Loops within loops within loops... What game have you played with a really satisfying core loop? How did that fit into the real core loop? Is it a one-to-one match or is it focusing on a specific part of the real core loop?
@pablohoney29715 жыл бұрын
Lmaoo what a face
@1pieceisdareasoniliv5 жыл бұрын
Yahtzee actually talked about it recently in his game dev series, i think
@YourFunkiness5 жыл бұрын
Fell Seal Arbiter's Mark. It's Final Fantasy Tactics with the serial numbers filed off. Failure usually teaches you how to do better without ruining the experience, and the loop allows you the option of either finding a better strategy or grinding a stronger character.
@sode075 жыл бұрын
A indie game called LLama hotel (yes it is spelled like that)
@reindeerboi45435 жыл бұрын
Zoe is so cute irl :3
@YourFunkiness5 жыл бұрын
If your loop has an unskippable cutscene between failing and trying again, you are evil.
@DrMohGomaa5 жыл бұрын
If you have an unskippable cutscene you are evil. Period.
@Xentillus5 жыл бұрын
The amount of times I've seen certain final fantasy cutscenes is absurd.
@stoopidchannel23735 жыл бұрын
Truth
@ilovethelegend5 жыл бұрын
"Forget it. There's no way you're taking Kairi's Heart!" *shudders*
@Technizor5 жыл бұрын
Or cutscene QTEs that game over you if you can't mash hard enough. AHHHHHHH.
@FioreFire5 жыл бұрын
seeing that voice coming out of an actual human face discomforts me in a way I can neither understand nor explain
@scarletletter49005 жыл бұрын
Its because you're not accustomed to seeing the human faces behind the cartoons. Luckily, this is remedied by regularly watching thier Twitch streams.
@gustavowadaslopes24795 жыл бұрын
Uncanny valey... In reverse!
@daegan_ftw5 жыл бұрын
It's the unsteady camera and extraneous head movement.
@takatamiyagawa56885 жыл бұрын
I guess it helped that Dan used to raise the pitch of his voice in editing, except when he appeared live on camera?
@compassionatecurmudgeon70255 жыл бұрын
Yea, I immediately skipped over it on pure reflex.
@mr2octavio5 жыл бұрын
Where do I actually send treats to Zoey?
@MayPastel5 жыл бұрын
I'm so glad they made the thumbnail a pic of Sam & Max! It makes me happy that someone on the Extra Credits team knows them.
@mr2octavio5 жыл бұрын
Things like... *Medusa* _Terraria PTSD kicks in_
@AkaiAzul5 жыл бұрын
Castlevania flashbacks*
@masterofthelyokianmonsters28865 жыл бұрын
frenchiveruti *Fate Stay Night PTSD kicks in.*
@kittyshippercavegirl5 жыл бұрын
Master of the Iyokian monsters why would you have PTSD from Stay Night Medusa? She's adorable. (I mean, just play Hollow Ataraxia. so cute.)
@masterofthelyokianmonsters28865 жыл бұрын
KittyShipperCaveGirl it’s from the many and horrible ways she ends up dying.
@kittyshippercavegirl5 жыл бұрын
Master of the Iyokian monsters alright, that's fair
@nickjohnsontx4 жыл бұрын
I can’t remember if I saw this episode when it was first published, but now that I’m watching it, this pairs well with the Difficult vs. Punishing episode.
@jdb93185 жыл бұрын
Who knew thaat 4th grade science class was actually teaching me how to be the final boss.
@TheFinagle4 жыл бұрын
"Failure shoulnt be too punishing or feel like a chore to get back" tell that to roguelike games where failure is met with perma death and start from character creation. And yet many people still find them fun and enjoyable.
