How To Fail At Game Story

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 316

  • @nitrodms
    @nitrodms 10 місяців тому +1230

    the best way to write game story is to force the player to write it, every textwall is empty but to proceed the player must write a 500 page story. this has no effect on gameplay

    • @Artindi
      @Artindi  10 місяців тому +261

      Even better! not going to lie though, if someone was actually able to make a game with writing a story as the actual mechanic with like prompts and stuff, I would probably want to give it a try. :)

    • @notsodogninja35
      @notsodogninja35 10 місяців тому +58

      @@Artindi Have you, perchance, tried the game Storyteller? It's similar to what you said; the game gives you a title to fill out, and you have to put characters in a comic book frame to tell the story. Each character/actor has different reactions to the world around them, and motivations usually have to be established to do stuff (except for Baron and Butler), and each scene has different mechanics revolving around it. Modding community ain't half bad either.

    • @trouslinabone
      @trouslinabone 10 місяців тому +7

      @@notsodogninja35 That sounds honestly pretty sick. Do you know if it's on Steam?

    • @notsodogninja35
      @notsodogninja35 10 місяців тому

      It is. 15$ for a smallish puzzle game with pretty good modding capabilities, if you know where to look@@trouslinabone

    • @notsodogninja35
      @notsodogninja35 10 місяців тому

      Also free on mobile if you have a Netflix account but it's not the latest update so some puzzles won't make as much sense@@trouslinabone

  • @eloniusz
    @eloniusz 10 місяців тому +315

    It would be even better if "burn down an orphanage" was the good ending because of some crazy series of coincidences that are explained in the final cut scene and were not foreshadowed at all. So this options really saves the universe and the other option somehow leads to its destruction and the only small clue that this will happen is hidden somewhere in an optional quest. People love plot twists!

    • @Artindi
      @Artindi  10 місяців тому +43

      That sounds about right. :)

    • @EdKolis
      @EdKolis 10 місяців тому +33

      The nerdy elf orphan who wanted to be an artist was actually the reincarnation of Reltih Floda, the elven warlord who plunged the world into chaos 100 years ago!

    • @aziamuth6856
      @aziamuth6856 9 місяців тому +4

      It's not that but Everhood's ending has you doing something terrible but ends up well for the universe, honestly quite incredible

    • @thekingscrown8931
      @thekingscrown8931 7 місяців тому +6

      @@EdKolis This story sounds a little familiar, but I can't put my finger on it. I think it had something to do with some failed austrian painter?

  • @jackunvailable
    @jackunvailable 10 місяців тому +210

    Man, I thought "Burn down the orphanage" was the good ending 🗣

    • @Artindi
      @Artindi  10 місяців тому +46

      I never said which one was the good ending. 0.0

    • @mrlaz9011
      @mrlaz9011 10 місяців тому

      just use the military's playbook and say there were terrorists inside.

    • @EdKolis
      @EdKolis 10 місяців тому +14

      Saving those innocent orphans from having to live in this hellish world 😉

    • @smort123
      @smort123 5 місяців тому +6

      @@EdKolis Average Villain Speech

  • @Artindi
    @Artindi  10 місяців тому +323

    To be clear, both hand crafted stories and dynamic, emergent stories can both be enjoyed, but if we are going to give the player the option to impact the story with their choices, forget the hand crafted stories.

    • @healthy_stool
      @healthy_stool 10 місяців тому +27

      Of course by their design-which is a lack of design-even the ideal “the player truly controls the plot and world!” game shouldn’t hold a candle to a linear story of similar competence. This is probably why Homer didn’t make multiple versions of each book of the Odyssey

    • @TheRoseFrontier
      @TheRoseFrontier 10 місяців тому +16

      @@healthy_stool Yeah, true though. I think here it's just good to remember that every medium has its strengths and weaknesses-you can't expect to do it all and give the experiences of a game, book, and movie all in one, for instance. Games can't really tell as much story in volume as a book, but it can be immersive in a unique way. Or, uh, the illusion of immersion. It's kind of impossible to give players unlimited choices to control the plot and the world, but you can make choices feel like they matter, at least, so, yeah?

    • @rushalias8511
      @rushalias8511 10 місяців тому +6

      Out of curiosity is the next video gonna be level design because I really need advice on how not to fail at that.

    • @Artindi
      @Artindi  10 місяців тому +7

      @@rushalias8511 proly.

  • @SoulHero7
    @SoulHero7 10 місяців тому +459

    Its even better to have a linear story where the entire plot can be easily derailed by the player having more common sense than the protagonist! For example, we all know that video game players are stupid and wont think to grab a clearly marked plot important bag of money that's right in front of them that's in the exact same path they need to take to save the protagonist's cat. After all, the story says that money needs to burn so that the protagonist is forced to continue with your perfect story!

    • @Artindi
      @Artindi  10 місяців тому +69

      yeah, it's pretty hard to keep a player on track. And even when the succeed it can just be a bunch of bs that keeps the player on track, like knee high fence. "hm... I can't go this way." :)

    • @thegoldenaegis
      @thegoldenaegis 10 місяців тому +16

      Wow if only there was a game like that!

