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How To Steal Like a Game Designer

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    Okay, so during the development of Alien:
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    Isolation, the game had a 
    pretty basic save system.
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    It would automatically cache your data 
    whenever you tripped invisible checkpoints,
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    which were dotted throughout each level.
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    It was added because it was easy to 
    implement, simple to understand - and,
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    in truth, because that's how saving 
    worked in pretty much every game.
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    Design director Gary Napper 
    said "like any development team,
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    we all play a lot of games 
    and each have our favourites.
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    Often our decisions and choices 
    are coloured by the games we play".
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    But...
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    as development went along, 
    the team started to question
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    if this save system was actually the right choice.
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    You see, because players knew that if they died 
    they'd only lose a couple minutes of progress,
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    they would just waltz around the space 
    station without a care in the world.
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    Not ideal...
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    in a horror game.
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    *Alien scream*
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    So while these checkpoints might 
    have worked in Call of Duty and
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    Bioshock - Napper says it was "not 
    the right approach when making a
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    game that is designed from its core 
    to terrify and put people on edge".
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    Because here's the thing.
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    It's totally fine to take 
    influence from other games.
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    Many designers borrow mechanics from 
    their favourite titles - often evolving,
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    combining, and remixing them into something new.
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    But: it’s essential to understand 
    why those mechanics work in one game,
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    before copying and pasting them into yours.
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    How do you do that? Well, I'm Mark 
    Brown, and this is Game Maker's Toolkit.
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    Alright, so...
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    way way back in 2004, , three game designers 
    got together and wrote an academic paper,
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    featuring a framework that would prove to be 
    perfect for analysing the mechanics in games.
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    It's called MDA, and it 
    breaks games down into three,
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    neat sections: mechanics, 
    dynamics, and aesthetics.
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    Mechanics describes the actual workings 
    of the game: like the rules, the systems,
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    what the buttons do, and all of 
    the individual stats and numbers.
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    For example, one mechanic could be the 
    maximum amount of ammo the player can
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    hold - and we could set that number really high.
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    Then, dynamics is how the player acts and 
    behaves, in response to those mechanics.
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    So because the player has tonnes of 
    ammo, they may storm into battle,
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    and shoot wildly in the general 
    direction of every enemy they spot.
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    And, finally, aesthetics - not to be 
    confused with the graphics or the art style.
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    Here, aesthetics is how the player 
    feels when acting in that way.
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    Their emotional response.
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    So this wild shooting could 
    make you feel reckless,
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    powerful, unstoppable - basically, like this.
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    *Machine gun fire*
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    To put it another way - mechanics happen in the 
    code, dynamics happen in the player's actions,
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    and aesthetics happen in the player's feelings.
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    Now, unfortunately, game
    designers can't just go inside the player's head
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    and directly alter their actions or feelings.
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    But they can change the code -
    and because MDA describes a casual
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    relationship, these changes will cascade 
    down and alter the dynamics and aesthetics.
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    For example, if we tweak that knob 
    the other way, and massively limit
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    the player's ammo stash, that's definitely 
    going to change the player's behaviour.
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    Now, they will act cautiously before heading 
    into battle, or might not engage enemies at all.
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    Every shot fired will be done 
    with careful consideration,
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    and more time will be spent hunting 
    for ammo in the environment.
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    And this will lead to 
    completely different aesthetics:
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    like disempowerment, fear, and caution.
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    So, this MDA framework takes mechanics - 
    and then puts them into a wider context,
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    which asks 'how do they make the player 
    act, and how do they make the player feel?'
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    And we can use these questions to analyse 
    the mechanics in the games we play.
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    Like, we could ask 'why do swords 
    break in Zelda: Breath of the Wild?'.
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    Well - how does that change player behaviour? 
    Maybe players will rely less on direct attacks,
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    and so spend more time sneaking past enemies, 
    or finding creative ways to ambush foes.
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    It will certainly encourage players
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    to use different weapons - and 
    constantly seek out new ones.
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    It can also lead to exciting moments of 
    drama in the middle of a fight - (so far
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    I've used dynamics to refer to player 
    actions, but dynamics can also be used
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    to describe consequences that might 
    bubble out of the game's systems).
