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Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design.
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2015 was dominated by remakes, remasters,
and rereleases.
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In the past 12 months we saw recycled versions
of Saints Row IV, Resident Evil, Majora's
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Mask, the Borderland games, Devil May Cry
4 and DmC, almost everything Rare ever made,
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Journey, God of War 3, Dark Souls 2, Final
Fantasy Type-0, X, and X-2, the Uncharted
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trilogy, Darksiders 2, Tearaway, Dishonered,
Gears of War, and Xenoblade Chronicles.
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That's not to say they shouldn't have been
released, but with so many developers stuck
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in the past, it's surprising that there was
anyone left to come up with fresh and innovative
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new stuff.
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But luckily, there was.
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We've already spoken about some smart bits
of game design from the last 12 months. Like
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Nova-111's somewhat successful attempt to
marry real-time and turn-based gameplay, The
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Swindle's 100 day time limit that pressures
you into making wonderfully dumb decisions,
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Grow Home's wobbly hand-over-hand-climbing
system, and the randomly generated murder
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mystery game Westerados.
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But you can find scraps of good design in
lots of games released this year. So here
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are five. Five mechanics or systems or just
clever ideas from games released in 2015.
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Let's start with Bloodborne: another dark
and difficult masterpiece in the Souls series,
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which introduced a fascinating new wrinkle
to an already sharply-designed combat system.
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In this game, From Software wanted to make
combat more offensive than Dark Souls, and
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less tentative. So not only did they take
away your shield, but the team added something called
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the "regain system".
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When you take a hit, you'll lose a portion
of your life bar as usual. But now, if you
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strike back within a limited time you can
get some of your lost health back.
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This encourages you to play aggressively,
instead of hiding behind a plank of wood or
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running away to chug from your limited stash
of potions. But there's risk involved, as
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it causes you to act rashly which, as we all
know, is what gets you killed in these games.
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The game's producer told IGN that Souls series
director Hidetaka Miyazaki "looks at the health
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gauge not as health, but as your power of
will to go on". So, getting hit plunges you into
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a state of despair, but immediately getting
in your own attacks gives you some hope that
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this battle can be won.
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Okay, so Metal Gear Solid V's Fulton Recovery
System first showed up in Peace Walker on
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the PSP. But shush. Most of us only discovered
the fulton's pleasures in The Phantom Pain.
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Here's how it works: any sleeping, stunned,
or surrendering guard in The Phantom Pain
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can be attached to a tiny balloon, which whisks
them off into the sky and delivers them to
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your Mother Base.
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You can also Fulton animals and vehicles.
But it's the guards that make this interesting.
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Because stealth games have struggled to find
a compelling reason to deal with enemies non-lethally.
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In fact, it's almost always a bad idea because
tranquillised or knocked out guards can wake
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up. So, unless you're going for achievements
or unlockables, it's often better to just pip 'em
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in the head with a silenced pistol.
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But in Metal Gear, if you spot an enemy soldier
with good stats, who will be useful in Mother
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Base, you're now given a good incentive to
take him out non-lethally, then move him away
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from other guards, and... fire him off into
the atmosphere on a balloon.
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Rubbish guards with rubbish stats can still
be killed, but this mad extraction system
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will make you think twice about offing every
soldier in Afghanistan.
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Splatoon's best mechanic is not spraying the
battlefield with a thick coat of colourful
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paint. And it's not swimming and jumping about
as a squid.
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It is, in my opinion, both of these. Or, more
specifically, the way these two systems work
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together in perfect synergy.
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Because, you shoot paint to make a path that you can
travel through as a squid, which causes your
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tank to refill, which you can use to shoot
paint to make a path which you can travel through
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as a squid, which... well, you get the picture.
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Most modern games offer multiple mechanics
but it's very rare to see two very different
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ways of interacting with the world - shooting
and moving - support each other almost symbiotically.
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So it's not a case of doing some shooting
for a bit, and then doing some swimming for
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a bit. One mechanic simply cannot exist without
the other, which means the way you deal with
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every encounter, puzzle, and boss fight involves
juggling two disparate and sophisticated mechanics.
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Which is challenging, and fun.
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All in all, making Splatoon much, much more
interesting than simply Call of Duty with
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paint instead of bullets.
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We talked this year about how checkpoints
can change the level of tension in a game.
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Keep them far apart, like in Far Cry 2 on
console, and you'll be sweating bullets when
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you're pinned down and realise that it's been
half an hour since you last saved. Make the checkpoints
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too close and you get Prince of Persia.
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Well how about giving that choice to the player?
In Ori and the Blind Forest there are spots
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where the game saves automatically but you
can also spend some of your energy to make
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"soul links" or checkpoints.
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The onus is now on you to decide whether you
want to save at every safe spot, or to give
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yourself some more challenge and only save
at the beginning and end of a tricky platforming
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section.
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This is different from hammering Quick Save
in a PC game, though. Because that stock of
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energy is limited, you must unleash soul links
carefully, because you risk running out of
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the blue stuff when you really need it. And
because that same stuff is used for performing
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certain powerful attacks, you'll need to juggle
your priorities.
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It makes deploying checkpoints strategic,
and another thing to think about when getting
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through the game. It's not something I'd want
to see in every platformer, but it could be
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used by some designers to give their games
a tad more nuance in the way they save your
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progress.
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And finally: Life is Strange.
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This is a traumatic game. It features murder,
intense bullying, suicide attempts, and abuse.
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Which is why it's so important that Max can,
in every episode, sit down. Just plonk her
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butt on a chair and take a moment.
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She'll spend some time thinking to herself,
unpacking the crazy stuff that's happened to her.
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MAX: Despite all the chaos and bullshit, I feel so giddy hanging out with her again.
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Then, the brilliant soundtrack will
take over, and the camera will lazily cut
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between different shots.
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It's up to you when you make Max stand up
again, and throw her back into the storm.
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I think this is genuinely important in a game
of such emotional intensity. You're given
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permission and encouragement to take a break.
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But it's also worth thinking about in other
types of game. Non-stop action can get exhausting,
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so the best games provide moments of deliberate
downtime. Without moments of quiet and solitude,
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the only way for players to take a break from
the action is to turn off your game and walk
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away...
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So there we have it. Five bits of great design
from games released in 2015. And I'll have
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one more, from my very favourite game of the
year, at the end of this month.
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So please look forward to that. Until then, thanks for watching!
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I want to
hear about your favourite bits of game design
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from 2015, so drop them in the comments. Also,
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