@fernandopires1355 жыл бұрын
its pretty cool to look at this concept from a fighting game perspective. It really feels like when I did not get how they worked I did not really got the core loop, and after learning about concepts like overheads, cross-ups, jump-in vs fireball and frame traps the core loop became far more aparent and atractive
@cannon90095 жыл бұрын
i cant believe people still remember Sam & Max after all this time. really shows how people loved the series
@philosophyofiron9686 Жыл бұрын
I think moving the checkpoints nearer to the bosses also is a design decision related to the difficulty of the bosses and how they are brought down. In the older From games, the bosses were sort of tactical puzzles that you had to crack and then just keep up the nerve to execute a proper rinse-repeat cycle. Defeating them in 1 - 5 tries could be reasonably expected. The "tedium" of fighting back to the boss may actually serve to help you reflect on how your approach if you die to encounters designed that way. In later games, the emphasis is on perfectly timed moves with fast reflexes against bosses that are heavier on RNG than crackable puzzle, so they need to be defeated by a lot of iteration and mastery of their movesets and timing windows. That style calls for more supermeatboy checkpoint placement
@armorsmith435 жыл бұрын
This core loop also applies to getting homework done or doing a job. If you’re frustrated at work or school, see if your core loop is broken and if you can do something to fix it. Your TA or coworkers are usually happy to help with that if they have time.
@triplehood5 жыл бұрын
I actually had this core loop break down for me while playing Hollow Knight. At a certain point I defeated the Watcher Knight, went up to the Dreamer ... and I couldn't do anything. After this, I just wandered around until I accidentally got the dream nail, an item you can apparently get much, much sooner than I did. If I had gotten this before, I at least would have known what my intermediate goal was, something which I was lacking for most of my first run of this game. Luckily, the atmosphere of this game enticed me enough to keep on playing and exploring every little nook and cranny.
@LunaP15 жыл бұрын
triplehood I have that core loop in BotW. Fuck those field bosses.
@Liggliluff5 жыл бұрын
(8:26) You're making the mistake again. It's not Eastern *Standard* Time, it's Eastern *Daylight* Time. But this time, the description does say EDT, so that's good. And again, the online time is still in EDT and does not give UTC. At least the second time is given in GMT+1, which is essentially the same as UTC+1, which is just one hour from UTC, so it's not too hard to figure out.
@tennesseefairfield84975 жыл бұрын
This is my #1 pet peeve in games: not knowing what to do or where to go next
@ggwp638BC4 жыл бұрын
Me, playing Sekiro: Hmm, why did I fail this time? Sword Saint Isshin Ashina: Hesitation is defeat. Me: Ah, so it seems.
@jannegrey5935 жыл бұрын
OK. Your Master Chief in corridor looks weirdly similar to Metal Gear Awesome by Egoraptor. That's a compliment BTW.
@Cerebrum1235 жыл бұрын
Wow, I was just listening to my Twilight Princess HD soundtrack, and then you guys have an alternate version of Midna's theme on here.
@jhonylg40455 жыл бұрын
Allready donne guys =) i hope you talk about the results of that survey after you analize it
@jonwatts48925 жыл бұрын
Cool to see sam and max
@vallttdysney77495 жыл бұрын
"give the player access to information so the game doesn't seem it was cheating" Paradox Interactive: what is information?
@acetrigger13375 жыл бұрын
i was not ready for a close-up of that beard, Matt.
@vecinu36755 жыл бұрын
_What every game has is common_ Me: *fun?*
@Meloncov5 жыл бұрын
Not necessarily. You have games like Papers, Please that aren't intended to be fun.
@vecinu36755 жыл бұрын
@@Meloncov ok then what about interesting bored killer
@itskdog5 жыл бұрын
Reminds me of my current situation in BotW. Havent touched the game in a while as I have no clue how to take the next step. I know what the goal is, but not how to complete it. "Git gud" is the obvious answer, but with the limited information I have from the tutorial, I know very little, and following a guide makes me feel like a cheater, as I'm not playing the game as it was intended.
@jonnunn41965 жыл бұрын
A couple of examples of a good and bad loop within HOI4 KR: A good loop : Take option to ban a political party. Result : the supporters of the banned political party start a civil war. (Guess I shouldn't have banned the political party). A bad loop: Objective : Turn UOB into UK before 2WK breaks out. Do all steps correctly. Fail due to last step is a pure coin flip (50% chance success) ; whose result was actually determined when the game started.
@butteredtoast12505 жыл бұрын
S-Sam and max? I.... I missed these two so much
@orbitalvagabond32975 жыл бұрын
Ya'll need to google the OODA loop.
@spyczech5 жыл бұрын
Glad to be motion sick from the intro
@jamcdonald1205 жыл бұрын
1:28 Heeeey, thats the scientific method! You cant slip that by me that easy!
