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Finding the Fun in FPS Campaigns | Game Maker's Toolkit

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    Hey. Hi. Hello. Mark here, with Game Maker's Toolkit.
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    You know, I used to love first person shooters.
    I grew up playing games like Doom, Half Life,
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    Blood, No One Lives Forever, and Duke Nukem
    3D.
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    I used to adore this genre, but, more recently,
    I've become pretty bored with these shooter
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    campaigns.
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    We see the same game mechanics and the same
    combat loops and the same level design over
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    and over again, just with slightly different
    hats. And maybe a flying section, if you're lucky.
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    But in 2016, two games came along that reminded
    me just how much FUN a shooter can be.
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    Because when developers are more interested
    in frantic firefights and varied gameplay,
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    than historical accuracy and set piece explosions,
    we end up with games like DOOM, which is id
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    Software's gory tribute to 90s game design,
    and Titanfall 2, which has more imagination
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    in one level than most games achieve in their
    entire story mode.
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    And, yeah, everyone's already said how awesome
    these games are. But considering how much
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    I enjoyed 'em, I think I'd be remiss not to
    cover them on the channel, and take an indepth
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    look at how these two games, basically saved
    the first person shooter campaign.
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    Starting, with Doom - which has the best combat
    loop in a decade.
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    Wait, when did Resident Evil 4 come out?
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    Yeah. Best in a decade.
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    Each encounter in this game is a breathless
    scrum between the demons and the doomslayer
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    - who richochets around the environment like
    a pinball, bouncing off enemies and threading
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    through tight corridors to pick up health
    and ammunition.
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    It's fast, basically.
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    Not just because your movement speed is high,
    but also because id forcefully rejected just
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    about every piece of shooter design that has
    been employed to slow this genre down.
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    Like, take aim down sights. In a normal shooter,
    accuracy sucks when shooting from the hip
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    so you have to zoom in to look through an
    ironsight or a scope - which... massively
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    reduces your speed. Doom ditches that: outside
    of a few guns, there is no aim down sights.
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    Also, you're as accurate when running at full
    speed, as you are when standing still, so
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    you can shoot when you're on the go. And because
    you can strafe at the same speed as you can
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    run, you can orbit around an enemy, pummelling
    them with bullets and avoiding their fire.
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    Oh, that's because enemies use projectiles
    instead of hitscan. A quick reminder: hitscan
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    weapons hurt you as soon as the enemy pulls
    the trigger. Projectile weapons fire physical,
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    slow-moving objects at you, that you can dodge.
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    If you do get hit, you won't be hiding behind
    cover for your health to regenerate. Instead,
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    you'll need to hunt around the arena to find
    a health pack. Or, even better, run towards
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    an injured enemy to unleash a glory kill,
    which lets loose a shower of health pickups.
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    If most of Doom's design keeps you moving
    around enemies, the glory kill system pushes
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    you towards them. It makes you feel like a
    brutal predator, taking down your prey one
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    by one. Plus, that satisfying split-second animation
    gives you much-needed time to blink, and consider
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    your next move.
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    Because Doom is a surprisingly tactical shooter,
    where you're executing different plans all
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    the time - just, at a hundred miles an hour.
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    As I talked about in my episode on the original
    Doom, this new game has a bestiary of unique
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    demons who all work in very different ways.
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    There's the Revenant, who batters you with
    missiles. The bumbling Cacodemon, who floats
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    in close to munch on your face. This dude,
    who chases you about like a quarterback. And
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    the pinky demon, who you take out like a bullfighter.
    It has a shield on the front, so wait for
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    it to charge past you and then blast it in
    the butt to kill it.
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    So you'll need to pick your priorities, which
    might mean dodging pinkies and cacodemon fireballs
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    while you focus your fire on a deadly hell
    razer or an annoying summoner. Each enemy
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    makes you move in a different way, too, as
    you head for cover or snake through bullets
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    or just run the hell away.
