Following the fun. A conversation with Raigan Burns

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  • Опубліковано 4 лис 2024

КОМЕНТАРІ • 28

  • @TheNoFraudsClub
    @TheNoFraudsClub  2 роки тому +2

    We're on Spotify now: open.spotify.com/show/5DDTJZytcZYfoizAj1LKNw

  • @loochlabs
    @loochlabs 2 роки тому +12

    The level at which Raigan cares about there being better art in the world gives me hope that there will always be creative people striving to make good stuff.

  • @bradleysmith9924
    @bradleysmith9924 4 місяці тому

    Oh man, this get better and better the more you watch. Thank you for this interview, I'm a fan of this dude so much now. Indie til death.

  • @Notester82
    @Notester82 2 роки тому +4

    This was an awesome listen, loved the philosophy and ideas that were brought up in this! And yeshhh, Cinco Paus rules. c:

    • @TheNoFraudsClub
      @TheNoFraudsClub  2 роки тому +1

      We are big fans of Raigan, even moreso after this conversation. We'll have him back any time!

  • @buttonasas
    @buttonasas 2 роки тому +1

    Thank you for this conversation.
    Oh but I have so much to comment on! Generally, I am very critical but optimistic. I am quite excited to see games evolve further in the (hopefully near) future but, honestly, the current pace is fine. Discussed in this video, the negative experiences related to specific genres, tropes and individual games felt quite irrelevant.
    I play both effortless and challenging games. I played ~10 hours of original N around a year before N++ was released and then I only played that a little bit. For me, N++ was a background to the music. You could make the levels ridiculously easy or hard and I would still enjoy the audio-video-tactile-feedback experience without putting any thought into what I'm actually doing in the game (though, of course, I did try beating the levels and using my mind as well). And I think that's a totally valid thing to _design for._ And it's not necessarily escapism or a shallow candy crush game. Some "cameraman" games are like this... most are not, unfortunately - I agree that many of them could've been better movies than video games. A good positive example you mentioned is Journey, of course - I didn't engage in it deeply or even put much thought in but it's a good game. This isn't counter to what was talked about but I feel something like this was missing.
    I follow Raigan on twitter and definitely noticed the Cinco Paus compliments but wow - didn't think it was such an obsession :D
    I actually asked around about it and played a few more hours before writing this comment... well, I still don't like Cinco Paus. I generally dislike permadeath games because I have to keep playing level 1 when I want to try level 4 (or some other major difference as you spend more time in a "run") - I think that by itself is not great design. I also just dislike zugzwang-prone parity dancing so it might be not for me. But the thing I want to say - I find the _system_ incredibly interesting but the _game and my experience_ is poor. It felt like exploring a mathematical construct rather than a place where people are. Little self-expression, no catharsis, no socialisation, no insight into other minds/crafts/areas, _no changes to my worldview_ (unfortunately, this is true for most video games and entertainment altogether, even though I consider it to be the ultimate goal of art itself) - that's my impression so far.
    I did enjoy Into the Breach immensely, I want to mention.
    I like droqen's creations.
    I have more in my mind but it concerns RTS and otherwise not particular to this conversation so I'll probably come back in an another comment section - maybe it will already be addressed...

  • @jakegino2
    @jakegino2 2 роки тому +1

    The versatile nature of this game provides players with an interactive world which frees you to explore its web of challenges. Embrace your inner ninja.

  • @alvaroplol
    @alvaroplol 2 роки тому +4

    Everything he says about Michael Brough is true. Best game designer of our generation, possibly.

  • @KuroOnehalf
    @KuroOnehalf 2 роки тому +3

    Totally random nitpick on a specific thought (I loved the talk as a whole): 2:05:00 I don't agree that games writing is not up to the caliber of novel writing. Not to say I think games writing in general is great - it's not - but that general writing in the novel world is about as bad as games. And novels as a medium have a big problem with curation where no one seems to know what good writing looks like, so it's very hard to find the good stuff. With video games I feel like writing curation is a little better.

    • @Pr0nogo
      @Pr0nogo 2 роки тому +1

      It is true that the general level will always be at best mediocre compared to the highlights - but I would wager that most games have, at best, decent novel or movie writing. No games have good game writing. The distinction is in the medium, aka how the writing is delivered and experienced.