    • @generalrubbish9513
      @generalrubbish9513 10 місяців тому +18

      ​@@Artindi I feel like keeping players on track is much more of an issue in pen-and-paper roleplaying games than in videogames. Videogames are bound by rigid programming, so it's much easier to tell the player "[you can't/you have to] do this". There's no game-master to negotiate with. Or throw physical objects at.

    • @CringeAnimePFP160
      @CringeAnimePFP160 10 місяців тому +10

      Gotta love Forespoken, truly the game of all time.

    • @mushroomjuise2349
      @mushroomjuise2349 10 місяців тому +6

      @@generalrubbish9513 ah yes harassing your friend into giving you a gun in a medieval world.... classic

  • @cosmicspacething3474
    @cosmicspacething3474 10 місяців тому +75

    You should do an episode on difficulty. It’s really fun when the game neuters the normal mode so the “hard” mode has all the fun stuff. It’s also especially great when a game makes itself hard in a completely tedious way, and calls itself inspired by dark souls or something to cover it up.

    • @generalrubbish9513
      @generalrubbish9513 10 місяців тому +13

      I would especially like to see a deeper look at the difference between "real" difficulty which actually challenges the player's skills, and "fake" or "artificial" difficulty which depends on factors the player has no control of, such as RNG, trial-and-error puzzles, or insane moon logic that requires the player to do something completely counter-intuitive to progress.

    • @Artindi
      @Artindi  10 місяців тому +13

      That would be a good subject to touch on. I'll have to see if it will fit into its own episode or if it will be part of a larger subject like balancing in general or something. Thanks for the recommendation! :)

    • @artman40
      @artman40 9 місяців тому

      Uncharted. And first Halo.

    • @TheMamaluigi300
      @TheMamaluigi300 9 місяців тому +6

      Subsequently, neutering the hard mode by removing mechanics to make it harder is also great! (Megaman Zero 2 and… Power Rangers: Lightspeed Rescue (GBC)?)

    • @funguy398
      @funguy398 9 місяців тому +5

      Just multiply enemy's health pool

  • @empireempire3545
    @empireempire3545 10 місяців тому +59

    Imagine this guy making a collab with Terrible Writing Advice on artist collaboration

    • @Artindi
      @Artindi  10 місяців тому +21

      That would be pretty cool, and an appropriate subject too. :)

    • @TheMamaluigi300
      @TheMamaluigi300 9 місяців тому

      @@a__ghost_ Fill the collab with skits even though that’s basically a dead trend
      “So let’s-“ [STATIC] “Main Guy!” “Other Guy?? What are you doing here? And why do I suddenly have an inexplicable and unquenchable thirst to b̴e̵r̵a̵t̶e̷ ̵a̸n̵d̷ ̶m̸u̵r̶d̸e̸r̶ ̸y̸o̷u̴ ̶g̴r̴u̸e̶s̴o̶m̸e̸l̸y̴?̵” “This topic is waaayy too big for one guy, and I need the advertisement for my show, so let’s do it together!” “UGHHH, fine, Dad, let’s do it tOgeTHeR”

  • @rockduded8925
    @rockduded8925 9 місяців тому +135

    Step one: Force your main character to enter a radioactive chamber and sacrifice themselves as the ending.
    Step two: Give your main character multiple companions that are immune to radiation.
    Step three: Eh fuck it, we already got their $60.

    • @toasterhavingabath6980
      @toasterhavingabath6980 6 місяців тому +14

      Later add dlc

    • @borbduck
      @borbduck 4 місяці тому +3

      Step 4: add 10 different battle passes that each cost $15 and they're the only way to continue
      Step 5: Make one of the companions sacrifice themselves for the main cha-
      Step 6: fuck it we got another $150

    • @Qwerka
      @Qwerka 3 місяці тому

      Fallout 3 would be more than awsome if
      SPOILERS AHEAD
      1-> Joinable Enclave
      2-> Better Ending
      3-> Better Gunplay and Power Armor models

  • @buzzlightyearpfp7641
    @buzzlightyearpfp7641 10 місяців тому +33

    2:20 this shit killed me cause a stupid amount of games do this

  • @KRBrickBot
    @KRBrickBot 10 місяців тому +21

    Telltale Games do feel like this sometimes. Like choices affect side characters that don’t change the outcome of destiny.

  • @bruhperson459
    @bruhperson459 10 місяців тому +33

    this video could be considered a puzzle game

    • @Artindi
      @Artindi  10 місяців тому +7

      0.0 Your right! :)

  • @MinorLife10
    @MinorLife10 10 місяців тому +73

    Not gonna lie, I also noticed the similarity with TWA. This is how I got to your channel in the first place, and I totally support developing this series.
    The biggest difference between HTF and TWA I see is that while TWA is usually about either lazy writing or graphomany, this series covers deliberate self-sabotage.

    • @Artindi
      @Artindi  10 місяців тому +20

      Thanks! And I also support developing this series. :)

    • @greenstarlover1
      @greenstarlover1 10 місяців тому +3

      All that is left is an overarching narrative in the sponsor segments (if you have any)

  • @kronksstronkstonks6360
    @kronksstronkstonks6360 10 місяців тому +31

    Please note: Walls of text are acceptable in every kind of game EXCEPT text adventures. They're too wordy and you need to stand out so let's do away with all those descriptions and immersive scene-setting. Tell don't show. Your players want to play the game not imagine it.