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    And then there's the other piece of shooter
    wisdom that Doom punches into a billion bits.
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    While most games limit you to a couple weapons
    at a time, Doom lets you carry an entire Walmart's
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    worth of firearms on you at once - all accessed
    from a radial menu that slows, but doesn't
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    stop the action.
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    Different guns have different uses. The fast-action
    assault rifle is great for needling enemies
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    and stopping them from shooting, the shotgun
    works great up close, the rocket launcher
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    is deadly but risky, and there's the one-hit,
    one-kill chainsaw which showers you with ammo,
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    but runs out of gas quick. So pick your targets
    well.
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    Juggling guns and enemies is something of
    a puzzle. and you've got to figure out the
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    answer in the seconds before you get tackled
    by a pinky and turned into a thick red paste.
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    This new Doom also adds verticality to levels,
    with a satisfying double jump, a generous
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    system for quickly clambering up platforms,
    and the ability to chain a jump into a glory
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    kill for a big leap between spots.
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    And so, between different enemies and different
    level layouts, id software can effectively
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    cobble together an infinite number of combat
    encounters.
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    But, and here's the rub, even the best firefights
    in a decade get boring after a while and Doom
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    can be an intensely repetitive game.
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    Between endless battles you get some exploration stuff and some so-so platforming bits.
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    And you can divert from the path to pick up
    secrets and collectibles.
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    Personally, I vowed to avoid hunting down
    collectibles forever after shooting 100 pigeons
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    in Grand Theft Auto IV and seriously questioning
    my life choices. And I think I'm becoming
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    allergic to upgrade trees, too.
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    But even if you do go after Doom's various
    trinkets and upgrades, jumping at pipes and looking
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    for secrets can send the game's intensity
    from 11 to 0 in painful, whiplash fashion.
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    Which brings us to Titanfall 2: a game with
    an expert sense of pacing and the best FPS
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    campaign in a decade.
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    Wait, when did Half
    Life 2 come out?
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    Yeah. Best in a decade.
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    BT-7274: Got you
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    Now, when I say pacing, i'm talking about
    two different things.
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    One, is how often a game is introducing new
    and original ideas to shake things up. And
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    Titanfall 2 is doing that constantly through
    its tautly-wound single player campaign.
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    In this level, you grab a tool that can be
    used to turn off fans, flip platforms, and
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    hack robot sentries.
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    Another stage takes place in a sci-fi Ikea factory, as you bounce through pre-fab
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    houses on a monster conveyer belt.
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    This level has you wall-running on a spaceship,
    high above the planet. And, of course, there's
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    press Left Bumper to time travel.
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    Effect and Cause, as is the level is called,
    lets you ping back and forth between two moments
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    in time - from a squeaky clean research centre
    in the past, to its charred ruins in the present.
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    It's a visual spectacle and a brilliant idea,
    but what makes it so rad is how it impacts
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    the two things Titanfall does best: combat
    and platforming.
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    In shootouts, you can phase out of time, and
    then phase back in, now behind a group of
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    soldiers. Then again, the present timeline
    is crawling with these vicious dinosaur enemies,
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    so you have to juggle two combat encounters
    at once - often jumping out of the frying
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    pan and into the fire.
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    And there are the platforming bits, where
    you switch timelines mid-jump to phase in
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    walls and safe spots beneath your feet. It's brilliant.
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    And then, at the end of the level, Cooper rips the time
    machine off of his wrist, and the mechanic
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    is gone for the rest of the game. Tossed away,
    before you ever have a chance to get bored of it.
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    And that focus on keeping the player engaged
    is how Titanfall 2 is always operating. Because
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    the other aspect of pacing is how well a game
    manages to mix up its most fundamental pillars
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    of gameplay.
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    Titanfall 2 has firefights, it has platforming
    bits, it has titan battles, and it has some
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    story stuff too. And the game does a brilliant
    job of switching between these sections before
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    you ever have a chance to get tired of them.