@carlosdanielfigueroa10075 жыл бұрын
i would love to know what u think about World of warcraft, good and bad things, always listen your videos while im grinding, and u mention WoW pretty much 1/8 of time or something blizzard related
@Luxalpa5 жыл бұрын
The hypothesis thing is the main problem that Mobas like LoL and Dota have and that makes them difficult and time consuming to learn.
@dedley26644 жыл бұрын
Soooo how do we send those treats (:
@dubbingsync5 жыл бұрын
Ahh live action!
@SuperGamersgames5 жыл бұрын
RIP Telltale.
@Specopsomega3275 жыл бұрын
Goddamn jackal snipers
@DoctorX174 жыл бұрын
HUMAN FACE IN VIDEO AAAAHHHHHHHH oh hey KITTY ZOEY IS REAL AHHHHHHH
@omikun175 жыл бұрын
Of course we want to give Zoey treats...
@rockdeworld4 жыл бұрын
Are you sure the more continuous this is, the more puzzly a game is? I think Mario is more continuous than Chess, because in the latter you can’t go back to step 3 - the state has changed. At least until you start a new game. But I think it’s fair to say Chess is much more puzzly than Mario.
@lavender59115 жыл бұрын
I would very much like to send Zoe treats.
@elijahdage55235 жыл бұрын
Mario maker needs to notice step 2
@LaceNWhisky5 жыл бұрын
I feel like this was a response to Yahtzee.
@dirtdoodles86405 жыл бұрын
love the video
@tzisorey5 жыл бұрын
SHOW MORE ZOEY
@AEther02384 жыл бұрын
I never knew Zoey was a real cat, and I'm so happy.
@familievermeulen54993 жыл бұрын
She's even cuter irl😀
@gaussianvector20932 жыл бұрын
I am guessing she's been a few cats, it's a long running serious and killing off Zoey would be dark af
@skeleman58835 жыл бұрын
Guys this loop has a name, it's the scientific method...
@feyh5 жыл бұрын
Maybe they though it would sound arrogant spelling it out, while anyone that knows the method would get it right away. Hopefully, this approach will make some "unscientific troll" understand and like this "game loop method", incorporate it in their life and, in a near future, understand it is all science after all.
@animeartist8885 жыл бұрын
Exactly what I was thinking. The steps he describes at the beginning are pretty much just directly copied from the introductory Biology textbook from high school.
@skeleman58835 жыл бұрын
I'd argue that its a little deeper than that. "Science, noun: the intellectual and practical activity encompassing the systematic study of the structure and behaviour of the physical and natural world through observation and experiment."
@ericquiabazza26085 жыл бұрын
Exactly, just use logic. The only problem is that people think in different ways, so their logic could be different, flaw and heavily bias, that is if they use logic at all, several will skip steps, if not all the proces altogether, god know how Manny just repeat several times expecting a different result.
@analytixna66105 жыл бұрын
Congratulations, you've progressed more than the entire American education system has in 30 years
@matthewsteigauf4705 жыл бұрын
Basically the core loop is just a target for the scientific method and good games teach us to apply the method without telling us we have to apply it.
@Nuclearburrit05 жыл бұрын
SCIENCE IS FUN!
@carloscaro91215 жыл бұрын
In military science, this is the OODA loop, or observe, orient, decide, act. One goal is breaking the enemy's ability to complete the loop, resulting in inappropriate action. By acting faster, the opponent becomes confused because the situation has changed before they have even finished processing the last set of circumstances. The obvious extension to game design is that forcing the player to react to faster, changing, or even multiple streams of data and actors using their own OODA loop increases the challenge without just buffing an enemy's stats. Importantly, the OODA loop is a learning loop. Your game has to teach the player as it increases in challenge.
@ScaryMason5 жыл бұрын
Carlos Caro thanx
@adventuresingamedevelopment3 жыл бұрын
thats brilliant
@Brainwashed1013 жыл бұрын
Yup, this shows up in virtually every decision-making loop. "Design thinking" and "agile development" all work this way, too.
@qwertyqwerty-ek7dy5 жыл бұрын
Holy sh...!! What were those flesh monsters in the beginning of the video?! Do they eat cartoons?
@ChizzAir5 жыл бұрын
Now we know why Matt's facial animation in the intro was so exaggerated, he was telegraphing an attack on Zoey... Good to see she picked up on the visual cue and her counter attack was effective based on that audio cue.
