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Playing Past Your Mistakes | Game Maker's Toolkit

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    In the manual for Elder Scrolls 2: Daggerfall,
    Bethesda left a message encouraging players
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    to avoid the “replay the save game” strategy.
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    They said, “most computer gamers use the
    save game to maximise their playing ability.
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    Anytime something goes wrong, they return
    to a saved game and replay it until they get
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    it right.
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    The final history of their game looks like
    an endless streak of lucky breaks and perfect
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    choices.
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    [But] role-playing is not about playing the
    perfect game.
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    It is about building a character and creating
    a story.
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    In fact, you will never see some of the most
    interesting aspects of the game unless you
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    play through your mistakes.
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    If your character dies, by all means return
    to your last saved game and replay it.
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    However, if your character is caught pickpocketing,
    if a quest goes wrong, or some other mundane
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    mishap occurs, let it play out.
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    You may be surprised by what happens next”.
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    This is a noble stand against “save scumming”,
    which is the art of returning to an old save
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    file the second you get spotted in a stealth
    game, or lose a beloved team member in an
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    RPG, or get a bad roll in a game with random
    numbers.
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    And it’s sorely tempting to simply undo
    your mistakes or reset an unlucky event, but
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    - as Bethesda says - if you do that, you might
    just miss some of the best anecdotal stories
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    the game has to offer.
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    You know, like coming “this close” to
    dying, but turning it around and winning anyway.
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    Or killing a panicked guard, seconds before
    they can raise the alarm.
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    Or an exciting extraction when your stealthy
    plan starts to go hideously wrong.
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    Or having to sadly move on through the story,
    while bearing the loss of your favourite party
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    member.
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    And so it’s a lovely sentiment.
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    But, ultimately, there’s no point putting
    this sort of thing in the manual.
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    If you’ve got an intention for how players
    should experience the game, you’ve got to
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    build it into the game itself.
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    So how can we make games where players don’t
    want to return to a quick save at the first
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    point of adversity?
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    Games where you are, in fact, encouraged to
    play on past mistakes, failures, and setbacks
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    - and potentially see some of the most interesting
    aspects of the game?
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    Well, for some games, the strategy is to make
    sure that setbacks are tolerable - and not
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    so critically damaging that you’re better
    off just returning to a previous save point.
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    One way to do this is to give the game a really
    wide “failure spectrum”.
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    That’s a term dreamt up by Tom Francis - creator
    of Gunpoint and Heat Signature - and it describes
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    the range of states between perfect success
    and total failure.
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    Think of a game like XCOM, where you can successfully
    finish a mission with all your team members
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    alive, or botch your objective and leave with
    two injured units, or come home without a
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    single living soldier.
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    Pretty much every game has a failure spectrum,
    but some have a much more generous one, than others.
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    For an example, Tom points to the stealthy
    open worlder Metal Gear Solid V, which has
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    a huge range of states between being a sneaky
    snake and a, uh, dead snake.
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    So, if a guard sees you, he won’t immediately
    start firing.
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    He’ll just come in to investigate more closely.
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    If you do get spotted, you enter into this
    slow-mo reflex mode, to give you a chance
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    to headshot the guard in question.
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    Screw that up, and the guard will need to
    manually call up his buddies for support,
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    giving you a chance to stop him.
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    And even after all that, Snake can still escape
    and return to hiding.
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    Or enter combat.
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    Or even call in an helicopter and just take
    the whole “espionage” bit of the MGS slogan
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    and dropkick it into the ocean.
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    You’ll only die if you manage to screw all
    of that up.
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    So this is a huge failure spectrum, with all
    sorts of states between completing the mission
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    without ever being seen, and bleeding out
    on the battlefield.
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    And that means that mishaps aren’t so punishing
    that you might as well reload - they just
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    shove you a little further down the spectrum.
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    But the thing about a failure spectrum is
    that, in a lot of cases, it’s reversible.
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    And if you play well you can actually turn
    things around and crawl back towards the successful
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    end of things.
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    That’s a big part of Far Cry 2.
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    This is another game with a generous failure
    spectrum, thanks to its big health bar, loads
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    of healing syringes, and the buddy system
    - where you can get one extra chance to keep
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    playing, after your death.
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    And it’s also a game where you’re constantly
    facing setbacks.
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    You might find your guns jamming in the middle
    of battle.
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    Or find yourself suffering from a Malaria
    attack while sneaking past an outpost.
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    Or have your car break down, just as you’re
    making a getaway.
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    But these setbacks serve a really important
    purpose.
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    You see, in a 2009 GDC talk, designer Clint
    Hocking explained that, originally, he wanted
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    Far Cry 2 to be all about intentionality,
    which is achieved by having the game split
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    between two phases.
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    There’s a planning stage, where you survey
    the scene, look for items of interest, watch
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    guard patrol patterns, and plan your escape
    route.
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    And then an execution stage, where you actually
    carry out your plan.
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    But the creators decided that they didn’t
    want you to either have your plan totally
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    work, or totally fail.
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    Instead, they wanted you to suffer small setbacks
    that would cause you to bounce out of the
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    execution stage and back to the planning phase.
