1 00:00:04,280 --> 00:00:08,740 Imagine a version of Bioshock without cutscenes. 2 00:00:08,740 --> 00:00:12,030 Without Andrew Ryan’s bathysphere Powerpoint. 3 00:00:12,030 --> 00:00:13,730 Without Atlas yapping in your ear. 4 00:00:13,730 --> 00:00:17,180 And without those juicy audio diaries. 5 00:00:17,180 --> 00:00:21,680 Do you think players would still understand what the game was all about? 6 00:00:21,680 --> 00:00:25,560 Well, I think they’d actually have a pretty good idea. 7 00:00:25,560 --> 00:00:29,269 Because all you have to do is look at your surroundings. 8 00:00:29,269 --> 00:00:33,870 The game is set in a massive city at the very bottom of the ocean. 9 00:00:33,870 --> 00:00:39,820 One clearly made for those in high society, considering the fancy bars, apartment complexes, 10 00:00:39,820 --> 00:00:40,960 and theatre districts. 11 00:00:40,960 --> 00:00:45,500 And it’s a place built on lofty philosophical ideals. 12 00:00:45,500 --> 00:00:48,660 But it’s also a place of ruin and despair. 13 00:00:48,660 --> 00:00:51,280 There was obviously a moment of downfall. 14 00:00:51,280 --> 00:00:56,100 Some people split into violent factions, and others just lost their minds. 15 00:00:56,100 --> 00:01:01,010 And this all went down on New Year’s Day, 1959. 16 00:01:01,010 --> 00:01:06,530 Bioshock is a wonderful example of how a game’s environment can be an effective method of 17 00:01:06,530 --> 00:01:07,530 storytelling. 18 00:01:07,530 --> 00:01:12,340 And how embedding narrative elements into the very spaces and places that we visit throughout 19 00:01:12,340 --> 00:01:17,189 the game, can speak just as loudly as more traditional forms of storytelling. 20 00:01:17,189 --> 00:01:21,979 And that is exactly what this episode of Game Maker’s Toolkit is all about. 21 00:01:21,979 --> 00:01:26,700 In this video I’m going to focus on three ways that the environment can be used for 22 00:01:26,700 --> 00:01:33,549 storytelling - and talk about how level design can drive our understanding, feeling, and identity. 23 00:01:33,549 --> 00:01:37,499 Starting, with understanding. 24 00:01:37,499 --> 00:01:44,700 So the signs, stiffs, and scribbles in Bioshock are examples of “environmental storytelling” 25 00:01:44,700 --> 00:01:50,200 - the use of set dressing to create small, optional, and self-contained vignettes. 26 00:01:50,200 --> 00:01:55,159 Like warnings written in blood, or the many, many skeletons in the Fallout games, who have 27 00:01:55,159 --> 00:02:00,509 been deliberately posed by the game’s designers to suggest humorous or melancholy ways that 28 00:02:00,509 --> 00:02:01,900 people have died. 29 00:02:01,900 --> 00:02:07,579 The term was first coined, as far as I can tell, by former Disneyland designer Don Carson, 30 00:02:07,580 --> 00:02:13,860 who wrote an influential article in 2000 about what game developers can learn from theme parks. 31 00:02:13,860 --> 00:02:19,340 The term was then made even more popular in a GDC talk by Harvey Smith and Matthias Worch, 32 00:02:19,340 --> 00:02:24,220 where they described the technique as “staging player-space with environmental properties 33 00:02:24,220 --> 00:02:30,240 that can be interpreted as a meaningful whole, furthering the narrative of the game”. 34 00:02:30,240 --> 00:02:35,660 The cool thing about environmental storytelling is that it requires a certain level of deductive 35 00:02:35,660 --> 00:02:39,990 reasoning, as we connect up details to create an overall story. 36 00:02:39,990 --> 00:02:45,530 We use investigative and archaeological skills to determine relationships, cause and effect, 37 00:02:45,530 --> 00:02:46,580 and history. 38 00:02:46,580 --> 00:02:52,420 This makes us an active participant in the storytelling process, and not just a passive viewer. 39 00:02:52,420 --> 00:02:56,340 Plus, if you just want to focus on the shooty stuff, you can do that 40 00:02:56,340 --> 00:02:58,760 without the story getting in your way. 41 00:02:58,760 --> 00:03:03,260 For the most part, environmental storytelling is about static objects - but it can also 42 00:03:03,260 --> 00:03:08,200 stretch to things like overheard conversations, animations happening in the level, and of 43 00:03:08,200 --> 00:03:14,730 course… text, in things like books, item descriptions, scans, notes, and emails. 