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What Makes Celeste's Assist Mode Special | Game Maker's Toolkit

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    There are two things about games that I firmly
    believe
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    One.
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    Designers should be able to impose a singular
    vision on the player, if they so wish.
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    So, Dark Souls only needs one difficulty mode.
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    Dead Rising can put the entire game on a restrictive
    time limit.
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    And weapons can randomly jam in a game I shouldn’t
    talk about anymore.
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    Decisions like these might be controversial,
    but if they’re an integral part of the experience
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    that the developer is trying to create - then
    the player shouldn’t feel like they’re
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    entitled to be able to mess with this stuff
    through options, modes, and toggles.
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    Because that would screw with the developer’s
    intentions, and could end up ruining the game
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    in the long run.
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    Those decisions were made for a reason, after
    all.
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    Okay. Two.
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    Players should be able to play games however
    they want.
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    Whether the player has a disability.
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    Or they’re just not very good at the game.
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    Or they want to focus on the story.
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    Or perhaps they find one specific part of
    the game unenjoyable, like action segments
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    or timers, and it’s ruining their experience
    with the rest of the game.
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    I think they they should be able to skip boss
    fights, turn off entire mechanics, and lower
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    the difficulty to whatever level they so desire.
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    I don’t care, it doesn’t affect my enjoyment,
    do what you want.
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    And. Yeah.
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    They’re not exactly the most compatible
    opinions.
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    And it means I’ve struggled with conversations
    like, “Should Dark Souls have an Easy Mode”.
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    I’m in favour of giving people more ways
    to play if they need them, but I also worry
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    that these options will lead to confusion
    about what is the proper way to play - and
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    inadvertently lead people away from having
    the best possible experience, that the designers
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    have tried to put forward.
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    But here’s what I’ve come to realise.
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    And this is something I briefly touched on
    in that Dark Souls video, but have come to
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    better understand through games that have
    been released in the intervening months.
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    I think it comes down to communication.
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    I don’t care how people play these games
    - as long as they understand what they’re playing.
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    Understanding that there is this proper, intended
    way to play a game that the designers have
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    carefully created - and other, alternative
    modes, if people really want to play that way.
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    Now, throughout my childhood, this came in
    the form of cheat codes.
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    If you wanted to just mess around in Duke
    Nukem 3D without worrying about dying you’d
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    simply type in dncornholio to turn on invincibility
    and give yourself an infinite jet pack.
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    There was no misunderstanding about what was
    happening here.
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    This was cheating, and it was definitely not
    the right way to play.
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    But as a stupid 8 year old kid, god mode let
    me experience loads of first person shooters
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    for myself.
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    Same goes for user made mods, like the one
    that removes turn timers from XCOM 2, or the
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    wuss mode mod for horror game SOMA which stops
    enemies from being able to see you.
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    It’s up to you if you install these things,
    and as they’re third party modifications
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    you’re under no illusions that you’re
    messing with the intentions of the dev.
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    But cheat codes don’t seem to exist anymore
    and were always hidden away in magazines and
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    schoolyard rumours.
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    And mods are largely exclusive to PC gamers,
    and exist outside of the game itself.
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    But in the last few years, we’re seeing
    a growing trend of games where this sort of
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    stuff appears inside the games.
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    Developers are introducing things that fundamentally
    change the experience and might completely
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    go against the whole point of the game, but
    are being very careful to communicate their
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    intentions for who should use these options,
    and why.
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    I first saw this crop up in Darkest Dungeon:
    a game that is purposefully punishing and
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    sometimes completely unfair.
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    Now this game was released in Early Access,
    meaning that people could buy the game on
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    Steam while it was in an unfinished state,
    and watch as the developers tweaked the balance
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    and introduced new features.
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    Not every feature was well received, though:
    most notably the corpse system where dead
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    enemies stick around for a few turns, or until
    you destroy their body.
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    Something that can be pretty frustrating,
    when you can’t target an enemy because a
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    corpse is in the way.
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    Now developer Red Hook Studios thought it
    was the right move for the game, but some
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    vocal fans disagreed.
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    And in the end, the studio decided to make
    corpses optional.
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    In a blog post on the matter, the developers
    said:
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    “We have been reluctant to add difficulty
    related options until now because focusing
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    on our intended version of the game has been
    our number one priority and our experiments
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    and changes during Early Access have all been
    in support of iterating on that.”
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    “But it would be foolish for us to not consider
    the fact that the Darkest Dungeon community
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    is now big enough to include diverse groups,
    some of which would like to play the game
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    differently than we might have envisioned”
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    But what really stuck out to me, is how they
    implemented those options.
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    Because to turn off corpses, and make other
    gameplay changes like making it so retreating
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    from combat never fails, you have to go into
    the options and turn on a specific mode called
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    “Darkest Dungeon Config”.
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    And when opening this menu, you’ll see a
    pop up that specifically states “gameplay
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    settings as intended to be played.
