The complexity/speed relationship is really obvious if you compare racing games to turn-based strategy. A turn based game won't ask you to make many actions per minute, but every decision has to be very carefully considered. Whereas a racing game is fast and you have to make lots of small decisions every second.
So basically, powercreep is the phenomenon where characters added to the game later tend to be better than the base roster. And shadow buffing/nerfing is the indirect or inadvertent buffing/nerfing of something that results from the buffing/nerfing of another thing, or universal changes/changes to system mechanics. "Faster games tend to have less depth, and slower games tend to have more depth" I would agree with this except for the fighting game genre, something like Skullgirls seems both insanely fast and complex to me
I think when you say shadow buff you actually mean indirect buff. A shadow buff is when a developer buffs something and tries to hide this from the players. Same goes for nerfs.
So to sum up the previous video that does not need to be watch as it was answered here. The flame runner is heavier, faster / faster boost / acceleration and tighter turns. Mach bike is just heavier while being faster with the new game engine as said with all vehicles. Overall the shadow buff is the faster engine and the shadow nerf is that karts are better then the flame runner now and since more karts are common now and drifting in and out in the track makes all bikes worst, especially when hit while preforming a wheelie. I would classified myself as a Mario kart Wii bro, not competitive but prefer to get better and learn all the competitive strategies etc etc.
I would personally say that the faster the game, the games should be less complex, but not less deep. In game design, usually is made a distinction between depth and complexity, when people talk about complexity, people talk about how many systems and mechanics the player has to consider for making informed decisions, and when talking about depth, they talk about how many controlled outcomes the game has in moment to moment. To illustrate the difference, let's imagine two versions of super mario bros, one is like the original, where you can vary the jump depending on how much you hold the button, and other version when you have three buttons to jump different heights. The first ends up making a deeper mechanic and the second ends up making the mechanic more complex. With that in mind,I think you shouldn't reduce the depth of the game the faster it goes because depth isn't necessarily intrusive to the game.
pokemon is also an excellent example of power creep since they want to keep the new pokemon intresting they get faster and stronger every gen sometimes old pokemon get a stat buff but that is not common
Will you ever make a vehicle tier list for riibalanced? I'm liking these vids a lot but I feel like one with all the explanations for each vehicle would be fantastic. But I do understand that'd take quite some time and effort
Would yall agree that the Mach Bike was a bit like the phantom vs vandal in case of the mach bike versus the flame runner. A bit slimmer, a bit lighter, sometimes more forgiving, and in some situations and mogi comps / team comps, or agents/tracks a bit better. At least it feels like that to me. Also: Phantom Main.
Please guys help me. I really want to play this mod, but I am stuck because in the riivolution app it says ''disc read error!''. However, the base game of the disc works just fine. Also I know I once played on riivolution with this disc. So, please guys does anyone know how I could fix this. I really need help, because I am stupid af in this area.
Hey Arc I have a question. So I know you touched on this in another video but I was wondering about combos. What I mean is like what makes funky kong on flame runner better than let’s say donkey Kong on flame runner? Sorry if this is a dumb question. I just don’t have as much MKwii knowledge to know the difference.
Basically characters have innate stats that boost the stats of any vehicle they drive. The most important stats in mkwii are mini turbo, speed and weight, so peeps generally choose characters that have high points in those stats, i.e. funky kong
Ah, ok thank you. I have been wondering this for a little while and never got any answers. Mostly because when I try to look it up it doesn’t give me a description. Again thank you.
I'm flattered you think they're good enough for that! No, all my thumbnails are made to be just thumbnails. Who knows, maybe I might make some wallpaper or something in the future
I think with your slow deep game vs fast less deep game, I think fighting games like tekken and such kinda break that mold. But that’s what I like about it :)
It was a general rule of game design, but for games like tekken or smash, speed is intentionally tuned too fast for the human brain to comprehend and keep up with on the fly. In these games you end up learning combos and flow, which are put together and used as bigger combined moves and components, like playing jazz music, or doing martial arts. So yes this is a case where rules are meant to be broken.
Unlike other genres, there are already so many fps games in development, so as much as I would like to make one in the future, I can't justify making one as of right now.
Definitely no. If the game was already tuned, making a mod pack where you do slight changes will be quite pointless, and to nintendo fanboys, it would almost sacrilegious. The only reason I was able to get away with this was because of how horribly tuned the original was.
The complexity/speed relationship is really obvious if you compare racing games to turn-based strategy. A turn based game won't ask you to make many actions per minute, but every decision has to be very carefully considered. Whereas a racing game is fast and you have to make lots of small decisions every second.
So basically, powercreep is the phenomenon where characters added to the game later tend to be better than the base roster. And shadow buffing/nerfing is the indirect or inadvertent buffing/nerfing of something that results from the buffing/nerfing of another thing, or universal changes/changes to system mechanics.
"Faster games tend to have less depth, and slower games tend to have more depth" I would agree with this except for the fighting game genre, something like Skullgirls seems both insanely fast and complex to me
I think if you could plot actions per minute against mechanical depth, they would probably predict difficulty
I think when you say shadow buff you actually mean indirect buff. A shadow buff is when a developer buffs something and tries to hide this from the players. Same goes for nerfs.
I'm afraid I was misinformed!
So to sum up the previous video that does not need to be watch as it was answered here.
The flame runner is heavier, faster / faster boost / acceleration and tighter turns.