44 00:03:14,730 --> 00:03:19,330 And while it is generally used to describe what happened before you even got to a space, 45 00:03:19,330 --> 00:03:24,400 it can also be used as a way of highlighting how your actions have impacted the environment 46 00:03:24,400 --> 00:03:26,610 in the time since you visited. 47 00:03:26,610 --> 00:03:32,490 So if you kill a shop keeper in Deus Ex: Mankind Divided, later in the game the shop will be 48 00:03:32,490 --> 00:03:36,620 a police crime scene, and then permanently closed to the public. 49 00:03:36,620 --> 00:03:41,231 It’s also worth noting that environmental storytelling isn’t just for narrative, but 50 00:03:41,231 --> 00:03:42,960 can have gameplay uses too. 51 00:03:42,960 --> 00:03:48,630 A saw blade stuck in a sliced-up zombie suggests using these saws with your Gravity Gun to 52 00:03:48,630 --> 00:03:49,830 defeat enemies. 53 00:03:49,830 --> 00:03:54,450 An enemy fried on a fence warns us about the dangers of touching it. 54 00:03:54,450 --> 00:03:58,220 Maps and signage can help us navigate complex spaces. 55 00:03:58,220 --> 00:04:01,980 And props can suggest puzzle hints in a non-intrusive way. 56 00:04:08,580 --> 00:04:09,860 But here’s the thing. 57 00:04:09,860 --> 00:04:13,900 “Environmental storytelling” - if we’re using the term specifically to mean those 58 00:04:13,900 --> 00:04:20,590 micro-narrative vignettes - is just one part of a larger structure of using the environment 59 00:04:20,590 --> 00:04:21,819 to suggest narrative. 60 00:04:21,819 --> 00:04:24,879 It’s the high level stuff. 61 00:04:24,879 --> 00:04:28,270 Below that, then, is the individual places in a game. 62 00:04:28,270 --> 00:04:33,449 You know, a farmer’s market, a bar, a medical pavilion, and a theatre district. 63 00:04:33,449 --> 00:04:36,650 And beyond that, the individual rooms in those zones. 64 00:04:36,650 --> 00:04:42,889 That’s the medium level, which might be most accurately called, well, level design. 65 00:04:42,889 --> 00:04:48,660 And this can also be used for narrative because things like architecture, layout, materials, 66 00:04:48,660 --> 00:04:52,960 and scale can tell us a lot about the people who use those spaces. 67 00:04:52,960 --> 00:04:59,219 For example, in Dishonored 2’s Dust District, the level designers at Arkane use verticality 68 00:04:59,219 --> 00:05:03,909 to show how the working class are literally underneath the people in power. 69 00:05:03,909 --> 00:05:09,729 And the sheer opulence of Talos I in Prey tells a very different story about its use, 70 00:05:09,729 --> 00:05:14,159 compared to the more utilitarian Sevastopol in Alien Isolation. 71 00:05:14,159 --> 00:05:19,800 And this also provides gameplay hints, too: like in Lord Bafford’s Mansion in Thief, 72 00:05:19,800 --> 00:05:23,909 where all the gold is naturally found in the lord's chambers - but there’s little of 73 00:05:23,909 --> 00:05:26,569 value in the servant’s quarters. 74 00:05:26,569 --> 00:05:31,210 By making the place a believable location, the player can use real-world knowledge to 75 00:05:31,210 --> 00:05:33,550 help orient themselves in the space. 76 00:05:33,550 --> 00:05:38,020 Of course, one big challenge of making spaces where people can actually live or work, is 77 00:05:38,020 --> 00:05:42,490 crafting locations that can actually logically exist with all the bedrooms, bathrooms, kitchens, 78 00:05:42,490 --> 00:05:45,240 and so on to support hundreds of people. 79 00:05:45,240 --> 00:05:50,510 I asked the IO Interactive designers about this when I did my Hitman 2 video and 80 00:05:50,510 --> 00:05:56,020 they said they focus on levels that are “credible”, which means the level meets your basic expectations 81 00:05:56,020 --> 00:06:00,300 for how a space works - but it doesn’t have to make perfect sense. 82 00:06:00,300 --> 00:06:06,330 To finish off our pyramid, we need the low level - which is the overall setting of the world. 83 00:06:06,330 --> 00:06:11,240 This is world building, and is where the developers and narrative designers set things like the 84 00:06:11,240 --> 00:06:15,620 factions, the major plot points for the world’s history, and the main players in the story. 