Go to buyraycon.com/designdoc for 15% off your order! I like 'em. No budge fit. Capsule charger. Do it!
@LeetTron5000 Жыл бұрын
You failed to understand the power randomness also lends to speedrunning with the game you highlighted during that segment, Hades. Rougelike games of this style are speedrun bc of the randomness. Its exciting to see what seed you will get and what items you get along the way. You are forced to adapt and need to know everything there is to know about item synergy and game mechanics. Instead of just knowing the precise route from a-b everytime and repeating the exact same movements this instead is a surpise for the runner and the viewer not knowing what they will be put up against.
@PokeHearts2 жыл бұрын
One of the things that kept me playing Mario Kart 7 was being able to race against random ghosts that have better times than you and it was my goal to take some of those courses to their absolute maximum and for one of them, it ran out of ghosts to give me so I felt like I had one of the fastest times. That feeling was so great
@DesignDoc2 жыл бұрын
now you are the ghost
@lukemagnotta73382 жыл бұрын
Which course did you run out of ghosts for?
@PokeHearts2 жыл бұрын
@@lukemagnotta7338 Mala Wuhu which was the Mountain Wuhu Island track where it was a single lap race. I only started doing it cause I enjoyed the track and was messing around in time trial and then saw the ghost do the death skip where you drive off the edge and went "Wait why did it teleport" and then immediately was hooked in trying to lower the time even further.
@kailomonkey2 жыл бұрын
@@PokeHearts Giving you a rival that's just a little ahead of your score/speed is perfect. Only having the best in the world to aim at is off putting! Good job breaking every record on that track and it's a great example for this video on accessibility of competitive scoring (well speed running specifically but) since you even get to watch their techniques!
@AntiSoraXVI2 жыл бұрын
In mario kart ds I felt so proud of myself as a kid when I beat all the dev times in the trials. Like “woah I’m better than the developers!” Also it was nice how the trials taught me shortcuts
@thequagiestsire2 жыл бұрын
I really like Celeste speedrunning due to the fact that it doesn’t lock the advanced techniques (wavedashing, dashjumping from a block, etc.) away until the endgame. You have them from the beginning, they’re just kept secret until the end, but if you know of them already for a speed run, or if you just like to mess around with physics, then you can use them to speed up certain parts a lot.
@lucasmiguel1508 Жыл бұрын
Celeste is the perfect game for speedrunning
@CelestialStrawberriesYT7 ай бұрын
@@lucasmiguel1508 Couldn’t agree more
@Fallkener2 жыл бұрын
For skipping cutscenes, make option in settings(or easy to access option) that skips all cutscenes automatically(in other words, dont play cutscenes at all). No need for holding the button for both regular player and speedrunner.
@BonaparteBardithion2 жыл бұрын
This works better for some games than others. For a game light on story it makes sense to skip cutscenes if you're on a repeat play or trying to get a high score on a stage. A player repeating story-heavy games like RPGs will usually want those cutscenes to play with the additional option to skip if they're repeating an area or fight over and over. Those aren't normally intended to be repeated multiple times in a single run. Most casual players in a story-intensive game wouldn't have a use for it. So, I could see it being in secondary settings with some other speedrun friendly optimizations.
@jasonreed75222 жыл бұрын
@@BonaparteBardithion i definitely see it being a useful setting to have, and anyone who wants the story can leave the cutscenes in. (Although have an option to skip integrated to each cutscene for when you are on your 5th attempt of a boss this run and are sick of his monologue.) Besides, i assume most games will already have a way to disable them for when devs are debugging and don't feel like dealing with the cutscenes.
@amaryllis02 жыл бұрын
Sometimes it's actually nice to have some cutscenes. I've done a few runs of Mario Odyssey, and it's nice to be able to have a short breather in-between kingdoms. At the same time, there are a shit-ton of cutscenes in that game that waste so much time. As with anything, the best option would be one with granularity It's also really annoying to skip cutscenes in that game, for the ones you can skip at all, that is. There are multiple chains of a few successive cutscenes which the game has you skip individually, and you have to confirm the skip each time.
@Shrooblord2 жыл бұрын
@@jasonreed7522 "Sick of his monologue" -- something I've done in my small projects and something I notice a couple of devs do in theirs, is to put a big monologue the first time you encounter the boss, and then a simple line -- something like "Oh, you're back?" -- on repeats. Maybe even a funny / jokey one if you _keep_ coming back after the umpteenth try
@Batterykitten82 жыл бұрын
@@Shrooblord a wonderful example of this is Sans Undertale. On the first time, he has a “do you believe the worst people can change” monologue. But after dying to him (which you absolutely will), he jokes about the amount of times you’ve died. Here’s the dialogue for six times, for example: “hmm. that expression... that's the expression of someone who's died six times in a row. that's the number of fingers on a mutant hand. but soon... you'll need to find a mutant hand with even more fingers.” If you reload the save after beating him to fight him again, he notes that you’re a freak.
@Switchell22 жыл бұрын
Neon White does such a perfect job of slowly easing you into speedrunning. It's the first time in a game I've felt not overwhelmed digging into the more subtle and nuanced techs that are necessary to perfect your run. I don't really consider myself a speedrunner, and yet I keep playing to push myself to go faster and faster, and I've managed to get pretty high on the leaderboards.
@Triforce_of_Doom2 жыл бұрын
It definitely helps that the general movement feel in that game is god tier. I knew I was gonna love Neon White when I was only halfway through the "tutorial" world just from how good running & jumping felt.
@azuarc2 жыл бұрын
One of the first games I think of when I think of designing for speedrunners is A Hat in Time. In addition to some menu features that are available if you toggle them, there is one area where there used to be a very technical, very difficult skip that could advance past an entire area very quickly. When the developers saw this glitch, rather than making it impossible, they codified it by making it so if you simply walked into the space the speedrunners were using, you'd skip the area just like the glitch. First-time players still wouldn't know it was there because the spot is visibly occluded and not somewhere a player would naturally think to go in most cases, but anyone aware of it can easily and effortlessly bypass that very slow (and also very scary) area.
@GDmk45782 жыл бұрын
I remember finding that skip in Vanessa's manor. I was mind blown. One of my favorite games of all time. I was thinking about speedrunning it for a while now.
@MirrorHall_Clay Жыл бұрын
A Hat In Time is VERY speedrunner friendly and I love that about it. Several in-game timer modes, the option to instantly skip all cutscenes, they even keep older versions around using Steam's beta branch feature for people who run on those versions
@JudeEaley7 ай бұрын
I didn't use the skip for speedrunning, I use it because Vanessa is scary
@stardf292 жыл бұрын
The thing with RNG and speedrunning is, games with lots of randomness can actually be very popular with speedrunners. Just look at how many "randomizers" are done at GDQ. High-RNG games can be a fun test of adapting to what the RNG gives you in order to get the best time you can. They can also have a sort of addictive "gambling" feel of hoping that the next run will be THE RUN with god-tier RNG. And they are very popular for live races, especially if you can make sure all players have the same "seed" so that each player's randomized output is as close to the same as possible. I think where RNG gets annoying is when only a small part of the run relies on it, and the rest is much more reliant on execution. Then, it can feel like you're executing everything perfectly and get screwed over because of bad RNG. At least in an RNG-heavy game, your expectations are adjusted to account for randomness and so losing a run to RNG feels more "normalized".
