1 00:00:04,590 --> 00:00:09,330 Every December, I use my last video of the year to celebrate the most innovative and 2 00:00:09,330 --> 00:00:12,990 inventive game I played in the last 12 months. 3 00:00:12,990 --> 00:00:18,500 In previous years I’ve looked at the YouTube detective drama Her Story, the uncanny chatbot 4 00:00:18,500 --> 00:00:24,700 game Event[0], the serpent simulator Snake Pass, and the time-travelling murder mystery, 5 00:00:24,700 --> 00:00:26,410 Return of the Obra Dinn. 6 00:00:26,410 --> 00:00:30,160 These games have done things I’ve never seen before, and are impressive in both their 7 00:00:30,160 --> 00:00:32,760 idea and their execution. 8 00:00:32,760 --> 00:00:37,530 They might not be the very best games of their respective years, but when it comes to fresh 9 00:00:37,530 --> 00:00:40,810 concepts done well, these are the games I would recommend. 10 00:00:40,810 --> 00:00:46,420 I certainly had lots of choices to pick from for 2019, like the combat-free role playing 11 00:00:46,420 --> 00:00:52,590 game Disco Elysium, the hilarious honk ‘em up Untitled Goose Game, the sci-fi archeology 12 00:00:52,590 --> 00:00:57,829 game Outer Wilds, and the other sci-fi archeology game, Heaven’s Vault. 13 00:00:57,829 --> 00:01:04,770 But this year, nothing quite beat the mind-melting puzzle game, Baba Is You. 14 00:01:04,770 --> 00:01:09,060 Now, from first glance, this game looks pretty simple. 15 00:01:09,060 --> 00:01:15,030 You hop around a grid and push blocks - making it part of a sub genre of block-shoving puzzlers, 16 00:01:15,030 --> 00:01:18,090 all inspired by the Japanese game Sokoban. 17 00:01:18,090 --> 00:01:23,140 Here’s where things start getting strange, though: in each level, the rules of the game 18 00:01:23,140 --> 00:01:25,640 are written on screen as simple sentences. 19 00:01:25,640 --> 00:01:30,530 Like, “Baba Is You”, which means you control this funny white critter called Baba. 20 00:01:30,530 --> 00:01:34,530 Or “Wall Is Stop”, which means you can’t walk through walls. 21 00:01:34,530 --> 00:01:39,600 “Rock Is Push” means you can shove rocks around, and “Flag Is Win” means touching 22 00:01:39,600 --> 00:01:42,349 the flag will finish the level. 23 00:01:42,349 --> 00:01:47,350 And then here’s the kicker: those rules are, themselves, blocks that can be pushed 24 00:01:47,350 --> 00:01:52,440 around - allowing you to break the logic that dictates the level at hand, and create entirely 25 00:01:52,440 --> 00:01:55,500 new gameplay by rewriting the rules. 26 00:01:55,500 --> 00:01:59,690 Remove the word “Stop” from “Wall Is Stop”, for example, and now you can waltz 27 00:01:59,690 --> 00:02:01,039 straight past walls. 28 00:02:01,039 --> 00:02:06,540 Change “Flag Is Win” to “Rock Is Win”, and now the rock becomes your goal. 29 00:02:06,540 --> 00:02:11,310 Or push "Rock: into this sentence, and you switch the main character of the game into a tiny 30 00:02:11,310 --> 00:02:12,620 brown boulder. 31 00:02:12,620 --> 00:02:13,700 Cheeky. 32 00:02:13,700 --> 00:02:18,110 And thus begins a few hundred levels where the solution is never to simply reach the 33 00:02:18,110 --> 00:02:23,580 goal - but to rewrite the rules of the universe until you’re in a world where the goal is 34 00:02:23,580 --> 00:02:25,020 now reachable. 35 00:02:25,020 --> 00:02:28,209 It is infinitely intelligent and endlessly surprising. 36 00:02:28,209 --> 00:02:33,489 It’s tough, but far from impossible, and practically every level is a revalatory experience 37 00:02:33,489 --> 00:02:35,609 with a satisfying aha! moment. 