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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
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