@codeyvo3 ай бұрын
I think another aspect of it is tedium. I see a lot of runs where runners will reset 10+ times just to get favourable RNG. Example of this is in Halo: Combat Evolved, getting specific enemies to spawn for a trick called Flood Bumping, which will require runners to play the same 10 second segment over and over to get good AI. Sometimes, runners will just reset the entire game if the beginning levels don't behave the way they want them to. It's neither fun to watch nor play because no one is "playing" anything.
@leolitz30042 жыл бұрын
I would add one thing as a speedrunner (and also I'm happy you showed marble it up! That game has some really tough skips), it's not a rule to be followed 100%, but many devs, when thinking about speedruns, make very linear games thinking that the best thing is to make it so the runner has to worry about nothing but pure execution, well those kind of games become stale fast (unless some glitches or unintended things are found), speedrunning is also a puzzle where you want to find what works best, which levels to play to unlock the next world, which upgrades to get to make the rest of the game faster, it's all about trying to weight many factors and it can be pretty fun, and a game like this will often see some speedrunning revolutions. Oh yeah and copy mario games where the set of movements is not incredibly big, you have like 4 actions, but by chaining them toghether you can get so many different results.
@mechanicalsnail47032 жыл бұрын
This! Running a well-refined route will usually be very linear, even for a more open game. But making a game less linear can have some really interesting consequences. I run Solar Ash and the last main biome is especially good for speedrunning because it has multiple routes (especially in glitched runs) that you can take through the area. Of course one will be optimal if you are consistent enough to execute it, but what's nice is that your route might vary from run to run. Your launch didn't fling you far enough to reach point A? Start with point B instead, there's a fast backup route for that. Died near point D? Improvise. I suppose roguelites like Dead Cells are at an extreme end of this spectrum, where every run is always adapting the route on the fly. That can be enticing to some runners
@T4gProd2 жыл бұрын
Titanfall 2 is my favorite speedrun. It has a lot of skill based fast movement. It also has skips and tricks, but it's not an out of bounds fest. It has one autoscroller section and the cutscenes are not skippable. But then again, it's really intense. When I'm practicing, I use a mod that skips them, but for serious runs, I actually like and need the breather I get from cutscenes.
@averageytviewer68932 жыл бұрын
An important thing to remember is that you should make a game with being GOOD first in mind. Being speedrun friendly is cool and all, but if the game isn't any good, then who's gonna run it?
@Switchell22 жыл бұрын
To be fair, Sonic 06 speedrunning is fairly popular
@fernando983222 жыл бұрын
Preach. The best speedruns are fantastic games with many restrictions but with underlying mechanics that can break open a game, glitches or not.
@seamino83292 жыл бұрын
But how to make the game good….
@odbp11122 жыл бұрын
You'll be surprised
@SonicmaniaVideos2 жыл бұрын
People run bad games all the time... This also doesn't really matter, like...yes, obviously people want the game to be good first. It doesn't need to be said.
@TheWrathAbove2 жыл бұрын
I'd also like to add that offering incentives to engage with speedrunning your game can be a good way to entice the player to at least give it a try. Mario Kart 8's Gold Wheels are inconsequential enough to never feel like a required unlock, but they do a good job at encourging players that would otherwise never even touch Time Trials to give it a try. Metroid Zero Mission's different end screens based on completion % and time likewise encourage the player to optmize their route on repeat playthoughs without ever feeling like the game is forcing you to speedrun to get the full experince.
@obsidianflight80652 жыл бұрын
THATS HOW YOU GET GOLD WHEELS??? I TRIED SO HARD AND COULDNT FIGURE IT OUT SINCE IT DIDNT TELL ME ;-;;;;;;;;;;;;;;;
@cptnomar4922 жыл бұрын
This because this was the only reason I did time trial. But I’m glad I did because I did learn a short cut or 2 from the devs.
@smlanger2 жыл бұрын
Shout out for Metroid Zero Mission! It's the only game I'd say I speed-runned, and it's all because of the different end screens for fast and low completion percentage runs.
@thijmstickman83492 жыл бұрын
13:43 One thing you didn't mention is something I saw in CyberHook, a country wide leaderboard. I live in a smaller country, so I always tried to get at least top 5 and sometimes first. It was really rewarding and didn't require tons of time. Games with a bigger player count can do even many smaller geographic divisions sothat you have the feeling that your beating real people who you could actually meet on the street
@serenkeating7672 Жыл бұрын
Yes! It's the same in Subway Surfers. I live in a country that doesn't seem to have a huge amount of players on the leaderboard, but there are enough that it's not just a handful of people always falling into the same slots. And I'm proud to say that when I remember to play, I tend to be one of the top players in the country! It's a very fun "fun fact" to pull out.
@cosmicvoidtree2 жыл бұрын
Celeste (which you did show) is a great speed running game. It’s basically designed as a speed running game but it’s also for more casual players. I haven’t really gotten into speedrunning Celeste, but there’s so much movement tech that I love about it that makes playing it so much more fun.
@log76422 жыл бұрын
For me, Katana ZERO did a really good job of being speedrun friendly. It has a standalone speedrun mode on the main menu that automatically skips all cutscenes and replays, making it so easy to just sit down once and beat your own record.
@SynergyGaming112 Жыл бұрын
The only game I've ever speedran, I wasnt that good, but it was fun.
@kempolar9768 Жыл бұрын
@@SynergyGaming112 And thats how you know its a good game, "I wasn't that good, but it was fun".
@woopyforthewoop86992 жыл бұрын
One of my favorite speedrun friendly games is Katana Zero, there's so many options, like cutting out all the cutscenes in the game, including extra content you would get from specific choices you do, and a whole ton of other things
@jdr2932 жыл бұрын
Katana Zero is just an amazing game overall, can't wait for the DLC to come out. If you're reading this and have money go buy Katana Zero right now I guarantee you will love it
@woopyforthewoop86992 жыл бұрын
@@jdr293 Oh absolutely, it's a fucking great time
@gabrielgalvis66972 жыл бұрын
YES!!! The only game I’ve speedrun to this day, and I still enjoy it
@woopyforthewoop86992 жыл бұрын
@@gabrielgalvis6697 Same
@HeeminGaminStation2 жыл бұрын
your opening line "I love speedruns, well WATCHING speedruns" made me realize I do not, but I watch and love every SummoningSalt and RWhiteGoose. Riddle me that.
@DesignDoc2 жыл бұрын
Those are well made documentaries. At least SummoningSalt is, I'm not familiar with RWhiteGoose's content.
@AdamTheGameBoy2 жыл бұрын
Alternately, use this video to come up with ways to troll speedrunners. Have random length fades in and out. Have unskippable animations, make your game an RPG, have your mandatory tutorial ask if you want to repeat the tutorial and have yes highlighted by default and there be a low chance for yes to be automatically selected again each frame. Have a random 1 frame to 10 second buffer between the credits and end screen. Tie progression to talking to an NPC that only randomly let's you proceed. Have forced online sections be necessary to complete the game. Make everything a gacha. Allow enemies to confuse/paralyze the whole party and keep them locked in that state.
