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Hey, it’s Mark with Game Maker’s Toolkit.
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You know the drill by now!
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Every year, I use my last video on this channel
to celebrate a game that did something different.
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A game that was innovative,
inventive, or just plain smart.
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In previous instalments I’ve looked
at masterful murder mysteries,
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micro RPGs, and slithering snake-based adventures.
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But this year, for 2023, I… need
to wind the clock back a bit.
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So, back in 2015 I made a video
about the new Tomb Raider games.
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Well, they’re not new now
- but they were new then.
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Anyway - the video was all about how
dull the climbing is in those games.
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Lara Croft’s heroic scramble
up a cliff face is represented
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by… pretty much just holding up on
the analogue stick for, like, 5 minutes.
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And since that video’s release…
well, things haven’t changed much.
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Alloy hikes up the mountains of Horizon with
little need for the player's involvement.
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And Atreus’s epic climb up the
wall of Asgard might have been
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terrifying for him - but it was no problem for me.
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However, in 2023 we finally got a game
that dared to do things differently.
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A game that makes climbing…
interesting and engrossing.
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And so, without further ado, I want to tell you
that this year’s most innovative game is… Jusant.
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Jusant, from developer DON’T NOD,
is a wistful, zen-like odyssey up
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a mahoosive mountain - and the only way
to the top is to start climbing.
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This video does not contain
any spoilers for Jusant, by the way,
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so feel free to watch
before you go play the game.
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Okay, so like I said in the intro, one of my
biggest bugbears with Lara’s climbing is that the
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action on screen feels completely disconnected
to the stuff you’re doing on the controller.
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But Jusant tries something different.
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Lemme break down how climbing works.
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When we’re on a wall, we can use the left
analogue stick to hunt for nearby handholds.
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Moving the stick essentially shifts a
cursor around in two dimensions - and
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if that cursor overlaps with a valid
handhold, the character will reach out.
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This system allows us to freely pick whichever
handhold we want - even picking between one that
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is close and one that is far away, simply by
moving the stick further away from the centre.
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And yes, I did spend an entire
day remaking the game in Unity…
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for the benefit of this 10 second demonstration.
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That, that probably wasn’t worth it, to be honest.
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But here we are.
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Anyway - if the character is reaching towards
a handhold, we can grab it by using the
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corresponding trigger - left trigger for the
left hand, right trigger for the right hand.
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That trigger must now remain held down,
while we hunt for the next handhold.
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So - this system ends up creating a
deep connection between what you’re
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doing on the controller - and what
the protagonist is doing on screen.
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You push the analogue stick
out to hunt for handholds,
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just like how the character reaches out their arm.
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The rhythmic switching from the left to right
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triggers mimics the hand-over-hand
movement of real-life rock climbing.
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And having to hold down a trigger at
all times means you’re gripping the
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controller… in the same way the
character is gripping the wall.
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You let go, they let go.
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And DON’T NOD did want to go even further - an
early prototype had you controlling both the
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arms and the legs, using all four buttons
on the top of the pad for hands and feet.
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But that proved overly complicated.
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The developer also wanted to involve the
controller when jumping to far-off handholds:
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the idea was that you had to tilt
the stick opposite from the jump to
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coil up and build momentum before
releasing the stick to spring up.
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But this proved difficult to teach and execute.
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So in the end, the devs settled on holding the
jump button to, essentially, charge up the jump.
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Now, look, it’s obviously not
essential for a game to have you
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mimic the character’s actions on the controller.
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But this sort of kinaesthetic design,
as it’s called, has proven to be a
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wildly successful trick for making game
mechanics more immersive and engaging.
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Whether that’s holding the button down
for longer to make Mario jump higher.
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Or pulling back on the analogue stick
to reel in a ghost in Luigi’s Mansion.
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That little up-down flick of the stick
to do a manual in Tony Hawk’s Pro Skater.
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Or the infamous arcade stick inputs needed to pull
off a fireball or an uppercut in Street Fighter.
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And of course, we have seen
this applied to climbing before.
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The developers at DON’T NOD were notably
inspired by the way you clench the controller
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in Shadow of the Colossus, in order to
stay hanging on to each massive monster.
