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Following the Little Dotted Line | 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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    The first thing I did when I emerged from
    Vault 111 in Fallout 4 was deactivate the
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    main quest. And whenever someone gives me
    a mission...
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    BLAKE ABERNATHY: Those raiders that killed Mary, they took her locket too. If you could get it back, it'd mean a lot to us...
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    I deactivate that too.
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    I'm doing this, slightly mad thing, because
    I had just been playing The Witcher 3, and
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    felt that the game's helpful, hand-hand-holding
    quest information - like the commands on the
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    side of the screen, the marker on the mini-map,
    and the magic GPS trail to my next location
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    - was kind of... spoiling the experience.
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    Like, take this chap with the funny hairdo.
    He's giving me some directions to my next
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    quest point and he says...
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    BOWL CUT BLOKE: Know the small
    pond near the village? Path leads off from
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    it. Follow that 'til you come across a lone
    rock. Walk around that and into the woods,
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    find the old cart, you're there.
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    Okay, got it. Pond, Boulder, Cart. I'm on
    it. But as soon as we leave the conversation,
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    a dotted line appears on my mini-map. So
    I follow it. I end up here, and I guess I have to find
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    GERALT: a large stone near the pond
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    ah, god damn
    it Geralt! I was about to say that.
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    The quests in this game are often exciting
    and funny and thoughtful, but getting to them
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    just has you blindly stumbling from waypoint
    to waypoint, not fully taking in this incredible
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    world that CD Projekt Red has established.
    It's so hard to be truly immersed in a world
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    like this when you spend most of your time
    operating in this artificial video game layer,
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    that sits on top of everything else.
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    Games with nonlinear levels and big open worlds
    didn't use to be like this. It's hard to believe
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    there was once a time before floating arrows
    and mini-maps but go back and play Deus Ex
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    and when Paul Denton says he has map for you,
    he just means you now have an aerial photo
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    in your notes, and you'll have to figure out
    where you are, where your objective is, and
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    where to go by observing and investigating.
    Similarly, the maps in the original Thief
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    were incomplete sketches, covered in doodles
    and notes.
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    And then there's Morrowind. You've got a map
    but it only shows you places you've been so
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    if you need to get somewhere new you need
    to ask someone for directions, or consult
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    your journal, or look at a signpost. You actually
    have to be a part of the world, and become
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    immersed in the landscape. Instead of simply
    following a trail of breadcrumbs you make
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    your own way through Vvardenfell, and often
    end up finding secrets and surprises along the way.
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    A few games are still carrying that torch.
    Science-based survival sim Miasmata, for example,
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    offers you a map, which is pieced together
    from places you've been and scraps of paper
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    you find, but it refuses to show you your current
    position unless you get to a good vantage point
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    and triangulate your location by pointing
    to two, known structures. Or weenies, if you
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    watched the previous episode. Again, simply
    moving through the world requires skill and
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    determination, and there's a huge sense of
    reward when you reach your destination.
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    But okay. Those are arcane retro games and
    high concept indies. What about modern triple-A
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    open worlders, that feel the need to offer
    dynamically updated maps and helpful hints
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    in the name of accessibility?
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    Well, how about more optional quests that
    shun such navigational aids, and encourage
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    devoted players to really engage with the
    world? Like the treasure maps you find in
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    games like Red Dead Redemption, Skyrim, and
    Assassin's Creed Black Flag.
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    The idea with these is that you get a scrap
    of paper which directs you to some hidden
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    booty. The map might have a crude drawing
    of some landmass or a rock or a tree, and
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    that's about it. You then need to scour the
    landscape and find the real-world equivalent
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    of this drawing. You're left to figure it
    out yourself with no hints, no map markers,
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    no hand-holding.
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    They're fun because they encourage you to
    really study and explore the game's world.
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    And they also have a nice byproduct in that
    they delay the gratification of getting a
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    reward. Like finding keys, to open lockers
    in Yakuza, or hitting goddess stones to unlock
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    goddess chests in Skyward Sword, putting an
    extra step in before finding a reward makes
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    it all the more sweeter.
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    Anyway. I always cherished these scraps of
    paper in games because they give me a chance
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    to slow down, take in the environment, and
    figure things out for myself.
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    The other way to encourage proper exploration
    is with small scavenger hunts, that don't
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    actually count as quests. Sometimes they're
    called hidden quests or unlisted quests by
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    the fans.
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    One of my most memorable moments in Fallout
    3 took place in the Anchorage memorial museum.
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    I hacked into this computer, and found a note
    about a hidden stash, behind a busted storage
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    door near the service entrance. I just needed
    to find a floor safe in the clinic.
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    Which is this room. How do I know it's the
    clinic? Well it says clinic on the door which
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    is a pretty big giveaway but also there's
    an operating table and x-rays on the wall
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    and a changing screen and a scalpel in the
    locker. You can see how playing in this fashion
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    encourages you to read the world in a very
    different, but more organic way.
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    Anyway. Inside the safe is a component, which
    lets me open the door. And behind that door
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    is some goodies, a key, and a note pointing
    me to a refrigerator. Which I find and open
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    to get my prize: a big load of bottle caps
    and... A recipe for mirelurk cakes?
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    Well, turns out the recipe is just an Easter
    egg. An inside joke at Bethesda. But I didn't
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    care. The real reward was the chance to engage
    my brain, to study the surroundings, and to
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    follow clues instead of bread crumbs.
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    So that's why I'm wandering the wasteland
    in Fallout 4 without waypoints and quest markers.
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    I want to be lead by my own curiosity, and
    not by a compass. I want to find interesting
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    notes and follow scavenger hunts, but using
    my own powers of investigation. I want to
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    see some interesting building over the horizon,
    and just go see what fun treasures or stories
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    can be found inside.
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    And when I find a note that says...
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    SHELTER GUARD: Found the mayor in the tub last night. Locked the door before the missus found him
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    I want to find the right room by finding a sign like
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    this, instead of just following a waypoint.
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    I'm not exactly making much meaningful progress
    in the game, mind you. I've been playing Fallout 4 for
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    around 10 hours and finished exactly two quests.
    The game simply isn't designed to be played
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    this way - like how you can also turn off
    all the quest helpers in The Witcher 3 but then
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    some guy will say...
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    MILAN NORAN: The patrol has been lost, somewhere along the south shore of Lake Wyndemere
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    and you soon realise there are no signposts
    and no place names on your map and you can't
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    ask for directions. So you try and find it
    yourself and you end up in a bandit camp and you
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    run away and oh god is that a bear? This has
    gone very wrong indeed.
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    But I am having fun. Perhaps in an ideal world,
    games like this would be perfectly playable
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    without map markers, but you could turn them
    on if you get really lost, or you just want
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    to make some fast progress. But, for now,
    at least, it'd be cool to see a few more optional
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    missions in games that don't show up on your
    map or your quest log, and let you take a
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    moment to really soak the world in. To get
    around through observation and investigation,
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    and not blind subservience to that little
    dotted line.
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    Hi guys, it's Mark here. Thank you so much
    for watching the episode. If you enjoyed it
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    please leave a comment, like the videos subscribe
    to the channel, or consider pitching in via
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    Patreon. This month my supporters not only
    helped fund the episode, but helped with suggestions
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    and ideas for this very episode. If you want
    to get involved and literally make the show
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    happen, then please head over to Patreon.com.
Title:
Following the Little Dotted Line | Game Maker's Toolkit
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Duration:
08:00

English, British subtitles

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