@Hikariinu1242 жыл бұрын
i was so happy taking the neon white ride. i was immediately impressed by how good the **music** was. machine girl did a absolutely phenominal job keeping my ears boppin while i was grinding times. I managed to get full non-red ace medals for all but i think 2 boss fights. the story was actually really enjoyable for me even with the dialogue. steve blum as white was super endearing and i loved his emo-nerd persona. overall, the game deserves all the love and attention its been getting and ive seen actual speed runners tackle it and my jaw never leaves the floor with how insane they are. overall, its probably a one-of-a-kind game that we wont see another for a long while to come.
@kempolar9768 Жыл бұрын
And to think it came from the same devs that made donut county. Absolutely love it when devs make a risky change for the better and have the skill and dedication to pull it off. Speaking of speedrunners, I saw a clip recently of the first Green fight where he literally never jumped in the whole level and still got a faster time than me. Insane.
@NitrogenDev2 жыл бұрын
This really makes you think how some games were obviously designed with speed-running in mind and not as an afterthought! One point I do not quite agree with is RNG. Sure, common elements are needed in each run, but I think in certain games (e.g., Spelunky, Dead Cells, or even Minecraft, in increasing order of RNG) that is precisely the aspect that makes them interesting to speed-run (and friendly). Though, indeed, not all games can make use of it. A good game that nails this balance I'd say perfectly is Peggle. While the layout of each level is the same, the orange and green pegs change positions and the purple ones are random every shot. This way, you know what to expect, but the game can still be brutal with awkward placements of key pegs. At any rate, great video (and love letter to Neon White)!
@bengarrett49842 жыл бұрын
I would point out how many Speedrun games have randomizers made by the community. It's a test of how fast you can get through a game you know well with intentionally limited equipment.
@jasonreed75222 жыл бұрын
Minecraft lets you control the randomness with the seed mechanic. (Lets the player control the seed for the RNG vs having the devs or some other factor like time set the seed) This makes seed hunting an important aspect of Minecraft speed runs. And many games have fan made randomizers that can be run with separate leaderboards. The point of these is not to test how good at being a robot you are (a game with 0 randomness has a frame perfect solution that technically every runner is trying to find and perform), instead the randomness lets you test how adaptable you are to an unkown level with runner level skills.
@aGoshDarnTravesty2 жыл бұрын
It depends on how the RNG is implemented; there should always be some degree of control. In the case of roguelites or randomizer mods, there is always a seed in the level generation so that even if everything is randomly placed two players can still run the exact same map. The players still have to improvise, but within the scope of the randomizer the competition is fair because they are reacting to the same randomly generated level. RNG gets problematic when two competing players running the same game with the same seed with the same level of skill can still have their times impacted by pure luck. If two players are neck and neck in a race, and player A is handed a win because player B's final boss randomly took 4 hits to kill instead of 2, that isn't satisfying for anyone. My ideal speedrunning game would randomly select from elements that all take the exact same amount of time to complete. Little changes like whether a boss swings with its right arm or left, whether the player has to jump or slide to avoid an obstacle, etc, so that every run is mathematically fair but players still have to react on the fly.
@ikagura2 жыл бұрын
RNG basically means that regardless of skill some are more advantaged.
@frozenover_exe2 жыл бұрын
Another good example of balanced RNG is Cuphead. All the bosses have a pool of attacks they can pick from. Which one they pick is random, but it’s easy to react to. The game is heavily focused on dodging, so the RNG here is just enough to keep fights interesting
@IrfanFakhrianto2 жыл бұрын
neon white is such a goated game yes, the story and dialogue too
@kaistephens26942 жыл бұрын
I agree. You see, what a lot of people are missing is that Neon White isn't just cringe for the sake of it - no, it embraces it wholeheartedly. It's all delivered with sincerity. The dialogue is like that because this game is trying to evoke a Dreamcast vibe that it nails perfectly. You know that meme, "do not kill the part of you that is cringe, kill the part that cringes"? That's Neon White.
@hostilegamingz2 жыл бұрын
@@kaistephens2694 i wholeheartedly disagree, yes it was sincere but it doesnt make it any less cringe inducing
@DOCTOR.DEADHEAD2 жыл бұрын
@@hostilegamingz To be fair, at no point did they deny its cringiness lol
@mozarteanchaos2 жыл бұрын
@@kaistephens2694 tbh i kinda enjoy how "cringe" it is
@exyzt98772 жыл бұрын
@@hostilegamingz because, as op tried to say, that is the entire point. The game's dialogue is designed from top to bottom to be as cringe inducing as they could make it while still actually delivering some consistent story, dialogue, and character growth, cringe culture be fucking damned. It is absolutely shameless in doing so, and doesn't care, which fits considering that white's characterization is literally "Golden Retriever Hot Topic Wannabe. If you cringe at the game, good, they succeeded. And the point of it is that it's so cringy and self-aware that it loops back around into being genuinely hillarious.
@marvin_n72 жыл бұрын
I'm not a speedrunner, but Neon White makes me feel like one. Sometimes during my first playthrough I would get stuck on one level for 10+ minutes not because I couldn't beat it, but because I wanted to beat my personal highscore or get higher on the leaderboard. Yesterday, I finally completed White's Hell Rush, and it brought me so much joy. Now gotta grind to complete Mikey's Hell Rush, because it changes so much, you have to come up with new strats and play differently having all the cards swapped for rocket launchers
@ModBros84342 жыл бұрын
I think that RNG can be good for speedruns as well as bad. If it's a tiny detail that's make-or-break for speedruns, that's quite annoying. But if it's a core part of the game, runners are already prepared to accept the RNG, and it can really make the strategies more interesting. For example, games like Pikmin 2 and Minecraft have very active speedrun communities with very interesting tech and strategies, because every run is different
@Aluminum00132 жыл бұрын
Something else about Celeste’s tutorial is that you can skip the dash tutorial via the skip cutscene button.
@bengarrett49842 жыл бұрын
I appreciate that most of the thing you mentioned are just general best practices in game design.
@frankgrimito58212 жыл бұрын
From what I know I can say... their amazing mechanics and beautiful movement 💗
@gorimbaud2 жыл бұрын
I feel like the unacknowledged conclusion this should have reached is that not all games _should_ be designed to be speedrun friendly. The RNG section alone is a great example of this, where taking it out would fundamentally alter the experience, especially when you're using roguelikes as some of your examples. Making all cutscenes skippable doesn't seem like it should be a high priority for games where telling a story is the primary goal, either. It takes out an extra variable, too, since someone isn't going to beat your run solely because they're better at skipping cutscenes than you are. The whole Stuntman example is weird too, since you seemed to already provide reasons _why_ retrying within a scene would be discouraged, since you have the entire production riding on you getting the whole thing right all at once. Like, that feels like it's kind of the point, working for a perfect run of the whole scene. You're already not doing much of a speedrun if you have to restart a level multiple times, that's all only going to matter in the practice. Some games are better off being Speedrun At Your Own Risk, because dedication to the game is already a fundamental part of speedrunning.
