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Why Metro Exodus is so Immersive | Game Maker's Toolkit

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    When people talk about Metro Exodus, they
    often use the term “immersive”.
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    But what do we actually mean when we use that
    word?
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    Because, this is a term that is not very well
    defined.
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    I’ve seen it used to describe games with
    hyper realistic graphics. Survival horror games.
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    VR titles. Immersive sims.
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    And I’ve seen people call a game immersive
    if it’s so captivating, you end up ignoring
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    the world around you.
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    It’s just a super vague term, and it's more
    often used as a marketing buzzword than serious game
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    design lingo.
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    And yet, I totally get what people mean when
    they say that Metro Exodus is immersive.
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    Because this game achieves something I don’t
    see very often in games - which is where I
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    genuinely feel a sense of existing in the
    game’s world.
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    In fact, i’ve only felt it a few times before,
    in games like Subnautica, STALKER: Shadow
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    of Chernobyl, Event[0], and Far Cry 2.
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    And it’s not to the extent where I forget
    that I’m sitting in front of a TV, and genuinely
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    think I’m wandering around Africa or post
    apocalyptic Russia.
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    I’m not a complete idiot.
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    But it just sells me on the feeling of being
    in a place - with much more effectiveness
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    than most other games.
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    And in a year that is already jam-packed with
    post-apocalyptic, open world shooters with
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    crafting systems and drivable vehicles - Metro
    Exodus is the only one that really captures
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    that feeling of being in a nuclear wasteland.
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    And so, in this video, I want to bust apart
    the buzzwords and look at some super specific,
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    totally tangible design decisions that are
    employed by developer 4A Games, to draw us
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    into the world of Metro Exodus.
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    Now, for some background, the first two Metro
    games - Metro 2033 and Metro Last Light, take
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    place in the ruins of a Moscow that has been
    ravaged by nuclear war.
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    The surface is a deadly, irradiated hell-scape
    that’s crawling with mutated creatures - but
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    the underground Metro tunnels are safe, warm,
    and full of life.
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    These games are primarily linear shooters.
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    But Exodus is something quite different.
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    In this one, hero Artyom and his pals decide
    to leave the Metro behind, and travel across
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    post-war Russia to look for a safe place to
    live, overground.
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    They travel first on foot, and then later
    by train.
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    Along your journey, you’ll stop off at various
    locations.
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    Sometimes that’s for linear levels that
    harken back to the original games.
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    But at other-times you get dropped off in
    miniature open world maps, like the icy banks
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    of the Volga river, or a sparse sandy desert:
    which is actually the dried out Caspian sea.
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    And it’s in these tiny open worlds that
    Metro Exodus is at its most immersive.
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    So the first, and most obvious way that Metro
    Exodus achieves immersion is the way the game
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    rarely takes you out of the in-game world.
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    So your map is sellotaped to a leather binder,
    and your quest marker is on a compass that’s
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    strapped to your wrist.
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    And when you’re crafting something, you’ve
    got to sling your backpack on the ground to
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    get your materials out.
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    Where other games would definitely make this
    stuff into menu screens or HUD elements, Metro
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    makes them physical and tangible parts of
    the world, meaning the only time you disconnect
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    from the world around you is when you pause
    the game, or hit a rare loading screen.
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    And there’s an interesting byproduct of
    this decision - and thats how you are left
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    vulnerable when performing these actions.
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    You don’t pause the game to craft things
    in the safety of a menu screen, but you do
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    it in real time, in the world.
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    So if you quickly need to craft a medkit in
    the middle of battle, you need to find a safe
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    place and hastily get your bag out and patch
    together a box of Superdrug plasters.
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    Of course, it’s possible to take this stuff
    too far.
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    A game like Red Dead Redemption 2 really focused
    on tangible and physical interactions with
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    the world, with hyper detailed animations
    and menus that made you look through an authentic
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    catalogue of cowboy hats.
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    But, at times, it tipped the balance into
    tedium, and it also very rarely led to actually
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    interesting gameplay consequences.
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    But there’s more to Exodus’s grounded
    design.
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    Something we see in a lot of open world games
    is upgrades.
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    You grab currency as you play through the
    game, and then open a menu to unlock new skills
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    - from basic actions to superhero powers.
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    Again, Exodus keeps things in the game world:
    So the only upgrades you can make to your
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    character are from things you can actually
    find - whether that’s scopes and silencers
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    that you rip off discarded weapons, or handy
    objects that you find on your travels.