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    Turning this OFF allows you to toggle the
    gameplay features below”.
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    So by burying these options in a menu, and
    explaining to the player that this will change
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    the intended experience - Darkest Dungeon
    communicates to the player that this isn’t
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    the game as it’s meant to be played.
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    But ultimately, it’s your call.
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    To me, this feels very different to turning
    on a game and having the absolute first thing
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    you see be a bunch of different modes that
    can fundamentally change how the game plays.
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    That’s not a bad thing, necessarily, but
    it can be weird.
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    Like, how Fire Emblem Awakening gives you
    the option to turn off one of the key aspects
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    of the franchise: permadeath, before you’ve
    even started playing.
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    In comparison, here’s how Tom Francis dealt
    with permadeath in his game, Heat Signature.
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    So, initially he was reluctant to get rid
    of it, saying “I’m not gonna completely
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    remove permadeath, it would be a totally different
    game, and one that generates less interesting
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    stories overall.”
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    But then said “maybe that’s not the right
    question.
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    It’s not: would the game be better without
    permadeath?
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    It’s: can we help the players who hate it?”.
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    And so he made it optional in the game’s
    first major update.
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    But, like Darkest Dungeon, he buried it in
    the options and explained its purpose with
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    a clear label that reads “we don’t recommend
    doing this unless permadeath is really spoiling
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    the game for you - it leads to less interesting
    stories and less variety.”
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    Tom says it was important to explain that
    this not a normal option, because “I don’t
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    want players to feel like they’re being
    asked to design how the game should work.”
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    Oh. I like that. That’s a good way to put it. I should steal that.
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    Another interesting solution came from SOMA
    developer Frictional who were inspired by
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    that wuss mode mod, which makes the player
    invisible to enemies, and turned it into an
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    official part of the game.
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    The in-game mode has slightly different enemy
    behaviours - they notice you, but they don’t
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    hurt you - and it’s now called Safe Mode.
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    Language is important, after all.
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    More on that in a bit
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    Frictional’s Thomas Grip says he actually
    considered releasing this sort of mode at
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    launch, but chose not to, telling PC Gamer,
    “we skipped it because we wanted to focus
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    on delivering a certain kind of experience.
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    And we wanted to have a clear message on how
    exactly the game was supposed to work.”
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    Specifically, the underwater world of SOMA
    needed to feel oppressive and scary, as you
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    sneak past nightmare robot monsters who want
    to eat your face for breakfast.
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    But the popularity of wuss mode was proof
    that some people really wanted to experience
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    SOMA’s impactful storyline, but just couldn’t
    deal with the stressful game mechanics.
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    And this gave Frictional the push to make
    the mode official.
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    The interesting part here, though, is the
    timing.
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    Safe Mode was added two years after the launch
    of the game.
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    Thomas says: “Releasing Safe Mode this late
    after release feels better, because we’ve
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    had time to ponder various aspects of the
    game’s design to make it clear what kind
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    of experience it is.
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    If we did this at the time, it might have
    muddied the waters.”
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    So, releasing options like this as a follow-up,
    instead of at launch, can help explain that
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    they’re not supposed to be part of the main
    experience.
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    If you don’t want to wait, another option
    might be releasing an easy mode as free downloadable
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    content which happened with a game called
    BUTCHER.
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    Once again, creating a disconnect from the
    main game helps communicate intentions.
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    But the game that really spurred me on to
    make this video, due to the care and consideration
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    of its optional mode, was Celeste.
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    This is a brilliant platforming game, full
    of charm and character, with top notch controls
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    and great level design.
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    And it’s also hard.
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    Like really hard.
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    And you can make the game even harder with
    collectible strawberries, and secret B-side
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    and C-side levels.
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    Challenge is the whole point of the game,
    both mechanically and narratively.
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    But if you’re finding the game too tough,
    there’s this: assist mode.
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    In here you can completely alter the game,
    changing the speed, giving yourself infinite
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    air dashes, making Madeline invincible, and
    so on.
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    One of the game’s developers, Matt Thorson
    told Waypoint:
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    “From my perspective as the game's designer,
    Assist Mode breaks the game.
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    I spent many hours fine-tuning the difficulty
    of Celeste, so it's easy for me to feel precious
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    about my designs.
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    But ultimately, we want to empower the player
    and give them a good experience, and sometimes
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    that means letting go.”
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    Now the mode was inspired by the, uh, conversation
    surrounding Cuphead: a brutally tough run’n’gun
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    boss rush game inspired by rock hard Mega
    Drive titles from the 90s.
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    And Cuphead does offer help for newer players,
    in a Simple Mode, but the execution is pretty poor.
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    It pops up before every fight, right next
    to normal mode, and doesn’t really explain
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    what it does.
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    The mode removes entire phases from boss battles,
    meaning you don’t get to see all the amazing
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    animations on offer.