@brockmckelvey73275 жыл бұрын
Encounter an enemy Scan that enemy Look for elemental weaknesses Cast strong spells Run out of spell slots Run from the battle
@Xentillus5 жыл бұрын
Learn status junction atk Synthesise 100 Deaths Junction Deaths to Squall's status atk Get bored of ridiculously easy battles
@93izak5 жыл бұрын
Must give treats to Zoey
@Crevasse4 жыл бұрын
@Aiden Rutske Must give treats to Zoey
@megawonszrzeczny93 жыл бұрын
Must give treats to Zoey
@MrLuisfrossi5 жыл бұрын
DOOM has the best core loop in gaming history: Rip and Tear
@ahmedamine245 жыл бұрын
RIP AND TEAR YOUR GUTS
@ahmedamine245 жыл бұрын
@Aiden Rutske The Doomguy
@connormclernon265 жыл бұрын
SAM AND MAX: FREELANCE POLICE!!!
@CarstenGermer5 жыл бұрын
9:06 The method described is a conundrum for classic adventure game mechanics. If you give "enough" feedback that the player _never_ gets lost, there is no challenge left in those kind of games. We had this discussion at the concept phase of our current project and we couldn't get to a satisfactory conclusion nor could we find one in essays of well known adventure game writers, so we didn't really reach one... Do you make your AG accessible or do you leave some (or more) "puzzling" for the player to figure out? I feel that's kinda the catch22 the AG fell into.
@LPDani1235 жыл бұрын
I think the answer is: playtesting, playtesting and some more playtesting
@kendallonian97535 жыл бұрын
I think the solution is that you need to tell your player what the're shooting for, but not how to get there. In golf, you have a bright red flag to show you where to shoot for eventually, but you leave it up to the players how to get around the bunkers and water hazards on the way. Is that helpful?
@LateSleeper5 жыл бұрын
Objective: Fashion! Process: Beat a monster to death with a giant tuba on a stick, and use its body parts to make a hat.
@dbappio5 жыл бұрын
sam and max is an instant click
@MagusMarquillin5 жыл бұрын
Yep. I actually, just last night, finished replaying S&M Hit the Road - his criticism is fairly on point.
@g4all2055 жыл бұрын
Fun fact for anyone who doesn't know. Sam & Max not only had a comic book put a TV show
@jmkit5 жыл бұрын
Dbap true.. I kinda wanted to know more about how theses principles Do apply to making a point and click style game
@gustavowadaslopes24795 жыл бұрын
@@jmkit I think mark brown's video on them is a good starting point.
@jmkit5 жыл бұрын
@@gustavowadaslopes2479 Thanks for the heads up for that channel
@shawnheatherly5 жыл бұрын
Excellent video, it's a good explanation for why failing over and over in some games feels fine where in others it can be infuriating or just discouraging.
@telltellyn5 жыл бұрын
The timing of Zoey turning her head and meowing at 00:18 could not have been more perfect.
@arandomsquidward77615 жыл бұрын
0:20 you guys are are so adorable
@MageofLime5 жыл бұрын
I would love to see a deeper dig into the line between "the core loop" and "the scientific method" with regard to engagement, pedagogy, and game design.
@Tigersight05 жыл бұрын
As far as I've ever been able to tell, the game core loop */is/* the scientific method. You're just using it to solve a different problem than you normally do in science.
@hoodiegal5 жыл бұрын
I'm so glad you made this video because i've seen TONS of new games struggle with some part of this loop. And it is always extremely frustrating. Either there isn't enough info, or the feedback is lacking, or formulating your goal is hard... I think this is a very important design fundamental that many games lack.
@FirstnameLastname-zk9wf5 жыл бұрын
So Fallout 3/Skyrim's loop... Kill, loot, fast travel to town, wait through loading screen, find venders, buy everything weightless, sell what little you can, run to other vendors, sell what little you can, fast travel to other town, walk to kitchen and back, rescue your character from auto-aggro baddy that started attacking before you got to the remote, kill, loot, find venders, try selling things to vendors, look at the time, hate life, wonder aloud what you did to deserve a game that you love playing but that doesn't respect you as a person, wonder if this is a pattern in your other relationships....
