1 00:00:00,840 --> 00:00:07,530 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 2 00:00:07,530 --> 00:00:12,390 So there's this bit in Uncharted 3 where Nathan Drake is about to jump between two ships, 3 00:00:12,390 --> 00:00:13,850 and he says... 4 00:00:13,850 --> 00:00:17,680 NATHAN DRAKE: Okay, there's the ladder. Only got one shot at this. 5 00:00:17,680 --> 00:00:23,300 Which might make you think that you will only get, you know, one shot at this. 6 00:00:23,310 --> 00:00:27,410 But if you do mess it up and jump to your death, then - this being a video game and 7 00:00:27,410 --> 00:00:31,590 everything - you'll respawn right back here and it's about 10 seconds until Drake is back 8 00:00:31,590 --> 00:00:32,990 to saying... 9 00:00:32,990 --> 00:00:34,990 NATHAN DRAKE: Only gonna get one shot at this. 10 00:00:35,780 --> 00:00:40,140 Video games aren't always that good at raising the stakes, are they? 11 00:00:40,140 --> 00:00:45,860 Which is perhaps why there are so few truly great heist games, especially in single player. 12 00:00:45,860 --> 00:00:49,980 Because how can you have a game about pulling off a big, high-stakes heist if you know that 13 00:00:49,980 --> 00:00:54,480 getting spotted or killed by a security guard will just whizz you back to the last checkpoint? 14 00:00:55,360 --> 00:00:58,320 Enter: The Swindle. 15 00:01:00,460 --> 00:01:04,680 This is a game where you genuinely feel the pressure. And you know that screwing up will 16 00:01:04,689 --> 00:01:08,179 be a big set back, so the stakes feel pretty damn high. 17 00:01:08,179 --> 00:01:13,409 But there's more to a heist than just tension. You also need to make the robber get greedy, 18 00:01:13,409 --> 00:01:18,179 to take more than they should and put themselves in risky situations. Because that's where 19 00:01:18,179 --> 00:01:22,029 the best stories come from. And The Swindle nails this, too. 20 00:01:22,029 --> 00:01:27,089 So let's break it down and figure out exactly how this game encourages you to become a master thief. 21 00:01:29,630 --> 00:01:33,810 The Swindle is a side-scrolling platformer, with lightweight stealth mechanics. Which 22 00:01:33,810 --> 00:01:39,749 means whacking enemies in the back of the head, rewiring mines, sneaking past security cameras, 23 00:01:39,759 --> 00:01:41,789 and hacking into terminals. 24 00:01:41,789 --> 00:01:46,979 In each randomly generated stage you'll try to pinch as much cash as possible, before 25 00:01:46,979 --> 00:01:48,659 choosing to exit the level. 26 00:01:49,980 --> 00:01:52,900 Money earned in a successful run will let you buy advanced 27 00:01:52,909 --> 00:01:58,419 abilities like triple jumps, bombs, quieter movement, and a greater field of vision. Plus, 28 00:01:58,419 --> 00:02:03,539 you must buy access to later levels - including the final caper. The swindle. 29 00:02:03,539 --> 00:02:07,289 There are two secret ingredients, though, which encourage you to ignore the tiny scraps 30 00:02:07,289 --> 00:02:10,060 of cash - and go for the really big scores. 31 00:02:10,060 --> 00:02:16,450 For starters, there's a 100 day limit. Every burglary, successful or otherwise, is counted 32 00:02:16,450 --> 00:02:21,170 as one day. And if you haven't finished the final mission in 100 days, it's game over. 33 00:02:21,780 --> 00:02:26,140 And then there are the bonuses. Getting every scrap of cash in the building, without being 34 00:02:26,140 --> 00:02:30,450 seen, gives you a ghost bonus. And making off with most of the money makes your burglar's 35 00:02:30,450 --> 00:02:35,730 experience go up. Keep them alive long enough and you'll earn huge bonuses for every successful 36 00:02:35,730 --> 00:02:36,469 heist. 37 00:02:36,469 --> 00:02:41,079 These two systems make you feel the pressure, because if you mess up and fail a level - which 38 00:02:41,079 --> 00:02:45,209 is pretty easy when you get killed in one hit - you'll get zero money, and you'll have 39 00:02:45,209 --> 00:02:48,370 to play as a new thief, which means you'll have to start building up experience points 40 00:02:48,370 --> 00:02:49,209 from scratch. 41 00:02:49,209 --> 00:02:55,600 But they also pressure you into taking more money, and taking big risks. You'll want to make every day 42 00:02:55,600 --> 00:02:59,460 count by getting as much money as possible, and you'll want to get the XP and ghost bonuses. 