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How Hades's Genius Design Keeps You Engaged

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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!
Title:
How Hades's Genius Design Keeps You Engaged
Description:

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Video Language:
English
Duration:
10:17

English subtitles

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