@robertbaillargeon36832 жыл бұрын
Seems like whether RNG is good or bad for speedrunning is mostly determined by what options the game has to mitigate bad luck. It's extremely satisfying to watch a great runner adapt and make quick decisions on the fly to deal with an unexpected situation.
@kempolar9768 Жыл бұрын
Absolutely. If you can get around bad luck with superior skill, then of course thats so much better than seeing someone flip a coin and saying "well damn, guess this run is dead".
@victor_creator2 жыл бұрын
One option for cutscenes or tutorials is to make them unskipable for the first playthrough, but then have them be optional for all subsequent playthroughs.
@Mezurashii52 жыл бұрын
The in-game timer is a big thing on PC, where the load times might vary a lot between players' setups. Also, options like disabling music are nice - otherwise speedrunners are sentenced to hearing a soundtrack way past the point of enjoyment.
@Vivi.20.2 жыл бұрын
Honestly, Neon White is such a fun game. Especially with the fact that me and my brother are playing through it alongside each other, meaning we're both constantly butting heads to try and beat the other persons times though. I definitely didn't go beat all of his scores while he was at work recently though, that couldn't be me at all (spoiler I did just that and now I have red aces on every level 1-20, with level 20 having me placed within the top 500. Gotta say I'm proud of that one).
@occamsbutterknife91862 жыл бұрын
You should watch the devs reactions to the WR heaven rush. Even they're shocked at what kind of tech people have discovered.
@Triforce_of_Doom2 жыл бұрын
for me, one case of RNG making speedrunning more interesting is the Knuckles/Rouge levels in both Sonic Adventure games. For those who don't know the mechanics, the treasure hunt levels have you find 3 key items randomly hidden in sandbox areas (most are small... then you have the space levels in 2). For first time players, you'll be abusing the Tikal/monitor hints to find all 3 items. However, getting all missions in 1 or A ranks in 2 requires you to not use hints (ranks in 2 for these are based on the bonus points you get for finding them fast & on your own). You might be wondering "hey how the fuck am I supposed to find them without hints if they change every time". Memorization. The 3 spots you have each run are picked from a pool of I wanna say 6 or 7 spots, so as you play the levels, you can start knowing where the spawns are & just start sweeping the levels in an efficient manner using the radar's hot/cold system (and hoping one of them in Dry Lagoon isn't the "ride the turtle through the current" spot)
@GreenBlueWalkthrough2 жыл бұрын
Thanks for this great list! also thanks for including that warning as it;'s very true I've seen countless games chase Esports and Speed running just to get abandoned or forgotten when that does not happen as they forgot to make a game for normal gamers first then add Speedrun freindly bits. As for me... I may be making a Speed run friendly game in vanalla RPG maker just by making the best RPG maker game I can make.
@N120152 жыл бұрын
And well, there's good Speedrun games who are just TERRIBLE, and them there's bad speedrun games who are amazing. Sonic 06 is a more speedrun-friendly game than Galaxy, but we all know that Galaxy is great at worst while 06 is awful period.
@scatterbrain87642 жыл бұрын
You showed a lot of footage from Crash Bandicoot in this video, and I think it does a pretty good job of easing people into speedrunning. The Time Trial mode introduces Time Crates that stop the clock for a few seconds, which encourages players to try and break as many as they can - helping to ease a player in by using a mechanic they're likely already familiar with. The Time Crates can also assist players with pathing with how they're placed, and some are even placed within some tricky setups that introduce players to advanced techniques as they work out how to safely break them. Secondly, Time Trial mode doesn't just offer a Relic for completing it, but different tiers of Relics depending on the time you ended up with. Sapphire Relics are the easiest, and in their debut in Crash 3, they unlock the 5 secret levels, so someone who's new to the concept of speedrunning and at least making an effort to try can unlock all the content. However, if you want to truly complete the game 100%, you're encouraged to go after the Gold Relics. They're harder than Sapphire, but not too difficult for most players. Plus, if you're committed to 100% completion, you'll have likely learned enough about each level from trying to get the gems to figure out how to optimise your time enough to get all the Gold Relics, and with them the final gem in the game. And then, for those who really like it and are craving a challenge, there's the Platinum Relics - the hardest Relics in the game, purely serving as a bragging right for those who earn them. Not every level or game in the series does this perfectly, but I think these are some good ideas to help introduce players to speedrunning. By utilising familiar mechanics in a different manner, it shows how speedrunning can be a different experience to the core game, and the 3 tiers of Relic give players new goals to aspire to, which helps to increase replay value. Maybe you got that Sapphire pretty easily, so you run the stage again for Gold, and then you might get it and find that you weren't too far off Platinum, so you're encouraged to go again...and again, and again, and again, because my word, can some of these Platinum Relics be brutal.
@HenriBlavatski2 жыл бұрын
There's a reason Super Metroid is one of the progenitors of speedrunning. It just complements the base game so beautifully and makes it still feel fresh even after hundreds of playthroughs. And at least in my case it all came so naturally: First you play the game and find it really hard and kind of clunky, but atmospheric and memorable otherwise. Later you try the game again and remember that the game taught you about wall-jumping. You try that in a couple of places and notice that you can skip lengthy passages and get some items out of order. Then you watch a couple of videos and notice that there's a relatively simple movement tech called mockball that can skip one of the first bosses early. You try it a few times with varying success until you manage to skip that boss. And then you notice that you can do that movement everywhere and when performed correctly it feels really smooth, natural and just kinetically satisfying. The same pleasure one might get for playing an instrument in rhythm. And then you notice that you want to learn about the individual rooms and notice that there's so many little things that you can do. How you can optimize the jumping by grabbing ledges, how you can move through certain blocks by performing weird animation , how you can fly through rooms by taking damage from enemies. There's always something new to learn and incorporate into your muscle memory.
@jasonreed75222 жыл бұрын
I think Pikmin represents a game all about casual speedrunning. The game is basically an RTS, it has a time limit of 30days and is easier the faster you go. I think it also tracks playtime among other stats, but the obvious stat to use is days spent in game. (The record is at the minimum of 6days for 5 areas and having a tutorial that won't let you get the other part forcing a return) Its also satisfying to get an area down to completing in 1 day, and its unsatisfying to lose. (Pikmin deaths take a piece of your soul, its amazing what 1 ghost animation and 1 sound effect can do) All in all its a great intro to speed running for a game from the gamecube with no integrated tools to enable speed running. (Its similar to sunshine in being accidentally great for speedrunning)
@chickensky1121 Жыл бұрын
I'll be honest, most of the features mentioned in this video should be things EVERY game has, even if they're not trying to specifically make speedruns easier. I hate unskippable tutorials and long loading times for challenges you're meant to attempt over and over again.