Mach bike is just heavier while being faster with the new game engine as said with all vehicles.
Overall the shadow buff is the faster engine and the shadow nerf is that karts are better then the flame runner now and since more karts are common now and drifting in and out in the track makes all bikes worst, especially when hit while preforming a wheelie. I would classified myself as a Mario kart Wii bro, not competitive but prefer to get better and learn all the competitive strategies etc etc.
I would personally say that the faster the game, the games should be less complex, but not less deep.
In game design, usually is made a distinction between depth and complexity, when people talk about complexity, people talk about how many systems and mechanics the player has to consider for making informed decisions, and when talking about depth, they talk about how many controlled outcomes the game has in moment to moment.
To illustrate the difference, let's imagine two versions of super mario bros, one is like the original, where you can vary the jump depending on how much you hold the button, and other version when you have three buttons to jump different heights. The first ends up making a deeper mechanic and the second ends up making the mechanic more complex.
With that in mind,I think you shouldn't reduce the depth of the game the faster it goes because depth isn't necessarily intrusive to the game.
Although the mod looks great anyways
Can you make a video on the jet bubble? It’s always been one of my favorite vehicles design-wise, but it is not fun to play with in vanilla MKW.
Thanks for answering my question about the higher base speed in this game🤞💙
pokemon is also an excellent example of power creep since they want to keep the new pokemon intresting they get faster and stronger every gen sometimes old pokemon get a stat buff but that is not common
i miss snorlax in OU, man.
Only person who would say Fortnite doesn’t have a lot of mechanical depth is someone who doesn’t play Fortnite
Will you ever make a vehicle tier list for riibalanced? I'm liking these vids a lot but I feel like one with all the explanations for each vehicle would be fantastic. But I do understand that'd take quite some time and effort
The objective of the mod is for there not to be definitive tierlists
@@campbellblock3061 I see
@Rei Well it would still undermine the point of the mod for arc to establish a tierlist of vehicles
@@campbellblock3061 well the vehicles are meant for worldwides (I think), so there could still be tier lists for something like wars or time trials.
Oh wow, the original Super Mario Kart got a huge update that looks just like Mario Kart Wii.
Btw your Flame Runner video isn't in the Riibalanced playlist.
Plz do standard bike next, I’m pretty sure it drifts like an inside drifting bike in MK8, that would be fun to watch.
Would yall agree that the Mach Bike was a bit like the phantom vs vandal in case of the mach bike versus the flame runner. A bit slimmer, a bit lighter, sometimes more forgiving, and in some situations and mogi comps / team comps, or agents/tracks a bit better. At least it feels like that to me. Also: Phantom Main.
Please guys help me. I really want to play this mod, but I am stuck because in the riivolution app it says ''disc read error!''. However, the base game of the disc works just fine. Also I know I once played on riivolution with this disc. So, please guys does anyone know how I could fix this. I really need help, because I am stupid af in this area.
Hey Arc I have a question. So I know you touched on this in another video but I was wondering about combos. What I mean is like what makes funky kong on flame runner better than let’s say donkey Kong on flame runner? Sorry if this is a dumb question. I just don’t have as much MKwii knowledge to know the difference.
Basically characters have innate stats that boost the stats of any vehicle they drive. The most important stats in mkwii are mini turbo, speed and weight, so peeps generally choose characters that have high points in those stats, i.e. funky kong
Ah, ok thank you. I have been wondering this for a little while and never got any answers. Mostly because when I try to look it up it doesn’t give me a description. Again thank you.
another bike that i couldent care about cus im a karter but sure il watch me some more intel
karts feel s slow tho
na
bikes r slow af n hard af to use
Tbf if you enter the movement tech rabbit hole apex isn't that simple anymore lol
I have a team with a few apex players, I know XD
0:28 Me who plays Yu-Gi-Oh...
Yeah, i know what powet creep means
How do you randomize your tracks?
How can I install the Riibalanced mod on dolphin on a track distribution?
Thanks for your wonderful work
me when mach bike video
Question: Do You Have Any Plans To Print The Thumbnails Of This Videos And Sell?
I'm flattered you think they're good enough for that!
No, all my thumbnails are made to be just thumbnails. Who knows, maybe I might make some wallpaper or something in the future
@@Arcintel Ah Thank You Keep Going King
I think with your slow deep game vs fast less deep game, I think fighting games like tekken and such kinda break that mold. But that’s what I like about it :)
It was a general rule of game design, but for games like tekken or smash, speed is intentionally tuned too fast for the human brain to comprehend and keep up with on the fly. In these games you end up learning combos and flow, which are put together and used as bigger combined moves and components, like playing jazz music, or doing martial arts. So yes this is a case where rules are meant to be broken.
have you ever thought of developing a shooter game since you love playing them?
Unlike other genres, there are already so many fps games in development, so as much as I would like to make one in the future, I can't justify making one as of right now.
Wait what langs do you use to mod mk?
Shy Guy Beach again let’s go
Could u bring back course kickstart and do more tracks in one video?
I don't play competitively anymore, so I'm not sure if I can
I wonder how this mod plays in 200cc?
The mid bike lol
If riibalanced was the original release of mkwii, do you think you would try to rebalance it?
Definitely no. If the game was already tuned, making a mod pack where you do slight changes will be quite pointless, and to nintendo fanboys, it would almost sacrilegious. The only reason I was able to get away with this was because of how horribly tuned the original was.
I clicked this at mach speed
Unlisted gang