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    Each style of gameplay moves at a slightly
    different speed, and tests slightly different
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    skills - so you don't get fatigued from constant
    action, but there are no lulls in the pace either.
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    Some aspects of Titanfall 2 are better than
    others. The platforming's fantastic, though,
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    why isn't the grapple hook in the singleplayer?
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    The titan bits are pretty dull. And the combat
    is really good... but it doesn't quite reach the
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    heights of Doom.
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    Like that game, Titanfall 2 wants to keep
    you on the move - as seen in the flashy CGI
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    trailer at the start of the game.
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    TRAILER NARRATOR: The pilot is the true dominant force.
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    Fast and agile. Graceful, yet devastating.
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    So you get tools to move fast, like a super
    long slide and a wall run that increases your
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    speed and your defence. And certain enemies
    push you to run, like the tick: which is a
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    sort of frag grenade on spider legs that chases
    you around the arena and will kill you if
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    you don't get moving.
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    But where Doom asks you to move around and
    towards enemies, in my experience, Titanfall
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    2 more often makes you run away from the fight.
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    Part of this has to do with the shooter tropes
    that Doom so confidently rejected. Aim down
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    sights and slow strafing encourage you to
    get some distance from enemies before engaging.
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    Unless you've got a shotgun, that is. Plus,
    hitscan weapons, regenerating health,
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    and even the need to reload your weapon force
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    you into cover and retreat.
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    And if Respawn really expects players to wall-run
    and shoot at the same time then... well, for one,
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    that's pretty hard. Maybe it's easier on a
    keyboard and mouse. But, also, the level design
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    doesn't exactly support it.
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    At the beginning of the game, you run a thing
    called The Gauntlet which is a sort of obstacle
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    course where you jump, slide, and wall-run,
    while simultaneously taking out foes.
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    The design of The Gauntlet, which is like
    a winding corridor littered with pockets of
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    enemies, allows for a joyous moment of zig-zag
    warfare as you bounce between walls while
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    letting off shots and grenades.
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    The game itself never really sees anything
    like this. The arenas are mostly just big
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    boxes and the platforming sections are completely
    devoid of enemies.
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    Because if you want gamers to play in a certain
    way, you've got to encourage them, through
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    systems, like the glory kill; or level design; or incentives, like the scores in Platinum Games.
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    Otherwise, they'll more likely play it in the most safe and boring way possible.
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    Because even Call of Duty has wall-run these
    days, but I still played Infinite Warfare
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    by cowering behind a series of walls and boxes.
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    Which is the same way we've been playing shooters for
    years - because it feels like most FPS campaigns
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    have been working off the same blueprints
    for the last decade.
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    Which is why games like Doom and Titanfall 2 - and other wacky shooters like Wolfenstein and Bulletstorm -
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    are such a breath of fresh air.
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    They remind us to question the design trends
    that have built up in certain genres. They remind us
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    that variety comes from clever level design and expert pacing, not just historical set dressing. And, above all
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    else, games like Doom and Titanfall 2 remind us that first person shooters can be fun.
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    Thanks for watching. Game Maker's Toolkit
    is powered by the crowd-funding website Patreon,
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    and these are my top tier supporters.
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    Here's an interesting fact. The director and
    singleplayer lead of Titanfall 2, Steve Fukuda
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    and Mackey McCandlish, were design leads on
    Call of Duty 4. So while Activison might be
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    stuck making the same game every year, the
    guys and gals in the trenches are capable
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    of doing much more interesting stuff. If they get the chance.
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    Anyway, after these credits have run I have a couple episodes you might want to check out.
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    Before Doom 2016 came out, I looked back at the original game to talk about
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    the importance of unique enemies.
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    And you can learn more about hitscan weapons and regenerating health,
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    in a video called "How Games Do Health"
Title:
Finding the Fun in FPS Campaigns | Game Maker's Toolkit
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Duration:
11:49

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