@yizzardpalmero2 жыл бұрын
One of my main goals with my indie game was to make it speedrunner friendly! The speedruns are actually really fun now! So it's a mix of platforming and turn based combat. Of course, turn based combat can really struggle with speedrunning a lot of the times especially with grinding. So I added in a cheatcode where if you type in "speedrun" it completely negates the need for grinding. How it does this, is that it removes EXP and replaces it with a system where if the enemy you kill is a higher level than you it just sets your level to theirs! (Excluding bosses where you can only gain 1 level, but that only ever comes into play like once in the speedrun and I don't feel like getting into the reasons here) It makes it to where pathing to find enemies who are stronger than you as fast as possible is optimal, but also introduces a risk/reward system where fighting enemies way above your level could be a huge payoff or a huge time loss if you die (or even if they're just super tanky and it takes longer to kill them than it would have if you would've fought a couple other enemies). Also, no cutscene is skippable, but all dialogue is. This creates a small "minigame" during cutscenes that's just a mash as fast as possible to skip this cutscene instead of just holding a button to skip it, which I think is fun. (It also negates the possibility of accidentally skipping the whole thing as the worst you can do is skip one textbox) Anyway, if anyone feels like checking it out it's called Jeebo & Jerbo vs. Life and it's on Steam! (Also it just came out with a big UI overhaul so if you for some reason watch the speedruns on my channel, the battle menu looks like 200x better now lol)
@Wielkimati2 жыл бұрын
Oh... the momentum gained from bombs from machine guns is actually stacking, so you can shoot it double under yourself to get even higher/faster... I thought it didn't because it didn't work for me when I tried it once, so I was just shooting it at walls and bouncing off those explosions... yeah, makes sense... Love the fact that my approach was just as legit, since I aced every level.
@victorribera57962 жыл бұрын
My favorite speedrun categories are the meme ones, they are so crazy and need to do such unbelievable stuff is hilarious. And also the Low% that break the game mechanics as much as possible to beat it with the lowest percentage possible even if that cost you 12h extra time.
@indecision63262 жыл бұрын
Ghosts are a very good way to create a rivalry not with your friends, but with yourself. If you know exactly what you did in your previous run, you can make it a lot easier to achieve a new personal best.
@Ironpecker2 жыл бұрын
Another thing that is quite underrated is when the game leaves you breadcrumbs to follow and makes you see that there's much more to the game, in terms of mechanics and techniques. You alluded at celeste's b, c sides and strawberries but I think having a timer/ranking at the end of a stage/level (like with cuphead or dmc) can be a real motivator to start practising your skills and eventually maybe delve into advanced stuff discussed in online speedrunning communities. Edit: oh whoops didn't watch the neon white section yet lol. Glad to see we're on the same page!
@Alphard722 жыл бұрын
One of my favorite speedrun experiences is centered around one of my friend's nephews. He's I think 6 or so and every so often makes a bunch of Mario Maker 2 levels. Since the levels aren't particularly good there's no one else really playing them but my friends compete for the speedrun record on them and try to make it so that as many of them as possible have a world record set by one of us.
@artman402 жыл бұрын
Interesting how a game that's usually bad for speedrunning is enjoyable if you speedrun it non-standardly. I think Mario Maker 2 is a bad speedrun game as a whole due to the sheer amount of downtime you have to go through between the levels themselves.
@0cellusDS2 жыл бұрын
It helps a lot if the game is, well you know, fun. Pretty much any popular speedrun game is a masterclass one way or another. Even if you are a casual who has no interest in the art of speedrunning, pick up any popular speed game and you will probably have a great time.
@BoredDan72 жыл бұрын
One thing that Trackmania (2020) does that is really cool is having seasonal campaigns. Every 3 month long season they release 25 new tracks divided into 5 difficulty levels. Each track has times set for bronze silver and gold medals as well as a "hidden" author time (can be shown with plugins). This is great in that it encourages players to push for better and better times, aka speedrunning, but it also keeps things fresh for the more casual audience who by making sure there is a regular influx of new tracks.
@alpha_c.2 жыл бұрын
i think it’s worth mentioning metroid dread’s boss rush mode. it’s a mode that you unlock after clearing the game once ,and involves fighting every boss in successive order with no cutscenes, nothing in between, and it’s complete with a timer and allows you to practice each individual boss once you’ve beaten them. only thing is, no leaderboard.
@rumotu2 жыл бұрын
Only time of speedrun I can watch are glitchless speedruns. Tried to watch one with glitch uses. Yeah the game was ended in 15 minutes, but I couldn't understand anything that happened.
@Swordkiller556232 жыл бұрын
As much as it could be argued that it isn't due to needing Livesplit for the timer, I would say Sonic Adventure DX is an amazing speedrun-friendly game honestly. You got a great casual experience alongside some of the most insane skips for the stories. On top of that, unlike in sa2b, you choose which gameplay style you would want to try and perfect. Like fishing? Speedrun Big and learn how insanely precise your jumps can be optimized to get Froggy back. Like Amy's hammer? Speedrun Amy and learn that walls are merely an illusion of the mind and that Hammer Jump is the answer to every obstacle aside from sad Final Egg doors. Like missiles? Speedrun Gamma and learn that Gamma's hover is honestly the second most broken thing in the game due to walls being mere suggestions as you go through Hot Shelter wayyyy earlier than intended. Like flying? Break the game with Tails as you just soar through the air and walls without a care in the world until learning how to clip through walls in stages like Ice Cap to quickly get to the end! The reason I think it's an amazing speedrun game is that there's something for everyone honestly and the acting is just corny enough to keep me laughing regardless of how many times I play through it. It's just an overall really fun game to grind through, and I would suggest it to anyone wanting to get into speedrunning.
@ikagura2 жыл бұрын
Nah, it's trash. Classic Sonic are better at Speedruning
@loaduscoolclipz55052 жыл бұрын
Glad to see you talking about Neon White! I just finished the game about an hour before you posted this video, haha
@hanahomemadepizza14242 жыл бұрын
As a somewhat casual speedrunner, I loved this video. I've ran StS and Hades, and some of the mods for hades to reduce arbitrary resets early on are a great supplement.
@Agedude2 жыл бұрын
I loved to see the clips of Marble It Up! hidden in there. A pleasant surprise to see my favorite speedgame.
@emostiker2222 жыл бұрын
a hat in time has a 'speedrunner mode' that will autoskip cutscenes including the yarn pickup animation, which normaly cant be skipped.
@michaelk__2 жыл бұрын
A game I'm currently doing a casual playthrough off and already notice quite a few good for speedrunning design decisions is "Little WItch in the Woords", a game about collecting ingredients from the forrest around your house and putting them into potions, then using them to help people. A few times now I just already had the potion I needed to keep going and skipped backtracking from that. And a few times the game acknowledges that. Something I haven't actually tested yet but I'd suspect would be possible is making the potions without the recipe. And of course you can just pre collect ingredients for potions you will only need later on. While all in all I suspect the game to be quite weird to route optimally, I do look forward to when I will end up running this.
@crimsonDestroyer2 жыл бұрын
One example of a skippable tutorial I've always liked is what Pokemon Sword and Shield does. In most Pokemon games, early on, there'll be some kind of (usually unskippable) catching tutorial. However, in SwSh, you start the game with a few Pokeballs on hand that the game never explicitly tells you about, and you're given free access to areas containing wild Pokemon before the game teaches you how to catch them. If you catch something, then when you come to the point where you'd play the catching tutorial, Leon (the NPC that teaches you) will remark that you've already caught something and that he clearly doesn't need to teach you how to, and skip the tutorial. Running into that on my first playthrough was really cool.