38 00:02:35,609 --> 00:02:40,219 And if you haven’t played it yet, now’s your time to pause the video, head to Steam 39 00:02:40,219 --> 00:02:42,840 or the Switch eShop, and get the game. 40 00:02:42,840 --> 00:02:44,870 I hope that you love it. 41 00:02:44,870 --> 00:02:48,760 When you’re done, remember to come back, and we’ll chat more about how the game builds 42 00:02:48,760 --> 00:02:52,170 its brain-busting puzzles 43 00:02:52,170 --> 00:02:56,500 Baba Is You is the brain-child of Finnish indie developer Arvi Teikari. 44 00:02:56,500 --> 00:03:01,450 He told me over email back in April that he was inspired to make the game as part of the 45 00:03:01,450 --> 00:03:03,810 2017 Nordic Game Jam. 46 00:03:03,810 --> 00:03:08,650 The jam’s theme was “Not There”, and the word “Not” made him think of logic 47 00:03:08,650 --> 00:03:11,180 operators in programming languages. 48 00:03:11,180 --> 00:03:15,860 Combine that with a block-pushing puzzle game like Snakebird or Stephen’s Sausage Roll, 49 00:03:15,860 --> 00:03:21,040 and this “resulted in a mental image of a block of ice not melting in hot lava due 50 00:03:21,040 --> 00:03:24,609 to the statement "Ice Is Not Melt”. 51 00:03:24,609 --> 00:03:29,209 The scrappy, prototypical Baba Is You ended up winning that Game Jam, and the reaction 52 00:03:29,209 --> 00:03:34,120 was so positive that Teikari decided to take his underbaked jam game and turn it into a 53 00:03:34,120 --> 00:03:35,379 full fat release. 54 00:03:35,379 --> 00:03:42,120 Two years later, and the designer had about 219 ultra clever levels for players to work through. 55 00:03:42,120 --> 00:03:46,829 So how, exactly, is one of these Baba Is You levels made? 56 00:03:46,829 --> 00:03:52,930 To start, Teikari tries to think of an interesting interaction, or set-up that could come out 57 00:03:52,930 --> 00:03:56,040 of the game’s encyclopaedia of words and rules. 58 00:03:56,040 --> 00:04:01,379 “Pull”, for example, could lead to a level where Keke needs to drag a key across a lake. 59 00:04:01,379 --> 00:04:06,279 A teleporter doesn’t have to just move objects, but could also be used to move around the 60 00:04:06,279 --> 00:04:07,879 rules themselves. 61 00:04:07,879 --> 00:04:12,099 And the word “Has”, could lend itself to a level where you drop a box every-time 62 00:04:12,100 --> 00:04:15,940 Keke dies, but that box immediately turns back into Keke. 63 00:04:15,940 --> 00:04:17,140 Bonkers. 64 00:04:17,140 --> 00:04:22,000 Speaking at the Gamelab conference in Barcelona this summer, Teikari said, “when I’ve 65 00:04:22,000 --> 00:04:26,780 got this idea of ‘hey, that would be cool to see in a level’, I try to figure out 66 00:04:26,780 --> 00:04:31,880 what kind of level do I have to build so that when the player is playing the level they 67 00:04:31,880 --> 00:04:34,260 have to use that interaction”. 68 00:04:34,260 --> 00:04:38,340 And that’s where we get to the fascinating contradiction at the heart of Baba Is You. 69 00:04:38,340 --> 00:04:42,379 Because while this is a game that offers a seemingly infinite world of possibilities 70 00:04:42,379 --> 00:04:46,669 - its puzzles are largely defined by what you can’t do. 71 00:04:46,669 --> 00:04:52,130 Because while making an open ended puzzle game sounds great, it’s open to easy answers 72 00:04:52,130 --> 00:04:57,630 - like Scribblenauts, where half of the levels can be finished by writing in the word jetpack. 73 00:04:57,630 --> 00:05:02,710 So the designer’s job is actually to lock you in and force restrictions on you. 74 00:05:02,710 --> 00:05:07,500 And in Baba Is You that’s achieved by the words that are and aren’t on screen, the 75 00:05:07,500 --> 00:05:11,940 way some sentences are pushed against walls or locked behind fences, and the claustrophobic 76 00:05:11,940 --> 00:05:14,270 grid that constricts your movements. 77 00:05:14,270 --> 00:05:19,069 With these restrictions in place, the designer can lock off easy answers - and force you 78 00:05:19,069 --> 00:05:22,169 to find the clever trick at the heart of the puzzle. 