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And Ubisoft’s Grow Home inspired the use of left
and right triggers for the left and right hands.
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What makes Jusant special, then, is doing all
of this stuff simultaneously - and doing it
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with a human character, rather than a goofy
red robot that can bend in unrealistic ways.
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Sidenote: It’s very much worth noting that
complex wrangling of a controller can
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prove problematic for players with
certain types of motor impairments.
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I mean, heck, I had to play Jusant in
like 20 minute sessions because holding
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the triggers down for so long played
havoc with my repetitive strain injury.
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So - hats off to DON’T NOD for also offering a
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number of accessibility settings
that can provide easier input.
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Now - the simple control scheme
is not my only problem with the
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Uncharted-era of climbing systems.
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You can’t make a game better just
by adding in more buttons - or else
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every game would have you walk
around like you’re playing QWOP.
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No - the real problem is that
climbing requires next-to-no thought,
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no problem solving, no decision making -
none of the stuff that makes games great.
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And that’s completely at odds with real climbing!
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Like, did you know that in rock climbing, a
route up a wall is actually called a “problem”.
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And that’s because climbing
isn’t just about strength and
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stamina - but it’s about planning how
you’ll move from handhold to handhold.
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How you’ll shift your body, and
how you’ll use different holds,
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positions, and grips to get to the top.
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That’s pretty tough to capture in a
video game - but Jusant gets close,
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with the use of two tools:
the rope, and the piton.
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So whenever you start a climb, the character will
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automatically attach their rope to a
carabiner that’s embedded in the wall.
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This means that if you fall, you’ll get
snagged by the rope and can climb back up.
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But then you’ve got the pitons.
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These can be wedged into the wall
to create, essentially, checkpoints.
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Now when you fall, you’ll be
caught by your most recent piton.
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You only have three to spare, though,
so you’ll need to use them judiciously.
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This puts you in charge of when and where to save
- giving you more decisions to make as you climb.
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However: the rope is not just a
clever twist on the save system.
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You see, the rope is not infinitely long -
it is, in fact, exactly 40 metres in length,
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and so you’ll need to ensure that you have enough
slack to make it to the top of the current climb.
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That might mean you have to take a shorter
route - or work back on yourself to pull
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out a nuisance piton that’s pulling
the rope in the wrong direction.
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And the rope is also a proper physics object that
can get caught and tangled on different objects.
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So at times, the rope is your saviour, but
at other times it’s your biggest obstacle.
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Though - DON’T NOD does make a couple concessions.
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For one, there’s a little
cheat in the player’s favour:
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when you are close to a ledge, the rope
will magically grow an extra five metres,
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to avoid those annoying moments where the rope
is just a little bit too short to make it.
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And also there are these relay points which allow
you to reset your entire rope to that point.
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These are a nifty addition - relays
give you a specific point to aim for,
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so you’re not always simply going up.
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And without the relay, there would be a
strict upper limit on how long a climb
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could be without giving the player
some flat ground to reset their rope.
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With the relay, though, DON’T NOD could add a few
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epic climbs where you’re on the
wall for significantly longer.
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It’s such a relief to get to the top
and finally let go of those triggers.
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But there’s even more to the rope
- because there’s also the way
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that it greatly expands the available play space.
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With climbing and jumping alone, you
can only really explore the area that’s
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immediately around you - there always has to
be a viable handhold within jumping distance.
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But the rope lets you go much, much further.
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You can place a piton in the wall, abseil
down, and then swing along the wall - this
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gives you a massive arc to explore, letting you
grab onto ledges far away from any handhold.
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And later, the game takes
this into the third dimension.
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You might have to climb a wall,
then dangle down beneath it,
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and swing beyond the wall to another
climbing surface further back.
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And elsewhere in the game,
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DON’T NOD adds in additional challenges
- through changes in the environment.
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Like - you can hit a button to make these plants
sprout buds that you can use as handholds. Useful.
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But if they’re in direct sunlight, then
the buds will slowly wilt and then die.
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This forces you to move fast,
and use your pitons for safety.