@darthtace2 жыл бұрын
I think that getting the cognitive aspect of speedrunning to feel like a natural part of the game is probably Neon White's single greatest achievement, since it takes the focus off the mechanics (which take time and effort to improve once you've gotten used to the game) and onto the pathing (which is more frequently rewarding). The desire to get bet better times leads you to start questioning your preconceptions about the level, examining it from new angles and asking questions about the design. In nearly every level, enemy placement or architecture can give you a clue in regards to the developer-intended shortcut without the explicit hint. Then, in some levels, they'll leave a less obvious, but still fairly easy to find, intended strat that isn't the hint in order to make you feel clever once you find it. And then, feeling like you got one over on the devs by getting a red time (especially if it's through a clever route instead of constant practice) is a high that few games can ever hope to provide. It helps build an intrinsic reward system, driving you to go for better and better times without giving you any actual reason to do so. And that's vital to speedrunning, since, outside of the best of the best (in games that people care about), it's very rarely going to provide any form of reward beyond personal satisfaction. Instilling that sense of satisfaction as a natural part of the gameplay process is a hell an accomplishment.
@zelenpixel2 жыл бұрын
i kind of casual speedrun sometimes and i tend to gravitate towards games with fun and fast movement that dont have long speedruns. for that i gotta shoutout fancy pants adventures games theyre fun i speedran the first one in a little over 2 and a half minutes
@Saxjon2 жыл бұрын
Man, I hope Celaria can get up there with Neon White's popularity, too. That game is basically trackmania, but parkour!
@samsamrevolution282 жыл бұрын
Babe, wake up! New Design doc just dropped 👌🙌
@Vulcanfaux2 жыл бұрын
I really like doing time trials in crash team racing and to a lesser extent, mario kart. Something about doing the race tracks over and over has always been fun for me. Outside of them I do like watching speed runs here and there. The single monster runs in monster hunter where they can do all the prep to make the perfect weapon and sets, or even the full game speed runs of games like metroid or even jrpg's like xenoblade torna the golden country. They have always been entertaining to watch.
@hellNo1162 жыл бұрын
My personal favorite and actually the only game I have speed run or trackmania. The whole game is you against your old time. Yeah it has author times and leaderboards, but in reality you are your biggest enemy. Also a deterministic physics engine it is great to ensure that given the track is not one that requires a specific trick, you can get fairly consistent runs and the rng is basically you and being able to replicate the good conditions. Trackmania has one and basically just to beat author metals from user content requires you to learn about those more advanced techniques. The game is made in such way that you have to learn it. The only bad thing is that it doesn't have a tutorial but since it is focused on player content the community has done a fantastic job offering tutorial both in the form of videos and in game campaigns focused on specific types of racing tracks.
@FerousFolly2 жыл бұрын
when it comes to learning how to read racing lines nothing beats Trackmania, since getting into it I've genuinely started seeing racing lines on real life roads while I'm skating to and from work
@GamingReinvented2 жыл бұрын
Nice video! I liked the examples used, and the points about being able to skip tutorials and cutscenes, or have the game hint at where to go to run a level more quickly. However, I think one more thing that games need to do here is not punish the player too harshly for trying something different, or leaving the intended path. Paper Mario Color Splash is an example of a game that does that wrong on all counts. Not only are the boss battles designed around a particular item you have no choice other than to have/use (limiting experimentation with strats), but the game outright kills Mario instantly if he ends up out of bounds at all. As a result, you are very heavily restricted in how you can tackle the game, and more advanced skips/speedrun strats are often just not possible at all. I also think the Great Plateau in Zelda Breath of the Wild might be an example of how a game's design can affect speedrunning. On the one hand, it's a great tutorial; it's very freeform, lets you experiment with the game's core systems, etc. It's a masterpiece of design in that sense. But it's also mandatory on every playthrough, and the requirements to leave it basically put a 30 or so minute bit of padding at the start of every attempt. Speedrunners can try interesting things to reach the shrines there more quickly, or skip certain cutscenes, but at the end of the day they NEED to get 4 Spirit Orbs, to speak to the king, to get the Paraglider, etc to even reach the point where they can truly experiment with the game and its systems. That basically puts a floor on how low speedrun times for the game can get, and makes any% rather unforgiving as a result.
@musketg27742 жыл бұрын
Celeste and MK Wii are some of my personal favorites and its what got me into speedrunning as a whole! Honorable mention to refunct for being a great short and easy place to start
@LittleParade_2 жыл бұрын
Splatoon campaigns have always been really nice to see speedrunners attempt! Every Splatoon game has a built in timer timer for each stage, and the separate stages allow for both single stage speedruns and Speedruns of all the stages! It's really neat, and I've always considered getting into the Speedruns for Splatoon!
@kempolar9768 Жыл бұрын
In the case of Crosscode there are the dungeon races, an in-universe equivalent of video game players trying to beat a section of a game faster than the other. You're not expected to beat the Emilie (the hidden timer) on your first playthrough but if you can then you get a few really rewarding bits of dialogue that you would never see otherwise. One of the only ways I've seen speedrunning have a kind of in lore explanation which is neat.
@angeldude101 Жыл бұрын
It also has skippable cutscenes, very short retry turnaround, since dying almost instantly respawns you at the start of the current room, and very little RNG. It also has plenty of tech to do small skips or just move faster. There's running, there's dashing 3 times before needing to pause, and then there's holding down the shield button while spamming dash to quickly get just about anywhere. The longjump, aka "JADC" is actually referenced in the game itself in one of the sidequests, and is pretty much the first major piece of tech to learn when starting speedrunning. And then there's breaking the game's reality with save-storage allowing you to wrong-warp past most story barriers, including letting you clip into the DLC epilogue as early as Chapter 3. The game then has a specific mechanic for when you do major sequence breaks to let you salvage a potentially broken save, which can be used to quickly reach Ba'kii Kum by triggering a story event from Chapter 6.
@kempolar9768 Жыл бұрын
@@angeldude101 I absolutely adore that the JADC is part of what the game itself teaches you (and just before my personal favourite boss as well).
@brendanmanning27256 ай бұрын
I think it's worth mentioning Axiom Verge, which has a dedicated speedrun mode that eliminates all story elements and item descriptions, along with an in game timer that will give you splits for each boss
@Flash33c2 жыл бұрын
2 games I've speedran are Among Us (Kill all Dummies) and Pirate101 (Fin% (ends after the defeat Fin Dorsal quest is turned in)). For Among Us unless you download an old patch (which the rules allow for some reason) it's actually slower to do this category due to the extended time it takes for the ability to vote to happen due to the time it takes to show which specific people died. For Pirate101 (turn-based with grid-based combat) though you can skip the tutorial, mostly control what Battleboard layout you get depending on where you aggro mobs & can turn on Fast Combat (basically an always active speed-up key) in Options what you can't control are the other RNG heavy things (unit placements (a run can fail at the first Troggy fight if they're not spawned close together), enemy targeting/positioning/hp/lvl (higher lvl=more hp), crits (crits play a special animation which eats up time), attack animations (fancier=longer), etc.). I once had a really good run that failed due to bad RNG at the Fin fight, which was frustrating but comes with the territory of games like that.
