[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.20,0:00:02.52,Default,,0000,0000,0000,,Hey, it’s Mark with Game Maker’s Toolkit. Dialogue: 0,0:00:02.52,0:00:04.08,Default,,0000,0000,0000,,You know the drill by now! Dialogue: 0,0:00:04.08,0:00:09.84,Default,,0000,0000,0000,,Every year, I use my last video on this channel \Nto celebrate a game that did something different. Dialogue: 0,0:00:09.84,0:00:14.88,Default,,0000,0000,0000,,A game that was innovative, \Ninventive, or just plain smart. Dialogue: 0,0:00:14.88,0:00:18.84,Default,,0000,0000,0000,,In previous instalments I’ve looked \Nat masterful murder mysteries, Dialogue: 0,0:00:18.84,0:00:23.36,Default,,0000,0000,0000,,micro RPGs, and slithering snake-based adventures. Dialogue: 0,0:00:23.36,0:00:29.56,Default,,0000,0000,0000,,But this year, for 2023, I… need \Nto wind the clock back a bit. Dialogue: 0,0:00:29.56,0:00:35.12,Default,,0000,0000,0000,,So, back in 2015 I made a video \Nabout the new Tomb Raider games. Dialogue: 0,0:00:35.12,0:00:39.16,Default,,0000,0000,0000,,Well, they’re not new now \N- but they were new then. Dialogue: 0,0:00:39.16,0:00:44.32,Default,,0000,0000,0000,,Anyway - the video was all about how \Ndull the climbing is in those games. Dialogue: 0,0:00:44.32,0:00:48.20,Default,,0000,0000,0000,,Lara Croft’s heroic scramble \Nup a cliff face is represented Dialogue: 0,0:00:48.20,0:00:53.80,Default,,0000,0000,0000,,by… pretty much just holding up on \Nthe analogue stick for, like, 5 minutes. Dialogue: 0,0:00:53.80,0:00:58.52,Default,,0000,0000,0000,,And since that video’s release… \Nwell, things haven’t changed much. Dialogue: 0,0:00:58.52,0:01:03.64,Default,,0000,0000,0000,,Alloy hikes up the mountains of Horizon with \Nlittle need for the player's involvement. Dialogue: 0,0:01:03.64,0:01:08.08,Default,,0000,0000,0000,,And Atreus’s epic climb up the \Nwall of Asgard might have been Dialogue: 0,0:01:08.08,0:01:12.20,Default,,0000,0000,0000,,terrifying for him - but it was no problem for me. Dialogue: 0,0:01:12.20,0:01:17.80,Default,,0000,0000,0000,,However, in 2023 we finally got a game \Nthat dared to do things differently. Dialogue: 0,0:01:17.80,0:01:21.76,Default,,0000,0000,0000,,A game that makes climbing… \Ninteresting and engrossing. Dialogue: 0,0:01:21.76,0:01:30.54,Default,,0000,0000,0000,,And so, without further ado, I want to tell you \Nthat this year’s most innovative game is… Jusant. Dialogue: 0,0:01:30.54,0:01:36.56,Default,,0000,0000,0000,,Jusant, from developer DON’T NOD, \Nis a wistful, zen-like odyssey up Dialogue: 0,0:01:36.56,0:01:42.24,Default,,0000,0000,0000,,a mahoosive mountain - and the only way \Nto the top is to start climbing. Dialogue: 0,0:01:42.24,0:01:45.52,Default,,0000,0000,0000,,This video does not contain \Nany spoilers for Jusant, by the way, Dialogue: 0,0:01:45.52,0:01:49.24,Default,,0000,0000,0000,,so feel free to watch \Nbefore you go play the game. Dialogue: 0,0:01:49.24,0:01:55.76,Default,,0000,0000,0000,,Okay, so like I said in the intro, one of my \Nbiggest bugbears with Lara’s climbing is that the Dialogue: 0,0:01:55.76,0:02:01.12,Default,,0000,0000,0000,,action on screen feels completely disconnected \Nto the stuff you’re doing on the controller. Dialogue: 0,0:02:01.12,0:02:03.76,Default,,0000,0000,0000,,But Jusant tries something different. Dialogue: 0,0:02:03.76,0:02:06.08,Default,,0000,0000,0000,,Lemme break down how climbing works. Dialogue: 0,0:02:06.08,0:02:11.44,Default,,0000,0000,0000,,When we’re on a wall, we can use the left \Nanalogue stick to hunt for nearby handholds. Dialogue: 0,0:02:11.44,0:02:16.00,Default,,0000,0000,0000,,Moving the stick essentially shifts a \Ncursor around in two dimensions - and Dialogue: 0,0:02:16.00,0:02:20.76,Default,,0000,0000,0000,,if that cursor overlaps with a valid \Nhandhold, the character will reach out. Dialogue: 0,0:02:20.76,0:02:25.64,Default,,0000,0000,0000,,This system allows us to freely pick whichever \Nhandhold we want - even picking between one that Dialogue: 0,0:02:25.64,0:02:31.12,Default,,0000,0000,0000,,is close and one that is far away, simply by \Nmoving the stick further away from the centre. Dialogue: 0,0:02:31.12,0:02:35.68,Default,,0000,0000,0000,,And yes, I did spend an entire \Nday remaking the game in Unity… Dialogue: 