfect example. I remember getting goosebumps
@PiTBuLLeD5 ай бұрын
The lifebar on your debit card is actually genius, on several levels.
@jaideairblade5 ай бұрын
I would say if the battles with high numbers would also be devastating to the surrounding (as soon as physics simulations are not that expensive anymore) would be a good way to visualize such strong attacks
@Aigis315 ай бұрын
Totally agree with the Copy Flower point. If an attack deals 120 damage and is dealt in one blow, it makes that one strike more impactful. But if it's dealt in a series of 4 damage strikes, suddenly it feels like a gargantuan accomplishment and feels like you're doing more damage despite it still being 120 damage total. (Plus, those volley attacks are fun with percentages and multipliers!)
@jmh88175 ай бұрын
I think you will get different results regarding whether people prefer big or small numbers depending on where you get your sampling from. And I'm not even talking about whether it's from people who are good at math or not, but rather what they want out of the gaming experience. Mark Rosewater talked about this in one of his MtG design columns a long, long while ago (at least 10 years, closer to 15 probably) and he said that, while they were working on Kaijudo, one of the things that market research found out was that new players were more easily attracted by big numbers, and that it was more exciting to try out a game and see you were doing thousands of damage points at once instead of two or three at a time. So that's what they went with for that game. I think the difference is that if you're flying by the seat of your pants you're probably not trying to think tactically, or even trying to win, you're just feeling things out, and that's when big damage values feel most effective. Meanwhile, if you are an established player trying to use your brain to win a difficult challenge or to optimally conserve resources, seeing seven digits just forces you to disengage because at that point it's all an amorphous mass of math. Similarly, casual players of competitive or tactical games love random effects on their characters. A 5% chance to crit for 2x damage on any given attack is, statistically, meaningless and not something worth planning around. But when the player sees that big number pop up, even if it was against a slime, they get the enjoyable brain chemicals going. When given a choice between a random super effect or a reliable but much smaller constant effect, they will greatly overestimate the likeliness of that random proc, dreaming up of how cool it would be if they killed a boss in turn 1. More competitive-minded players instead loathe that randomness and want to minimize its impact on their game experience as much as possible, because they want to be able to run the game in their head. This is a phenomenon so prevalent you don't need to play Advance Wars or MtG to see it, because it happens even in fighting games, as you probably know from the old Final Destination Smash meme. I will say that working with large numbers gives you more wiggle room to balance effects differently (oh this spell is too strong at 2 but too weak at 1... If I add another digit to all calculations I can make it hit for 15 and it'll be in the right place), so while I prefer smaller numbers in general there have been times where I wish I was working with three digits instead of two. That can be a factor as well. Anyway, good video. Glad to see you finally doing CrossCode and loving it. Enjoy the NG+! It's one hell of an experience!
@maxseigner53665 ай бұрын
During the intro when you were talking about how smaller numbers hurt more I legitimately winced at the idea of a 4/4 to the face. I dont even play magic all that often but from my few times playing you would definetly feel 1/5 of your health gone in a single attack.
@The22ndquincy5 ай бұрын
It's funny, I experienced this when travelling in Japan. The yen is really tiny, with 100 yen being around a dollar. So if 100 is nothing, then 1,000 isn't really much either, which means 10,000 isn't too much either. After looking at all these big numbers (after a lifetime of 40 dollars feeling like a lot) I kind of lost perspective and spent a lot more than I should have.
@kacheek91015 ай бұрын
Huh. I had a different experience. The Japanese yen is in the same category as the Korean won for me, both of which I have no issue with because I see them as basically one to one equivalents - just move the decimal. My brain would just hack off the last two zeros for the yen, or the last three for the won, without much thought ... now the Czech koruna on the other hand~
@user-bkey5 ай бұрын
yea i have this problem with yen too it always seems like a ton if you dont take off the last 2 numbers
@magicalgirlnicole5 ай бұрын
100 yen = 1 dollar is an easy mental calculation to make, but it's not really true anymore. 100 yen is only about 64 cents today. Or, to convert the other way, 1 dollar is about 157 yen.
@Umbra_Nocturnus5 ай бұрын
When you think about it, 40 Dollars are 4000 cents, so we could bloat our numbers just like with Yen and some others. That said, the tiny, basic cheeseburger at McDonald's currently costs 239 cents here.
@Hyperlingualism4 ай бұрын
@@magicalgirlnicole I'd shamelessly round that to 50 cents in my head like I've done with Dominican Pesos, and then probably overspend by the end of the day lol.
@Cardinalsqr5 ай бұрын
For me personally, I’ve usually felt the most impact from a damage number being generally when I can view it as a percentage or when a health bar has between 3-4 digits. Seeing a “big” number feels good but after about 9999 it generally feels more limp. Especially when basic attacks deal to much it feels wrong. Having a regular attack deal ~50-100 damage feels more impactful than 5-10 or ~5000-10000. I think the “sweet spot” for damage numbers is generally the 2-3 digit range especially for rpgs. It’s where percentage boosts still feel impactful as you can see something like a 30 percent boost come into effect(ex: raising 100 damage to 130) without just being bloated to oblivion or feeling to small(ex: raising 10 damage to 13 or even raising 3 damage to 4 or 7 damage to 9) it makes boosts and multipliers feel substantial without just hitting a damage cap or just seeing a boost that should feel big only give you 1-3 damage or something similar.
@Kanteike5 ай бұрын
Honestly, this helped me realize how my math wired brain works differently from the rest, as i always try to check the numbers not the health bar, since if i know the attacks is going to do 1000 damage and the boss barely noticed it, upgrading my weapon or leveling up to get 300 damage may not be enough, and i intantly go into mental calculator mode to figure or how many hits the boss will tank right at that moment, and try to estimate how many it would tank with x amount of upgrades
@PJutch5 ай бұрын
Yeah, happened to me in Terraria. Bcs game gives you your dps it's much easier to divide boss health by it then try to figure out something from a boss bar
@the_atoms52425 ай бұрын
Dude your videos are some of the best video game commentaries/talks ever. Keep being awesome!