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The Last Guardian and the Language of Games | Game Maker's Toolkit

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    The Last Guardian is the third game to be
    directed by this clever chap. He's called
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    Fumito Ueda and he's the Japanese designer
    responsible for three pretty important games.
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    There's Ico, which is about forging a friendship
    with a girl. Next came Shadow of the Colossus,
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    which is about toppling giant mythological
    beasts. And now there's The Last Guardian,
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    which cleverly rounds off this triptych by
    being a game about forging a friendship with
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    a giant mythological beast. Called Trico.
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    Now, the reaction to this game has been, shall
    we say... mixed, with plenty of disagreement
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    about the clumsy controls, annoying input
    lag, clunky physics, patronising hints, omnipresent
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    button prompts, tedious puzzles, and so on.
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    But one thing most gamers can agree on is
    that this game does a pretty stellar job of
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    depicting a bond between the boy, and Trico.
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    And in this video, I want to show how Ueda,
    and his team at genDesign, achieved this relationship
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    not through lengthy cutscenes or dialogue
    - but, instead, through the unique language
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    of video games.
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    I'm going to start by looking at combat because while it's not a significant part of the game it
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    offers a convenient way of comparing The Last Guardian to other games that feature a companion character
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    Now, back in the day, a companion often meant
    a dreaded "escort mission", which is where
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    the player has to protect another character.
    Like how Monkey needs to keep Trip alive in
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    Enslaved, because...
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    TRIP: If I die, you die
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    MONKEY: Argh!
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    This means the player has to do everything.
    Monkey has to look after himself, and kill
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    all the robots, and look after Trip, who can't
    attack enemies and can be killed if you don't
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    look after her.
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    It makes for an interesting dynamic, but a
    lot of players found this style of gameplay
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    stressful and frustrating. Trip is, I should
    say, one of the better ones because she hides well
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    and can survive one robot attack.
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    But anyway, in an attempt to fix this frustration,
    a more recent trend has seen the rise of invincible
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    companions, like Elizabeth in Bioshock Infinite
    who cannot be killed in combat, so you only
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    need to look out for yourself and the enemies.
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    It's a very simple fix, really. And it certainly
    avoids any frustration. But it does create
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    a nagging disconnect between what's happening
    in the story, and what's happening in the gameplay.
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    BOOKER: You think people like that are just gonna
    let you walk away? You are an investment,
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    and you will not be safe till you are far
    away from here.
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    I think she'll be fine, dude. I mean,
    going by the combat, Elizabeth is not only
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    invincible but is actually protecting Booker,
    as she finds him ammo, offers up her ability
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    to pull in machine guns from an alternate dimension,
    and even brings him back from the dead.
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    Of course, we can just write this all off
    as goofy video game logic but what Fumito
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    Ueda has always understood is that video games
    speak most loudly through their design. And
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    he uses this to explore themes and tell stories,
    almost entirely through gameplay.
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    The game Ico doesn't need to tell us that
    it's a game about a boy protecting a girl.
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    We get to experience it ourselves, as Yorda
    is frail and vulnerable during combat, and
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    the invincible Ico has to save her at every
    turn.
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    The Last Guardian is the mirror image of Ico,
    effectively putting you in the role of Yorda.
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    The boy can't defeat the magic soldiers, and
    will die if he's taken into a spooky door.
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    Trico, on the other hand, is invincible and
    massively effective in combat.
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    And so, we feel vulnerable when we're alone,
    and thankful for Trico's company when he saves
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    us from danger.
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    In all of Ueda's games, combat is not just
    something to do to pass time between the story
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    bits. The roles that the characters take in
    combat tell us so much of what we need to
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    know about their relationship to one another.
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    Outside of combat, The Last Guardian shows
    us that this is, actually, an interdependent
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    relationship, where Trico needs the boy, just
    as much as the boy needs Trico.
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    And I think a stronger bond is forged when
    both parties help each other. That's why Enslaved
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    narrowly escapes the escort mission trap,
    as Monkey ultimately relies heavily on Trip,
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    to create distractions and hack stuff.
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    There are lots of examples of this in The
    Last Guardian, such as the boy petting Trico's
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    back after a fight to calm it down, or him
    finding it barrels of food. But let's focus
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    on these stained glass eyes.
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    Whenever Trico spots one, the creature becomes
    paralysed with fear, and it won't move forward
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    until the boy has found a way to smash or
    remove the eye.
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    This gives the boy a chance to protect Trico. And it shows how the two characters
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    are strong in different ways. Trico is powerful
    in combat, while the boy excels in platforming
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    and puzzle solving.
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    But this also establishes some pretty clear-cut
    rules: the boy can't defeat enemies without
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    Trico, and Trico can't advance until the boy
    destroys these stained glass eyes.
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    Rules like this help you understand how the
    game works. So when you reach a room like
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    this, you know exactly what it all means. There's
    a stained glass eye, which the boy needs to
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    remove, but he's going to need to go through
    these enemies, without Trico, to approach it.
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    It's tense and nerve-wrecking, but it feels
    good when the glass has been smashed and Trico
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    can join the fight.
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    And then I got to this bit. Two soldiers are
    blocking this window by holding up shields,
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    made from stained glass. I knew what it meant,
    and I knew what to do. I needed leave Trico,
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    sneak around, shove the baddies off the ledge,
    and let the beast through.
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    Except, I rushed in, dropped down, and got
    ambushed by soldiers. I struggled free, and
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    ran up the slope, and shoved one soldier
    down before being grabbed again.
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    I knew, at that moment, that I was screwed.