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    So how does that feel? Well, it 
    could make you feel underpowered,
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    it could make you feel crafty and creative, and 
    it will likely make you feel like an explorer...
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    in a world that's decaying, and falling apart.
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    If there's one hard part of this analysis process,
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    it can be putting words to the subconscious 
    feelings that arise when playing games.
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    We're looking for way more than just "this 
    game was fun", - we're looking for strong,
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    emotive feelings like, this game 
    made me feel powerful, creative,
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    sneaky, tense, intimidated, curious, 
    deceitful, cooperative, flustered.
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    So MDA lets us see game mechanics as powerful 
    vessels for delivering emotions to players.
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    And so when borrowing mechanics from 
    other games - or making entirely
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    new ones - you can pick ones with 
    associated dynamics and aesthetics
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    that will compliment the rest of your 
    design - and avoid ones that will clash.
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    For instance, designer Jenova Chen says that 
    the game Flower once had a level-up system,
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    spells you could cast, resource management,
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    and time limitations - expected 
    features of other video games.
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    But they all had to go,
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    because they went against the intended 
    emotions of relaxation, calm, and peace.
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    Chen says "we’ve played so many games 
    growing up these bad habits form.
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    A lot of the time we like to make things very fun,
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    but fun doesn’t always help the 
    emotion you want to deliver".
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    That's why it's useful to truly understand your
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    game's vision - the overarching feeling 
    or experience you want to give the player.
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    Because if you know you want to make the player 
    feel, say, scared, then you know you'll want
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    to pick mechanics that induce feelings of 
    fear, dread, isolation, and disempowerment.
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    That vision could be a single 
    statement: Subnautica was based
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    around the phrase "thrill of the unknown", 
    and every mechanic had to suit this idea.
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    Resident Evil Village was built under the 
    banner of "struggle to survive" - and so
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    when playtesters hated the game's messy combat, 
    the designers could use that phrase as, like,
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    a lodestar to rebalance and 
    rethink the game's mechanics.
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    The vision could also be a fantasy 
    that you're trying to deliver.
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    Perhaps you want the player to feel like 
    Batman, or an assassin, or a world leader.
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    It could be a feeling - like how 
    Flower tried to make you feel relaxed.
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    Or it could be a specific experience 
    - when making FTL, the devs said their
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    starting point was "we wanted to recreate 
    the atmosphere of commanding a starship".
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    With a strong vision in mind, 
    it becomes easier to evaluate
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    whether game mechanics are the right 
    choice for the game you're making.
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    And, of course, it goes beyond game mechanics.
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    All the other elements in the game, like 
    visual style, music, animation, story,
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    colour, camera framing, 
    and so on - those all create aesthetics too.
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    (Just, without the dynamics bit).
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    For example, Dead Space composer Jason 
    Graves said that EA originally requested
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    a predictable sci-fi soundtrack for the 
    game - full of electronics and drums.
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    "After we did that first little 
    piece of gameplay," says Graves,
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    "EA came back and said that 
    it wasn’t scary enough.
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    The music made players feel heroic, 
    and they wanted them [to feel] scared."
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    And ultimately I think games are most clear and
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    coherent when absolutely everything 
    is pointing in the same direction.
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    Jenova Chen says "all the elements have to 
    sing the same notes to make the impact strong".
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    Perhaps the best example of this 
    - for me - is DOOM, from 2016.
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    It also had a strong vision statement 
    - in this case, "push forward combat".
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    And pretty much everything in 
    the game supports this statement.
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    You can see it in the game mechanics 
    - from the rapid movement speed,
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    to the way you pounce on enemies to get health, 
    to the way certain demons are told to run away
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    from you - every feature pushes you to race 
    towards enemies like an unstoppable predator.
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    And that's supported by the non-game 
    elements, like the heavy metal soundtrack,
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    the violent animations, and the Doom 
    Slayer's visual design and personality.
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    Of course, none of this as easy as 
    I'm making it sound - and there are
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    so many other considerations 
    to make when designing a game.