79 00:05:22,169 --> 00:05:27,039 Teikari calls this process reverse engineering - of essentially starting with the solution 80 00:05:27,039 --> 00:05:32,139 and then working backwards to throw up restrictions and make a puzzle that supports it. 81 00:05:32,139 --> 00:05:36,479 As an example, take the level Baba Doesn’t Respond. 82 00:05:36,479 --> 00:05:42,870 In this level we play as Keke, and the solution is to use two belts to redirect a moving Baba. 83 00:05:42,870 --> 00:05:46,430 So how does the designer force this interaction? 84 00:05:46,430 --> 00:05:52,180 Let’s start by putting a wall and a locked door between Keke and the Flag. 85 00:05:52,180 --> 00:05:57,440 If we put a rule here like “Door Is Shut And Open”, we can just push the word “Shut” 86 00:05:57,440 --> 00:06:00,340 over and then go to the flag. 87 00:06:03,930 --> 00:06:09,080 But if we put a reed here, and make it so creating that first sentence simultaneously 88 00:06:09,099 --> 00:06:16,159 makes the rule “Reed Is Defeat”, we suddenly put Keke in a pickle - opening the door also 89 00:06:16,160 --> 00:06:18,220 denies access to that door. 90 00:06:18,220 --> 00:06:20,420 Hm! Quite the catch! 91 00:06:20,430 --> 00:06:25,400 So, the player will hopefully realise that they need to have Keke be stood in this exact 92 00:06:25,400 --> 00:06:30,370 spot when the rule is triggered - and they just need to figure out how to move the sentence 93 00:06:30,370 --> 00:06:31,569 from afar. 94 00:06:31,569 --> 00:06:34,080 Answer: “Baba Is Move”. 95 00:06:34,080 --> 00:06:39,020 Now the level would be way too easy if we could just put Baba here, make “Baba Is 96 00:06:39,020 --> 00:06:43,889 Move”, and then walk to the right spot and wait for Baba to walk into the words. 97 00:06:43,889 --> 00:06:46,960 So, some restrictions are added. 98 00:06:46,960 --> 00:06:50,479 This single hedge block means Baba only has a tiny run-up. 99 00:06:50,479 --> 00:06:55,490 And having “Move” be in the corner makes it impossible to, well, move, so the sentence 100 00:06:55,490 --> 00:07:00,360 “Baba Is Move” has to be made on the furthest left edge of the screen. 101 00:07:00,360 --> 00:07:05,129 These two things combine to make it impossible to make “Baba Is Move” and then walk to 102 00:07:05,129 --> 00:07:09,530 that all-important spot, because Baba will have already made the reed deadly by the time 103 00:07:09,530 --> 00:07:10,800 you get there. 104 00:07:10,800 --> 00:07:16,189 And thus, you must use these belts to create a much longer path for Baba to take, Chu Chu 105 00:07:16,189 --> 00:07:20,780 Rocket style, which will give you enough time to walk across the level before he triggers 106 00:07:20,780 --> 00:07:22,449 the sentence change. 107 00:07:22,449 --> 00:07:26,439 Then it’s just a case of sprinkling on some pretty decoration, and putting in some other 108 00:07:26,439 --> 00:07:30,389 bits to restrict your movement or stop unintended solutions. 109 00:07:30,389 --> 00:07:32,940 Though, many of those are left in by the designer 110 00:07:32,940 --> 00:07:36,100 - provided they don’t make the real solution trivial. 111 00:07:39,060 --> 00:07:43,000 So as you can see, the solution to the puzzle is actually pretty simple. 112 00:07:43,000 --> 00:07:48,120 But by obfuscating the answer behind a sequence of problems, it creates this interesting phenomenon 113 00:07:48,120 --> 00:07:52,780 where Teikari is working backwards from the solution, locking up doors behind him as he 114 00:07:52,780 --> 00:07:54,659 gets to the starting conditions for the puzzle. 115 00:07:54,659 --> 00:07:59,789 And then the player then moves in the opposite direction, opening each door in turn until 116 00:07:59,789 --> 00:08:00,919 they get to the solution. 117 00:08:00,919 --> 00:08:06,379 And by setting the stage up in this way, the player is actually somewhat lured towards 118 00:08:06,379 --> 00:08:07,379 the solution. 