0,0:02:35.68,0:02:39.30,Default,,0000,0000,0000,,for the benefit of this 10 second demonstration. Dialogue: 0,0:02:39.30,0:02:41.52,Default,,0000,0000,0000,,That, that probably wasn’t worth it, to be honest. Dialogue: 0,0:02:41.52,0:02:43.20,Default,,0000,0000,0000,,But here we are. Dialogue: 0,0:02:43.20,0:02:48.72,Default,,0000,0000,0000,,Anyway - if the character is reaching towards \Na handhold, we can grab it by using the Dialogue: 0,0:02:48.72,0:02:54.48,Default,,0000,0000,0000,,corresponding trigger - left trigger for the \Nleft hand, right trigger for the right hand. Dialogue: 0,0:02:54.48,0:02:59.12,Default,,0000,0000,0000,,That trigger must now remain held down, \Nwhile we hunt for the next handhold. Dialogue: 0,0:02:59.12,0:03:02.96,Default,,0000,0000,0000,,So - this system ends up creating a \Ndeep connection between what you’re Dialogue: 0,0:03:02.96,0:03:07.08,Default,,0000,0000,0000,,doing on the controller - and what \Nthe protagonist is doing on screen. Dialogue: 0,0:03:07.08,0:03:10.28,Default,,0000,0000,0000,,You push the analogue stick \Nout to hunt for handholds, Dialogue: 0,0:03:10.28,0:03:13.00,Default,,0000,0000,0000,,just like how the character reaches out their arm. Dialogue: 0,0:03:13.00,0:03:15.24,Default,,0000,0000,0000,,The rhythmic switching from the left to right Dialogue: 0,0:03:15.24,0:03:19.88,Default,,0000,0000,0000,,triggers mimics the hand-over-hand \Nmovement of real-life rock climbing. Dialogue: 0,0:03:19.88,0:03:23.80,Default,,0000,0000,0000,,And having to hold down a trigger at \Nall times means you’re gripping the Dialogue: 0,0:03:23.80,0:03:27.40,Default,,0000,0000,0000,,controller… in the same way the \Ncharacter is gripping the wall. Dialogue: 0,0:03:27.40,0:03:29.80,Default,,0000,0000,0000,,You let go, they let go. Dialogue: 0,0:03:29.80,0:03:35.04,Default,,0000,0000,0000,,And DON’T NOD did want to go even further - an \Nearly prototype had you controlling both the Dialogue: 0,0:03:35.04,0:03:40.44,Default,,0000,0000,0000,,arms and the legs, using all four buttons \Non the top of the pad for hands and feet. Dialogue: 0,0:03:40.44,0:03:43.08,Default,,0000,0000,0000,,But that proved overly complicated. Dialogue: 0,0:03:43.08,0:03:48.28,Default,,0000,0000,0000,,The developer also wanted to involve the \Ncontroller when jumping to far-off handholds: Dialogue: 0,0:03:48.28,0:03:52.24,Default,,0000,0000,0000,,the idea was that you had to tilt \Nthe stick opposite from the jump to Dialogue: 0,0:03:52.24,0:03:56.80,Default,,0000,0000,0000,,coil up and build momentum before \Nreleasing the stick to spring up. Dialogue: 0,0:03:56.80,0:04:00.08,Default,,0000,0000,0000,,But this proved difficult to teach and execute. Dialogue: 0,0:04:00.08,0:04:06.88,Default,,0000,0000,0000,,So in the end, the devs settled on holding the \Njump button to, essentially, charge up the jump. Dialogue: 0,0:04:06.88,0:04:10.60,Default,,0000,0000,0000,,Now, look, it’s obviously not \Nessential for a game to have you Dialogue: 0,0:04:10.60,0:04:13.60,Default,,0000,0000,0000,,mimic the character’s actions on the controller. Dialogue: 0,0:04:13.60,0:04:17.96,Default,,0000,0000,0000,,But this sort of kinaesthetic design, \Nas it’s called, has proven to be a Dialogue: 0,0:04:17.96,0:04:23.08,Default,,0000,0000,0000,,wildly successful trick for making game \Nmechanics more immersive and engaging. Dialogue: 0,0:04:23.08,0:04:27.60,Default,,0000,0000,0000,,Whether that’s holding the button down \Nfor longer to make Mario jump higher. Dialogue: 0,0:04:27.60,0:04:32.04,Default,,0000,0000,0000,,Or pulling back on the analogue stick \Nto reel in a ghost in Luigi’s Mansion. Dialogue: 0,0:04:32.04,0:04:36.36,Default,,0000,0000,0000,,That little up-down flick of the stick \Nto do a manual in Tony Hawk’s Pro Skater. Dialogue: 0,0:04:36.36,0:04:42.84,Default,,0000,0000,0000,,Or the infamous arcade stick inputs needed to pull \Noff a fireball or an uppercut in Street Fighter. Dialogue: 0,0:04:42.84,0:04:46.92,Default,,0000,0000,0000,,And of course, we have seen \Nthis applied to climbing before. Dialogue: 0,0:04:46.92,0:04:51.60,Default,,0000,0000,0000,,The developers at DON’T NOD were notably \Ninspired by the way you clench the controller Dialogue: 0,0:04:51.60,0:04:56.64,Default,,0000,0000,0000,,in