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    Metro Exodus actually feels like scavenging,
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    while these other games are more akin to, well, shopping.
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    Another key way that Metro Exodus achieves
    immersion is by forcing you to be more aware
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    of your surroundings and your status.
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    It does this, in part, by asking you to constantly
    fix stuff.
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    So your gas mask needs its filter replaced
    every few minutes.
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    And any cracks and holes in the glass have
    to be patched up.
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    You’ve got a gas-powered rifle, and you
    need to physically pump it by hand to keep
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    using it.
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    Your guns have to be regularly cleaned, or
    else they’ll jam in the heat of battle.
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    Your electrical gear, like your headlamp and
    night vision goggles, has to be charged by
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    hand crank when the power runs low.
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    And your health doesn’t regenerate, so you
    need to patch yourself up with medkits.
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    It’s this sort of regular personal maintenance
    that means you must always be thinking about
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    your character and your needs.
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    We generally see this sort of gameplay in
    survival games, where you are constantly losing
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    energy and becoming more hungry - and by having
    to always think where your next meal will
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    come from, you become more immersed in the
    situation.
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    I’d argue, however, that a lot of these
    games do go too far.
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    These meters bottom out so quickly that you
    end up just fretting about running out of
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    energy all the time.
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    And now you’re no longer thinking about
    the world as a real place, but a collection
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    of The Sims-style meters that always need
    to be topped up.
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    Exodus takes a much lighter touch: Artyom
    never needs to eat a sandwich or go to the toilet, and
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    the only punishment for letting something
    break is a momentary setback.
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    But it’s enough of a concern to occupy some
    space in your mind, and make you more aware
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    of yourself.
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    Same goes for the harsh resource scarcity.
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    You are regularly running out of ammo in this
    game, to the point where you count your bullets
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    before every engagement because you need to
    be sure you have enough ammo to make it out
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    alive.
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    Maybe it’s better to just let the enemies
    walk past.
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    You can craft stuff, as I said, but there
    are limitations here as well.
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    This is not a game where you can sellotape
    together a helicopter, after all.
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    So, for one, Metro Exodus only has two crafting
    resources: metal and chemical.
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    And because everything comes from the same
    source, you’re constantly having to make
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    decisions about where to spend your scrap.
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    Do you make health packs? Or ammo? Or filters? Or grenades? You can’t have everything.
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    And, also, Metro limits the things you can
    craft based on your location.
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    Because while you can piece together bullets
    when you’re at a crafting workbench, the
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    only ammo you can make when out and about
    is ball bearings for your pneumatic gun.
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    So you have to think ahead about what you’ll
    need to carry with you.
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    The main way that Exodus makes you more aware
    of your surroundings, is by not doing what
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    most open world games do - which is filling
    your map with icons and question marks and
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    tiny points of interest.
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    No. In Exodus, your map is empty (outside of your
    mission marker) and it’s up to you to fill
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    it up.
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    You can do this by getting somewhere high,
    pulling out your binoculars, and focusing
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    the lens on curious locations.
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    When you actually reach that location, though, Exodus
    is - again - very different to your usual
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    open world game.
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    So, the third way that Exodus lures you into
    its world, is by never giving you full information
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    about what’s going on.
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    You see, when you play something like Rage
    2, it will tell you exactly what each area
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    on the map is as soon as you get within 100
    metres.
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    In this case, it’s a bandit camp.
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    And so, just like the 20-or-so other bandit
    camps in the world, you know that this location
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    has a number of bad guys that you need to
    kill.
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    It even tells you what resources you can find
    there, because who doesn’t like checklists?
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    But Metro Exodus gains a great deal by not
    telling you this information about its world.
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    So, here, I came across a wrecked airplane
    hangar.
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    Outside, I found and killed a flying gargoyle
    mutant.
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    Then I went inside, and found a bunch of monsters
    - only to suddenly hear a bunch of bandits
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    pull up outside and start shouting at me.
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    I then fought them off, until one gave up
    and surrended.
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    I didn’t know exactly what was happening and I didn’t know what to expect.
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    And I didn’t know if I would be rewarded
    for my efforts.
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    I just had to become fully immersed in the experience
    at hand.
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    Because when developers have systems in their
    game, it’s really up to them how much they
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    reveal to the player.