119 00:08:07,379 --> 00:08:12,009 Each level contains a number of tiny problems that render something impossible - forcing 120 00:08:12,009 --> 00:08:16,349 the player to find a different, more creative way to overcome the problem. 121 00:08:16,349 --> 00:08:21,450 These stumbling blocks then stack together, creating a pathway to the level’s solution. 122 00:08:21,450 --> 00:08:25,470 Here’s how that looks in a favourite stage of mine: Tiny Pond. 123 00:08:25,470 --> 00:08:29,590 In this level, the word “Win” needs to be released from a pond. 124 00:08:29,590 --> 00:08:34,800 The water is tagged as “Shut”, and Baba is tagged as “Open”, which means you can walk 125 00:08:34,800 --> 00:08:39,260 into the water to unlock it and gain access - but this also destroys Baba. 126 00:08:39,260 --> 00:08:42,260 So, we’re going to need to try something else. 127 00:08:42,260 --> 00:08:46,821 We’ve got two other words: “Key” and “Flag”, and so we could make “Key Is 128 00:08:46,821 --> 00:08:50,920 Open”, but there’s no “Push” verb, meaning the key just sits there. 129 00:08:50,920 --> 00:08:55,700 The only way to make it move is to write “Key Is You”, but we run into the same problem: 130 00:08:55,710 --> 00:08:59,900 you’re destroyed as soon as you touch the water. 131 00:08:59,900 --> 00:09:05,910 By now you should hopefully be thinking, “okay, maybe I can be both key and Baba at the same 132 00:09:05,910 --> 00:09:09,360 time, because when one dies, I can still control the other one”. 133 00:09:09,360 --> 00:09:13,020 But, sadly, there aren’t enough words to make that sentence work. 134 00:09:13,020 --> 00:09:17,670 However, the sequence of logical leaps have got you this far and there’s only one possible 135 00:09:17,670 --> 00:09:22,340 way forward now: if you make flag is key, you’ve got two keys. 136 00:09:22,340 --> 00:09:27,230 And now if you have “Key Is You”, you can control both, sacrifice one to open a 137 00:09:27,230 --> 00:09:32,690 hole in the water, and use the remaining key to finish the stage. 138 00:09:32,690 --> 00:09:35,650 It’s really clever. 139 00:09:35,650 --> 00:09:41,000 The set-up for the stage walked us right into the central problem of the level: we need 140 00:09:41,000 --> 00:09:44,810 to be “Open”, but we also don’t want to disappear when we use ourselves. 141 00:09:44,810 --> 00:09:49,640 And so we’re in the perfect spot to try and figure out the actual solution - and go 142 00:09:49,640 --> 00:09:52,640 “aha!” when we get there. 143 00:09:52,640 --> 00:09:56,720 If this was the first level that you played in this game, you would be - I think - 144 00:09:56,720 --> 00:09:58,220 completely stumped. 145 00:09:58,220 --> 00:10:03,000 But luckily, playing Baba Is You means constantly adding to an ever expanding knowledge base 146 00:10:03,000 --> 00:10:05,710 that grows with every stage you play. 147 00:10:05,710 --> 00:10:12,010 So Tiny Pond builds on the level Jelly Throne, where you control two characters at once. 148 00:10:12,010 --> 00:10:17,260 And Tiny Pond’s solution reappears in the stage Unreachable Shores, where you sacrifice 149 00:10:17,260 --> 00:10:20,760 one Keke, so the survivor can move forward. 150 00:10:20,760 --> 00:10:23,960 But this sort of learning starts from the very beginning of the game. 151 00:10:23,960 --> 00:10:28,850 Baba Is You is a pretty complicated puzzler, after all, and there’s not a single tutorial 152 00:10:28,850 --> 00:10:29,850 in sight. 153 00:10:29,850 --> 00:10:35,500 Instead, the game’s first crop of puzzles all subtly and silently tell you how the game 154 00:10:35,500 --> 00:10:37,740 works through their solutions. 