Shadow of the Colossus, in order to \Nstay hanging on to each massive monster. Dialogue: 0,0:04:56.64,0:05:03.32,Default,,0000,0000,0000,,And Ubisoft’s Grow Home inspired the use of left \Nand right triggers for the left and right hands. Dialogue: 0,0:05:03.32,0:05:08.92,Default,,0000,0000,0000,,What makes Jusant special, then, is doing all \Nof this stuff simultaneously - and doing it Dialogue: 0,0:05:08.92,0:05:15.12,Default,,0000,0000,0000,,with a human character, rather than a goofy \Nred robot that can bend in unrealistic ways. Dialogue: 0,0:05:15.12,0:05:20.52,Default,,0000,0000,0000,,Sidenote: It’s very much worth noting that \Ncomplex wrangling of a controller can Dialogue: 0,0:05:20.52,0:05:25.20,Default,,0000,0000,0000,,prove problematic for players with \Ncertain types of motor impairments. Dialogue: 0,0:05:25.20,0:05:29.08,Default,,0000,0000,0000,,I mean, heck, I had to play Jusant in \Nlike 20 minute sessions because holding Dialogue: 0,0:05:29.08,0:05:33.72,Default,,0000,0000,0000,,the triggers down for so long played \Nhavoc with my repetitive strain injury. Dialogue: 0,0:05:33.72,0:05:36.64,Default,,0000,0000,0000,,So - hats off to DON’T NOD for also offering a Dialogue: 0,0:05:36.64,0:05:41.84,Default,,0000,0000,0000,,number of accessibility settings \Nthat can provide easier input. Dialogue: 0,0:05:41.84,0:05:46.32,Default,,0000,0000,0000,,Now - the simple control scheme \Nis not my only problem with the Dialogue: 0,0:05:46.32,0:05:49.28,Default,,0000,0000,0000,,Uncharted-era of climbing systems. Dialogue: 0,0:05:49.28,0:05:53.60,Default,,0000,0000,0000,,You can’t make a game better just \Nby adding in more buttons - or else Dialogue: 0,0:05:53.60,0:05:56.84,Default,,0000,0000,0000,,every game would have you walk \Naround like you’re playing QWOP. Dialogue: 0,0:05:56.84,0:06:01.44,Default,,0000,0000,0000,,No - the real problem is that \Nclimbing requires next-to-no thought, Dialogue: 0,0:06:01.44,0:06:07.36,Default,,0000,0000,0000,,no problem solving, no decision making - \Nnone of the stuff that makes games great. Dialogue: 0,0:06:07.36,0:06:10.84,Default,,0000,0000,0000,,And that’s completely at odds with real climbing! Dialogue: 0,0:06:10.84,0:06:17.20,Default,,0000,0000,0000,,Like, did you know that in rock climbing, a \Nroute up a wall is actually called a “problem”. Dialogue: 0,0:06:17.20,0:06:20.52,Default,,0000,0000,0000,,And that’s because climbing \Nisn’t just about strength and Dialogue: 0,0:06:20.52,0:06:25.20,Default,,0000,0000,0000,,stamina - but it’s about planning how \Nyou’ll move from handhold to handhold. Dialogue: 0,0:06:25.20,0:06:29.00,Default,,0000,0000,0000,,How you’ll shift your body, and \Nhow you’ll use different holds, Dialogue: 0,0:06:29.00,0:06:31.92,Default,,0000,0000,0000,,positions, and grips to get to the top. Dialogue: 0,0:06:31.92,0:06:36.60,Default,,0000,0000,0000,,That’s pretty tough to capture in a \Nvideo game - but Jusant gets close, Dialogue: 0,0:06:36.60,0:06:40.84,Default,,0000,0000,0000,,with the use of two tools: \Nthe rope, and the piton. Dialogue: 0,0:06:40.84,0:06:43.52,Default,,0000,0000,0000,,So whenever you start a climb, the character will Dialogue: 0,0:06:43.52,0:06:47.84,Default,,0000,0000,0000,,automatically attach their rope to a \Ncarabiner that’s embedded in the wall. Dialogue: 0,0:06:47.84,0:06:53.00,Default,,0000,0000,0000,,This means that if you fall, you’ll get \Nsnagged by the rope and can climb back up. Dialogue: 0,0:06:53.00,0:06:55.60,Default,,0000,0000,0000,,But then you’ve got the pitons. Dialogue: 0,0:06:55.60,0:07:00.32,Default,,0000,0000,0000,,These can be wedged into the wall \Nto create, essentially, checkpoints. Dialogue: 0,0:07:00.32,0:07:03.84,Default,,0000,0000,0000,,Now when you fall, you’ll be \Ncaught by your most recent piton. Dialogue: 0,0:07:03.84,0:07:08.20,Default,,0000,0000,0000,,You only have three to spare, though, \Nso you’ll need to use them judiciously. Dialogue: 0,0:07:08.20,0:07:14.72,Default,,0000,0000,0000,,This puts you in charge of when and where to save \N- giving you more decisions to make as you climb. Dialogue: 0,0:07:14.72,0:07:18.76,Default,,0000,0000,0000,,However: the rope is not just a \Nclever twist on the save system. Dialogue: 0,0:07:18.76,0:07:24.32,Default,,0000,0000,0000,,You