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5 Bits of Good Game Design from 2015 | Game Maker's Toolkit

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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,
    subscribe to the channel to get new episodes
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    the moment they come out. And consider helping
    support the show on Patreon.
Title:
5 Bits of Good Game Design from 2015 | Game Maker's Toolkit
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07:40

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