85 00:06:15,620 --> 00:06:20,819 All three parts of this structure should work in concert, and - ideally - ideas should echo 86 00:06:20,819 --> 00:06:22,470 up and down the stack. 87 00:06:22,470 --> 00:06:26,169 Here’s an example of that working in practice. 88 00:06:26,169 --> 00:06:31,860 In Deus Ex: Mankind Divided, the low level setting is a futuristic Prague where augmented 89 00:06:31,860 --> 00:06:35,790 humans face oppression from those without modifications. 90 00:06:35,790 --> 00:06:40,740 This is represented in the mid level by places like train stations with different cars for 91 00:06:40,740 --> 00:06:46,669 naturals and augs, and a slum-like city where augs are kept in dire conditions. 92 00:06:46,669 --> 00:06:52,129 And then the smaller narrative moments on the high level also talk about oppression and 93 00:06:52,129 --> 00:06:57,690 racism, though anti-aug graffiti, and emails about being kicked out of the capital. 94 00:06:57,690 --> 00:07:03,800 Every level is talking about the same theme - from a grand, systemic level on the high level, to 95 00:07:03,800 --> 00:07:07,490 to more intimate and specific stories on the low level. 96 00:07:07,490 --> 00:07:12,490 Of course, easter eggs and moments of humour are fine too - but storytelling like this 97 00:07:12,490 --> 00:07:18,620 is at its best when all aspects are marching towards the same thematic goal. 98 00:07:18,620 --> 00:07:22,849 This can be quite challenging in practice because, on many large games, each level is 99 00:07:22,849 --> 00:07:25,319 looked after by a completely different person. 100 00:07:25,319 --> 00:07:29,370 So it’s vitally important for teams to come together to make sure the vision is being 101 00:07:29,370 --> 00:07:31,980 shared across the game as a whole. 102 00:07:34,490 --> 00:07:39,420 So designers can use world building, level design, and environmental storytelling to 103 00:07:39,439 --> 00:07:43,650 convey literal and specific information about the world and its inhabitants. 104 00:07:43,650 --> 00:07:49,279 But, the design of a world can also be used in a more evocative and emotional sense. 105 00:07:49,279 --> 00:07:54,139 Game designers can use things like scale, shape, and colour to evoke certain feelings 106 00:07:54,139 --> 00:07:55,139 in the player. 107 00:07:55,139 --> 00:08:02,169 Here’s Naughty Dog level designer Emilia Schatz talking about how she did this in Uncharted 4 108 00:08:02,169 --> 00:08:06,779 EMILIA: “If i want to have the player feel triumphant at the end and scared towards the 109 00:08:06,779 --> 00:08:11,080 beginning, I might make the environment create a lot of pressure on the player. 110 00:08:11,080 --> 00:08:17,060 I might make the ceiling very low, might make the walls come in, so you feel tight and constrained. 111 00:08:17,060 --> 00:08:23,430 And eventually as we get to the end of the level, bring you out way into the open and 112 00:08:23,430 --> 00:08:25,389 give you this giant vista”. 113 00:08:25,389 --> 00:08:31,129 The shape of the cave doesn’t give us any further understanding of the backstory in Uncharted. 114 00:08:31,129 --> 00:08:33,479 It’s just a cave, after all. 115 00:08:33,479 --> 00:08:38,310 Instead, it creates emotion - which helps the player better understand how the character 116 00:08:38,310 --> 00:08:39,310 is feeling. 117 00:08:39,310 --> 00:08:43,139 Here’s a good example of just that in the most recent God of War. 118 00:08:43,139 --> 00:08:48,620 The story beat is that Kratos starts to panic because Atreus has run off and may be in danger. 119 00:08:48,620 --> 00:08:53,269 Here’s how the designers manipulate the environment to ensure that you, as the player, 120 00:08:53,269 --> 00:08:54,930 also feel this sense of tension. 121 00:08:54,930 --> 00:08:58,639 So, the space constricts to narrow pathways. 122 00:08:58,639 --> 00:09:01,899 There are dead ends, forcing you to turn around and backtrack. 