see, the rope is not infinitely long - \Nit is, in fact, exactly 40 metres in length, Dialogue: 0,0:07:24.32,0:07:29.12,Default,,0000,0000,0000,,and so you’ll need to ensure that you have enough \Nslack to make it to the top of the current climb. Dialogue: 0,0:07:29.12,0:07:34.28,Default,,0000,0000,0000,,That might mean you have to take a shorter \Nroute - or work back on yourself to pull Dialogue: 0,0:07:34.28,0:07:38.72,Default,,0000,0000,0000,,out a nuisance piton that’s pulling \Nthe rope in the wrong direction. Dialogue: 0,0:07:38.72,0:07:44.92,Default,,0000,0000,0000,,And the rope is also a proper physics object that \Ncan get caught and tangled on different objects. Dialogue: 0,0:07:44.92,0:07:51.28,Default,,0000,0000,0000,,So at times, the rope is your saviour, but \Nat other times it’s your biggest obstacle. Dialogue: 0,0:07:51.28,0:07:54.92,Default,,0000,0000,0000,,Though - DON’T NOD does make a couple concessions. Dialogue: 0,0:07:54.92,0:07:58.12,Default,,0000,0000,0000,,For one, there’s a little \Ncheat in the player’s favour: Dialogue: 0,0:07:58.12,0:08:03.16,Default,,0000,0000,0000,,when you are close to a ledge, the rope \Nwill magically grow an extra five metres, Dialogue: 0,0:08:03.16,0:08:08.92,Default,,0000,0000,0000,,to avoid those annoying moments where the rope \Nis just a little bit too short to make it. Dialogue: 0,0:08:08.92,0:08:15.04,Default,,0000,0000,0000,,And also there are these relay points which allow \Nyou to reset your entire rope to that point. Dialogue: 0,0:08:15.04,0:08:19.60,Default,,0000,0000,0000,,These are a nifty addition - relays \Ngive you a specific point to aim for, Dialogue: 0,0:08:19.60,0:08:22.76,Default,,0000,0000,0000,,so you’re not always simply going up. Dialogue: 0,0:08:22.76,0:08:27.16,Default,,0000,0000,0000,,And without the relay, there would be a \Nstrict upper limit on how long a climb Dialogue: 0,0:08:27.16,0:08:31.44,Default,,0000,0000,0000,,could be without giving the player \Nsome flat ground to reset their rope. Dialogue: 0,0:08:31.44,0:08:34.32,Default,,0000,0000,0000,,With the relay, though, DON’T NOD could add a few Dialogue: 0,0:08:34.32,0:08:37.96,Default,,0000,0000,0000,,epic climbs where you’re on the \Nwall for significantly longer. Dialogue: 0,0:08:37.96,0:08:42.80,Default,,0000,0000,0000,,It’s such a relief to get to the top \Nand finally let go of those triggers. Dialogue: 0,0:08:42.80,0:08:45.80,Default,,0000,0000,0000,,But there’s even more to the rope \N- because there’s also the way Dialogue: 0,0:08:45.80,0:08:48.88,Default,,0000,0000,0000,,that it greatly expands the available play space. Dialogue: 0,0:08:48.88,0:08:53.88,Default,,0000,0000,0000,,With climbing and jumping alone, you \Ncan only really explore the area that’s Dialogue: 0,0:08:53.88,0:08:59.64,Default,,0000,0000,0000,,immediately around you - there always has to \Nbe a viable handhold within jumping distance. Dialogue: 0,0:08:59.64,0:09:03.20,Default,,0000,0000,0000,,But the rope lets you go much, much further. Dialogue: 0,0:09:03.20,0:09:08.64,Default,,0000,0000,0000,,You can place a piton in the wall, abseil \Ndown, and then swing along the wall - this Dialogue: 0,0:09:08.64,0:09:14.96,Default,,0000,0000,0000,,gives you a massive arc to explore, letting you \Ngrab onto ledges far away from any handhold. Dialogue: 0,0:09:14.96,0:09:18.28,Default,,0000,0000,0000,,And later, the game takes \Nthis into the third dimension. Dialogue: 0,0:09:18.28,0:09:21.48,Default,,0000,0000,0000,,You might have to climb a wall, \Nthen dangle down beneath it, Dialogue: 0,0:09:21.48,0:09:25.56,Default,,0000,0000,0000,,and swing beyond the wall to another \Nclimbing surface further back. Dialogue: 0,0:09:25.56,0:09:26.84,Default,,0000,0000,0000,,And elsewhere in the game, Dialogue: 0,0:09:26.84,0:09:31.52,Default,,0000,0000,0000,,DON’T NOD adds in additional challenges \N- through changes in the environment. Dialogue: 0,0:09:31.52,0:09:37.76,Default,,0000,0000,0000,,Like - you can hit a button to make these plants \Nsprout buds that you can use as handholds. Useful. Dialogue: 0,0:09:37.76,0:09:43.04,Default,,0000,0000,0000,,But if they’re in direct sunlight, then \Nthe buds will slowly wilt and then die. Dialogue: 0,0:09:43.04,0:09:47.08,Default,,0000,0000,0000,,This forces