43 00:02:59,460 --> 00:03:01,460 And that's smart, because the game 44 00:03:01,499 --> 00:03:05,760 is at its best when it puts you in those dangerous situations. 45 00:03:05,760 --> 00:03:10,790 There are essentially three potential outcomes when you take a big risk. You could pull off 46 00:03:10,790 --> 00:03:15,450 the impossible, and make off with the cash like a ninja thief. Which is a pretty good experience. 47 00:03:15,450 --> 00:03:19,329 You could mess it up and trip an alarm, but still make it out the level - sirens wailing 48 00:03:19,329 --> 00:03:22,310 in the background. That's also a good experience. 49 00:03:22,310 --> 00:03:25,920 Or you could fail completely, and lose the money. Which isn't so great, but it might 50 00:03:25,920 --> 00:03:28,159 actually work out in the long run. 51 00:03:28,159 --> 00:03:32,900 Each failure makes puts you further and further behind the 100 day deadline, which raises 52 00:03:32,900 --> 00:03:36,959 the tension even higher, which encourages you to get even more greedy, and take even 53 00:03:36,959 --> 00:03:41,310 more risks - which could lead to more failure, or it could lead to one of those epic heist 54 00:03:41,310 --> 00:03:42,719 stories. 55 00:03:42,719 --> 00:03:47,290 It's also important that failure isn't too punitive. There are other games that are about 56 00:03:47,290 --> 00:03:52,769 preparing for one final mission, like space survival game FTL, and cyberpunk spy thriller 57 00:03:52,769 --> 00:03:57,609 Invisible Inc. but screwing up in those games is either game over, or it really puts you on 58 00:03:57,609 --> 00:03:58,639 the back foot. 59 00:03:58,639 --> 00:04:02,950 The Swindle is purposefully a little more lenient, I think, which gives you the encouragement 60 00:04:02,950 --> 00:04:07,450 to take those risks. You can even retry the final caper if you mess it up, though you 61 00:04:07,450 --> 00:04:13,230 must quickly raise the £400,00 fee to retry the level. Which, yes, you guessed it, leads 62 00:04:13,230 --> 00:04:15,870 to you taking on more risky heists. 63 00:04:17,280 --> 00:04:21,280 Basically, The Swindle is a brilliant example of using game design to encourage a certain 64 00:04:21,280 --> 00:04:23,419 type of behavior in a player. 65 00:04:23,419 --> 00:04:27,680 Because without that 100 day deadline, and the other systems, you'd have a very different 66 00:04:27,680 --> 00:04:30,740 relationship with the game. And we know this for a fact. 67 00:04:30,740 --> 00:04:35,090 I spoke to The Swindle's designer, Dan Marshall who told me that at one point in development 68 00:04:35,090 --> 00:04:39,389 there was no 100 day limit. But he showed this early build to a journalist who figured 69 00:04:39,389 --> 00:04:43,710 out that it was much safer to steal a few quid, exit the level, and repeat this process 70 00:04:43,710 --> 00:04:47,000 thousands of times, than risk the big scores. 71 00:04:47,000 --> 00:04:50,419 And I don't blame the journalist - this is a well documented phenomenon in game design 72 00:04:50,419 --> 00:04:54,810 called the dominant strategy. If a player finds a loophole in a system that they can 73 00:04:54,810 --> 00:04:59,310 exploit for an easy win, they will almost always opt to use it, over and over again, 74 00:04:59,310 --> 00:05:01,130 regardless of how tedious it is. 75 00:05:02,120 --> 00:05:06,400 So it's not enough to just hope that your players will do what would be most fun - in 76 00:05:06,400 --> 00:05:11,330 this case, risk everything for a big score. Without proper motivation or reward, players 77 00:05:11,330 --> 00:05:14,120 might never see your game in the way you intend it. 78 00:05:14,120 --> 00:05:18,389 As a designer, it's your job to put in the right pressure points and manufacture the 79 00:05:18,389 --> 00:05:23,430 right systems to encourage the player behave in a certain way. In The Swindle that's the 80 00:05:23,430 --> 00:05:27,000 difference between feeling like you're nicking a chocolate bar, and feeling like you're pulling 81 00:05:27,000 --> 00:05:29,520 off the heist of the century. 82 00:05:41,229 --> 00:05:45,419 Thanks for watching! If you enjoyed the episode, please give it a like, subscribe to my channel 83 00:05:45,419 --> 00:05:49,819 on YouTube, or consider supporting me, and my ad-free videos, over on Patreon.