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At times, Jusant reminds me of the classic
Tomb Raider games, where you have to size
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up the space and decide how you’re going to
use your different jumps to get from A to B.
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A proper three dimensional puzzle game.
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Though… I don’t want to oversell it.
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Because, okay… I’ll come back
to that thought in a minute.
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The final thing that makes
those old climbing systems
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boring is that there’s absolutely no danger.
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No stakes. No peril.
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In this scene, where Lara Croft is clambering up a
wobbling radio tower, she’s absolutely terrified.
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But I’m just… not.
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Changing the controls to be more engrossing
might help me connect more with the character.
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But I think it has to go further than that.
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Earlier this year we looked at the
mechanics, dynamics, aesthetics framework,
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which shows how the game’s mechanics
can impact the player’s behaviour,
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which can, in turn, impact
the player’s emotional state.
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And so game designers can pick game mechanics
that will put players in the right frame of mind.
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Whether that’s making the player feel like
a badass, or feel absolutely terrified.
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And if you want players to feel scared,
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then you probably need some
sort of consequence for failure.
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And in these sections, Tomb Raider just… doesn’t.
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But, well, neither does Jusant, really.
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For one, you simply cannot die in Jusant.
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There are invisible walls to stop
you from walking off a cliff.
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And because you’re automatically attached to the
rope at the start of every climb, then letting
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go of the handholds will just send you back
down - or back to the last piton you placed.
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And even then… it’s extremely
rare to ever fall off in Jusant.
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The most likely reason would
be to run out of stamina.
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You see, completing a valid action will
deplete some stamina - a tiny amount
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when grabbing a handhold, or a lot when jumping.
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Now DON’T NOD went through
many iterations of this system,
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including having independent
stamina gauges for each arm.
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A chunk system where if you
deplete an entire chunk,
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it wouldn’t regenerate until you touch the ground.
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A system where you could only regenerate
stamina while hanging from the rope.
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And a system where if you run out of stamina,
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you’d have to manually descend all the
way back to the ground and start again.
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Ultimately, playtesting showed
that none of these were a good fit.
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Some felt overly punitive, others
disrupted the climbing flow,
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and others were difficult to
communicate to the player.
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In the end, DON’T NOD went with something
far more simple: your stamina drops,
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but it can be replenished, at any
time, by clicking in the left stick.
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However, big actions like jumps
will permanently reduce the size
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of the stamina bar until you’re on flat ground.
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So the more you jump, the more
often you’ll need to rest.
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This means that the only way you
can ever really run out of stamina
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is to completely ignore these obvious
prompts to stop and rest for a second.
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And so stamina management just ends up being…
like, a little nuisance thing to nurse.
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Never something you’re really worrying about -
like you might in, say, Shadow of the Colossus.
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And this means Jusant almost never makes
you feel like you’re in any real danger.
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But here’s the thing… that’s not
what DON’T NOD was going for.
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The developer tells me that the intention for
this game was to make a peaceful experience
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without pressure. A chill, atmospheric
adventure - inspired, primarily, by Journey.
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And so the developers deliberately removed
aspects that would cause friction and frustration.
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That’s why I don’t want to oversell
the game’s problem-solving gameplay:
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there’s some smart ideas in here, but nothing
that’s going to cause you significant trouble.
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And that’s because it would
disrupt DON’T NOD’s intended flow.
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And developer intention… is something I’ve perhaps
struggled to consider in my previous videos.
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Like, let’s go back to the climbing
in Tomb Raider and Uncharted.
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Were the developers ever actually intending
this stuff to mimic real-life rock climbing?
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Probably not.
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As I explored in this video on mixing genres,
the climbing sections are just supposed to be
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something simple to do as a bit of downtime
between the more involving combat sections.
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And so, at times, I have criticised games
because they haven’t incorporated some mechanic,
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system, or idea… even though the games were
never trying to do that in the first place.
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I wanted Spider-Man to have a complex web-swinging
system that took skill and effort to master.
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But Insomniac just wanted every
player to feel like Spidey from
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the moment they picked up the controller.