you to move fast, \Nand use your pitons for safety. Dialogue: 0,0:09:47.08,0:09:52.56,Default,,0000,0000,0000,,At times, Jusant reminds me of the classic \NTomb Raider games, where you have to size Dialogue: 0,0:09:52.56,0:09:57.72,Default,,0000,0000,0000,,up the space and decide how you’re going to \Nuse your different jumps to get from A to B. Dialogue: 0,0:09:57.72,0:10:01.24,Default,,0000,0000,0000,,A proper three dimensional puzzle game. Dialogue: 0,0:10:01.24,0:10:04.08,Default,,0000,0000,0000,,Though… I don’t want to oversell it. Dialogue: 0,0:10:04.08,0:10:08.20,Default,,0000,0000,0000,,Because, okay… I’ll come back \Nto that thought in a minute. Dialogue: 0,0:10:08.20,0:10:11.04,Default,,0000,0000,0000,,The final thing that makes \Nthose old climbing systems Dialogue: 0,0:10:11.04,0:10:14.20,Default,,0000,0000,0000,,boring is that there’s absolutely no danger. Dialogue: 0,0:10:14.20,0:10:16.40,Default,,0000,0000,0000,,No stakes. No peril. Dialogue: 0,0:10:16.40,0:10:23.32,Default,,0000,0000,0000,,In this scene, where Lara Croft is clambering up a \Nwobbling radio tower, she’s absolutely terrified. Dialogue: 0,0:10:23.32,0:10:25.36,Default,,0000,0000,0000,,But I’m just… not. Dialogue: 0,0:10:25.36,0:10:29.88,Default,,0000,0000,0000,,Changing the controls to be more engrossing \Nmight help me connect more with the character. Dialogue: 0,0:10:29.88,0:10:32.00,Default,,0000,0000,0000,,But I think it has to go further than that. Dialogue: 0,0:10:32.00,0:10:36.56,Default,,0000,0000,0000,,Earlier this year we looked at the \Nmechanics, dynamics, aesthetics framework, Dialogue: 0,0:10:36.56,0:10:40.56,Default,,0000,0000,0000,,which shows how the game’s mechanics \Ncan impact the player’s behaviour, Dialogue: 0,0:10:40.56,0:10:44.24,Default,,0000,0000,0000,,which can, in turn, impact \Nthe player’s emotional state. Dialogue: 0,0:10:44.24,0:10:49.28,Default,,0000,0000,0000,,And so game designers can pick game mechanics \Nthat will put players in the right frame of mind. Dialogue: 0,0:10:49.28,0:10:54.48,Default,,0000,0000,0000,,Whether that’s making the player feel like \Na badass, or feel absolutely terrified. Dialogue: 0,0:10:54.48,0:10:56.56,Default,,0000,0000,0000,,And if you want players to feel scared, Dialogue: 0,0:10:56.56,0:11:00.44,Default,,0000,0000,0000,,then you probably need some \Nsort of consequence for failure. Dialogue: 0,0:11:00.44,0:11:04.80,Default,,0000,0000,0000,,And in these sections, Tomb Raider just… doesn’t. Dialogue: 0,0:11:04.80,0:11:07.44,Default,,0000,0000,0000,,But, well, neither does Jusant, really. Dialogue: 0,0:11:07.44,0:11:10.96,Default,,0000,0000,0000,,For one, you simply cannot die in Jusant. Dialogue: 0,0:11:10.96,0:11:14.24,Default,,0000,0000,0000,,There are invisible walls to stop \Nyou from walking off a cliff. Dialogue: 0,0:11:14.24,0:11:18.32,Default,,0000,0000,0000,,And because you’re automatically attached to the \Nrope at the start of every climb, then letting Dialogue: 0,0:11:18.32,0:11:23.76,Default,,0000,0000,0000,,go of the handholds will just send you back \Ndown - or back to the last piton you placed. Dialogue: 0,0:11:23.76,0:11:28.20,Default,,0000,0000,0000,,And even then… it’s extremely \Nrare to ever fall off in Jusant. Dialogue: 0,0:11:28.20,0:11:32.00,Default,,0000,0000,0000,,The most likely reason would \Nbe to run out of stamina. Dialogue: 0,0:11:32.00,0:11:36.36,Default,,0000,0000,0000,,You see, completing a valid action will \Ndeplete some stamina - a tiny amount Dialogue: 0,0:11:36.36,0:11:39.56,Default,,0000,0000,0000,,when grabbing a handhold, or a lot when jumping. Dialogue: 0,0:11:39.56,0:11:43.48,Default,,0000,0000,0000,,Now DON’T NOD went through \Nmany iterations of this system, Dialogue: 0,0:11:43.48,0:11:47.00,Default,,0000,0000,0000,,including having independent \Nstamina gauges for each arm. Dialogue: 0,0:11:47.00,0:11:50.08,Default,,0000,0000,0000,,A chunk system where if you \Ndeplete an entire chunk, Dialogue: 0,0:11:50.08,0:11:52.56,Default,,0000,0000,0000,,it wouldn’t regenerate until you touch the ground. Dialogue: 0,0:11:52.56,0:11:56.44,Default,,0000,0000,0000,,A system where you could only regenerate \Nstamina while hanging from the rope. Dialogue: 0,0:11:56.44,0:11:58.60,Default,,0000,0000,0000,,And a system where if