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    And beating a boss on simple mode doesn’t
    actually count the fight as a win, meaning
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    you can’t fight the final boss and see the
    game’s ending if you don’t finish every
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    level on normal mode.
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    It’s not great.
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    And Celeste’s assist mode is different in
    just about every way.
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    For one, you can play the entire game in assist
    mode if you want.
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    Nothing is kept away.
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    Not even achievements which I’m not entirely
    sure about, but hey.
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    Who cares about achievements anymore.
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    Two, it’s up to the player exactly how they
    change things.
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    You’re given very granular options.
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    You can slow the game down by 10 percent if
    your reaction times aren’t quite what they
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    used to be.
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    Or you can skip entire chapters if they’re
    not for you.
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    Three, the name.
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    At one point it was going to be called cheat
    mode, but the devs thought that felt judgemental.
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    They’re Canadian.
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    But, I mean, you never know why someone wants
    to pick an easier setting, so calling it stupid
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    idiot baby mode or something is a bit of a
    dick move.
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    Instead they went with Assist Mode.
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    And, shortly after picking the name, Super
    Mario Odyssey came out, which has a mode with
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    the exact same name, and made the Celeste
    team feel like they made the right decision.
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    Assist Mode in Mario, by the way, is pretty
    awesome, too, because it let my four year
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    old nephew complete Odyssey all by himself.
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    Uh, anyway, back to Celeste.
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    Four.
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    The game’s developers explain the intentions
    of assist mode with great care and attention,
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    before they let you turn it on.
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    Here’s what they say:
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    “Assist Mode allows you to modify the game’s
    rules to reduce its difficulty.
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    Celeste was designed to be a challenging but
    accessible game.
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    We believe that its difficulty is essential
    to the experience.
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    We recommend playing without Assist mode your
    first time.”
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    “However, we understand that every player
    is different.
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    If Celeste is inaccessible to you due to its
    difficulty, we hope that Assist Mode will
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    allow you to still enjoy it.”
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    This left me with no confusion about how Celeste
    works.
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    Assist Mode is not for me.
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    It might as well not exist, as far as I’m
    concerned, and I never used it when I played
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    and finished the game.
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    This isn’t an easy mode, that I might switch
    down to if the game’s kicking my butt.
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    It’s an assist mode, that’s just there
    for those who really feel they need it.
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    Now some games are, of course, completely
    open about letting you change the game in
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    any way you desire.
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    That can be a developer’s vision, too, after
    all.
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    But some games are just better served by a
    more strict vision for how the game should
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    be experienced.
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    But that doesn’t mean we need to make these
    games inaccessible to certain people, or completely
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    rule out the option of letting players customise
    or turn off certain aspects of the game.
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    It’s just - to me - all about communication.
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    To make sure you’re not presenting options
    that go against your vision, with the exact
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    same weight as the ones you actually want
    people to use.
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    But instead, using language, placement, and
    timing to make sure everyone understands what
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    these additional modes are all about.
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    You’re giving people options if they need
    them, but you’re not asking them to design
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    how the game should work.
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    I just made that up. I’m very clever.
  • 12:50 - 12:54
    So I do believe that game designers have a
    duty to protect players from themselves, by
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    not letting them turn off the more prickly
    mechanics.
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    But I guess I also believe that if designers
    give players good information, like the creators
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    of Celeste and Heat Signature did, then they
    should also trust that players will make the
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    right decisions for how they want to play.
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    That’s where I’m at with this debate.
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    Let me know what you think in the comments
    below.
  • 13:15 - 13:18
    Hey, cheers for watching.
  • 13:18 - 13:22
    I’m going to do a rapid fire FAQ right now, okay?
  • 13:22 - 13:26
    1) Will you do another Game Jam this year?
  • 13:26 - 13:27
    Yes!
  • 13:27 - 13:32
    Ours was the biggest jam on itch.io in 2017,
    and I can’t wait to do another one.
  • 13:32 - 13:35
    It will probably happen late summer, early
    autumn.
  • 13:35 - 13:37
    2) When is Boss Keys coming back?
  • 13:37 - 13:41
    You should hear about that in May, is my current
    plan.
  • 13:41 - 13:43
    3) When do you stream?
  • 13:43 - 13:48
    I stream every Wednesday at 8PM GMT, here
    on YouTube.
  • 13:48 - 13:50
    4) Do you have a Discord?
  • 13:50 - 13:52
    Yes, but it’s only for Patrons.
  • 13:52 - 13:55
    5) Do you make games?
  • 13:55 - 13:57
    No, my background is in games journalism.
  • 13:57 - 14:02
    I’d maybe like to make a game one day but
    right now I’m super focused on the channel.
  • 14:02 - 14:04
    Okay, thanks! See ya!
Title:
What Makes Celeste's Assist Mode Special | Game Maker's Toolkit
Description:

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Duration:
14:05

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