    • @artman40
      @artman40 9 місяців тому +2

      Or if you want to show, then show, rather than let the player play.

    • @Lonkshi21
      @Lonkshi21 8 місяців тому +1

      Trials in tainted space is text based but it's 18+

  • @aliyahwilliams8168
    @aliyahwilliams8168 10 місяців тому +31

    YOU'RE STILL DOING THESE? this makes me happy.
    this series is funny AND useful..
    When Im ready to make the worst game ever, I'll rewatch this series.

    • @Artindi
      @Artindi  10 місяців тому +5

      Sounds good! Can't wait to play your horrible game. ;)

  • @iamthestoat
    @iamthestoat 10 місяців тому +13

    thank you, i was just about to succeed at this one

    • @Artindi
      @Artindi  10 місяців тому +3

      Glad I could help.... I think....

  • @mcbadrobotvoice8155
    @mcbadrobotvoice8155 10 місяців тому +9

    "It's only a game. Why put effort into the story?.....So anyway, I'm thinking of adding loads of cutscenes and audio logs"

  • @solarknight3942
    @solarknight3942 10 місяців тому +5

    That part about linear and non-linear storytelling. There’s something about that that really invoked critical thinking in me.
    My game is inspired heavily on Final Fantasy 3 from my childhood, but that doesn’t mean I have to design the story to be so straightforward point to point with only side quests. My story would actually be made worse by that due to what I am trying to convey.
    I could have a part of the story where they are fighting the bad guys in a dense forest. Using fire magic would basically instantly win the encounter but the whole forest burns down, upsetting the druid party member. That could create a whole new line just to gain back that respect within the party itself else she’d just straight up leave and never come back.
    One party member can regenerate from death but it causes them to transport into a random crystal to regrow on the planet, meaning the player can choose to sacrifice her for something important or not take that risk and lose out.
    Story critical NPCs could be killed. Story critical villains could be saved. I already have it so that a very common feature is the party splits up in order to take advantage of not drawing too much attention in public areas, I can explore that with tough choices changing based on if the party is full or split, allowing multiple ways players can engage one scenario from how they managed to get there. Could’ve been using rumors in town and immediately heading there or regrouping and taking a longer, harder path with all 4 party members.
    All of these I came up with thanks to this video. Wow.
    I’m very glad I found this channel.

    • @Artindi
      @Artindi  10 місяців тому +1

      Sounds interesting, watch out for scope creep though, ether way. Glad I could help. :)

    • @solarknight3942
      @solarknight3942 9 місяців тому +1

      @@Artindi Oh definitely. With how the plot works, it makes a lot of sense for me to heavily limit the content of each act so that there are an amount of branches I can actually handle instead of so many the game had 20 different endings.
      I got friends who can help tell me “bro too much” and bring me out of my game development trance of just adding more and more and more.
      Most likely for my game, I’m gonna not have any examples of killing or saving story critical npcs. For the sake of it not taking so long.

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 9 місяців тому

      Your game is never gonna be released (jk best of luck

  • @GameJam230
    @GameJam230 6 місяців тому +4

    Actually, I will say, 2:40 gives me a hilarious idea for a game about solving moral dilemmas but with the satirical twist that all your choices are extreme in one direction or the other. Seems like the kind of game I'd expect to have some kind of shock factor with a social statement about extremism like many of Nicky Case's games, and the length is fitting too, it very much shouts "goofy game jam idea".

  • @enderfire3379
    @enderfire3379 10 місяців тому +9

    YEAHHH. i already binged the entire series.
    Edit: i love that you finnaly mentioned TWA, i love that guy

    • @Artindi
      @Artindi  10 місяців тому +5

      There were enough people pointing out the similarities, so yeah, it was about time. But mostly it fit for the subject matter. :)

  • @TheMamaluigi300
    @TheMamaluigi300 9 місяців тому +3

    Bonus tip for extra credit: No one likes to sit through long, unskippable cutscenes. They want to interact with the game, right? So, they’ll probably just walk away if they’re bored of the cutscene, and that’s not good. You want them to stay in their seat to pay attention, but you can’t just tell the story through gameplay, because you’re bad at game storytelling, and you desperately need the player to take in whatever drivel you want to force feed them.
    Thankfully, a recent invention called “forced walking sections” had been created to have your cake and eat it too! During a bit of gameplay, simply and jarringly throttle their character’s speed to a walk, making them walk to a designated point. Because they’re forced to go so slow, you can make story graphics and dialogue pop up as the player goes past them, ensuring they can’t miss or skip any exposition, no matter how innane it is. The best part is, pushing the left stick foward is the closest thing to sitting there that you can get, but the interaction required is still not zero. This means forced walking sections are everything you- I mean the player loves about unskippable cutscenes, but now with that secret ingredient of having juuuuust enough interactivity to stop them from just walking away to get something real quick, because their finite time is not important.

