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Rogue-likes are controversial for their unconventional
death system: every time you die, you lose
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a big chunk of the progress you made that
run and start the level from the bottom.
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This can build frustration in your player
and may make them hate the game, so it is
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essential to avoid that.
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It could be a difficult task to properly balance
the rogue-like nature of a game, frustration
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and engagement, and while some do it better
than others, Hades achieves that in a rather
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unique and far from bad method, making every
attempt at getting out of the Underworld fresh
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and worthwhile.
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To find out what makes Hades so captivating
and entertaining, I went on a journey by finishing
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the game, studying what others think of it
and even talking to the developers themselves
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at Supergiant.
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And after all of that, here is the genius
design
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that makes escaping the Underworld engaging.
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Replayability… that’s the defining characteristic
of any rogue-like game.
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Originating back in the 90s, it means “the
quality or fact of being suitable for or worth
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playing more than once.”
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In other terms, how many times can you play
a game before it gets boring?
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And in a rogue-like, engagement can be quite
literally translated to replayability.
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And although an engaging game might mean something
different for you, for the sake of this video
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I will define it as one that constantly keeps
you hooked.
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Consider this: once the game stops being alluring,
the player loses interest and will most likely
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stop playing.
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As for Hades, the developers had to create
reasons for players to continue after dying
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and even after finishing the game, and they
achieved that through diversity and progression
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and some other methods… but those are for
another video.
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To one of my questions, Greg Kasavin,
writer and designer at Supergiant Games
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explained that "replayability was a foremost goal
on Hades so the multiplicative design content
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and story that adapts to player progression were key aspects we focused on"
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Before diving deeper into these matters, let
me tell you about the combat system – because
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this is what the player will take part in
most of the time.
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From a mechanical standpoint, we can say that
Hades has been built with "fun" in mind.
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An impactful combat system, a satisfying escape
mechanic, challenging enemies and various
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creative ways to kill your foes, such as using
the environment to deal damage or luring enemies
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into traps, all come together and form the
base gameplay loop.
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But fighting the dead and avoiding becoming
one yourself can be engaging only for so long,
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so diversity was essential in a game like
Hades.
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Initially, your only weapon is a sword, but
over time, you can choose from five other
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weapons, such as a bow, a shield or... the
Exagryph, a sort of rail gun.
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The more weapons there are, the more incentives
you give the player to try to escape again,
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making future runs feel new.
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Furthermore, each weapon has four of these
so-called "aspects", which are upgrades and
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changes to the initial set of weapons.
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All of these added together make twenty-four weapons in total.
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Throughout your play through, you meet characters
such as gods, like Zeus or Athena, and other
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mythological figures, like Sisyphus.
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Everyone you meet in the game is, basically,
a spin off from how we imagine Greek mythology
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personalities, interpreted in a humoristic
and authentic way.
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Zagreus: My ransacking was a delight,
thank you for asking
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Zagreus: So, I'll just be on my way, again.
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The constant, funny interactions you take
part in, while usually short, hook your attention
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back into the action.
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The gameplay purpose of these characters is
to aid you on your journey by offering boons
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or buffs.
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These help make each run different.
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Lastly, every level of the Underworld introduces
new types of enemies, gradually harder to
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beat, which bring new challenges with them,
to the point this variety is almost overwhelming
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- in a good way.
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Consider this tough guy: his shield blocks
damage coming from the opposite direction.
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Naturally, you need to dash behind and stab
him in the back while he's trying his best
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to turn around.
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This can be creatively approached if you use
the spear.
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Instead of trying to get behind him, you can
use its special to throw it, which initially
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won't deal damage.
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But on its way back it will backstab your
foe.
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And so, the 30-something types of enemies
ensure you are frequently exposed to new challenges.
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You might have noticed that Hades promotes
freedom of choice in most of its mechanics
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and systems: you are not restricted to using
a single weapon, you get to choose which room
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you are going to face next, and you decide
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what bonus to receive
from the characters you meet.
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Practically, you get to create your own path,
builds, and play styles.
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I think it's safe to say that playing Hades
puts you, quite literally, in the role of
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a game designer that needs to discover various
ways of playing.
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It's not necessarily that Hades is inherently
mechanically attractive - although it is because
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of its fast-paced adrenaline-inducing style
- but because you have
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so many choices over how you play.
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This is one of the elements that reinforce
engagement.
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You, basically, have over 20 styles of playing
based on which weapon you use, and, practically,
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infinitely many combinations of boons.
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And this is where Hades really shines as a
rogue-like, in terms of replayability.
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But there is one element above killing the
dead and getting through the layers of Hell
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that drives the story: death
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– the intrinsic system of any rogue-like.
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Generally, in a game, death means you have
to start from the last save with more experience
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than the last time.
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But in Hades, death has a dual nature: one
that penalizes you for dying and forces you
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to start over and one that rewards you with
story and gameplay progression.
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So, to spend the goodies you got during a
run to get stronger, you need to return to
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the House of Hades.
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But that is unimportant when you consider
the brilliant design of being able to interact
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with a character only once per return.
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This forces you, in a sense, to die.
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That’s the genius design choice that dictates
the pace of the story, hides the limited interaction
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and repeated dialogues between you and the
other Gods, and eliminates frustration, knowing
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you get to see your progress and what happens
next.
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And you should die, if you want to fully experience
the game and learn everything the characters
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have to say because the game has a staggering
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number of over twenty thousand lines of dialogue.
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Kasavin explains this as following: “It was
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also a commitment to our idea of giving the
game a narrative context throughout a rogue-like
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experience game.
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It’s an infinitely replayable game, so ideally
it should have infinite content.
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But someone does have to write that stuff,
and we have to stop at some point."
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But what happens when the game ends?
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Or, more exactly, when does the game end?
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It is bound that you will escape the Underworld
at some point, technically achieving your
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goal.
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But through a strange occurrence which I will
not describe, for the sake of spoilers, you
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get to keep trying to escape again and again.
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Zagreus: All right, one more time
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But, although the developers created good
reasons to play in the first place, what is
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the reason to continue, now that you're most
likely familiar with its diversity and story?
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The story doesn't end when you first escape.
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You need to beat it 9 more times to learn
everything there is to be learnt.
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After the first time you escape, you can also
accept a Pact of Punishment and make the game
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harder through various modifiers.
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And, if those aren't enough to make one continue,
the game incorporates an achievement system,
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which is far from easy to complete.
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While the last two - modifiers and achievements
- are nothing new nor unique, together they
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do add another layer to keeping you hooked.
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Admittedly, Hades does much more under the
hood to make you keep playing, and undoubtedly
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these have their impact on engagement, but
I hardly think they can compare to what I
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have talked about above.
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So, this is how Hades, a game that might
seem repetitive and frustrating, manages to
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keep its players engaged and always wanting
more.
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By combining great mechanics with freedom
of choice and all sorts of obstacles, reinventing
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mythological characters in an authentic way
and giving death a new meaning, Supergiant
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succeeded in making the iterative process
of escaping the Underworld constantly engaging.
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You're given reasons to come back at every
step of the story, having more to try out
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and more to learn about the game.
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If you want to be up to date with this new
series, then subscribe and leave a like if
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you enjoyed the video.
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If you want to support me, then become a patron
like these kind folks, to whom I want to thank
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for making this video possible: Aviram Ifm,
Bader AlQahtani, Giovanni Pena,
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Golden Glow Master, Realitätsverlust and Waifuislaifu.
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That's it for the first video in this
new series.
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Thank you so much for watching,
I'll catch you in the next one!