123 00:09:01,899 --> 00:09:05,310 Your visibility is reduced thanks to a thick grey fog. 124 00:09:05,310 --> 00:09:09,130 And the final squeeze between rocks completely slows Kratos down. 125 00:09:09,130 --> 00:09:14,250 It’s only when you get through that the world opens up, the fog lifts, and colour 126 00:09:14,250 --> 00:09:18,920 returns, letting you know that Atreus is safe and that this mysterious person is probably 127 00:09:18,920 --> 00:09:22,630 not there to hurt you or your boy. 128 00:09:22,630 --> 00:09:24,470 Or take the original Portal. 129 00:09:24,470 --> 00:09:29,430 The first half of the game takes place in a test lab, and the second half has you escaping 130 00:09:29,430 --> 00:09:33,860 from an evil AI and darting through a maintenance area. 131 00:09:33,860 --> 00:09:37,647 This dramatic shift in the game’s story is emphasised through 132 00:09:37,647 --> 00:09:39,820 all sorts of environmental choices. 133 00:09:39,820 --> 00:09:43,350 The lab is white, sterile, and lacking in detail. 134 00:09:43,350 --> 00:09:49,380 The maintenance area is bathed in warmer orange tones, and looks lived in and used. 135 00:09:49,380 --> 00:09:55,070 In a talk in 2017, former Crystal Dynamics art designer Brian Horton talks about this 136 00:09:55,070 --> 00:09:57,020 part in the Tomb Raider reboot. 137 00:09:57,020 --> 00:10:02,730 At the start, Lara is low down, with the environment bearing down from above her. 138 00:10:02,730 --> 00:10:06,199 Everything is plunged in an ominous dark green colour. 139 00:10:06,199 --> 00:10:10,209 As you become level with the environment, the colours begin to lighten up. 140 00:10:10,209 --> 00:10:15,270 And then as you climb, you’re actually high above the level, and Lara is bathed in a warm, 141 00:10:15,270 --> 00:10:16,810 orange sunlight. 142 00:10:16,810 --> 00:10:22,240 Her journey of survival - from a point of despair to a point of hope - is emphasised 143 00:10:22,240 --> 00:10:24,540 through the level design. 144 00:10:24,540 --> 00:10:29,970 As a practical method of achieving this, I want to point to a GDC talk by former BioWare 145 00:10:29,970 --> 00:10:35,130 level designer Dave Feltham who talks about two tools they used when making the levels 146 00:10:35,130 --> 00:10:40,440 for Mass Effect 3: Emotion Charts and Intensity Charts. 147 00:10:40,440 --> 00:10:45,670 So the level in question is set on the planet Tuchanka, and involves providing a cure for 148 00:10:45,670 --> 00:10:50,220 the Genophage - a biological weapon deployed against the Krogan. 149 00:10:50,220 --> 00:10:55,319 The level sees you landing at the hollows, driving towards the shroud tower, having your 150 00:10:55,319 --> 00:11:01,080 convoy get blown up, sneak through some catacombs, pop up in the city, take down your first reaper, 151 00:11:01,080 --> 00:11:04,940 and - well - I won’t spoil the mission anymore than that. 152 00:11:04,960 --> 00:11:08,340 So the designers broke the level down into a bunch of sections. 153 00:11:08,340 --> 00:11:12,620 They then decided what theme needed to be represented in each part. 154 00:11:12,620 --> 00:11:16,410 And then decided what emotion the player should feel at that time. 155 00:11:16,410 --> 00:11:20,769 Finally, they used environment design to evoke those emotions. 156 00:11:20,769 --> 00:11:26,329 For example, in the pre-crash you should feel a sense of hope and confidence about defeating 157 00:11:26,329 --> 00:11:27,329 the reaper. 158 00:11:27,329 --> 00:11:31,529 So there’s a huge convoy of vehicles at your back to make you feel strong, and the 159 00:11:31,529 --> 00:11:34,639 Krogan are happily lazing about to suggest nonchalance. 160 00:11:34,639 --> 00:11:37,759 After the crash, you should feel a sense of chaos. 161 00:11:37,759 --> 00:11:41,899 So there’s flames, explosions, and your convoy is destroyed. 162 00:11:41,899 --> 00:11:46,279 In the catacombs, you should feel a sense of mystery - which is driven by the statues 163 00:11:46,279 --> 00:11:51,690 and murals of ancient Krogan life, And then the triumphant reveal of the city is supposed 164 00:11:51,690 --> 00:11:57,129 to make you feel awe at what the Krogan empire grew to become before the Genophage. 165 00:11:57,129 --> 00:12:00,410 And make you feel guilty if you were planning to betray them. 166 00:12:00,410 --> 00:12:06,740 The contrast from the dark catacombs to the open city emphasises the reveal. 