    The boy can't fight these soldiers and Trico
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    can't help because of the shields. Rules are
    rules. It's over. And then this happened.
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    Oh. Yeah.
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    The game wanted to show me that the relationship
    had advanced to the point that the boy's safety
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    was more important to Trico, than its own
    fear of the stained glass eyes.
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    And to do that, it broke a clearly established,
    mechanical rule. Which are supposed to be
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    these unbreakable, static... well, rules.
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    And to me, this made it more impactful than,
    say, the bit in The Last of Us where, after
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    establishing that Ellie, another invincible
    companion, shouldn't use a gun
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    JOEL: Uh uh.
    ELLIE: What? I need a gun
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    JOEL: No you don't.
    ELLIE: Joel. I can handle myself.
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    JOEL: No
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    She then shoots a guy to save Joel.
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    That's a really good cutscene and strong storytelling.
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    ELLIE: I shot the hell out of that guy, huh?
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    But I think the moment in The Last Guardian is actually stronger.
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    Because, and this is gonna get a bit arty
    farty but stick with me. It's clear that each
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    artistic medium has its own unique language.
    Painting uses the language of shape and colour.
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    Music is an exploration of sound. Literature
    uses the language of, well, language. And
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    film is about moving images.
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    And video games can, of course, use all of
    this stuff. But what makes the medium unique
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    is interaction. Things like mechanics, rules, and systems you can poke at are the language of video games
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    - and so where Naughty Dog is largely borrowing
    from film to tell the story of Joel and Ellie,
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    by using mechanics and rules to tell their story,
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    The Last Guardian is an artistic work,
    in the medium of video games.
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    The Last of Us does gets some bonus points
    for making Ellie become a more formidable
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    character in the combat sequences, following
    that important cinematic.
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    ELLIE: You're welcome.
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    Anyway. This moment is all part of Ueda's
    plan to sell Trico as a real creature, rather
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    than a predictable and flawlessly programmed
    video game tool. We can see this in the incredibly
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    lifelike animations and in familiar moments
    where, say, Trico hesitates to jump into the water.
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    But this is also where the game's most controversial
    decision crops up, as Trico does not immediately
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    and reliably listen to the player's commands.
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    Ueda says "When the boy calls Trico, we could have
    made Trico come immediately, like clockwork.
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    But if we did that, Trico would not seem like
    an independent creature. It wouldn't seem
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    like it was alive and making its own decisions."
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    Instead, you have to be patient, and learn
    to understand Trico's sounds and body language.
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    Plus, according to players on Reddit, the
    way you interact with Trico can impact its
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    loyalty and responsiveness. All of those wonderful interactions with Trico, like removing
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    spears, tending to its wounds, finding food,
    and petting it can all make the creature a
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    better companion.
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    In a way, this all sounds like another great
    decision to use gameplay mechanics to show
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    the relationship between the boy and Trico.
    We see that this is an animal, and that the
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    boy can't rely on Trico like he could a human.
    And by building a system where certain interactions
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    change Trico's behaviour, we can explore,
    as players, what it's like to love or mistreat
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    an animal.
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    And that is cool. But isn't always fun.
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    And this is a unique challenge of being a
    games designer who is interested in making
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    a game that says something interesting. Similar
    to our discussion on Dark Souls, where Miyazaki
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    has to sacrifice certain players because those
    games wouldn't be as meaningful without their
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    intense level of difficulty.
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    In this instance, making systems and mechanics
    that are both enjoyable and charged with meaning
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    is a brutally difficult balancing act, and
    one that Fumito Ueda boldly attempts with
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    every game he makes.
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    Whether he succeeds or fails is ultimately,
    up to each individual player. Sorry, that's
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    a cop out. But for my money, I'm glad there are developers like Ueda out there,
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    at least willing to take these risks to do
    something a bit... different.
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    The Last Guardian is about a relationship
    - and not just in the cutscenes, or in tiny
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    scraps of dialogue between fights. Everything,
    from the roles in combat, to the way you solve
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    puzzles, to vignettes that are set up by the
    game's rules - it's all there to say something
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    interesting, and we get to explore that as
    players - because it's said through the unique
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    language of video games.
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    Hi everyone. Thanks for checking out this
    video. I'd love to hear your thoughts on The
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    Last Guardian in general in the comments below.
    This has been a very divisive game and I'm
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    curious to know how it's landed with all you
    guys out there. Game Maker's Toolkit is now
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    entirely powered by Patreon, which is fantastic.
    The people on screen are those who have pledged
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    five bucks or more.
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    While these names are scrolling past, I wanted
    to take a moment to talk about a few more
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    games that do an excellent job of speaking
    through their mechanics.
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    Indie games are especially brilliant at this. Undertale is a game that tells us a lot about the game's
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    wacky cast of characters through the way they
    fight. Papers, Please lets us poke and prod
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    at a system to reveal a message about bureaucracy
    and corruption. And Brothers tells an amazing
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    story of two siblings pretty much entirely
    through gameplay that I wish I could say more
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    about but all the good stuff is in spoiler
    territory so just go buy it.
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    Also, while you're here, check out my earlier
    video on Fumito Ueda's philosophy of Design
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    by Subtraction, where he removes everything
    that doesn't contribute to the game's core
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    idea. You can definitely apply that to The Last
    Guardian. so maybe give that a rewatch now
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    you've played his third game.
Title:
The Last Guardian and the Language of Games | Game Maker's Toolkit
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Duration:
11:36

English, British subtitles

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