@endplanets Жыл бұрын
"Psi-Ops: The Mindgate Conspiracy" had a built in Speed Run mode. You walk into a room and the boss is already there and attacking. They didn't even bother loading the cutscene. Good stuff. The best way to skip a cutscene is to have a dedicated button. Like R2. That won't get mixed by by pressing X repeatedly.
@BlueLoveYT2 жыл бұрын
I'll never do a speedrun, but I love watching people attempt them. I love how speedrunning can be applied to every game, and I think it's beautiful seeing people pushing games to their limits.
@jasonreed75222 жыл бұрын
And there are 2 types of speedruns. Type 1 are like pikmin or pokemon where you mostly stick to intended mechanics and paths, this just looks like playing the game really well. Type 2 are like Portal 1, where you exploit so many glitches and probably know the code better than the devs, these runs do not look like someone expertly playing the game, they barely look like playing the game at all. (Portal's record is around 10mins, Portal 2's is over 50mins because most of the glitches got fixed) I personally really like watching type 1 speedruns because they help explain how to be better at the game as a casual, type 2 runs are a spectacle but not useful for improving your own skills.
@variousthings64702 жыл бұрын
@@jasonreed7522 Yeah, it can be amazing to see the creative and technically impressive ways that speedrunners exploit bugs. But at a certain point, such tricks are so overwhelming that the gameplay becomes far removed from the thing that I found appealing about the game in the first place. That's why I generally prefer to watch and perform glitchess runs. and runs that retain the spirit of the gameplay that attracted me to the game back when I did my first casual run.
@Jdudec3672 жыл бұрын
@@jasonreed7522 then there is speedrunning the old Pokemon games...
@Hamletonium2 жыл бұрын
A point you didn't bring up but that might be important anyway is speed parity between different versions - making sure every port or localization of a game gives all players a fair shot at gunning for a top time.
@eduardobarreto55552 жыл бұрын
Both Crypt of the Necrodancer and COTD: Cadence of Hyrule are amazing for speedrunning. The first one is naturally great for it with the added features of timers and fast restarts, while the latter adds developer intended skips for every first dungeon floor and shortcuts in the overworld. Additionally, Cadence of Hyrule pretty much becomes a different, much challenging game if you speedrun it since you will skip pretty much every upgrade and will have to face the endgame with very basic equipment in the same way Breath of the Wild speedrunners end up challenging Ganon with whatever they can find in Hyrule Castle, although the beauty of that game is that it is designed to be beat with only the dagger and the starting defense ability.
@zachrodan75432 жыл бұрын
I think another aspect of making a game speedrun friendly is something the psychonauts devs touched on in one of their videos (I forget if it was during their let's play of psychonauts 1 that they did during the hype train for psychonauts 2, or one of the videos where they chatted while watching a speedrunner, but regardless: when bugs were reported, they would sometimes leave them in, depending on criteria such as whether they were likely to come up in normal gameplay (which usually would need to be fixed), and if it was something that speedrunners would have fun playing with (which would often not be fixed, as long as it wasn't likely to affect someone playing the game normally).
@Dircashede Жыл бұрын
I feel like small, incremental targets are highly effective for getting into speedruns. You'll never watch a world record run and think 'I can do that', but you can slowly progress step by step until the foundation is there and all of the toughest mechanics are small window dressing. Neon White's friend leaderboard did a great job for me to push and motivate me to get better time, more than the global leaderboard ever could. I can also speak highly from experience on built-in speedrun accessibility. LiveSplit isn't difficult to use, but it's a little cumbersome (not dissimilar to a start up or reset screen that takes a little too long), so I really appreciate when these elements are baked into the game itself. At the end of 2016 I got into a game called Furi which was a lot of fun but had its own speedrun mode, complete with built-in leaderboard and stage by stage time splits. Seeing that tangible progress in real time was highly rewarding and drove me to keep playing, until I became a world record holder within a year (and actually played it at SGDQ a couple years later!), which never would have happened without that accessibility.
@MeargleSchmeargle9 ай бұрын
I think my favorite game series to ever watch people speedrun is the OG Ratchet and Clank trilogy, in particular Going Commando and especially Up Your Arsenal. The NG+ categories in particular are absolutely brutal when it comes to the skill curve required to truly compete, but the movement tech in those games is some of the flashiest and most stylish you'll see in any game. If y'all have watched speedruns in these games, you can't tell me it isn't incredibly satisfying watching someone do miniturret proxies, neutral lag jumps and whip jumps for half an hour as they blaze through a level in mind-bending ways.
@WagnerGFX2 жыл бұрын
Global leaderboards are one of the best ways to discourage normal players, since they will always see the most absurd times and scores. Battlefield (at least the last one I played) made multiple leaderboards segmented by location and things that could be tracked (weapon type, accuracy, headshots, K/D, etc). With that you could compare your scores with people on your local state or country. This could be a good trick to avoid showing only the very best scores and helping keep new players motivated. Having some type of algorithm to split the leaderbords between new players, seasoned and speedruners/pros could also be an interesting solution. Something similar to Ranks in MOBA games. The key is allowing the player to compare his time/score with others at similar levels.
@ProjSHiNKiROU2 жыл бұрын
Hitman 3 (the entire trilogy) is the first game I speedrun. It has a scoring system that depends on clear time, a fast-tracked second playthrough experience (changing starting location, new inventory items, etc.), a save/load system that allows me to save scum a speedrun. Also Hitman focuses on mostly strats than precise execution
@MtnSmithy2 жыл бұрын
I remember in Super Mario Odyssey, you could view leaderboards for the various minigames and I would always make sure I would at least have a faster time/higher score than my friends. Good stuff.
@contentbacon65552 жыл бұрын
I've been a Celeste speedrunner for about a year and a half at this point, and even if I don't play the game as much as I used to, I still see it as a great speed game for anyone. I've met so many people and made so many friends through the community and I'm barely in the top 1k runners! I can't think of a more welcoming community for any game, much less speedrunning. If you've beaten everything the game has to offer, try applying you new skills the the first 7 levels, you'll be surprised how far they get you.
@artman402 жыл бұрын
These are still dozen or so seconds of downtime between levels.
@contentbacon65552 жыл бұрын
@@artman40 That's literally a good thing, I can't imagine running the whole game without any breathers whatsoever. IGT is a blessing.
@zanthiablue52542 жыл бұрын
That said I would encourage people interested in speedruns to look for speedruns of the type of games you most like to play. I say this as someone never that into platformers or action games finding speedruns of rpgs and puzzle games was inspiring.
@DigiTamerRiley Жыл бұрын
"An easy to digest package, that won't take over your life" I glance nervously at the "Last 2 weeks: 45 hours" message from Neon White in my Steam library
@gabrielgalvis66972 жыл бұрын
Katana Zero is a game near and dear to my heart. After a regular play through, you unlock a speedrun menu where you get advanced options. You can try a hard mode of the game, get rid of cutscenes, get rid of random enemy spawn and make it consistent, ban or allow a time slow mechanic. It is an amazing indie game with a story I love, that’s very satisfying to go through, and is a great intro to speed running. There isn’t any advanced tutorials like Celeste or Neon White in its gameplay, but you can breeze through levels after enough practice.
