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Is The Swindle the First Great Heist Game? | Game Mechanics Explained

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    So there's this bit in Uncharted 3 where Nathan
    Drake is about to jump between two ships,
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    and he says...
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    NATHAN DRAKE: Okay, there's the ladder. Only got one shot at this.
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    Which might make you think that you will only get, you know, one shot at this.
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    But if you do mess it up and jump to your
    death, then - this being a video game and
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    everything - you'll respawn right back here
    and it's about 10 seconds until Drake is back
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    to saying...
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    NATHAN DRAKE: Only gonna get one shot at this.
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    Video games aren't always that good at raising
    the stakes, are they?
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    Which is perhaps why there are so few truly
    great heist games, especially in single player.
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    Because how can you have a game about pulling
    off a big, high-stakes heist if you know that
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    getting spotted or killed by a security guard
    will just whizz you back to the last checkpoint?
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    Enter: The Swindle.
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    This is a game where you genuinely feel the
    pressure. And you know that screwing up will
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    be a big set back, so the stakes feel pretty
    damn high.
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    But there's more to a heist than just tension.
    You also need to make the robber get greedy,
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    to take more than they should and put themselves
    in risky situations. Because that's where
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    the best stories come from. And The Swindle
    nails this, too.
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    So let's break it down and figure out exactly how this game encourages you to become a master thief.
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    The Swindle is a side-scrolling platformer,
    with lightweight stealth mechanics. Which
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    means whacking enemies in the back of the
    head, rewiring mines, sneaking past security cameras,
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    and hacking into terminals.
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    In each randomly generated stage you'll try
    to pinch as much cash as possible, before
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    choosing to exit the level.
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    Money earned in
    a successful run will let you buy advanced
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    abilities like triple jumps, bombs, quieter
    movement, and a greater field of vision. Plus,
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    you must buy access to later levels - including
    the final caper. The swindle.
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    There are two secret ingredients, though,
    which encourage you to ignore the tiny scraps
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    of cash - and go for the really big scores.
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    For starters, there's a 100 day limit. Every
    burglary, successful or otherwise, is counted
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    as one day. And if you haven't finished the
    final mission in 100 days, it's game over.
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    And then there are the bonuses. Getting every
    scrap of cash in the building, without being
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    seen, gives you a ghost bonus. And making
    off with most of the money makes your burglar's
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    experience go up. Keep them alive long enough
    and you'll earn huge bonuses for every successful
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    heist.
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    These two systems make you feel the pressure,
    because if you mess up and fail a level - which
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    is pretty easy when you get killed in one
    hit - you'll get zero money, and you'll have
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    to play as a new thief, which means you'll
    have to start building up experience points
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    from scratch.
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    But they also pressure you into taking more money, and taking big risks. You'll want to make every day
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    count by getting as much money as possible, and you'll want to get the XP and ghost bonuses.
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    And that's smart, because the game
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    is at its best when it puts you in those dangerous
    situations.
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    There are essentially three potential outcomes
    when you take a big risk. You could pull off
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    the impossible, and make off with the cash
    like a ninja thief. Which is a pretty good experience.
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    You could mess it up and trip an alarm, but
    still make it out the level - sirens wailing
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    in the background. That's also a good experience.
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    Or you could fail completely, and lose the
    money. Which isn't so great, but it might
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    actually work out in the long run.
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    Each failure makes puts you further and further
    behind the 100 day deadline, which raises
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    the tension even higher, which encourages
    you to get even more greedy, and take even
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    more risks - which could lead to more failure,
    or it could lead to one of those epic heist
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    stories.
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    It's also important that failure isn't too
    punitive. There are other games that are about
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    preparing for one final mission, like space
    survival game FTL, and cyberpunk spy thriller
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    Invisible Inc. but screwing up in those games
    is either game over, or it really puts you on
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    the back foot.
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    The Swindle is purposefully a little more
    lenient, I think, which gives you the encouragement
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    to take those risks. You can even retry the
    final caper if you mess it up, though you
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    must quickly raise the £400,00 fee to retry
    the level. Which, yes, you guessed it, leads
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    to you taking on more risky heists.
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    Basically, The Swindle is a brilliant example
    of using game design to encourage a certain
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    type of behavior in a player.
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    Because without that 100 day deadline, and
    the other systems, you'd have a very different
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    relationship with the game. And we know this
    for a fact.
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    I spoke to The Swindle's designer, Dan Marshall
    who told me that at one point in development
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    there was no 100 day limit. But he showed
    this early build to a journalist who figured
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    out that it was much safer to steal a few
    quid, exit the level, and repeat this process
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    thousands of times, than risk the big scores.
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    And I don't blame the journalist - this is
    a well documented phenomenon in game design
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    called the dominant strategy. If a player
    finds a loophole in a system that they can
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    exploit for an easy win, they will almost
    always opt to use it, over and over again,
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    regardless of how tedious it is.
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    So it's not enough to just hope that your
    players will do what would be most fun - in
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    this case, risk everything for a big score.
    Without proper motivation or reward, players
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    might never see your game in the way you intend
    it.
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    As a designer, it's your job to put in the
    right pressure points and manufacture the
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    right systems to encourage the player behave
    in a certain way. In The Swindle that's the
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    difference between feeling like you're nicking
    a chocolate bar, and feeling like you're pulling
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    off the heist of the century.
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    Thanks for watching! If you enjoyed the episode,
    please give it a like, subscribe to my channel
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    on YouTube, or consider supporting me, and
    my ad-free videos, over on Patreon.
Title:
Is The Swindle the First Great Heist Game? | Game Mechanics Explained
Description:

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Duration:
05:53

English, British subtitles

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