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And maybe this is me getting older
and wiser and realising that, hey,
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not everything is supposed to revolve around me.
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I am not the protagonist of reality.
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Maybe this is from talking to more
developers about how games get made.
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Maybe this is from becoming a game developer
myself - and having my own developer intentions!
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Whatever the case, if there’s one regret I
have about past episodes of GMTK, it’s this.
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So instead of saying - hey, I
wish Jusant was more challenging
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or more punitive - I’ll instead
take the game on its own merits.
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Then I can look at the stuff I like about
the game - the immersive control scheme,
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the clever rope physics, the thoughtful
checkpoint system - and stash that in
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the ol’ toolkit as a good example to point to.
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And for the rest - well, instead of seeing it
as something for Jusant to fix, I can see it
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as an opportunity, for another developer, with
different intentions, to tackle in the future.
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What I’m saying is - hey, Square Enix,
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if you want to give the next Tomb
Raider game a new identity… play Jusant.
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It’s on Game Pass! It’s great!
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Okay. Hello.
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That got a bit weird and
personal towards the end, huh?
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But then I brought it back to Jusant
before things got out of hand. Phew.
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Thanks so much to DON’T NOD for
speaking to me for this episode.
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And for sharing those behind the scenes videos.
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It's now time for some
honourable mentions!
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Storyteller is a wildly ambitious puzzle game,
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where you are given an empty
comic book and a title.
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Now you have to fill in the spaces
with characters, objects, and themes,
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to make a narrative that fits the prompt.
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It plays on visual language and, well, story
telling to make a completely new type of puzzle.
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Terra Nil is a city-builder
with a stark ecological message.
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Instead of stripping a planet for resources,
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the game is actually about undoing the
greedy grubbing of a previous generation.
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So you have to carefully plop down buildings
that will replenish and revitalise the
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land - and then pack everything
up and bugger off back into space.
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Shadows of Doubt is an epic detective simulator.
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The game generates a city block, filled
with hundreds of people who have lives,
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jobs, relationships, and daily routines.
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When one of those citizens is murdered, you’ll
have to work the case in order to find the
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killer - using stuff like fingerprints,
CCTV recordings, and employee databases.
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All neatly organised on a caseboard,
complete with pins and red string.
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Pseudoregalia is a Metroidvania
that looks like a lost N64 game,
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and has some of the best 3D platforming in years.
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You can mix and match various moves
- like a long jump, a ground pound,
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and a wall kick, to navigate
blocky obstacle courses.
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And, if you’re good enough, break
the game’s sequence entirely.
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Zelda: Tears of the Kingdom deserves a
nod for its brilliant Ultrahand system.
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This thing lets Link fuse things
together in order to make vehicles,
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weapons, and problem-solving tools.
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It’s elegantly designed, to make
it easy to build whatever you want.
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And it means you can play the game
in pretty much any way you desire.
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There’s a full video on the
channel about how Nintendo made it.
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Viewfinder is a mind-blowing
technical masterpiece.
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You can take a photo, and
then place down the Polaroid
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to summon the photo’s contents into the world.
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That never stops being impressive.
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And it’s also just a very good puzzle game with
lots of clever twists on this central mechanic.
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And Chants of Sennaar is a game about language.
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You must decipher an unknown alphabet in
order to make your way up a massive tower.
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You’ll have to use contextual clues and leaps
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of logic in order to guess
what each letter symbolises.
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And then do it all again, with a fresh
set of glyphs, on the next floor.
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Wow - turns out there were loads of
incredibly innovative games this year!
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Let me know if I missed any
in the comments down below.
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Thanks so much for watching
Game Maker’s Toolkit this year.
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In the last twelve months I’ve made videos on
The Sims, Zelda, Banjo Kazooie, Resident Evil 4,
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detective games, the MDA framework, 2D
cameras, and Valve’s playtesting approach.
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There was another record-breaking game
jam, a new series about short indie games,
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and four devlogs for Mind Over Magnet -
which you can now wishlist over on Steam.
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I’ll see you in January, for the - can you believe
it - tenth year of doing Game Maker’s Toolkit.
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Time flies when you’re having fun.