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    Clint describes this type of gameplay as improvisational.
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    It’s this idea of constantly moving between
    planning and execution - but within a single,
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    continuous playthrough.
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    And so that’s another benefit of making
    people play through mistakes and bad luck.
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    Because suffering adversity causes you to
    change your goals in an exciting, dynamic
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    way - so you can claw your way back to victory.
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    Like in a shooter - if you take a lot of damage
    you’re forced to change your focus away
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    from combat - and towards getting into cover,
    finding health packs, or maybe even crafting
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    a medkit.
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    And in a stealth game, getting spotted means
    you’re forced to run away and get back into
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    cover, or just give up on sneaking around
    and deal with your enemies in the old fashioned way.
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    And this only works if players don’t reload
    their save game the second they get thrown
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    off course.
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    So to reduce the chance of this happening,
    Clint made sure these setbacks were small,
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    unpredictable, and recoverable.
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    Things like Malaria attacks and jamming guns
    might wreck your plans but they’re far too
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    tiny to warrant a reload, they’re easy enough
    to turn around, and are often completely unpredictable
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    when they’re about to occur.
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    “It is exactly because the loss is small
    and unpredictable that players don’t attempt
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    to reload the game to escape it,” says Clint.
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    Now all of this falls apart if the player
    is rewarded for perfect play, or punished
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    for making mistakes.
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    Meaningless ranks and achievements for never
    getting spotted in a stealth game are fine.
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    They’re aspirational rewards for highly
    skilled players.
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    But if making mistakes will cause the rest
    of the game to be significantly harder, then
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    it’s no surprise that a player will reload
    to a previous save game the second they screw up.
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    Back to XCOM: losing soldiers and suffering
    casualties means you’ve now got to recruit
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    feeble rookies, making you less likely to
    succeed at future missions - creating a nasty
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    positive feedback loop of death and failure.
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    No wonder, then, that some gamers will resort
    to save scumming to keep their favourite soldiers alive.
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    It’s just too harsh, otherwise.
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    Perhaps a better approach is to try and make
    failure as interesting as success.
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    Look to the Shadow of Mordor games, where
    getting killed by an Ork captain means that
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    they’ll remember you and bring up your history
    in a later encounter.
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    So if there’s no tactical benefit for perfect
    play, and there are meaningful outcomes for
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    imperfect play, then gamers will naturally
    want to roll on past their mistakes and let
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    events play out naturally.
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    Of course, one easy way to fix all of this
    is to simply remove the ability to reload
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    a previous save file.
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    In Darkest Dungeon, the game is always saving
    over the top of your file, making it near
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    impossible to rewind your mistakes.
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    Developer Redhook Studios did this for two
    reasons.
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    For one, they wanted players to have to live
    with bad decisions, and truly awful dice rolls.
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    This is a game where rotten things happen,
    and you’ve got to deal with them.
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    And also because they wanted players to really
    struggle over whether they should take certain
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    risks - knowing that they can’t just restore
    a previous save game if things don’t go
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    their way.
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    In a 2016 GDC talk, designer Tyler Sigman
    says
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    TYLER SIGMAN: “Permanent consequences were what we were after.
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    We want you to, at all moments, be like, ‘should
    I go a little further and get a little more treasure.
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    Do I think I can make to the end of this quest
    even though these two characters are afflicted
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    and this one is almost dead?’
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    And to do that you know we needed this terrible
    save system that is just really really mean”.
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    Other games do this too, like survive ‘em
    up The Long Dark, which automatically saves
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    over your game the moment something bad happens
    - like getting attacked by wolves or hurting
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    yourself - so you’re forced to keep playing
    from that most dramatic point.
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    And ultimately, this is pretty common in console
    games, where saving your progress isn’t
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    so easy to do and you must rely on actual
    save points or checkpoints.
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    This doesn’t mean you can’t let players
    easily save their game when they need to take
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    a break, though.
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    In Dark Souls you can only permanently save
    your progress at bonfires - but you can suspend
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    your game at any point.
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    This quits the game, and lets you continue
    from that point next time you play.
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    But then that save is deleted, meaning you
    can’t rewind to that point if you do something silly.
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    So, there are lots of compelling reasons to
    keep players in the game - and not reaching
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    for the quick load button the second something
    goes wrong.
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    Screwing up causes you to dynamically shift
    your goal, and do something different for
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    a while.
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    Awesome stories can occur when things go horribly
    wrong.
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    And risky play is far more meaningful if you
    can’t just rewind and try again.
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    But it can’t be up to the player to enforce
    this pure way of playing.
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    I’ve quoted Civ 4 man Soren Johnson before,
    who says “given the opportunity, players
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    will optimise the fun out of a game”.
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    So if designers really want to keep players
    in the experience, they’ve either got to
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    lock off easy save scumming, make setbacks
    so tolerable that they’ll want to keep going,
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    remove rewards for perfect play, or make failure
    as fun as success.
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    Only then will players “let things play
    out.
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    And be surprised by what happens next”.
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    Hey! Thanks for watching!
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Title:
Playing Past Your Mistakes | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
10:11

English subtitles

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