0:00:00.840,0:00:07.530 Hi, this is Mark Brown with Game Maker's Toolkit,[br]a series on video game design. 0:00:07.530,0:00:12.390 So there's this bit in Uncharted 3 where Nathan[br]Drake is about to jump between two ships, 0:00:12.390,0:00:13.850 and he says... 0:00:13.850,0:00:17.680 NATHAN DRAKE: Okay, there's the ladder. Only got one shot at this. 0:00:17.680,0:00:23.300 Which might make you think that you will only get, you know, one shot at this. 0:00:23.310,0:00:27.410 But if you do mess it up and jump to your[br]death, then - this being a video game and 0:00:27.410,0:00:31.590 everything - you'll respawn right back here[br]and it's about 10 seconds until Drake is back 0:00:31.590,0:00:32.990 to saying... 0:00:32.990,0:00:34.990 NATHAN DRAKE: Only gonna get one shot at this. 0:00:35.780,0:00:40.140 Video games aren't always that good at raising[br]the stakes, are they? 0:00:40.140,0:00:45.860 Which is perhaps why there are so few truly[br]great heist games, especially in single player. 0:00:45.860,0:00:49.980 Because how can you have a game about pulling[br]off a big, high-stakes heist if you know that 0:00:49.980,0:00:54.480 getting spotted or killed by a security guard[br]will just whizz you back to the last checkpoint? 0:00:55.360,0:00:58.320 Enter: The Swindle. 0:01:00.460,0:01:04.680 This is a game where you genuinely feel the[br]pressure. And you know that screwing up will 0:01:04.689,0:01:08.179 be a big set back, so the stakes feel pretty[br]damn high. 0:01:08.179,0:01:13.409 But there's more to a heist than just tension.[br]You also need to make the robber get greedy, 0:01:13.409,0:01:18.179 to take more than they should and put themselves[br]in risky situations. Because that's where 0:01:18.179,0:01:22.029 the best stories come from. And The Swindle[br]nails this, too. 0:01:22.029,0:01:27.089 So let's break it down and figure out exactly how this game encourages you to become a master thief. 0:01:29.630,0:01:33.810 The Swindle is a side-scrolling platformer,[br]with lightweight stealth mechanics. Which 0:01:33.810,0:01:39.749 means whacking enemies in the back of the[br]head, rewiring mines, sneaking past security cameras, 0:01:39.759,0:01:41.789 and hacking into terminals. 0:01:41.789,0:01:46.979 In each randomly generated stage you'll try[br]to pinch as much cash as possible, before 0:01:46.979,0:01:48.659 choosing to exit the level. 0:01:49.980,0:01:52.900 Money earned in[br]a successful run will let you buy advanced 0:01:52.909,0:01:58.419 abilities like triple jumps, bombs, quieter[br]movement, and a greater field of vision. Plus, 0:01:58.419,0:02:03.539 you must buy access to later levels - including[br]the final caper. The swindle. 0:02:03.539,0:02:07.289 There are two secret ingredients, though,[br]which encourage you to ignore the tiny scraps 0:02:07.289,0:02:10.060 of cash - and go for the really big scores. 0:02:10.060,0:02:16.450 For starters, there's a 100 day limit. Every[br]burglary, successful or otherwise, is counted 0:02:16.450,0:02:21.170 as one day. And if you haven't finished the[br]final mission in 100 days, it's game over. 0:02:21.780,0:02:26.140 And then there are the bonuses. Getting every[br]scrap of cash in the building, without being 0:02:26.140,0:02:30.450 seen, gives you a ghost bonus. And making[br]off with most of the money makes your burglar's 0:02:30.450,0:02:35.730 experience go up. Keep them alive long enough[br]and you'll earn huge bonuses for every successful 0:02:35.730,0:02:36.469 heist. 0:02:36.469,0:02:41.079 These two systems make you feel the pressure,[br]because if you mess up and fail a level - which 0:02:41.079,0:02:45.209 is pretty easy when you get killed in one[br]hit - you'll get zero money, and you'll have 0:02:45.209,0:02:48.370 to play as a new thief, which means you'll[br]have to start building up experience points 0:02:48.370,0:02:49.209 from scratch. 0:02:49.209,0:02:55.600 But they also pressure you into taking more money, and taking big risks. You'll want to make every day 0:02:55.600,0:02:59.460 count by getting as much money as possible, and you'll want to get the XP and ghost bonuses. 