[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:01.48,0:00:07.52,Default,,0000,0000,0000,,Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. Dialogue: 0,0:00:09.26,0:00:14.62,Default,,0000,0000,0000,,2015 was dominated by remakes, remasters,\Nand rereleases. Dialogue: 0,0:00:14.63,0:00:20.17,Default,,0000,0000,0000,,In the past 12 months we saw recycled versions\Nof Saints Row IV, Resident Evil, Majora's Dialogue: 0,0:00:20.17,0:00:25.25,Default,,0000,0000,0000,,Mask, the Borderland games, Devil May Cry\N4 and DmC, almost everything Rare ever made, Dialogue: 0,0:00:25.25,0:00:30.40,Default,,0000,0000,0000,,Journey, God of War 3, Dark Souls 2, Final\NFantasy Type-0, X, and X-2, the Uncharted Dialogue: 0,0:00:30.40,0:00:35.55,Default,,0000,0000,0000,,trilogy, Darksiders 2, Tearaway, Dishonered,\NGears of War, and Xenoblade Chronicles. Dialogue: 0,0:00:35.55,0:00:38.99,Default,,0000,0000,0000,,That's not to say they shouldn't have been\Nreleased, but with so many developers stuck Dialogue: 0,0:00:38.99,0:00:43.46,Default,,0000,0000,0000,,in the past, it's surprising that there was\Nanyone left to come up with fresh and innovative Dialogue: 0,0:00:43.46,0:00:44.86,Default,,0000,0000,0000,,new stuff. Dialogue: 0,0:00:44.86,0:00:47.05,Default,,0000,0000,0000,,But luckily, there was. Dialogue: 0,0:00:47.05,0:00:51.25,Default,,0000,0000,0000,,We've already spoken about some smart bits\Nof game design from the last 12 months. Like Dialogue: 0,0:00:51.25,0:00:56.43,Default,,0000,0000,0000,,Nova-111's somewhat successful attempt to\Nmarry real-time and turn-based gameplay, The Dialogue: 0,0:00:56.43,0:01:01.52,Default,,0000,0000,0000,,Swindle's 100 day time limit that pressures\Nyou into making wonderfully dumb decisions, Dialogue: 0,0:01:01.52,0:01:05.92,Default,,0000,0000,0000,,Grow Home's wobbly hand-over-hand-climbing\Nsystem, and the randomly generated murder Dialogue: 0,0:01:05.92,0:01:08.12,Default,,0000,0000,0000,,mystery game Westerados. Dialogue: 0,0:01:08.12,0:01:12.34,Default,,0000,0000,0000,,But you can find scraps of good design in\Nlots of games released this year. So here Dialogue: 0,0:01:12.34,0:01:19.57,Default,,0000,0000,0000,,are five. Five mechanics or systems or just\Nclever ideas from games released in 2015. Dialogue: 0,0:01:19.57,0:01:24.99,Default,,0000,0000,0000,,Let's start with Bloodborne: another dark\Nand difficult masterpiece in the Souls series, Dialogue: 0,0:01:24.99,0:01:30.84,Default,,0000,0000,0000,,which introduced a fascinating new wrinkle\Nto an already sharply-designed combat system. Dialogue: 0,0:01:30.84,0:01:35.70,Default,,0000,0000,0000,,In this game, From Software wanted to make\Ncombat more offensive than Dark Souls, and Dialogue: 0,0:01:35.70,0:01:40.46,Default,,0000,0000,0000,,less tentative. So not only did they take\Naway your shield, but the team added something called Dialogue: 0,0:01:40.46,0:01:42.48,Default,,0000,0000,0000,,the "regain system". Dialogue: 0,0:01:42.48,0:01:47.17,Default,,0000,0000,0000,,When you take a hit, you'll lose a portion\Nof your life bar as usual. But now, if you Dialogue: 0,0:01:47.17,0:01:51.48,Default,,0000,0000,0000,,strike back within a limited time you can\Nget some of your lost health back. Dialogue: 0,0:01:51.48,0:01:55.51,Default,,0000,0000,0000,,This encourages you to play aggressively,\Ninstead of hiding behind a plank