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    For starters, a game isn't just one mechanic - but
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    hundreds, perhaps thousands if 
    you want to go super granular.
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    My interactive video essay, Platformer Toolkit,
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    shows how a single character can be defined by 
    dozens of distinct stats - which could change
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    the game from feeling like Inside, 
    to feeling like Super Meat Boy.
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    And these mechanics interact, overlap, 
    and can even undermine each other.
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    In The Callisto Protocol, 
    you have very limited ammo,
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    which is intended to make the player 
    feel underpowered and fearful.
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    Buuut, you also have a one-button, 
    insta-kill stealth attack with a
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    slick animation - which can make 
    you feel powerful and unstoppable.
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    Also, while you can make best guesses about how 
    a player will act in response to a mechanic,
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    you can't know for sure until 
    you do a lot of play-testing.
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    Players might misunderstand or ignore a mechanic 
    - or do something completely unexpected.
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    Sometimes that's a fun, emergent behaviour 
    - like the flying cars in Rocket League,
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    which suited the vision just fine, 
    and so could be kept in the game.
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    But at other times it can create degenerate 
    strategies that undermine your emotional goals.
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    Going back to Alien: Isolation, the 
    automatic checkpoints meant that if
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    you got jumped by the Xenomorph, a 
    smart strategy was to just beeline
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    it towards to the next checkpoint, 
    get killed, and respawn in safety.
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    Furthermore, sometimes you want to have different 
    emotions, at different times in the game.
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    And so will need to change 
    the mechanics accordingly.
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    If the story depicts a character who 
    starts out weak and naive - but ends the
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    game feeling competent and powerful, how could 
    you reflect that growth in the game mechanics?
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    And finally - and perhaps most importantly 
    - aesthetics are, ultimately, subjective.
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    A scoring system might make one player feel 
    competitive - and eager to replay every level.
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    But it could make another player feel 
    judged - and eager to get a Steam refund.
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    Time pressure might feel fun and exhilarating 
    to one person - but anxiety-inducing to another.
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    And this is often related to skill and ability.
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    Take the new Tango game, Hi-Fi Rush: 
    it clearly wants you to feel like a
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    rockstar as you brawl along to the beat - 
    but as someone with zero musical ability,
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    I just felt like a bumbling idiot.
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    At the end, I’ll recommend a video about 
    balancing a fantasy with differing player skills.
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    So, going back to Alien: Isolation - the team 
    eventually tried a different save system.
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    Something closer to older games.
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    Now the game features a small number of save 
    points that you have to operate manually.
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    And - to make things worse - it takes 
    a while for the save point to turn on,
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    and for your game to actually save...
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    giving the alien a chance 
    to sneak up and kill you.
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    And this new mechanic changed 
    everything - completely altering
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    the player's behaviours and emotions.
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    "We were afraid," says Napper.
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    "If we didn’t make it to the save point and 
    successfully save, we would lose our progress.
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    Saving became tense.
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    Looking for a save became tense. The simple act of
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    saving had become supportive to the game's 
    driving factors of terror and isolation".
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    So - it's fine to borrow game mechanics - 
    but you need to understand why they work.
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    MDA is a powerful tool for this because 
    it helps us predict how a game mechanic
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    will make players act, and make players feel.
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    If those feelings compliment the 
    vision for your game - then awesome.
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    If they clash, then they probably need to go.
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    Because, when it comes to picking, pinching, or 
    producing game mechanics - you should listen to
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    Shovel Knight studio Yacht Club Games, who says 
    "it depends on the game you are trying to create,
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    the emotions you’re trying to evoke, and the 
    experience you want your players to have".
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    Hey, thanks so much for watching! This 
    video was originally given as a lecture
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    at universities in London, 
    Breda, Boden, and Skellefteå.
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    If you'd like me to visit your school,
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    please get in touch - you can find 
    my email in YouTube's about section.
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    I'm also going to GDC next month, so if you 
    see me - say hi! For now, though, click here
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    to watch that video about delivering a specific 
    fantasy, to players of different abilities.
Title:
How To Steal Like a Game Designer
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Video Language:
English
Duration:
13:07

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