@nomukun11384 жыл бұрын
No interesting choices or challenge, so you never learn or improve in any way
@wclark31965 жыл бұрын
University of Waterloo is in Waterloo, quite far from Toronto. A 90 minute drive. Longer on public transit.
@danielsjohnson5 жыл бұрын
Why did you say that if it has nothing to do with the video?
@F_lippy5 жыл бұрын
But really though.. what use is a rubber chicken with a pulley in the middle?
@pianoguy2225 жыл бұрын
You could bean someone on the head with it pretty effectively.
@ItsmeInternetStranger5 жыл бұрын
I think this can be distilled down to: problem solving. Games are almost entirely about facing problems and solving them. Aside from visual novels and very artsy "experience games", there are very, very few games that aren't fundamentally based on encountering and solving problems. The nature of those problems and how they're solved is where most games differ, and usually the difference between a good game and a bad one.
@FuriouslySleepingIde5 жыл бұрын
If the game has nested loops, do not let lower level loops block players when they want to resolve a higher level loop. The most obvious example of this is a Final Fantasy type RPG. The player wants to progress the story and knows they have to talk to someone. Was it the king? The mage? Their mother in the first area? However, they aren't sure which. If they have to go through endless random encounters, they are likely to give up. The lower level loop of fighting enemies has become a tedious distraction from the higher level loop of progressing the story. For similar reasons, do not have random encounters interrupt a player solving a puzzle.
@Frooss26115 жыл бұрын
Hey! I just wanted to thank you guys for doing this videos. I know the are meant for helping people develop games, but lately I been showing them to my girlfriend. Unlike me she's not a long time gamer, but she wanted to get in to it because it's a big part of my life. Something she struggles with is understanding the language of games which means she often get stuck in places I think the next step is obvious. Your videos have helped her understand how games communicate what you should do, making my interest in games, our interest in games.
@YourFunkiness5 жыл бұрын
Tip, often try going back to step 1 rather than step 3. Sometimes changing up your objective can mean success. Maybe instead of figuring out how to shoot your way past enemies, you sneak or blitz past them. Moving the Goalpost: it's not just for politicians.
@DanVzare5 жыл бұрын
I've been trying to tell others about this exact same concept for years! But no one ever listens, because I'm not a professional game designer. I've never even studied game design. I've merely learnt all of my knowledge from observation while playing, observation when making small hobby games, and from various KZbin vids. So what do I know? Apparently a lot. Nice to have it all confirmed though.
@Arkylie5 жыл бұрын
Wait, I've heard this before: "Short Iteration Cycles Are Your Friend." ...when are you guys going to make more Design Club? As a lifelong hobbyist game designer (who's gearing up to use Extra Life as a time to *make* a game instead of just *play* a game), I really appreciate seeing the game levels, moves, and concepts I've grown up with dissected so I can understand the pieces that I've never thought about. The SMB episode was quite the eye-opener!
@joaomarcoscosta46475 жыл бұрын
It should be mentioned that "making sure" objectives are always clear on a micro-scale can be taken too far. Constant flashing arrows, fairies yelling "hey!" and excessive information given away unprompted can feel like hand-holding. Getting lost and finding your way through observation and information gathering can be very satisfactory.
@codyhawkcaster46715 жыл бұрын
Not sure this if this is the same but right now Im in college and online homework can cause frustration in the same way. If I cant find how to start a problem its incredibly frustrating. but the main frustration is doing a problem and then getting it wrong which depending on the program dampens its effect. For example on one program if you get it wrong it will tell you what part of your answer is correct and tells you a short but specific explanation of how to do the problem and what its looking for. In others it will just tell you that youve done it wrong and have 5 tries left before you fail the question. The former while still frustrating is still nice because you know you arent completely wrong. However the latter ius the worst because you dont even know where to begin on what might have gone wrong. Did you use the wrong formula? is the picture weird? Did you write a - instead of a + somewhere? Its most frustrating because those problems can take upwards of 30 minutes to solve and you get 0 feedback if you get it wrong.
@pintsizedkiwiYT5 жыл бұрын
I am making a coding “game” maybe but It might so yeah
@nomukun11384 жыл бұрын
Good luck, don't give up.