155 00:10:37,740 --> 00:10:40,460 So in Level 1, we’re stuck inside a tiny box. 156 00:10:40,460 --> 00:10:44,570 There’s only one way to get out and that’s to break the sentence “Wall Is Stop”, 157 00:10:44,570 --> 00:10:47,490 and make the wall no longer a solid object. 158 00:10:47,490 --> 00:10:51,670 Then, we can make a sentence - “Flag Is Win” - to finish the level. 159 00:10:51,670 --> 00:10:57,150 That’s breaking and making sentences: the two most fundamental concepts of the game. 160 00:10:57,150 --> 00:11:01,630 Level 2 is the exact same stage as before but now everything is wrong. 161 00:11:01,630 --> 00:11:06,780 You play as a wall, the walls are made of flags, and Baba is nowhere to be found. 162 00:11:06,780 --> 00:11:11,350 This teaches players that nothing in the game has an intrinsic value: it’s only given 163 00:11:11,350 --> 00:11:13,640 purpose when part of a rule. 164 00:11:13,640 --> 00:11:18,160 The game keeps this up throughout its first few stages, with solutions that clue us in 165 00:11:18,160 --> 00:11:21,620 to some fundamental concept we’ll definitely need to know later. 166 00:11:21,620 --> 00:11:26,370 Here, “Lava Is Push overrides” the rule “Lava Is Hot”. 167 00:11:26,370 --> 00:11:30,730 In this puzzle, we learn that we can create two sentences from the same “Is” block, 168 00:11:30,730 --> 00:11:32,820 by creating them in a cross. 169 00:11:32,820 --> 00:11:37,670 And the game will continue to teach new concepts and ideas throughout the adventure. 170 00:11:37,670 --> 00:11:42,760 Every time a new concept is introduced - like the operator “And” or the words “Open” 171 00:11:42,760 --> 00:11:48,120 and “Shut”, we’re treated to introductory puzzles that make these new mechanics crystal clear. 172 00:11:48,120 --> 00:11:53,700 I asked Teikari how he went about making these introductory stages, and he said “If I exhaustively 173 00:11:53,710 --> 00:11:58,010 go through all the meaningful interactions between elements, eventually I get levels 174 00:11:58,010 --> 00:12:03,060 where the ‘trick’ is mostly just the basic functionality of a specific element in itself”. 175 00:12:03,060 --> 00:12:07,990 that can then be put at the beginning of the world, to act as a tutorial for the stages 176 00:12:07,990 --> 00:12:09,760 to come. 177 00:12:09,780 --> 00:12:14,060 While Baba Is You is full of puzzles that will make you feel stumped when you first 178 00:12:14,070 --> 00:12:18,910 play them, and make you feel smart when you solve them, Teikari’s real goal is to create 179 00:12:18,910 --> 00:12:21,710 moments of surprise and laughter. 180 00:12:21,710 --> 00:12:23,760 YOUTUBER: [Laughter]. 181 00:12:23,760 --> 00:12:29,980 YOUTUBER: “There’s no rule saying ‘Wall Is Stop’. [Laughter] 182 00:12:29,980 --> 00:12:35,730 I was confining myself to this stupid little area and I didn’t need to.” 183 00:12:35,730 --> 00:12:40,960 That’s certainly one way it’s done - by playing with your expectations for how things work. 184 00:12:40,960 --> 00:12:45,490 In this level, for example, most players will assume they need to unlock the door. 185 00:12:45,490 --> 00:12:47,940 But actually they need to unlock the wall. 186 00:12:47,940 --> 00:12:52,860 There are also just bonkers rules that go way beyond the basic set-up. 187 00:12:52,860 --> 00:12:57,270 “Empty” allows you to control or fill the empty space in each stage. 188 00:12:57,270 --> 00:13:00,330 “Make” lets you create a trail of objects when you move. 189 00:13:00,330 --> 00:13:04,710 “More” lets you duplicate keys until they fill every spot in the space. 190 00:13:04,710 --> 00:13:10,480 And just like the original idea for the game, “Not” allows you to flip rules on their head. 191 00:13:10,480 --> 00:13:15,280 Plus, in an attempt to make sure every single interaction is explored - a similar design 192 00:13:15,290 --> 00:13:20,380 philosophy as one used by Braid developer Jonathan Blow - Teikari has “Text” be 193 00:13:20,380 --> 00:13:23,950 a word, allowing you to manipulate the rules with other rules. 