you run out of stamina, Dialogue: 0,0:11:58.60,0:12:03.36,Default,,0000,0000,0000,,you’d have to manually descend all the \Nway back to the ground and start again. Dialogue: 0,0:12:03.36,0:12:07.48,Default,,0000,0000,0000,,Ultimately, playtesting showed \Nthat none of these were a good fit. Dialogue: 0,0:12:07.48,0:12:11.76,Default,,0000,0000,0000,,Some felt overly punitive, others \Ndisrupted the climbing flow, Dialogue: 0,0:12:11.76,0:12:14.76,Default,,0000,0000,0000,,and others were difficult to \Ncommunicate to the player. Dialogue: 0,0:12:14.76,0:12:19.48,Default,,0000,0000,0000,,In the end, DON’T NOD went with something \Nfar more simple: your stamina drops, Dialogue: 0,0:12:19.48,0:12:24.24,Default,,0000,0000,0000,,but it can be replenished, at any \Ntime, by clicking in the left stick. Dialogue: 0,0:12:24.24,0:12:28.32,Default,,0000,0000,0000,,However, big actions like jumps \Nwill permanently reduce the size Dialogue: 0,0:12:28.32,0:12:31.36,Default,,0000,0000,0000,,of the stamina bar until you’re on flat ground. Dialogue: 0,0:12:31.36,0:12:35.12,Default,,0000,0000,0000,,So the more you jump, the more \Noften you’ll need to rest. Dialogue: 0,0:12:35.12,0:12:38.68,Default,,0000,0000,0000,,This means that the only way you \Ncan ever really run out of stamina Dialogue: 0,0:12:38.68,0:12:44.32,Default,,0000,0000,0000,,is to completely ignore these obvious \Nprompts to stop and rest for a second. Dialogue: 0,0:12:44.32,0:12:50.60,Default,,0000,0000,0000,,And so stamina management just ends up being… \Nlike, a little nuisance thing to nurse. Dialogue: 0,0:12:50.60,0:12:56.16,Default,,0000,0000,0000,,Never something you’re really worrying about - \Nlike you might in, say, Shadow of the Colossus. Dialogue: 0,0:12:56.16,0:13:02.40,Default,,0000,0000,0000,,And this means Jusant almost never makes \Nyou feel like you’re in any real danger. Dialogue: 0,0:13:02.40,0:13:06.60,Default,,0000,0000,0000,,But here’s the thing… that’s not \Nwhat DON’T NOD was going for. Dialogue: 0,0:13:06.60,0:13:11.72,Default,,0000,0000,0000,,The developer tells me that the intention for \Nthis game was to make a peaceful experience Dialogue: 0,0:13:11.72,0:13:18.16,Default,,0000,0000,0000,,without pressure. A chill, atmospheric \Nadventure - inspired, primarily, by Journey. Dialogue: 0,0:13:18.16,0:13:24.04,Default,,0000,0000,0000,,And so the developers deliberately removed \Naspects that would cause friction and frustration. Dialogue: 0,0:13:24.04,0:13:28.24,Default,,0000,0000,0000,,That’s why I don’t want to oversell \Nthe game’s problem-solving gameplay: Dialogue: 0,0:13:28.24,0:13:33.52,Default,,0000,0000,0000,,there’s some smart ideas in here, but nothing \Nthat’s going to cause you significant trouble. Dialogue: 0,0:13:33.52,0:13:37.68,Default,,0000,0000,0000,,And that’s because it would \Ndisrupt DON’T NOD’s intended flow. Dialogue: 0,0:13:37.68,0:13:45.40,Default,,0000,0000,0000,,And developer intention… is something I’ve perhaps \Nstruggled to consider in my previous videos. Dialogue: 0,0:13:45.40,0:13:49.92,Default,,0000,0000,0000,,Like, let’s go back to the climbing \Nin Tomb Raider and Uncharted. Dialogue: 0,0:13:49.92,0:13:56.60,Default,,0000,0000,0000,,Were the developers ever actually intending \Nthis stuff to mimic real-life rock climbing? Dialogue: 0,0:13:56.60,0:13:57.68,Default,,0000,0000,0000,,Probably not. Dialogue: 0,0:13:57.68,0:14:02.92,Default,,0000,0000,0000,,As I explored in this video on mixing genres, \Nthe climbing sections are just supposed to be Dialogue: 0,0:14:02.92,0:14:08.64,Default,,0000,0000,0000,,something simple to do as a bit of downtime \Nbetween the more involving combat sections. Dialogue: 0,0:14:08.64,0:14:14.04,Default,,0000,0000,0000,,And so, at times, I have criticised games \Nbecause they haven’t incorporated some mechanic, Dialogue: 0,0:14:14.04,0:14:19.16,Default,,0000,0000,0000,,system, or idea… even though the games were \Nnever trying to do that in the first place. Dialogue: 0,0:14:19.16,0:14:25.88,Default,,0000,0000,0000,,I wanted Spider-Man to have a complex web-swinging \Nsystem that took skill and effort to master. Dialogue: 0,0:14:25.88,0:14:30.20,Default,,0000,0000,0000,,But Insomniac just wanted every \Nplayer to feel like Spidey from Dialogue: 