of wood or Dialogue: 0,0:01:55.51,0:02:00.00,Default,,0000,0000,0000,,running away to chug from your limited stash\Nof potions. But there's risk involved, as Dialogue: 0,0:02:00.00,0:02:05.79,Default,,0000,0000,0000,,it causes you to act rashly which, as we all\Nknow, is what gets you killed in these games. Dialogue: 0,0:02:07.68,0:02:13.58,Default,,0000,0000,0000,,The game's producer told IGN that Souls series\Ndirector Hidetaka Miyazaki "looks at the health Dialogue: 0,0:02:13.59,0:02:18.76,Default,,0000,0000,0000,,gauge not as health, but as your power of\Nwill to go on". So, getting hit plunges you into Dialogue: 0,0:02:18.76,0:02:23.17,Default,,0000,0000,0000,,a state of despair, but immediately getting\Nin your own attacks gives you some hope that Dialogue: 0,0:02:23.17,0:02:26.08,Default,,0000,0000,0000,,this battle can be won. Dialogue: 0,0:02:27.18,0:02:32.86,Default,,0000,0000,0000,,Okay, so Metal Gear Solid V's Fulton Recovery\NSystem first showed up in Peace Walker on Dialogue: 0,0:02:32.86,0:02:39.28,Default,,0000,0000,0000,,the PSP. But shush. Most of us only discovered\Nthe fulton's pleasures in The Phantom Pain. Dialogue: 0,0:02:39.29,0:02:43.84,Default,,0000,0000,0000,,Here's how it works: any sleeping, stunned,\Nor surrendering guard in The Phantom Pain Dialogue: 0,0:02:43.84,0:02:48.72,Default,,0000,0000,0000,,can be attached to a tiny balloon, which whisks\Nthem off into the sky and delivers them to Dialogue: 0,0:02:48.72,0:02:50.04,Default,,0000,0000,0000,,your Mother Base. Dialogue: 0,0:02:50.04,0:02:55.24,Default,,0000,0000,0000,,You can also Fulton animals and vehicles.\NBut it's the guards that make this interesting. Dialogue: 0,0:02:55.24,0:03:00.20,Default,,0000,0000,0000,,Because stealth games have struggled to find\Na compelling reason to deal with enemies non-lethally. Dialogue: 0,0:03:00.20,0:03:05.60,Default,,0000,0000,0000,,In fact, it's almost always a bad idea because\Ntranquillised or knocked out guards can wake Dialogue: 0,0:03:05.60,0:03:10.57,Default,,0000,0000,0000,,up. So, unless you're going for achievements\Nor unlockables, it's often better to just pip 'em Dialogue: 0,0:03:10.57,0:03:12.78,Default,,0000,0000,0000,,in the head with a silenced pistol. Dialogue: 0,0:03:12.78,0:03:17.34,Default,,0000,0000,0000,,But in Metal Gear, if you spot an enemy soldier\Nwith good stats, who will be useful in Mother Dialogue: 0,0:03:17.34,0:03:22.50,Default,,0000,0000,0000,,Base, you're now given a good incentive to\Ntake him out non-lethally, then move him away Dialogue: 0,0:03:22.50,0:03:26.09,Default,,0000,0000,0000,,from other guards, and... fire him off into\Nthe atmosphere on a balloon. Dialogue: 0,0:03:26.09,0:03:31.22,Default,,0000,0000,0000,,Rubbish guards with rubbish stats can still\Nbe killed, but this mad extraction system Dialogue: 0,0:03:31.22,0:03:35.78,Default,,0000,0000,0000,,will make you think twice about offing every\Nsoldier in Afghanistan. Dialogue: 0,0:03:39.84,0:03:45.14,Default,,0000,0000,0000,,Splatoon's best mechanic is not spraying the\Nbattlefield with a thick coat of colourful Dialogue: 0,0:03:45.15,0:03:48.39,Default,,0000,0000,0000,,paint. And it's not swimming and jumping about\Nas a squid. Dialogue: 0,0:03:48.39,0:03:53.72,Default,,0000,0000,0000,,It is, in my opinion, both of these. Or, more\Nspecifically, the way these two systems work