  • @SuperDK09
    @SuperDK09 10 місяців тому +4

    Thank you for making one on making a story. This will help me become a failure in game development

    • @Artindi
      @Artindi  10 місяців тому +1

      Happy I could help..... probably? I'm confused now. ;)

    • @SuperDK09
      @SuperDK09 10 місяців тому

      Thank you maybe, probably. I’m a game developer in unreal engine and the 2 things I can’t do are stories and 3d modeling/animation. Thank you for teaching me how to fail!@@Artindi

  • @mertensiam3384
    @mertensiam3384 10 місяців тому +7

    I don't think having "the illusion" of your desicions mattering is always 100% a bad thing. You can have it be a thematic thing in the story and narrative, so sadly, telling people to do that isn't ALWAYS gonna make them write a bad videogame story.

    • @Artindi
      @Artindi  10 місяців тому +8

      You are correct. Anything that can be done in a video game can be done really well if done right. Even if it's a cliché or something that most would consider a bad choice. :)

    • @KasumiRINA
      @KasumiRINA 7 місяців тому +1

      It can also spice up linear gameplay: some real old games got extra replayability by letting you choose path, something as simple as going into forest or through the bridge in that Capcom m D&D beatemup. With games that have more involved story, you can have option to, say, follow a caravan or climb the ramparts to infiltrate the same castle AND write it as a story choice, both paths to same end but adds to the replay value.

  • @Urza26
    @Urza26 7 місяців тому +1

    The best game story is to lock it behind a paywall where players must pay per paragraph, but it's random loot, so you won't know which paragraph fits in the story where.

  • @yipyipyipi
    @yipyipyipi 29 днів тому +2

    2:07 side eyes telltale games...

  • @redactedoktor
    @redactedoktor 10 місяців тому +9

    Disco Elysium on its way to just straight up be a book where you also read books (it is one of the most engaging and incredible experiences in video games ever made and is great because of its format and it couldn't actually just be a book, because it was a book, and it was good, and no one cared, until it was a game)

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 9 місяців тому

      Disco Elysium has over a million words. That's harry-potter-sized, all 7 books

    • @SyndicateOperative
      @SyndicateOperative 5 місяців тому

      @@zaidlacksalastname4905 It, in no way, shape, or form, has over a million words.
      It wouldn't even scratch a tenth of that.

  • @azylan
    @azylan 10 місяців тому +2

    this was a very helpful episode to me, the game i'm brainstorming rn has a story that i really love, and gameplay that i really love... but i wasn't exactly sure how to put them together in a way that feels fluid and pleasant. i would like to be less reliant on dialogue and cutscenes and lean more toward interactivity. in turn, though, i might need to slim down the story when it comes to details.

    • @Artindi
      @Artindi  10 місяців тому

      Glad I could help! :)

  • @jpgartist110
    @jpgartist110 6 місяців тому

    Honestly this is way more helpful than serious tutorials, thanks

  • @VoltitanDev
    @VoltitanDev 27 днів тому

    Since my current game (FFF Voltitan Vol.3 )is a visual novel/ 3d mecha game hybrid I integrate the gameplay to the story by having the player's performance in the game have narrative consequences for example the enemy of the next level adapts to how the player defeats the previous enemy and how they defeat the enemy can fulfil a flag for a ending's condition. The narrative and gameplay also have a feel of a retro super robot anime.

  • @joebalIs
    @joebalIs 10 місяців тому +2

    you've done it again david cage!

    • @Artindi
      @Artindi  10 місяців тому +1

      Who dat?

    • @Artindi
      @Artindi  10 місяців тому +1

      Oh wait. I figured it out. Lol

  • @qoombert
    @qoombert 8 місяців тому

    i wanted to compare this to terrible writing advice, but i now see that it has already been done.

  • @itainteasywhenitshard7087
    @itainteasywhenitshard7087 10 місяців тому +3

    Love these, please do more if you have any ideas

  • @KozelPraiseGOELRO
    @KozelPraiseGOELRO 6 місяців тому

    2:52 the "else" statement may lead to partial success 'cause two's better than one, therefore, use the "if" alone.

  • @ShadowOfOurHearts
    @ShadowOfOurHearts 10 місяців тому +1

    "A really long movie occasionally interrupted by a walking simulator" Man really gotta call out YIIK like that huh?

    • @Artindi
      @Artindi  10 місяців тому +1

      I like how someone can always think of a game that represents something said in the video. Ha ha. I've never even heard of YIIK, but I'll claim the call out. :)

  • @jensinamart5153
    @jensinamart5153 5 місяців тому

    This reminds me so much of the Kings Question remake. At one point, you're given a choice to save either: a) A pregnant woman and one of your most loyal subjects or b) a blind old goat.
    And yes. This choice is 100% serious and the game will guilt you for not saving the goat.

  • @stproducciones9140
    @stproducciones9140 4 місяці тому

    the YIIK dev took this to heart

  • @SomeUsernameSomeoneElseTookIt
    @SomeUsernameSomeoneElseTookIt 10 місяців тому

    found these videos on accident and binged most of them to see this video came out 4 hours ago, real

  • @TrulyAtrocious
    @TrulyAtrocious 9 місяців тому

    This man makes me feel called out for things I never thought of

  • @Sr.CorvusDev
    @Sr.CorvusDev 9 місяців тому +2

    Can you please make "How to fail making a fighting game"? I'm curious about what you come up with.

    • @Artindi
      @Artindi  9 місяців тому

      I guess that depends on what kind of fighting game? Your probably talking about a Mortal Combat style game?