@PoorMuttski5 жыл бұрын
getting killed by a headshot from across the level is why I don't play PVP shooters. if I can't engage with a challenge, I drop the challenge pretty quickly. Life is too short to be cannon fodder for an opponent that i can't even see
@jonathanfaber32915 жыл бұрын
completely irrelevant, but I only just realised that Matt's voice isn't sped up like dan's was
@deyesed5 жыл бұрын
Jonathan Faber *pitch shifted Dan's real voice had the same cadence and pace I think
@zyaicob5 жыл бұрын
@@deyesed it used to be a little sped up. The reason it was pitched up is because he sped up his original school project that started EC
@paulrawsonjr.24235 жыл бұрын
“My mind is a swirling miasma of scintillating thoughts and turgid ideas.” “Me too!”
@timushpetru11125 жыл бұрын
Gothic 1 and 2 has one of the best loops in a game i have ever seen.Even if you do the same thing 3-4 times, each time it feels different and it always is so much fun finding the information you really need to complete a quest by yourself.
@tristragyopsie54645 жыл бұрын
people are probably going to disagree with me on this, but Dark Souls fails at considering this. yes many of the bosses have patterns you can figure out. but when it comes to "what now" or even figuring out those patterns it is MADE to keep you floundering for hours failing again and again the first encounter with the Capra demon is a great example of this. this "Boss" is first encountered in tight quarters, not alone, and is highly aggressive. the location kills you more than the demon does. the reason they basically become minions later in the game? without the unfair setup taking advantage of the player point of view limits, they are easy to read and figure out in just one or two runs even if it can kill you in a hand full of hits. but the setting is designed to rob you of the opportunity to learn. just encountering a Capra demon once out in the open before hand would have made that encounter not feel cheep. or being able to see the capra demon do somethings along the way to give you a feel for what was coming up would have helped. as it stands it feels like you're fighting a bully in an outhouse. I personally hate needless grind, I play for the experience, not to gain XP. so when the experience starts to feel like it is stalling for time or is being harsh just to cull the herd, it is a massive turn off. and this is from a person who is proud of the fact that she beat the original Ninja Giadan on NES so I know hard. DS to me is not hard but fair, it is sadistic but popular. Great lore wrapped up in weak game designs, leaning on faults to give it "nuance" rather than actually get better. in short DS should "Get Gud"
@1SWINZ15 жыл бұрын
Capra isn't unfair. Souls combat is entirely about controlling space and taking territory. The enclosed space that you fight him in is one of the many ways that they use to communicate this fact. Even you said the arena kills you more than the demon! You almost got it right with that, but it's a slight misinterpretation. The geometry of the level is just as important to the combat, in any Souls game, as the mechanics and the enemies. For example, fighting a Black knight on a narrow cliff and fighting him in an open arena are two very different fights. Both of these situations share the same enemy and the same mechanics and yet, both are different fights. The level design is everything in these games!
@tomdanger38325 жыл бұрын
Hollow Knight!
@TheFuriousBrother5 жыл бұрын
Slow-mo death review is something that enter the gungeon could use... I'm over 200 hours in and never beat the fourth floor...
@guv11115 жыл бұрын
i feel like EC is really reaching with this video, theyve shown the hypo-deductive method as the 'core loop' then used it in a way in which its impossible for them to be wrong, 'gather information' for example is just looking at the screen in the first place, they havent talked about something like 'flow' when you just kind of phase out in guitar hero beccause of the nature of that game, and if they are incorrect about the gather information step for example, then they have covered themselves by just adding the 'redo from step 3' part because not doing that step consciously just becomes part of the process
@OswaldMarcRogers4 жыл бұрын
I love how this channel chose Sam and Max for when they mentioned point & click adventure games. Feels like the duo defined/pioneered the genre.
@iisgray5 жыл бұрын
Oh my gosh, Zoey meowed perfectly, my heart melted, I love her!
@ZefulStarson5 жыл бұрын
Well, this really highlighted the issues that caused me to not bother learning fighting games. I completely flubbed on the gather information part, which in turn made the rest of the steps ineffective at best.