167 00:12:06,740 --> 00:12:11,250 Finding the right environmental tricks to convey the necessary emotion can be tough, 168 00:12:11,250 --> 00:12:14,100 but here’s how a few other games have done it. 169 00:12:14,100 --> 00:12:19,860 Half Life 2 creates a feeling of oppression through claustrophobic corridors, tall buildings, 170 00:12:19,860 --> 00:12:22,040 cages, and security cameras. 171 00:12:22,040 --> 00:12:27,250 PT creates fear by asking you to repeatedly turn the same corner, but you’re never sure 172 00:12:27,250 --> 00:12:29,030 what will be on the other side. 173 00:12:29,030 --> 00:12:34,449 It’s important to note that these environmental choices have to gel with the game’s mechanics, 174 00:12:34,449 --> 00:12:35,449 though. 175 00:12:35,449 --> 00:12:40,170 For example, in a horror game, darkness is obviously intended to evoke feelings of fear. 176 00:12:40,170 --> 00:12:45,560 But in a stealth game, darkness might actually provide feelings of power and safety. 177 00:12:45,560 --> 00:12:50,379 After picking the environmental details, BioWare uses intensity charts. 178 00:12:50,379 --> 00:12:56,720 Basically, the designers have a desired intensity level - hoping for low moments for story beats, 179 00:12:56,720 --> 00:12:58,470 and high moments for combat. 180 00:12:58,470 --> 00:13:04,100 But this has to be checked against play-testers who describe how intense each area feels. 181 00:13:04,100 --> 00:13:07,339 If the chart is off, changes must be made. 182 00:13:07,339 --> 00:13:12,770 For example, the catacombs initially had enemies - but fighting monsters by torchlight was 183 00:13:12,770 --> 00:13:18,079 found to be extremely intense, and pulled away from the intended feeling, so the monsters 184 00:13:18,079 --> 00:13:20,610 were scrapped to bring the level in line. 185 00:13:20,610 --> 00:13:25,949 Also, a cutscene of friendly bombers was added on the road towards the reaper, just to give 186 00:13:25,949 --> 00:13:28,910 the player slightly more hope that they might win. 187 00:13:28,910 --> 00:13:33,560 The ultimate goal for BioWare was to create a mission that matches a sort of typical three 188 00:13:33,560 --> 00:13:34,860 act structure. 189 00:13:34,860 --> 00:13:40,930 With rising action, a low moment of despair, and a final climb to victory. 190 00:13:40,930 --> 00:13:46,230 This three act structure is used wonderfully by 2D platformer Celeste, where the actual 191 00:13:46,230 --> 00:13:49,879 topology of your climb mirrors that graph. 192 00:13:49,879 --> 00:13:54,810 Level after level you climb higher up the mountain, hitting small set-backs and climb-downs 193 00:13:54,810 --> 00:13:57,389 but ultimately heading forever upwards. 194 00:13:57,389 --> 00:14:02,589 That is until the stage Reflections which sends you plummeting back down to the base. 195 00:14:02,589 --> 00:14:09,189 The story’s lowest point is also the environment’s lowest point. 196 00:14:09,189 --> 00:14:14,100 If there’s one game that truly uses the environment to tell a story, though, it’s Journey. 197 00:14:14,100 --> 00:14:18,500 It uses moments when you’re climbing to evoke feelings of strength and progression, 198 00:14:18,500 --> 00:14:23,120 and moments where you’re plummeting down to create a sense of loss and hopelessness. 199 00:14:23,120 --> 00:14:28,279 And notice how the team at thatgamecompany uses colour to express different sensations 200 00:14:28,279 --> 00:14:34,440 - orange for the calm mystery of the desert, dark green for the spooky underground graveyard, 201 00:14:34,440 --> 00:14:39,079 white for the biting cold, and bright blue for the moment of rebirth. 202 00:14:39,079 --> 00:14:43,930 This game doesn’t need any words to tell you what to feel, because the environment 203 00:14:43,930 --> 00:14:45,180 says it all. 204 00:14:47,080 --> 00:14:52,800 The final thing I want to touch on, is the way environments influence our identity. 205 00:14:52,800 --> 00:14:58,340 Video games typically put us into the shoes of a character, and ask us to perform as they would. 206 00:14:58,340 --> 00:15:03,580 As players, we’re constantly looking for clues as to what sort of person we are inhabiting, 207 00:15:03,589 --> 00:15:07,889 and what sort of actions will be expected, permitted, and punished. 