    • @Sr.CorvusDev
      @Sr.CorvusDev 9 місяців тому

      @@Artindi Yeah!

    • @TheMamaluigi300
      @TheMamaluigi300 9 місяців тому

      @@Artindi Yeah, or Street Fighter

  • @lyngoodpresents5260
    @lyngoodpresents5260 10 місяців тому +1

    Great episode as usual. Really excited to find out how to fail at level design!

  • @wander7812
    @wander7812 9 місяців тому +1

    Literally Starfield and Skyrim.

  • @ChuckSploder
    @ChuckSploder 5 місяців тому

    Even better when the player's dialogue explains everything that happened in the past at perfectly convenient intervals.
    Player (just woken from a 1000-year cryostasis): "Huh, that's a plant I've never seen before. It must be a highly evolved Zega-Flytrap clone that was created by High Magistrate Bruno when the War of the Corps raged on planet Oswan VI in the year 3329 A.D., 952 years ago. How interesting."

  • @entothechesnautknight1762
    @entothechesnautknight1762 10 місяців тому +2

    Remember, your story and gameplay should be entirely disconnected. Just because your game lacks any fall damage doesn't mean your protag cant break his leg in a fall. You've heard the term "ludonarritive dissonance" before, so gamers are probably used to a little bit of extra suspension of disbelief.
    But also doing things in gameplay rather then cutscenes is also really cool. You played a game that did that once and, like, it was badass! You gotta put as many story moments into your gameplay as possible, people love that stuff, and for some reason most games don't do it much.
    So when you need a character to die, don't do it in a cutscene and leave the player to escape whatever danger kills them after. Instead, you should have the player carry this character on their back, slowing them down to really emphasize how they're trying to save this person at their own expense, before they're forced to leave them behind in order to not die themselves. Yeah, that sounds super cool!
    Oh, how do we force them to leave the character behind? Yeah, we'll just take one of those door puzzles where you need to push a crate onto a button, and remove the crate. Now they *have* to leave them behind no matter what. Of course the door can be opened by another button on the other side, ya know, makes sense, but we removed all the crates, so there's mo way to keep it open while rescuing the character!
    ...wait, we added a gun that swaps the player and another character? And the character is a straight shot from the player, so they could just swap places with the character, both keeping the door open and allowing the player to rescue the character? And we've had them do this multiple times before in previous puzzles?
    Better disable the gun's function for literally just this and only this one segment with no explanation. We can't let player agency get in the way of the story, the character needs to die so the story can play out exactly as we originally wrote it, they need to be sad he died! And the player needs to do it in gameplay to make it extra sad! Even if we have to literally disable basic game functions and turn the "gameplay" into basically just a worse cutscene, the story will clearly be good enough that players won't mind.
    I mean, it worked for CoD, right? Everyone knows about "Press F to pay respects"!
    Man, we are smart.
    (Yes this is about one specific game how could you tell)

  • @logan_wolf
    @logan_wolf 9 місяців тому

    Damn, it's like Emil Pagliarulo saw this video, and didn't realize it was sarcasm!

  • @DaikoruArtwin
    @DaikoruArtwin 9 місяців тому

    I've played quite a few Pokemon ROM Hacks and fan games, but in the most part, when they made a new story or simply modified an exisiting story, I had found that story to actually be worse than the original games, which really isn't a high standard. I've seen stuff that contradicts confirmed canon facts, I've seen a lot of "important" events and characters that serve no purposes, and lot of other horrible stuff story-wise.
    Strangely enough, the best story I've seen from a Pokemon fan game actually comes from a game whose main selling point wasn't even the story. It's a simple idea: Pokemon Fire Red, but you play as a Rocket Grunt. What they've done with the story was actually very amazing, they made it happen parallel to the original Pokemon Fire Red story, but you get to see everything behind the scenes, everything is explained in a way that not only makes sense (such as why Team Rocket was at Mt. Moon), but also doesn't deny anything from the original game. And at the end, you also get some 4th wall-breaking storytelling, in the same way that Undertale does.
    This last point is actually what I absolutely love in video game story-telling. Explaining game mechanics in a way that makes sense within the story setting of the game is super cool, but making use of illogical yet extremely common game mechanics to make the story go meta about you as the player or other out-of-the-box concepts, I crave that kind of plot twists!

  • @maverickREAL
    @maverickREAL 9 місяців тому

    These videos really have sapped my will to create video games. Thanks!

  • @Color_Splsh
    @Color_Splsh 9 місяців тому

    You should totally make one of these "fail" videos on metroidvanias

  • @smokeback
    @smokeback 10 місяців тому +1

    awesome always look out for these videos

  • @MrGreenshard
    @MrGreenshard 8 місяців тому

    Just found your channel and I really like this series. I’m really wanting to work on a heavily story based game and I was wondering if an entirely linear game would be a bad design, but I guess you just have to pull it off properly.

    • @Artindi
      @Artindi  8 місяців тому

      Glad you like it, and yeah, I think most stories should ether be completely linear, or completely dynamic. So no, I think an entirely linear game is great design. assuming all other game design aspects are done right. :)

  • @Lonkshi21
    @Lonkshi21 8 місяців тому

    Walking dead telltale is a good example of a movie with a walking sim, but it has more interactive mechanics, like choosing what to say based on the situation

  • @renzero4329
    @renzero4329 10 місяців тому

    No way, Terrible Writing Advice but games?!!!