0:02:59.460,0:03:01.460 And that's smart, because the game 0:03:01.499,0:03:05.760 is at its best when it puts you in those dangerous[br]situations. 0:03:05.760,0:03:10.790 There are essentially three potential outcomes[br]when you take a big risk. You could pull off 0:03:10.790,0:03:15.450 the impossible, and make off with the cash[br]like a ninja thief. Which is a pretty good experience. 0:03:15.450,0:03:19.329 You could mess it up and trip an alarm, but[br]still make it out the level - sirens wailing 0:03:19.329,0:03:22.310 in the background. That's also a good experience. 0:03:22.310,0:03:25.920 Or you could fail completely, and lose the[br]money. Which isn't so great, but it might 0:03:25.920,0:03:28.159 actually work out in the long run. 0:03:28.159,0:03:32.900 Each failure makes puts you further and further[br]behind the 100 day deadline, which raises 0:03:32.900,0:03:36.959 the tension even higher, which encourages[br]you to get even more greedy, and take even 0:03:36.959,0:03:41.310 more risks - which could lead to more failure,[br]or it could lead to one of those epic heist 0:03:41.310,0:03:42.719 stories. 0:03:42.719,0:03:47.290 It's also important that failure isn't too[br]punitive. There are other games that are about 0:03:47.290,0:03:52.769 preparing for one final mission, like space[br]survival game FTL, and cyberpunk spy thriller 0:03:52.769,0:03:57.609 Invisible Inc. but screwing up in those games[br]is either game over, or it really puts you on 0:03:57.609,0:03:58.639 the back foot. 0:03:58.639,0:04:02.950 The Swindle is purposefully a little more[br]lenient, I think, which gives you the encouragement 0:04:02.950,0:04:07.450 to take those risks. You can even retry the[br]final caper if you mess it up, though you 0:04:07.450,0:04:13.230 must quickly raise the £400,00 fee to retry[br]the level. Which, yes, you guessed it, leads 0:04:13.230,0:04:15.870 to you taking on more risky heists. 0:04:17.280,0:04:21.280 Basically, The Swindle is a brilliant example[br]of using game design to encourage a certain 0:04:21.280,0:04:23.419 type of behavior in a player. 0:04:23.419,0:04:27.680 Because without that 100 day deadline, and[br]the other systems, you'd have a very different 0:04:27.680,0:04:30.740 relationship with the game. And we know this[br]for a fact. 0:04:30.740,0:04:35.090 I spoke to The Swindle's designer, Dan Marshall[br]who told me that at one point in development 0:04:35.090,0:04:39.389 there was no 100 day limit. But he showed[br]this early build to a journalist who figured 0:04:39.389,0:04:43.710 out that it was much safer to steal a few[br]quid, exit the level, and repeat this process 0:04:43.710,0:04:47.000 thousands of times, than risk the big scores. 0:04:47.000,0:04:50.419 And I don't blame the journalist - this is[br]a well documented phenomenon in game design 0:04:50.419,0:04:54.810 called the dominant strategy. If a player[br]finds a loophole in a system that they can 0:04:54.810,0:04:59.310 exploit for an easy win, they will almost[br]always opt to use it, over and over again, 0:04:59.310,0:05:01.130 regardless of how tedious it is. 0:05:02.120,0:05:06.400 So it's not enough to just hope that your[br]players will do what would be most fun - in 0:05:06.400,0:05:11.330 this case, risk everything for a big score.[br]Without proper motivation or reward, players 0:05:11.330,0:05:14.120 might never see your game in the way you intend[br]it. 0:05:14.120,0:05:18.389 As a designer, it's your job to put in the[br]right pressure points and manufacture the 0:05:18.389,0:05:23.430 right systems to encourage the player behave[br]in a certain way. In The Swindle that's the 0:05:23.430,0:05:27.000 difference between feeling like you're nicking[br]a chocolate bar, and feeling like you're pulling 0:05:27.000,0:05:29.520 off the heist of the century. 0:05:41.229,0:05:45.419 Thanks for watching! If you enjoyed the episode,[br]please give it a like, subscribe to my channel 0:05:45.419,0:05:49.819 on YouTube, or consider supporting me, and[br]my ad-free videos, over on Patreon.