208 00:15:07,889 --> 00:15:12,800 Of course, the heavy lifting is done by the available mechanics, the way systems react 209 00:15:12,800 --> 00:15:17,940 to our choices, and our preconceived notions from the marketing and genre norms. 210 00:15:17,940 --> 00:15:21,910 But the environment can also play a large part in this. 211 00:15:21,910 --> 00:15:27,640 For example, in the original Bioshock I found it easy to murder people and steal from cash 212 00:15:27,640 --> 00:15:29,399 registers and safes. 213 00:15:29,399 --> 00:15:34,220 Whereas in Bioshock Infinite, i found these actions a lot less comfortable. 214 00:15:34,220 --> 00:15:39,470 A large part of this comes from the fact that Bioshock’s Rapture is in ruins, and the 215 00:15:39,470 --> 00:15:43,370 only people around are insane, bloodthirsty splicers. 216 00:15:43,370 --> 00:15:48,319 Bashing their skulls in and looting everything I can fit in my pockets just makes sense. 217 00:15:48,319 --> 00:15:52,999 Infinite’s Columbia, on the other hand, is still a semi-functioning society when you 218 00:15:52,999 --> 00:15:56,580 get there, with working shops and innocent citizens. 219 00:15:56,580 --> 00:16:01,709 So violence and robbery just makes less sense in that environment. 220 00:16:01,709 --> 00:16:06,839 Back down on Earth, the Hitman developers use this technique to subtly explain 221 00:16:06,839 --> 00:16:09,509 how the world will react to your presence. 222 00:16:09,509 --> 00:16:15,120 It’s often pretty obvious which areas you can casually stroll into, because of our understanding 223 00:16:15,120 --> 00:16:18,180 of real-world social behaviours and rules. 224 00:16:18,180 --> 00:16:22,850 This comes from a GDC talk by IO developer Mette Andersen who says “when 225 00:16:22,850 --> 00:16:27,700 we design these spaces, we’re designing rules of behaviour and we’re designing something 226 00:16:27,700 --> 00:16:31,850 that’s going to tap into your knowledge of ‘how should I be in this space?’”. 227 00:16:31,850 --> 00:16:36,529 Mette splits the world into public spaces, which are available from the get go and explorable 228 00:16:36,529 --> 00:16:37,920 in any costume. 229 00:16:37,920 --> 00:16:43,499 And private spaces, which require some ingenuity to enter, and a costume to stay hidden. 230 00:16:43,499 --> 00:16:49,579 She then splits those further into sub categories, where social rules go from vague to strict. 231 00:16:49,579 --> 00:16:56,370 The best levels in Hitman, says Mette, incorporate a rich mix of these area types. 232 00:16:56,370 --> 00:17:01,560 So video game environments can be a staggeringly effective medium for storytelling. 233 00:17:01,560 --> 00:17:05,650 Whether they’re telling stories about events that happened before your arrival, giving 234 00:17:05,650 --> 00:17:10,630 clues about the people who live there, evoking emotions through architecture, or providing 235 00:17:10,630 --> 00:17:15,720 context for player identity, these spaces can speak volumes. 236 00:17:15,720 --> 00:17:20,760 Let me know your favourite examples of storytelling through the environment, in the comments down below. 237 00:17:24,640 --> 00:17:26,880 Hi, thanks for watching. 238 00:17:26,880 --> 00:17:32,630 As you might have noticed, this is a re-uploaded version of a previous video. 239 00:17:32,630 --> 00:17:37,549 Unfortunately, that video was labelled as not age-appropriate, because of some of the 240 00:17:37,549 --> 00:17:43,570 examples I gave - and so the video had a big scary warning before you could watch. 241 00:17:43,570 --> 00:17:48,529 Ultimately, I want my channel to be accessible to as many people as possible, and so I’m 242 00:17:48,529 --> 00:17:53,059 going to work hard in future to make sure my stuff is suitable for a general audience. 243 00:17:53,059 --> 00:17:57,960 I’m still going to talk about shooting people, because, hey, my channel’s about video games. 244 00:17:57,960 --> 00:18:05,660 But, still, I’ll take care not to slip into gratuitous depictions of violence and other icky stuff. 245 00:18:05,660 --> 00:18:10,000 If the original video made you feel uncomfortable, then I do apologise.