0,0:14:30.20,0:14:32.48,Default,,0000,0000,0000,,the moment they picked up the controller. Dialogue: 0,0:14:32.48,0:14:37.16,Default,,0000,0000,0000,,And maybe this is me getting older \Nand wiser and realising that, hey, Dialogue: 0,0:14:37.16,0:14:39.68,Default,,0000,0000,0000,,not everything is supposed to revolve around me. Dialogue: 0,0:14:39.68,0:14:42.76,Default,,0000,0000,0000,,I am not the protagonist of reality. Dialogue: 0,0:14:42.76,0:14:46.68,Default,,0000,0000,0000,,Maybe this is from talking to more \Ndevelopers about how games get made. Dialogue: 0,0:14:46.68,0:14:52.84,Default,,0000,0000,0000,,Maybe this is from becoming a game developer \Nmyself - and having my own developer intentions! Dialogue: 0,0:14:52.84,0:14:58.68,Default,,0000,0000,0000,,Whatever the case, if there’s one regret I \Nhave about past episodes of GMTK, it’s this. Dialogue: 0,0:14:59.48,0:15:03.48,Default,,0000,0000,0000,,So instead of saying - hey, I \Nwish Jusant was more challenging Dialogue: 0,0:15:03.48,0:15:08.40,Default,,0000,0000,0000,,or more punitive - I’ll instead \Ntake the game on its own merits. Dialogue: 0,0:15:08.40,0:15:12.68,Default,,0000,0000,0000,,Then I can look at the stuff I like about \Nthe game - the immersive control scheme, Dialogue: 0,0:15:12.68,0:15:16.88,Default,,0000,0000,0000,,the clever rope physics, the thoughtful \Ncheckpoint system - and stash that in Dialogue: 0,0:15:16.88,0:15:19.80,Default,,0000,0000,0000,,the ol’ toolkit as a good example to point to. Dialogue: 0,0:15:19.80,0:15:25.40,Default,,0000,0000,0000,,And for the rest - well, instead of seeing it \Nas something for Jusant to fix, I can see it Dialogue: 0,0:15:25.40,0:15:31.64,Default,,0000,0000,0000,,as an opportunity, for another developer, with \Ndifferent intentions, to tackle in the future. Dialogue: 0,0:15:31.64,0:15:34.28,Default,,0000,0000,0000,,What I’m saying is - hey, Square Enix, Dialogue: 0,0:15:34.28,0:15:39.08,Default,,0000,0000,0000,,if you want to give the next Tomb \NRaider game a new identity… play Jusant. Dialogue: 0,0:15:39.08,0:15:42.12,Default,,0000,0000,0000,,It’s on Game Pass! It’s great! Dialogue: 0,0:15:42.12,0:15:43.24,Default,,0000,0000,0000,,Okay. Hello. Dialogue: 0,0:15:43.24,0:15:46.40,Default,,0000,0000,0000,,That got a bit weird and \Npersonal towards the end, huh? Dialogue: 0,0:15:46.40,0:15:50.76,Default,,0000,0000,0000,,But then I brought it back to Jusant \Nbefore things got out of hand. Phew. Dialogue: 0,0:15:50.76,0:15:54.96,Default,,0000,0000,0000,,Thanks so much to DON’T NOD for \Nspeaking to me for this episode. Dialogue: 0,0:15:54.96,0:15:58.16,Default,,0000,0000,0000,,And for sharing those behind the scenes videos. Dialogue: 0,0:15:58.68,0:16:01.60,Default,,0000,0000,0000,,It's now time for some\Nhonourable mentions! Dialogue: 0,0:16:01.60,0:16:04.76,Default,,0000,0000,0000,,Storyteller is a wildly ambitious puzzle game, Dialogue: 0,0:16:04.76,0:16:08.12,Default,,0000,0000,0000,,where you are given an empty \Ncomic book and a title. Dialogue: 0,0:16:08.12,0:16:12.32,Default,,0000,0000,0000,,Now you have to fill in the spaces \Nwith characters, objects, and themes, Dialogue: 0,0:16:12.32,0:16:15.08,Default,,0000,0000,0000,,to make a narrative that fits the prompt. Dialogue: 0,0:16:15.08,0:16:21.76,Default,,0000,0000,0000,,It plays on visual language and, well, story \Ntelling to make a completely new type of puzzle. Dialogue: 0,0:16:21.76,0:16:26.32,Default,,0000,0000,0000,,Terra Nil is a city-builder \Nwith a stark ecological message. Dialogue: 0,0:16:26.32,0:16:28.88,Default,,0000,0000,0000,,Instead of stripping a planet for resources, Dialogue: 0,0:16:28.88,0:16:33.72,Default,,0000,0000,0000,,the game is actually about undoing the \Ngreedy grubbing of a previous generation. Dialogue: 0,0:16:33.72,0:16:38.60,Default,,0000,0000,0000,,So you have to carefully plop down buildings \Nthat will replenish and revitalise the Dialogue: 0,0:16:38.60,0:16:43.12,Default,,0000,0000,0000,,land - and then pack everything \Nup and bugger off back into space. Dialogue: 0,0:16:43.12,0:16:46.88,Default,,0000,0000,0000,,Shadows of Doubt is an epic detective simulator. Dialogue: 0,0:16:46.88,0:16:51.44,Default,,0000,0000,0000,,The game generates a city block, filled \Nwith hundreds of people who have lives, Dialogue: 