Dialogue: 0,0:03:53.72,0:03:55.96,Default,,0000,0000,0000,,together in perfect synergy. Dialogue: 0,0:03:55.96,0:04:00.98,Default,,0000,0000,0000,,Because, you shoot paint to make a path that you can\Ntravel through as a squid, which causes your Dialogue: 0,0:04:00.99,0:04:05.28,Default,,0000,0000,0000,,tank to refill, which you can use to shoot\Npaint to make a path which you can travel through Dialogue: 0,0:04:05.28,0:04:07.76,Default,,0000,0000,0000,,as a squid, which... well, you get the picture. Dialogue: 0,0:04:07.76,0:04:12.23,Default,,0000,0000,0000,,Most modern games offer multiple mechanics\Nbut it's very rare to see two very different Dialogue: 0,0:04:12.23,0:04:18.48,Default,,0000,0000,0000,,ways of interacting with the world - shooting\Nand moving - support each other almost symbiotically. Dialogue: 0,0:04:18.48,0:04:22.42,Default,,0000,0000,0000,,So it's not a case of doing some shooting\Nfor a bit, and then doing some swimming for Dialogue: 0,0:04:22.42,0:04:27.11,Default,,0000,0000,0000,,a bit. One mechanic simply cannot exist without\Nthe other, which means the way you deal with Dialogue: 0,0:04:27.11,0:04:33.13,Default,,0000,0000,0000,,every encounter, puzzle, and boss fight involves\Njuggling two disparate and sophisticated mechanics. Dialogue: 0,0:04:33.13,0:04:34.25,Default,,0000,0000,0000,,Which is challenging, and fun. Dialogue: 0,0:04:34.25,0:04:39.17,Default,,0000,0000,0000,,All in all, making Splatoon much, much more\Ninteresting than simply Call of Duty with Dialogue: 0,0:04:39.17,0:04:41.53,Default,,0000,0000,0000,,paint instead of bullets. Dialogue: 0,0:04:45.68,0:04:51.16,Default,,0000,0000,0000,,We talked this year about how checkpoints\Ncan change the level of tension in a game. Dialogue: 0,0:04:51.16,0:04:55.96,Default,,0000,0000,0000,,Keep them far apart, like in Far Cry 2 on\Nconsole, and you'll be sweating bullets when Dialogue: 0,0:04:55.96,0:05:00.63,Default,,0000,0000,0000,,you're pinned down and realise that it's been\Nhalf an hour since you last saved. Make the checkpoints Dialogue: 0,0:05:00.63,0:05:03.01,Default,,0000,0000,0000,,too close and you get Prince of Persia. Dialogue: 0,0:05:03.01,0:05:08.48,Default,,0000,0000,0000,,Well how about giving that choice to the player?\NIn Ori and the Blind Forest there are spots Dialogue: 0,0:05:08.48,0:05:12.32,Default,,0000,0000,0000,,where the game saves automatically but you\Ncan also spend some of your energy to make Dialogue: 0,0:05:12.32,0:05:14.77,Default,,0000,0000,0000,,"soul links" or checkpoints. Dialogue: 0,0:05:14.77,0:05:19.29,Default,,0000,0000,0000,,The onus is now on you to decide whether you\Nwant to save at every safe spot, or to give Dialogue: 0,0:05:19.29,0:05:23.36,Default,,0000,0000,0000,,yourself some more challenge and only save\Nat the beginning and end of a tricky platforming Dialogue: 0,0:05:23.36,0:05:24.26,Default,,0000,0000,0000,,section. Dialogue: 0,0:05:24.26,0:05:28.35,Default,,0000,0000,0000,,This is different from hammering Quick Save\Nin a PC game, though. Because that stock of Dialogue: 0,0:05:28.35,0:05:33.03,Default,,0000,0000,0000,,energy is limited, you must unleash soul links\Ncarefully, because you risk running out of Dialogue: 0,0:05:33.03,0:05:37.14,Default,,0000,0000,0000,,the blue stuff when you really need it. And\Nbecause that same stuff is used for performing Dialogue: 