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    Games like Rage 2 and Far Cry New Dawn are
    extremely open - but more immersive games
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    can withhold that information, and keep you
    from ever being able to predict what will
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    happen next.
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    Like, when enemies surrender, you’re left
    asking… what happens if you leave them?
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    Will they sneak up behind your back? Or run away?
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    What happens if you kill them? You just don’t know.
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    Here’s another story.
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    There was a time in the Caspian area where
    I got ambushed by roving bandits in a truck,
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    and was plunged into a frantic, dusty firefight.
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    And then a short while later I slept in a
    safe house, only to be woken up by enemies
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    surrounding me outside.
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    I genuinely still have no idea whether these
    were scripted events, or systemic moments
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    driven by the AI.
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    But it doesn’t matter because the effect
    was the same: they were surprising, unpredictable,
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    and anxiety-inducing moments.
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    Compare that to something like a scavenger
    in Far Cry New Dawn.
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    They’ve got an icon over their head, and
    a tool tip in the corner of the screen, and
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    it’s immediately obvious that this is a
    distinct, authored chunk of content that will
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    be repeated over and over again.
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    It feels gamey and inauthentic.
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    As always, there’s a balance to strike.
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    some games end up being so withholding about
    their systems that they are completely impenetrable.
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    And players need a certain amount of information
    and predicability to make effective plans
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    and play with intentionality.
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    So it’s not just about being completely
    random - it’s about stopping players from
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    ever finding the edges of the simulation.
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    The final element, is player reactivity.
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    I think the most believable and immersive
    game worlds, are the ones that most effectively
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    react to your presence and decisions.
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    Metro Exodus certainly has a bunch of this.
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    You can holster your gun as you approach people,
    and they’ll realise that - and some will
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    appreciate it.
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    And choosing to save characters, like slaves
    and captured prisoners, can have consequences
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    later on.
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    In one section in the Volga I saved some people,
    and got given a key.
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    And then, later, I used that key to unlock
    a door in some flooded train station to find
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    a pair of night vision goggles.
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    That felt amazing, and the goggles became
    a powerful reminder of one of my wasteland stories.
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    Exodus also has characters who ask you to
    find stuff for them, like a guitar or a lost
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    teddy bear.
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    This doesn’t turn into a checklist in your
    quest log, and there’s rarely a tangible
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    reward for your actions.
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    But the way the game reacts to your kindness
    with heartfelt character moments makes it
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    totally worth going out of your way.
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    This all plays into the morality system, which
    is one of the weaker elements of Metro Exodus.
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    It’s one of those systems where it weighs
    up your quote unquote good and bad actions,
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    and then plays a good or bad ending cutscene
    depending.
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    And the bad ending will probably get canonically
    binned by the next game in the series.
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    And so there are games that do player reactivity
    better than Metro, and I’ll come to them
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    in the future.
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    But it’s an important part of immersion,
    and definitely worth talking about.
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    So Metro Exodus shows four key ways to make
    a game feel immersive.
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    It keeps things grounded by having all of
    your interactions be physical, tactile, and
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    in-world.
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    It asks you to be hyper aware of your existence
    in the world, by asking you to maintain your
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    equipment, and scout ahead with your binoculars.
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    It withholds information about the game’s
    underlying systems, so feel like you never
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    quite know what will be around the next corner.
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    And it reacts to you, by commenting on, rewarding,
    and remembering your actions.
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    The immersive thrills of Metro are about more
    than just the realistic graphics, the cracking
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    sound design, or the fact that you can play
    with Russian voice acting turned on.
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    ANNA: *Speaking Russian*
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    And there’s more to it than the simple fact
    that the game is first person, and the main
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    character doesn’t speak.
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    Those are all important, but it’s these
    design decisions that - together - mean Metro
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    Exodus feels like more than a game.
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    It’s a harrowing, unknowable, uncharted
    place that you travel to.
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    Hey, thanks for watching!
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    Remember that the GMTK Game Jam begins in
    August - and full details will be coming next month.
  • 14:01 - 14:08
    GMTK is paid for by fans who support the show
    on Patreon.com, and I massively appreciate
  • 14:08 - 14:13
    everyone who supports the show - no matter
    how much, or how long they give for!
Title:
Why Metro Exodus is so Immersive | Game Maker's Toolkit
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Video Language:
English
Duration:
14:15

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