@sanfransiscon5 жыл бұрын
You can see this loop used differently between what I categorize as "levels" and "bosses". "Levels" like dungeons tend to be less stringent on perfect play, instead challenging the player's endurance to endure a long series of challenges without making too many mistakes. This is one reason why many RPGs feature MP as a precious resource that you have to balance between damaging and healing abilities. "Bosses" challenge the player with less room for error in a more rapid series of challenges that generally take less time to overcome. Maybe it's just me but I feel like the Souls series has made their bosses more sturdy as a result of having bonfires nearby, to make them stand out more as their own unique set of challenges rather than a climax to the endurance run of the level. Then there are long tests of endurance featuring a rapid series of strict challenges. Those should usually be reserved for when the player is ready to have a bad time. ;)
@unsapient21975 жыл бұрын
6:05 Ive always said that i find it very strange games like PUBG and Fortnite dont have a killcam. Its especially weird that its a staple of say CoD when in that game there is potentially a real strategical benefit to skipping them (respawning faster) while in battle royale games there would be literally no strategic disadvantage to seeing them. You only get to die once per game. Id at least like to see what i did wrong. It can feel like I just got unlucky otherwise.
@bluefake_or_smt2 жыл бұрын
Killcams can be abused in squats. If a enemy ambushes your team and snipes someone out, he can tell the others where he is, if he is alone or not etc. Also, they are not as important as in games like COD. That might be why the devs did not implement a Killcam.
@Katana3145 жыл бұрын
7:45 - Sound like a Dark Souls fan trying to reframe the first game's failures as the sequels' positives. It was never good design to force players to trudge through unrelated fights to retry a new challenge - especially when those games never followed the aforementioned design of giving players information ahead of time from a safe environment. Failure states are a great way of informing the player they've misread information or failed to execute. They're a shitty way of teaching players to begin with.
@ace_nano5 жыл бұрын
Day 1 of asking for a horizon zero Dawn episode
@natkatmac5 жыл бұрын
Every gamer at some point: "HOW was I supposed to know THAT!?"
@CaptainGreenHawk5 жыл бұрын
Oh, you were supposed to buy the hint book.
@matrinoxtm5 жыл бұрын
1:15 you just described the OODA loop
@RngCheese5 жыл бұрын
Awwww Zoey is so cute
@crazako4 жыл бұрын
Dead By Daylight has fairly obvious loops Survivor: Major: Escape alive by leaving through an exit gate or hatch Minor: Repair generators to power said exit gates Micro: Run from the killer, sneak around them, save a teammate, etc Killer: Major: Sacrifice all 4 survivors Minor: Get the survivors into the dying state by hitting them or using your ability Micro: Chase a survivor, set up traps, slow progress, etc
@lordsilvy31725 жыл бұрын
Did anyone else click solely for the Sam and Max thumbnail?
@madmaxandrade5 жыл бұрын
I know I did.
@ahmedmuawia24475 жыл бұрын
The worst fact to know in the world: Your cat doesn't really care about you.
@kevinschultz60915 жыл бұрын
You left out "publish your results" and "defend your thesis". Personally, I'm just waiting for Nature's review board to get back to me on my thoughts on the ME2 endgame.
@chillmadude5 жыл бұрын
HA JOKES ON YOU, I ALREADY DID THE SURVEY!
@everythingiseconomics97423 жыл бұрын
I definitely *HATED* fighting capra demon in Dark Souls. It took around 10 minutes to get to his fight after I hadastered how to get there, but his dogs would often stun me and I'd get killed before I could even start start tbe fight. To make things worse, the path to get there had fairly tough enemies, so as I was rushing to the boss I could mess up and die, a few times I even died before getting my souls back. It was absurdly frustrating. Ultimately I decided to save scum, since I was on pc. I copied a save that was just before the boss fight, and I managed to beat him with just 3-4 attempts. I could finally actually try some tactics and learn stuff! But I did keep save scumming afterwards because f* going through that again.
@BDeerhead5 жыл бұрын
I have analyzed extensive data from numerous failures, and I've come to the conclusion that Fromsoft's hitboxes are bullshit.
@hegyak5 жыл бұрын
Half-Life, Half-Life 2 and Portal are really good at explaining how and what to do. And what happens with various things. It's due to how Valve designed their games in the first place. Like in Half-Life when you first see the soldiers. A scientist runs up and asks for help. The soldiers, shoot the scientist and kill him. Without a clear cutscene or outright message of what is going on, you can learn "Soldiers, Not friendly to you."