  • @Dude902
    @Dude902 2 роки тому

    Saw a designer tweet a recommendation for this episode so I watched and tried to absorb a lot about this interesting man's backstory.

  • @MrTheSaxon
    @MrTheSaxon 2 роки тому +1

    Loving the interviews, keep em’ coming!

  • @Dude902
    @Dude902 2 роки тому

    "It's like a conversation that you're having by yourself that's only mediated or facilitated by the game" This segment at the segment 1:47:40

  • @blunderchips
    @blunderchips 2 роки тому +1

    This is what I need

  • @aabho
    @aabho 2 роки тому +5

    the term “game” is pretty hard to follow, but Raigan has some interesting opinions about them. It’s not surprising that modern games are so story reliant now. It’s always been about maximizing fun, and stories do a good job of that. The technical aspects of interacting with a world is often lost simply because properly enjoying and exploring it involves a motivation to do so beforehand, which the average consumer wouldn’t have.
    Though, I don’t find this as much of a tragedy as he does

    • @Pr0nogo
      @Pr0nogo 2 роки тому +1

      I haven't had fun playing story-driven games purely because it's not about gameplay most of the time. Maybe you can elaborate on how you think stories "maximize" fun?

    • @aabho
      @aabho 2 роки тому +2

      @@Pr0nogo I mean in the sense that game companies are trying to maximize fun for the casual market. As such, they stick to what they know is most popular, and that happens to be the formula of a story and some gameplay

    • @Pr0nogo
      @Pr0nogo 2 роки тому +2

      @@aabho Gotcha, thanks for clarifying.

  • @lucifirius
    @lucifirius 2 роки тому +4

    Poggers

  • @milesjacob4907
    @milesjacob4907 2 роки тому

    I was moved by Dear Esther almost entirely because of the pacing at which level geometry that was so much more interesting to look at than it "needed to be" was revealed, and hated Gone Home almost immediately because of the amateurishly incorrect scale of the architecture and objects.

  • @Nors2Ka
    @Nors2Ka 2 роки тому +1

    I'd disagree that indies are the fore-front of creativity, I can only name 2, maybe 3 games from last year that were good, so it's definitely not a booming creativity market.
    I'd also recommend Raigan to check out Quake and CS:S defrag and bhop modes respectively. The unintended consequences of these game's movement systems gave way to really interesting emergent design, that is, unfortunately, largely unexplored since most people making maps for these modes don't take it very seriously.

    • @raiganburns2457
      @raiganburns2457 2 роки тому +6

      2-3 good games per year seems about average/not terrible IMO -- I have a list of about 100-150 games that I consider great, and almost all of them are indies *or* from the 80s-90s when AAA team sizes were still indie-scale (eg Ms. Pac-Man, Super Mario World, Katamari Damacy). When you consider that this spans about 40 years, that's only ~3 good games per year on average.
      In terms of exploring game design and mechanical experimentation, I don't think you can argue that AAA is providing this more than indies -- especially not if you average the results "per capita" (ie divide the number of great games on each side by their collective budgets).
      Some recent indie games to check out which IMO are doing something interesting:
      Rift Wizard
      Bonfire Peaks
      Babble Royale
      Beast Breaker
      SNKRX
      I'm sure I'm missing a few, those are just ones I can remember from the past year or so that stood out to me as exploring game design in a fun way. And like I said, the volume of releases means that there are probably at least a couple great indie games from the past year that I'm completely ignorant of! ;-;
      Whereas I can't think of a single large-team AAA post-2000 game that is as mechanically interesting (wrt the game's rules/systems, and the implications which fall out of them to produce the magic) as, say, Cinco Paus, Starseed Pilgrim, Baba Is You, etc... big teams are not even trying to operate in this space! They're doing stuff that involves mo-cap, not exploring game design qua game design; I could go on forever.
      Even AAA gems like Tetris and Portal, brilliant games, IMO owe their brilliance to their indie-esque roots (ie not the product of a giant team, they're made by a small group (or even a solo dev)).

