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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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Games have a history of toying with time.
Like replaying the same three days in Majora's
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Mask, working alongside a past version of
yourself in The Talos Principle, or stopping
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time by standing still in the innovative shooter,
Superhot.
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But I've been playing a quirky new sci-fi
game called Nova-111 which does something
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with time that I don't think I've ever seen
done before. And not only that, the game provides
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three important lessons for game designers.
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So, Nova-111 is typically a turn-based game,
where you and your enemies hop from grid square
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to grid square in deliberate turns.
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But some elements of the game work in real-time.
Bash this gelatinous blob, for example, and
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a timer will start ticking down. If you don't
defeat the gooey sphere before the timer hits
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zero, it will split into two.
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Here's why this is interesting. In fact, let
me show you the exact moment that made me
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realise that this game had potential, and
also make a weird sort of "ah!" noise.
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These beak-faced enemies only move when you
do. These stalactites work in real-time, and
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will fall when disrupted. So when these two elements
are combined, I can drop the stalactite on
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the enemy's head. An enemy, which is powerless to move out of the way.
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That's exciting because it's not just two
systems coming together. It's two different
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genres. And that's the first lesson: even
the most disparate of genres can work together.
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Even something as oxymoronic as a turn-based
real-time game.
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That is, if the genres complement each other
in interesting ways. So in Nova-111, you can
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use elements from one genre to attack enemies
that work in the other. You can lead a turn-based
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enemy into the path of a bullet that's moving
in real time, or into the blast radius of
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an explosive enemy that will detonate outside
of the turn order.
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But it comes at a cost: the real-time enemies
often make you act recklessly. Turn-based
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games, of course, let you carefully plan your
next move, and the two or three after that
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as well. Real time games are all about reacting.
These two genres tug on very different parts
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of your brain, which is why I can love turn-based
strategy games, but simply can't deal with
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real-time strategy games that are more complicated
than something like Plants vs Zombies.
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So when you get get caught up by the Latch,
which restricts your movement and saps your
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health every few seconds. Or when you walk
into a bomb or a fire that will detonate or
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spread in real time, you have to throw all
that careful planning out the window and act
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on instinct. Which often puts you in the middle
of a group of enemies that you now have to
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fight from a unfavourable position.
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And these enemy dispensers, which spit out
new foes in real time, force you to keep moving
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when you might want to stop and take a breather.
This allows Nova-111 to swing from the deliberate
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pacing of a game like 868-Hack, to the more manic
speed of a game like Crypt of the Necrodancer.
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You too get to manipulate time in this game.
You can stop time for a few seconds and then
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move around between turns, which is handy
for combat as you can push frozen enemies
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around. And essential for some puzzles, as
you slip by patrolling robots.
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Perhaps the most interesting thing about Nova-111
is that, like Lara Croft's bra size, this
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genre mash-up was the result of a programming
accident that the designers decided to keep.
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Funktronic Labs's Eddie Lee told me that the
game was being made as a traditional turn-based
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dungeon crawler. But then a bug crept into
the code, and an enemy started moving around
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between turns. Instead of fixing the error,
the team embraced it and built an entire game
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around it.
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Being open to the serendipitous discoveries
of game development is lesson two: Lee says
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that during creation, "you'll encounter wonderful
things that will completely change the course
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of your game. It's really scary because you
can't plan for it, but also beautiful in its
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own way".
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Not everything will work, of course. The team
tried enemies that worked completely in real-time,
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and scrapped those due to balance. And the
spacecraft also had a fuel tank which drained
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in real time, but was removed because it never
gave players time to sit back and think on
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their next move.
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But not every decision in the game is successful. These
Blinkers, for example, leave tiny real-time
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bombs when they teleport, but there's no reason
why you'd ever fly into one. They feel like
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a left-over from when that draining fuel tank
was forcing you to move fast.
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Plus, those oh-so enticing attacks where you
wipe out turn-based enemies with another foe's
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real-time attack are disappointingly limited,
and rarely encouraged. And as we discussed
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in the video on The Swindle, players must
be rewarded or forced to do something risky
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and fun, or they'll do something easy and
boring.
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So those environmental kills might be more
powerful, but the game's so easy that they're
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not advantageous . And there are no enemies
that can only be killed with real-time attacks,
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which would force you to engage with the game's
clever strategies.
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And there are just too many sections in the game
that make no use of the real-time elements.
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Puzzles about polarity switching buttons and
robots that block lasers which are good,
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but have little to do with Nova-111's central
idea.
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And without smart execution, a good idea is
just a good idea. This game sounds great in
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press releases and elevator pitches, but it
doesn't stick the landing. Nova-111 is certainly
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enjoyable, but it fails to capitalise on what
made it so interesting.
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Call it a gimmick or call it a main mechanic
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beating heart of your game it needs to shine
through in every aspect. It needs to adapt
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and mutate, and make players completely reinvent
the way they think. And that's lesson three.
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Thanks so much for watching. You can find
all the places to buy Nova-111, if you want
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to see it for yourself, in the description
below. Also, please give the episode a thumbs
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up, subscribe to the channel, and consider
supporting me on Patreon.