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3 Lessons from a Real-time, Turn-based Game | Game Design Basics

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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
    - it doesn't matter, if something is at the
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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.
Title:
3 Lessons from a Real-time, Turn-based Game | Game Design Basics
Description:

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Video Language:
English
Duration:
05:59

English, British subtitles

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