  • @dmas7749
    @dmas7749 10 місяців тому

    well, i got called out in like 20 seconds, fair play
    thanks again for the vidya

  • @ChuzzleFilms
    @ChuzzleFilms 8 місяців тому

    Holy cow a bejeweled reference

  • @MacronLacrom
    @MacronLacrom 9 місяців тому

    Heres an idea:
    - Don't explain the story or give any context to where you are and where your going. Leave it open ended so the playerbase can make up some fanfiction to feel smart.
    - Add an open world with no quest tracking or logs; only add NPCs that talk a little and leave it up to the player to figure it out. (NPCs should talk in some old medevil english)
    IMPORTANT NPCs should only say their dialogue *ONCE!*
    - Don't mark anything of the map. Leave it blank with some structures squiggled on and make it the same style as the terrain of the points if interest is even harder to see
    *Bonus points* DO NOT mark where you've been so the player will get stuck going in circles.
    - punish the player for minor and easily made mistakes *bonus* force the player to redo a chunk of the level when they die with all of the enemies respawned.
    - *DO NOT* give the player a way to beat the boss or allow the player to use strategy to exploit the weaknesses of the boss; that is what the open world is for: increaseing your power level

  • @madnessoverload7824
    @madnessoverload7824 8 місяців тому +1

    2:13 *cough* Life is Strange *cough*

  • @JoelTheParrot
    @JoelTheParrot 10 місяців тому

    0:18 I love this like... I wouldn't call it a crossover, what would it be called though?
    617 episodes?! so cool, and I think this was a good way to do it. thank you for the vids :D

    • @Artindi
      @Artindi  10 місяців тому +1

      To be clear I was joking about 617 episode. But I can't tell if you are playing along. :)

    • @JoelTheParrot
      @JoelTheParrot 9 місяців тому

      i wasn't entirely sure how serious you were since i don't personally know the limits of such a series but it definitely reads as hyperbole as well lol, so i'm not really surprised. d(^v^d)@@Artindi

  • @AsePlayer
    @AsePlayer 10 місяців тому

    You are on fire lol.
    Can't wait for the roast of live service

  • @fabiofanf3e813
    @fabiofanf3e813 9 місяців тому

    2:22 when you accidentally give a fire game idea:

  • @-18
    @-18 9 місяців тому

    Some questions.
    - What about Telltale video games?... those are based only on cinematics that activate depending on the options you choose, so it's like a kind of interactive movie or cinematic?
    - And what about visual novels?
    - And does what was said in this video change anything if the player is previously announced that the video game will be more linear and therefore would not generate so many illusions/expectations that would be betrayed in the end? Of course, then I guess fewer people would probably be attracted.

    • @Artindi
      @Artindi  9 місяців тому

      Great questions. :)
      Interactive/visual novels can have many endings or possible outcomes, some can seem more desirable than others on a subjective level, but any ending should be just as valid as any other ending. If a certain ending became the official win condition or lose condition, the intended use of the medium would no longer be a free discovery of story, but rather an official challenge to achieve the target outcome set by the medium.
      A game must have a conclusive measurable outcome established by the medium, such as a win, a loss, a state a maintained condition, (such as in king of the hill) or a performance based outcome, without this there would be no defining factors setting "game" apart from any other recreative activity.
      Because this distinction between "interactive novel/visual novel" and "game" are definitionally opposed, they are mutually exclusive.
      So you could ether have a game, perhaps with a visual novel style story such as in Ace Attorney, or an interactive/visual novel, perhaps with game like elements such as in Detroit: Become Human, but it can only be one or the other with the main distinction based on the presence of an objective goal establish by the medium.
      However this doesn't mean that we can't still refer to certain forms of entertainment as a "game" colloquially to avoid confusion as I would do with Detroit: Become Human.
      Thanks for the thoughtful comment. :)

    • @TheMamaluigi300
      @TheMamaluigi300 9 місяців тому

      @@Artindi “Turns out, it’s easy to fail at making a game when what you make is not a game.”

  • @OmgMcGamez
    @OmgMcGamez 10 місяців тому

    0:54 to 1:18 is just explaining the current state of Five Nights at Freddys.

  • @ScorbunGame
    @ScorbunGame 8 місяців тому +1

    Don't forget to not have the story and gameplay converge to make the mechanics of your game feel like their part of your world, that might make the player feel like their actually experiencing the setting and take advantage of the interactive nature of the medium. In fact, just have characters act completely irrationally for the sake of gameplay even if a entre section or boss fight could be avoided if the cast would just talk to each other!

  • @theReincarnate
    @theReincarnate 10 місяців тому +2

    scungle

    • @Artindi
      @Artindi  10 місяців тому +1

      dofrustie

  • @dahdumbguy
    @dahdumbguy 10 місяців тому

    darksouls devs taking notes

  • @dogiy1775
    @dogiy1775 9 місяців тому

    Instructions unclear, proceeds to create lore rich game

  • @EmperorSigismund
    @EmperorSigismund 8 місяців тому

    I don't care what anyone says. The literal 'Wall of Text' was the funniest joke in the Neverhood and yes, I read all of it AND I enjoyed it.