    • @Nors2Ka
      @Nors2Ka 2 роки тому

      @@raiganburns2457 You severely overestimate what I mean by "good" game. A good game by my book is a game about which I could mindfully say "check this out". I have to lower my bar that much. There is a reason why my great game list hardly reaches 10 games.
      But anyway, my point originally was less about that and more about the fetishizing of indie games. It's becoming sort of Stockholm Syndrome by this point, where people would praise indies, even though they're for the most part copying AAA games now. I see generic indie games daily, and knowing the ease of game development, that's not unexpected, but what I have problem with is those games are still exalted, mostly due to being indie, as if they're very creative and cool and whatever.

    • @raiganburns2457
      @raiganburns2457 2 роки тому +7

      @@Nors2Ka oh yeah, I'm not talking about the "average". I agree that there are more bad indie games than AAA, but like you said this is simply a function of the comparative number of teams (thousands of indies, dozens of AAA), and the typical duration of indie/AAA dev cycles (months vs years).
      I'm talking about the high water marks though, which IMO is what matters more: who is hitting paydirt? What are the most profound achievements? The numbers alone mean that indies are favoured here, without even considering the conservative nature of large multinational corporations. It's not even AAA vs indie, to me it's 100 devs.
      Also I would disagree that indies are copying AAA -- for one thing, most teams simply couldn't do so, even if they wanted to! They don't have teams of animators and riggers, global server infrastructure, mocap studios, etc.
      I guess it depends what you mean by indie; if you look at itch.io, I think you'd have a hard time arguing that more than a very tiny minority are operating in the same genres/spaces as AAA (eg most are 2D).
      I don't think any of the indie games I deem great are exalted because they're indie, more like they're exalted because their design is novel/fresh/interesting, which is (IMO) enabled by their indie development context.
      Here's a list of indie games I would consider worth playing, which are doing something interesting. I'm not fetishizing their indie-ness, these are simply games that I felt were worth the time I spent playing them, which left me wanting more, or at least appreciating what they were doing and the new terrain they were exploring:
      Cinco Paus
      Desert Golfing
      DoomRL
      Freeways
      Imbroglio
      JIGGLY ZONE
      Pancake - The Game
      Pigments
      Probability 0
      qrth-phyl
      Serpentes
      Starseed Pilgrim
      Urban Dead
      Really Bad Chess
      DoomRL
      Getting Over It With Bennett Foddy
      Dream Quest
      Hyper Light Drifter
      Teleglitch
      Kero Blaster
      Cave Story
      Minit
      Disc Room
      Baba Is You
      Spelunky 2
      Wilmot's Warehouse
      Lonely Mountains Downhill
      Rain World
      Tumbleseed
      Six Match
      Everyday Shooter
      Uurnog
      Brogue
      Desktop Dungeons (the freeware version)
      Dig-N-Rig
      Unity of Command
      Every Extend (freeware version)
      Fish Fly
      Chesh
      Flywrench
      Tennnes
      Half-Minute Hero
      Quarries of Scred
      Roguelight
      Save The Date
      Neptune's Pride/Subterfuge
      Star Guard
      Tower Of Archeos
      World of Goo
      Loot Rascals
      Super Crate Box
      Luftrausers
      Hotline Miami
      Unexplored
      Nidhogg
      Enter The Gungeon
      Nuclear Throne
      Downwell
      Mini Metro
      Snakebird
      Holedown
      Stephen's Sausage Roll
      Broforce
      1001 Spikes
      vvvvvv
      Necrodancer
      Elasto Mania
      No Brakes Valet
      Water's Fine
      Hero Core
      Piloteer
      A Good Snowman is Hard to Build
      Monster's Expedition
      Untitled Goose Game
      Noita
      Dicey Dungeons

    • @l2ic3
      @l2ic3 2 роки тому +1

      Totally agree with you about indies. They are mostly just smaller versions of AAA these days. Is there anything better you're aware of? Or are my fears correct that where's just not much creativity happening in games at all? At least in terms of gameplay. There's plenty of experimentation in visuals, sound, even some in narrative, but nearly no gameplay experimentation.

    • @jack_crawford
      @jack_crawford 2 роки тому +2

      @@raiganburns2457 fantastic list, thank you