194 00:13:23,950 --> 00:13:27,850 And by the time “Level” is introduced, you’re not only moving the entire screen 195 00:13:27,850 --> 00:13:32,940 around - but breaking out the stage and bouncing around the map screen in a mind-melting meta 196 00:13:32,940 --> 00:13:36,220 exploration of the game’s fundamental logic. 197 00:13:36,220 --> 00:13:38,880 There were more ideas that didn’t make the cut, of course. 198 00:13:38,880 --> 00:13:42,920 Teikari told me that “Stick”, which would make objects clump together, was removed because 199 00:13:42,920 --> 00:13:45,490 it created nightmare programming problems. 200 00:13:45,490 --> 00:13:49,670 And “Safe”, which would render an object invulnerable, was left on the cutting room 201 00:13:49,670 --> 00:13:52,880 floor because it was hazy, and uninteresting. 202 00:13:52,880 --> 00:13:56,460 Not everything that made it into the game is a complete winner, if you ask me: 203 00:13:56,460 --> 00:13:58,490 a stage where you trap Keke 204 00:13:58,490 --> 00:14:03,041 under words and then push them away from the corner is awkward and confusing, and the word 205 00:14:03,041 --> 00:14:06,250 “Swap” is like “Tele” but not as cool. 206 00:14:06,250 --> 00:14:11,370 With 200-odd stages, though, there’s always going to be a few that don’t click for everyone. 207 00:14:11,370 --> 00:14:16,010 But Teikari points to an army of playtesters who gave feedback on stages, and discovered 208 00:14:16,010 --> 00:14:17,050 alternative solutions.. 209 00:14:17,050 --> 00:14:21,450 “I’m extremely thankful for how much testers have done for the game”, he says. 210 00:14:21,450 --> 00:14:25,920 That group of testers, it turns out, is a who’s-who of puzzle game wizards, and includes 211 00:14:25,920 --> 00:14:31,970 the designers behind Ending, A Good Snowman is Hard to Build, Pipe Push Paradise, Starseed 212 00:14:31,970 --> 00:14:35,180 Pilgrim, Minit, and The Witness. 213 00:14:37,550 --> 00:14:42,780 Baba Is You is a surprising, silly, and mind-bogglingly complex game. 214 00:14:42,790 --> 00:14:48,200 And it had every chance of becoming too difficult to grasp, too esoteric to understand, or too 215 00:14:48,200 --> 00:14:50,640 freeform to actually produce good puzzles. 216 00:14:50,640 --> 00:14:54,660 But Arvi Teikari has proven himself as a master of puzzle design. 217 00:14:54,660 --> 00:15:00,640 He introduces the loopy logic of Baba Is You slowly and subtly, so everyone can understand it. 218 00:15:00,640 --> 00:15:05,380 With his reverse-engineering process, he buries a clever trick under layers of problems. 219 00:15:05,380 --> 00:15:09,740 But they’re never red herrings or pointless busy work - they’re about leading the player 220 00:15:09,740 --> 00:15:11,910 to the catch at the centre of the puzzle. 221 00:15:11,910 --> 00:15:16,390 And he’s more interested in surprises and silliness than rock-hard challenge, making 222 00:15:16,390 --> 00:15:20,050 for a game that will make you laugh more than it will make you frustrated. 223 00:15:20,050 --> 00:15:24,970 It’s simply a really great puzzle game, built on a fresh concept that was executed 224 00:15:24,970 --> 00:15:25,970 perfectly. 225 00:15:25,970 --> 00:15:28,680 A no-brainer for this year’s final video. 226 00:15:31,060 --> 00:15:33,310 Hey, thank you so much for watching! 227 00:15:33,310 --> 00:15:37,240 I just wanted to take a moment to say thanks for all of your support in 2019. 228 00:15:37,240 --> 00:15:41,890 I’m really proud of the stuff I made and your support has meant the world. 229 00:15:41,890 --> 00:15:47,060 I’ve already got so many video ideas lined up for 2020 but it's time for a quick break. 230 00:15:47,060 --> 00:15:51,340 So I hope you'll have an amazing Christmas, and I’ll see you in the new year.