@benox502 жыл бұрын
I think this is a big plus for any game where it can be added, is some sort of hidden replay value, recompensating skilled players with style and speed is one of the best
@wyguy53862 жыл бұрын
It's interesting the different things that can be done to make games speedrunable. And in the case of skipable cutscenes, it looks like some things improve the game's feel as a whole, which is very handy.
@mattm72202 жыл бұрын
I wish I had the knowledge and skill to make a game, because this video has inspired me to create the ultimate anti-speedrun game. A game called "Don't Speedrun This Game". A game the employs *every single* "barrier" showcased in this video to make a game that is so frustrating and near-impossible to speedrun that people would eat their our headphones trying 🤣 Please someone with more ability than me take this idea completely free of charge, and make the dream a reality. Maybe even throwing in a few extra speedrun barriers such as: - Randomly dropped frames programmed into the game so timings always change, and are impossible to learn - Button-mash punishing, unskippable dialog sequences and cutscenes (similar to the owl in Ocarina of Time, where the default option is to repeat/replay the entire sequence)
@Verunme2 жыл бұрын
Put in a "par time" timer to every level; and make the final stretch of the level not load in until a point it could be reached by a frame-perfect input bot using every intended advanced technique in the game. No amount of sequence break or glitch exploit would allow a level to be finished quicker than the par time of the bot, because it's impossible to do so as the end segment won't load, while any non-speedrunning player will not hit the barrier as humans couldn't outperform the bot without exploits. The segment has to be some playable section, not just the exit door, or the speedrunning community would start considering just reaching the door the end of the timer, even if the door doesn't do anything for another 2-3 minutes.
@mattm72202 жыл бұрын
@@Verunme The brilliance of this idea is that if the frames are being randomly dropped by the game engine, there is no such thing as "frame perfect" 🤣 Literally makes the game impossible to complete at all for anyone attempting to use a bot
@astridhypernova37222 жыл бұрын
I never speed ran a game. I admire those that can and am very impressed. The feats, code manipulation, secrets, and research going into it is amazing. But, I barely have enough time in life to even finish a game than think about a new game + or speed running. It's amazing though! I try to complete a game 100% on the first try knowing I won't have the time to revisit it.
@solsystem13422 жыл бұрын
It doesn't work for every game but for games that mostly or entirely gate progress by execution I think it's really fun to play them twice. Once to learn them and then a second time to feel awesome at how much you've improved.
@substandardnerd2 жыл бұрын
Something I like is when games have optimal cycles if you go quickly but can have challenging waiting if you move more slowly.
@Yamartim2 жыл бұрын
Shoutouts to Towerfall (the game the Celeste devs made before celeste) that has a challenge Speedrun mode that plays like a puzzle game about routing for best times in single screen arenas and then executing your route for a medal
@maybeyourbaby6486 Жыл бұрын
I'm late but two more things about RNG that we can learn from Slay The Spire is to have an option to use less RNG and to make seeds available - When you start a game you get a random bonus (which in turn often has random effects, like pick 2 cards in your starting deck and replace them with random cards etc), but if you died before reaching the first boss then you instead get to pick between two set bonuses that are less RNG reliant, and one of those options is the preferred for speedrunners, so even though the normal gameplay involves a lot of RNG at the start of the run, speedrunners can make sure that they get a more consistent start every time. And having seeds visible and then able to be entered when you start a run kinda speaks for itself 😅 It allows you to practice the same map/enemy/loot configuration over and over, and if someone gets a good time just because they got lucky with the level generation, you can try to beat them with the exact same setup - which is a pretty big deal in the Minecraft speedrunning scene, right?
@eldeformito42 жыл бұрын
Offpring Fling is the first game that got me into speedrunning. And it does a lot of things to teach you, even putting a ghost version of the fastest the devs could make it.
@familiarnamemissing33822 жыл бұрын
All I can think of watching this is how Axiom Verge gives you a speed run mode after you finish the game once. It just adds a timer and removes all the cutscenes, but it sounds pretty useful. Specifically, I wish that was a setting you could mix in with harder modes that only unlock after finishing the game, because my reaction to a reward for completion is to instantly try it out, and then…it’s just the same game but harder, and I realize I’ll have to come back in a year or so.
@crowan14002 жыл бұрын
Cluster truck also does this really well
@ITSGOODFORYOURHEALTH2 жыл бұрын
Was literally considering this question all this week, how convenient
@timogul2 жыл бұрын
Walk and talks are so tricky, because from a storytelling perspective, they are a good way to deliver exposition, but from a player perspective, the ideal way to do is is that it takes exactly as long to tell the dialog as it takes the character to cover the intended route, but then if a player is good at movement they might get there early and break the scene, _or_ players might just stand in place until the scene finishes, worried that they might break it. ME:A handled this well, pausing and picking up conversations if a fight scene started up.
@lazarus31002 жыл бұрын
One of my favorite games that's very speedrun focused is Cyber Hook. Imagine spiderman getting lost in Tron except also shooting cubes with finger guns.
@ophiuchus_kin Жыл бұрын
I remember I got extremely into mario kart 7 and actually managed to get to world time on the DK track, it didn't last long at all, but I felt like the coolest kid on the planet
@alexanderthegreat48172 жыл бұрын
I think levelhead has some axing speedrun mechanics for a level creator. The trophys are great and a speedrun mode that ignores checkpoints is great, as well as the tower trails daily in which you are encouraged to speedrun for a day against everyone else for the best time in 5 levels. Although personally I'm not a massive fan of speedrunning myself, I did play a lot of levelhead because the tools are there for speedrunning. It's a fairly unknown game but I highly recommend it for fans of Mario maker, because since i got it I've never touched mario maker due to the speedrunning elements. It's also great to watch people speedrun your levels and then trying to beat them. Finally, the campaign eases you into this by encouraging it in the dev built levels so you get a fell for it during the game
@Monkeymario.Ай бұрын
8:47 Yeah I've made games and I've already been trying to avoid randomness for a while too make my games more speedrun friendly. I ensure most things/physics are as deterministic and as least chaotic as possible.
@fermata44252 жыл бұрын
Recently, I've been playing a roguelike called Revita that has a whole lot of speedrun-friendly features, which works out great for a game that's pretty much designed to be played lots of times. The screen transitions between each room, the door opening animations, and the boss intro cutscenes can be fast forwarded, or in some cases skipped altogether, with a quick tap of the space bar, taking you right into the action. The final boss has a bit of monologue the first time you fight them (also skippable), but after a few encounters they just decide to shut up and let you fight them right as you walk through the gate. The game even has an achievement that you can unlock by beating a run in under 20 minutes, and it even rewards you with a unique item to find in your future runs! The developers clearly put a lot of thought into making their game play as smoothly as possible.
@Tater8q3f2 жыл бұрын
Cyberhook is like Neon White but with grappling hooks. Great speedrun game.
@GalaxianSR2 жыл бұрын
My favorite speedgame of all time is Crash Team Racing on the PS1, and one of the biggest reasons I love it is that it has a lot of depth, and always feels like you can do better, keeping me coming back for more. I'm also a more IL kind of guy, and kart racers are perfect for that thanks to time trial.