    • @Artindi
      @Artindi  8 місяців тому

      Nice. I was pretty proud of that. :)

  • @thabluetails
    @thabluetails 9 місяців тому +1

    2:19
    Fire Emblem three houses in a nutshell

    • @RayOfTruth
      @RayOfTruth 9 місяців тому

      How?
      Most of the post time skip sections are incredibly different from each other

  • @pixelatedluisyt
    @pixelatedluisyt 7 місяців тому

    2:26 literally every roblox camping game ever

  • @SamuelBrokenaro
    @SamuelBrokenaro 9 місяців тому

    Outer Wilds : the time loop has meaning, you understand the "why" if you finish the game
    12 minutes : There is a time loop. Yeah there is a time loop, this is the game that's it. If you finish the game you're in another timeloop. So spooky isn't it ?

  • @Bigparr43
    @Bigparr43 9 місяців тому

    I do take issue with the concept of nonlinearity still converging on the same ending vs a binary choice in non-linearity, because it has been done before well albeit in a somewhat niche setting. 999, Virtue's Last Reward, and Zero Time Dilemma (the Zero Escape trilogy) do a fantastic job of letting the player experience many different endings to inform the player (and NPCs kinda) about things that can progress other timelines to a final ultimate ending. I know it is niche, but the compromise can absolutely be done

  • @z0w0z.
    @z0w0z. 9 місяців тому

    I never expected to see TWA here 😭😭

  • @johnterpack3940
    @johnterpack3940 2 місяці тому

    "Warhammer 40k: Rogue Trader" fails hard at story. Sets you in a world chock full of lore and potential. Gives you tons of dialog options. But all the endings listed in the code are based on two factors- what alignment you chose and how you responded to the big bad at the very end. Everything in between was irrelevant. It was actually jarring how poorly the story followed my actions. Rescue the navigator by killing the guy who tried to kill her and she tries getting into your pants five minutes later, fair enough. Rescue the navigator by killing the bad guy and slaughtering her entire clan in the process... and she tries getting in your pants five minutes later. Huh?

  • @slimeheadgamer3569
    @slimeheadgamer3569 10 місяців тому +1

    Oh, keep in mind - make sure to make your story overly cryptic, confusing, and not make any logical sense! Then tell your fans it's just "complex lore" - surely MatPat will make a video on it one of these days, right?

  • @jessiescholten9119
    @jessiescholten9119 10 місяців тому

    Creators of the switch pokemon games are really coming back to this video often huh

  • @hershmergersh6733
    @hershmergersh6733 9 місяців тому +1

    Instruction unclear. Followed them exactly but made Metal Gear Solid 4

  • @happysocialmoth1197
    @happysocialmoth1197 9 місяців тому

    Ah I see… so it’s basically your average Telltale and David Cage games?💀

  • @CREOMASTER1202
    @CREOMASTER1202 10 місяців тому +1

    How to fail at multiplayer games? (the lethal company hype... maybe)

    • @Artindi
      @Artindi  10 місяців тому

      Maybe. It's on the list. But I don't know if I'm going to catch the hype train. :/

  • @jeffrey3066
    @jeffrey3066 10 місяців тому

    high quality content here!

    • @Artindi
      @Artindi  10 місяців тому

      high quality comment here!

  • @Tasorius
    @Tasorius 10 місяців тому

    I hope someone makes a game using this full tutorial.

    • @Artindi
      @Artindi  10 місяців тому +1

      I've been thinking about doing that. The only thing holding me back is how awful the game would be. :)

    • @Tasorius
      @Tasorius 10 місяців тому +1

      @@Artindi Just put an actual book someone else wrote in there to take care of the story. Minimal effort is a good way to fail.

    • @Msp0309
      @Msp0309 9 місяців тому

      @@Artindiif you’re still thinking of doing this, I think instead of just following all the advice you give and making a game out of it, just crank all of your tips to 11 in a funny way so it’s actually enjoyable (like for example maybe have storytelling “choice” sections where after you pick what you’re going to do and you see what’s going to happen next, the game “glitches” and puts you back in the same spot, so when you pick the other option, the same thing happens)

    • @HighronGee
      @HighronGee 6 місяців тому

      Genshin Impact. You're welcome.

    • @Tasorius
      @Tasorius 6 місяців тому

      @@HighronGee Doesn't seem that bad...

  • @amimirmimir512
    @amimirmimir512 9 місяців тому

    i make story non linear but the stages linear

  • @nameless4637
    @nameless4637 7 місяців тому

    Toby Fox did not follow this tutorial when making Undertale.

  • @SlippyLegJones
    @SlippyLegJones 7 місяців тому

    If you can't think of a cool story, just make it a zombie game where people were about to develop a cure, but died :(
    Now you are the last survivors in an endless apocalypse...and that's it!

  • @candycaneannihalator2708
    @candycaneannihalator2708 10 місяців тому

    this reminds me of yiik

  • @pickyphysicsstudent201
    @pickyphysicsstudent201 10 місяців тому

    I'd say stay away from multiple choice branching narrative games. They take too much effort and very rarely work out.
    >Endingtron 3000 where you choose one of ~4 choices to decide the ending of a linear game, which results in reloading hte last save to see the alternate endings.
    >David Cage-esk CYOA games which has minute choices which but has to constrain to pragmatic case of no choice having any real meaning.
    >Good vs evil routes where 9/10 times the evil route is the just bad ending. Getting the middle route is also kind of bland as well.