0,0:16:51.44,0:16:54.48,Default,,0000,0000,0000,,jobs, relationships, and daily routines. Dialogue: 0,0:16:54.48,0:16:59.40,Default,,0000,0000,0000,,When one of those citizens is murdered, you’ll \Nhave to work the case in order to find the Dialogue: 0,0:16:59.40,0:17:05.12,Default,,0000,0000,0000,,killer - using stuff like fingerprints, \NCCTV recordings, and employee databases. Dialogue: 0,0:17:05.12,0:17:10.52,Default,,0000,0000,0000,,All neatly organised on a caseboard, \Ncomplete with pins and red string. Dialogue: 0,0:17:10.52,0:17:15.44,Default,,0000,0000,0000,,Pseudoregalia is a Metroidvania \Nthat looks like a lost N64 game, Dialogue: 0,0:17:15.44,0:17:18.92,Default,,0000,0000,0000,,and has some of the best 3D platforming in years. Dialogue: 0,0:17:18.92,0:17:22.96,Default,,0000,0000,0000,,You can mix and match various moves \N- like a long jump, a ground pound, Dialogue: 0,0:17:22.96,0:17:26.52,Default,,0000,0000,0000,,and a wall kick, to navigate \Nblocky obstacle courses. Dialogue: 0,0:17:26.52,0:17:30.24,Default,,0000,0000,0000,,And, if you’re good enough, break \Nthe game’s sequence entirely. Dialogue: 0,0:17:30.24,0:17:35.04,Default,,0000,0000,0000,,Zelda: Tears of the Kingdom deserves a \Nnod for its brilliant Ultrahand system. Dialogue: 0,0:17:35.04,0:17:39.12,Default,,0000,0000,0000,,This thing lets Link fuse things \Ntogether in order to make vehicles, Dialogue: 0,0:17:39.12,0:17:41.40,Default,,0000,0000,0000,,weapons, and problem-solving tools. Dialogue: 0,0:17:41.40,0:17:44.84,Default,,0000,0000,0000,,It’s elegantly designed, to make \Nit easy to build whatever you want. Dialogue: 0,0:17:44.84,0:17:48.32,Default,,0000,0000,0000,,And it means you can play the game \Nin pretty much any way you desire. Dialogue: 0,0:17:48.32,0:17:51.72,Default,,0000,0000,0000,,There’s a full video on the \Nchannel about how Nintendo made it. Dialogue: 0,0:17:51.72,0:17:55.12,Default,,0000,0000,0000,,Viewfinder is a mind-blowing \Ntechnical masterpiece. Dialogue: 0,0:17:55.12,0:17:58.04,Default,,0000,0000,0000,,You can take a photo, and \Nthen place down the Polaroid Dialogue: 0,0:17:58.04,0:18:01.04,Default,,0000,0000,0000,,to summon the photo’s contents into the world. Dialogue: 0,0:18:01.04,0:18:03.28,Default,,0000,0000,0000,,That never stops being impressive. Dialogue: 0,0:18:03.28,0:18:08.80,Default,,0000,0000,0000,,And it’s also just a very good puzzle game with \Nlots of clever twists on this central mechanic. Dialogue: 0,0:18:08.80,0:18:12.28,Default,,0000,0000,0000,,And Chants of Sennaar is a game about language. Dialogue: 0,0:18:12.28,0:18:16.96,Default,,0000,0000,0000,,You must decipher an unknown alphabet in \Norder to make your way up a massive tower. Dialogue: 0,0:18:16.96,0:18:19.60,Default,,0000,0000,0000,,You’ll have to use contextual clues and leaps Dialogue: 0,0:18:19.60,0:18:23.16,Default,,0000,0000,0000,,of logic in order to guess \Nwhat each letter symbolises. Dialogue: 0,0:18:23.16,0:18:27.72,Default,,0000,0000,0000,,And then do it all again, with a fresh \Nset of glyphs, on the next floor. Dialogue: 0,0:18:27.72,0:18:32.16,Default,,0000,0000,0000,,Wow - turns out there were loads of \Nincredibly innovative games this year! Dialogue: 0,0:18:32.16,0:18:35.28,Default,,0000,0000,0000,,Let me know if I missed any \Nin the comments down below. Dialogue: 0,0:18:35.28,0:18:39.12,Default,,0000,0000,0000,,Thanks so much for watching \NGame Maker’s Toolkit this year. Dialogue: 0,0:18:39.12,0:18:45.76,Default,,0000,0000,0000,,In the last twelve months I’ve made videos on \NThe Sims, Zelda, Banjo Kazooie, Resident Evil 4, Dialogue: 0,0:18:45.76,0:18:51.56,Default,,0000,0000,0000,,detective games, the MDA framework, 2D \Ncameras, and Valve’s playtesting approach. Dialogue: 0,0:18:51.56,0:18:56.72,Default,,0000,0000,0000,,There was another record-breaking game \Njam, a new series about short indie games, Dialogue: 0,0:18:56.72,0:19:02.20,Default,,0000,0000,0000,,and four devlogs for Mind Over Magnet - \Nwhich you can now wishlist over on Steam. Dialogue: 0,0:19:02.20,0:19:08.76,Default,,0000,0000,0000,,I’ll see you in January, for the - can you believe \Nit - tenth year of doing Game Maker’s Toolkit. Dialogue: 0,0:19:08.76,0:19:11.32,Default,,0000,0000,0000,,Time flies when you’re having fun.