0,0:05:37.14,0:05:41.50,Default,,0000,0000,0000,,certain powerful attacks, you'll need to juggle\Nyour priorities. Dialogue: 0,0:05:41.50,0:05:45.71,Default,,0000,0000,0000,,It makes deploying checkpoints strategic,\Nand another thing to think about when getting Dialogue: 0,0:05:45.71,0:05:49.63,Default,,0000,0000,0000,,through the game. It's not something I'd want\Nto see in every platformer, but it could be Dialogue: 0,0:05:49.63,0:05:54.55,Default,,0000,0000,0000,,used by some designers to give their games\Na tad more nuance in the way they save your Dialogue: 0,0:05:54.55,0:05:57.47,Default,,0000,0000,0000,,progress. Dialogue: 0,0:05:59.84,0:06:03.10,Default,,0000,0000,0000,,And finally: Life is Strange. Dialogue: 0,0:06:03.11,0:06:09.28,Default,,0000,0000,0000,,This is a traumatic game. It features murder,\Nintense bullying, suicide attempts, and abuse. Dialogue: 0,0:06:09.28,0:06:14.81,Default,,0000,0000,0000,,Which is why it's so important that Max can,\Nin every episode, sit down. Just plonk her Dialogue: 0,0:06:14.81,0:06:17.30,Default,,0000,0000,0000,,butt on a chair and take a moment. Dialogue: 0,0:06:17.30,0:06:22.18,Default,,0000,0000,0000,,She'll spend some time thinking to herself,\Nunpacking the crazy stuff that's happened to her. Dialogue: 0,0:06:22.18,0:06:27.86,Default,,0000,0000,0000,,MAX: Despite all the chaos and bullshit, I feel so giddy hanging out with her again. Dialogue: 0,0:06:27.86,0:06:32.30,Default,,0000,0000,0000,,Then, the brilliant soundtrack will\Ntake over, and the camera will lazily cut Dialogue: 0,0:06:32.30,0:06:34.10,Default,,0000,0000,0000,,between different shots. Dialogue: 0,0:06:34.48,0:06:38.92,Default,,0000,0000,0000,,It's up to you when you make Max stand up\Nagain, and throw her back into the storm. Dialogue: 0,0:06:38.93,0:06:43.46,Default,,0000,0000,0000,,I think this is genuinely important in a game\Nof such emotional intensity. You're given Dialogue: 0,0:06:43.46,0:06:47.59,Default,,0000,0000,0000,,permission and encouragement to take a break. Dialogue: 0,0:06:47.59,0:06:53.31,Default,,0000,0000,0000,,But it's also worth thinking about in other\Ntypes of game. Non-stop action can get exhausting, Dialogue: 0,0:06:53.31,0:07:00.05,Default,,0000,0000,0000,,so the best games provide moments of deliberate\Ndowntime. Without moments of quiet and solitude, Dialogue: 0,0:07:00.05,0:07:04.78,Default,,0000,0000,0000,,the only way for players to take a break from\Nthe action is to turn off your game and walk Dialogue: 0,0:07:04.78,0:07:06.54,Default,,0000,0000,0000,,away... Dialogue: 0,0:07:08.96,0:07:13.88,Default,,0000,0000,0000,,So there we have it. Five bits of great design\Nfrom games released in 2015. And I'll have Dialogue: 0,0:07:13.88,0:07:17.50,Default,,0000,0000,0000,,one more, from my very favourite game of the\Nyear, at the end of this month. Dialogue: 0,0:07:17.50,0:07:20.58,Default,,0000,0000,0000,,So please look forward to that. Until then, thanks for watching! Dialogue: 0,0:07:24.50,0:07:26.80,Default,,0000,0000,0000,,I want to\Nhear about your favourite bits of game design Dialogue: 0,0:07:26.81,0:07:31.51,Default,,0000,0000,0000,,from 2015, so drop them in the comments. Also,\Nsubscribe to the channel to get new episodes Dialogue: 0,0:07:31.51,0:07:34.99,Default,,0000,0000,0000,,the moment they come out. And consider helping\Nsupport the show on Patreon.