  • @anonimdisc3981
    @anonimdisc3981 4 місяці тому

    So fallout 3 and all the dlc

  • @passthedonuts
    @passthedonuts 10 місяців тому

    I have a story to tell you... or not.

  • @YplanAnimator
    @YplanAnimator 10 місяців тому

    will you do a how to fail at game music?

    • @Artindi
      @Artindi  10 місяців тому +1

      I already did. 0.0

    • @YplanAnimator
      @YplanAnimator 10 місяців тому

      @@Artindioh I didn't notice it, but what about a how to fail in a shooter game?

  • @Relivino
    @Relivino 9 місяців тому

    What about visual novels? They present the plot in well, cutscenes after all.

    • @Artindi
      @Artindi  9 місяців тому

      I made a whole episode dedicated to visual novels. It's very thorough and comprehensive if you want to check it out. :)

    • @Relivino
      @Relivino 9 місяців тому

      @@Artindi Oh, thanks for letting me know, I'm gonna watch it right away!

    • @Artindi
      @Artindi  9 місяців тому

      @@Relivino don't get your hopes up too high. :)

  • @poorme1art
    @poorme1art 9 місяців тому +1

    Do you ACTUALLY have 617 videos on back log???

    • @Artindi
      @Artindi  9 місяців тому +1

      Maaaaaybe..... (ya no. No I don't. But don't tell anyone.) ;)

  • @ClassyBaxy
    @ClassyBaxy 10 місяців тому

    god of war reference

  • @MatiasLazzaro-xp9gz
    @MatiasLazzaro-xp9gz 10 місяців тому +5

    Why don’t you just play a Kingdom Hearts game and use that? Less effort for more confusion!

    • @Artindi
      @Artindi  10 місяців тому +4

      I actually haven't ever played Kingdom Hearts, but... I've heard the legends... 0.0

    • @SoulHero7
      @SoulHero7 10 місяців тому +2

      I love Kingdom Hearts, but Nomura is basically making up stuff as he goes along and retroactivelly making it seem like there was foreshadowing the whole time.

    • @thatperson1009
      @thatperson1009 10 місяців тому

      Kingdom hearts does actually have some good story, sometimes...

    • @SoulHero7
      @SoulHero7 10 місяців тому +1

      ​@@thatperson1009 Each story self-contained is great. The problem is that the connections between games are either forced, vague, or shoehorned in later.

    • @thatperson1009
      @thatperson1009 10 місяців тому

      @@SoulHero7 like from 1 until BBS-ish it’s pretty good but after that it kinda goes off the rails.

  • @victoryvictorious633
    @victoryvictorious633 7 місяців тому

    After 1 hour persona 5 still haven’t gotten to the gameplay. The Witcher 3 is also slow to start.

    • @TheMamaluigi300
      @TheMamaluigi300 7 місяців тому

      Mario & Luigi: Partners in Time 💀

  • @BGDMusic
    @BGDMusic 10 місяців тому

    thanks
    i am going to NOT follow your advice and try to succeed at game story! >:3

    • @Artindi
      @Artindi  10 місяців тому

      How dare you! ....actually, that's probably a good idea.

  • @SuperDK09
    @SuperDK09 10 місяців тому +2

    The best way to fail at writing a story is to not have one and convince the player that the game has deep lore and the let ye story develop from their theories.

    • @Artindi
      @Artindi  10 місяців тому +3

      Dark souls kinda does that. Like there is stuff there. But they reveal so little people spend crazy amounts of time trying to figure it out.

  • @CapitalTeeth
    @CapitalTeeth 8 місяців тому

    Don't forget to add important pieces of your deep and intricate lore in obscure places that nobody fucking looks at, and ONLY in those places. And remember to be extra flowery and vague when you do. If the players don't get the story at all because of that, then it just goes to show how amazing it is, of course!

    • @Alex-gg9ht
      @Alex-gg9ht 5 місяців тому

      Gaster in Undertale followed this advice.

  • @LiterallyWize
    @LiterallyWize 2 місяці тому

    to write a good game story, play red dead redemption 2

  • @fluckter_600
    @fluckter_600 Місяць тому

    PLAY BIOSHOCK

  • @Inkdkid
    @Inkdkid 10 місяців тому +1

    Haha i am definitely the 9,000th comment

    • @Artindi
      @Artindi  10 місяців тому

      yes... you are... *backs away slowly*
      ;)

    • @Latias38
      @Latias38 10 місяців тому

      so does that mean im the 9002nd comment?
      Vegita, what does the scouter say on the amount of comments?
      Vegita: ITS OVER 9000

  • @itsml3460
    @itsml3460 10 місяців тому

    90% of aaa games

  • @Caldaron
    @Caldaron 9 місяців тому

    what is this, a FromSoft exposed video?

  • @gavin2224
    @gavin2224 10 місяців тому

    How dare you say mean things about JP

    • @Artindi
      @Artindi  10 місяців тому

      What's JP?

  • @muzeruzer6431
    @muzeruzer6431 10 місяців тому

    E