5:00 actually, because of this, I have a wonder memory of where me and some random stranger started using the chirp mechanic to start an improv song through the narrow mountain pass section. They'd chirp 3 times, I'd chirp 3 times. 2 times, 2 times. 4 times, 4 times, then maybe I'd add a couple after a short pause. It was the most beautiful and pure interaction with a stranger I can recall ever having.
Same, with a stranger once we even figured out some codes that meant basic "positive" or "negative", "Stop" and "follow me". That game is such an experience and friend invite and voip would definately ruin it
@@TheMCCraftingTable omg yes, i’ve had similar experiences with strangers playing instruments and teaching each other songs or just dancing and screwing around, even in a virtual setting it’s such a profoundly human experience
I think it would have been most interesting if they actually nerfed the stats of the Thompson until the server stats indicated that the guns were being used at a roughly equal level of effectiveness.
That wouldn't have worked in this scenario tho as the MP40 has a very unique, distinct and well known firing sound. Giving it more bass would have made it feel weird, wrong and out of place.
yes same with the AK-12 and the AK-zhukov in black squad it's harder to use the zhukov because it's sounds as loud as a sniper it just misses with your brain...
I wonder if MW2 and MW3 suppressed weapons are the same. I play those campaigns on hard with the suppressed AK47 with red dot or ACOG whenever I can, because it seems like the recoil is lower and the gun more accurate than any other assault rifle in either game. Plus, you never run out of AK ammo, because half the enemies drop mags for it.
@@manictiger I don't think it's that more accurate but when the sound is not* that loud and there is no muzzle flash you are more focused on the weapon wait there is recoil in cod LOOOOOOOOOOOOOL edit: not* edit2: like the mp5 in cs 1.6
The Journey example about "evil data" is really telling about how important it is to interpret player feedback within context to design intent and potential player expectations. Voice chat for friend invites makes all the sense in the world; if you were playing Journey on the couch with a friend, of course the two of you would be discussing what was going on in the game throughout. But from a, say, ludonarrative perspective, this is immersion breaking, and fortunately Jenova Chen is among those game designers with a profound sense of clarity about what he wants a game to be... Realizing that he should remove friend invites, rather than adding voice chat, speaks to that clarity of vision.
Equivalent of .50cal in Titanfall universe is Kraber so........ 'what if respawn made Mozambique sound like Kraber' I would go 'Oh shit oh fuck they gon get me pants' down
In TF2 I realized the Mozambique wasn't completely useless when I made a desperate shot on a grunt and waited for it's slow velocity to hit its target even at close range. I was surprised that it killed in one shot, but other than that I doubt it could do the same against enemy pilots.
Well yes, but actually no. It depends on the model of the Thompson, it got slower with every rework. The original could reach 1,500RPM cyclic but the ones used in WWII averaged 600 to 700. The low end of this isn't too different from the MP40's 500 to 550.
Carpe Noctem no it was not for accuracy it was to conserve ammo same reason why the grease gun had a slow fire rate and same reason the stg only fired 500 RPM metal was cherished in ww2 you just shot semi auto when you needed accuracy
Y Yeezyy true as The 1921 version when they had the compensator was easier to control then the M1 version which basically cut up or cut off the compensator.
@@yyeezyy630 Well no, but actually no. The slower rates of fire of WWII firearms is because the designs of the weapons and the individual soldier's experience driving them, with manufacturing challenges thrown in. War-time designs (such as the Sten, Grease Gun, or Stg-44) were entirely predicated on how fast they could be produced. The metal resources was of little consequence as steel was readily available through scrapping and new manufacture on both sides right up until the end of the war. It wasn't until late 1944 that Germany began producing bullets made of scrap metal instead of lead. The reason they were so god damn slow is the design. The Sten, Grease Gun, and MP40 all employ direct blowback. The heavy bolt and springs used for the "compact" designs resulted in slow cyclic rates. The Stg-44 was slow because of the long-stroke piston design, a characteristic it shares with some modern intermediate caliber assault rifles such as the Kalashnikov designs. The MP40 is unique in that its incredibly long operating cycle was the precursor to some of today's "constant recoil" systems, present in the AA-12 or the Ultimax 100, which both share the MP40s snail pace cyclic rate.
worked for me with css back in the day, added new skins to the main assault rifles and pistols people use, was playing much better. Weird how that works.
@@Rafael96xD The default sounds in Left 4 Dead have such incredibly loud and ear-raping gun sounds that it will lead to hearing damage if you listen to it at the same volume levels as other Source games. Are you sure you're thinking of Left 4 Dead?
I played enough to figure they were identical, but I never could shake the feeling that the MP40 was just way better. Maybe bias because the axis always had advantage on the standard maps.
What you describe was true in RTCW. RTCW MP40 100ms 14 damage 400 spread THOMPSON 120ms 18 damage 600 spread STEN 110ms 14 damage 200 spread ET MP40 150ms 18 damage 400 spread THOMPSON 150ms 18 damage 400 spread STEN 150ms 14 damage 200 spread The sound of thompson in RTCW is also boosted, probably what it was originally in prerelease ET.
Liking and commenting before I've even watched this because I have sunk more hours into Enemy Territory than possibly any other waking activity in my life. Miss the days when this was at its peak.
I always played axis because of the funny accents on the voice lines... But the Thompson was the better sounding smg by far. Also this game is well overdue for a remake
That settles it, I'm shouting 'BOOM' whenever I shoot online now to fool people that are much, much better than me into thinking I've got a great gun. BOOM! Great vid, and loved the daft end
Just demonstrates how multi-layered game design is and similar to data analytics in other fields, you have to be very careful about how you interpret the the results you glean from that data. Really enjoyed this one, keep up the great work folks.
I was absolutely convinced Allies had the superior weaponry at the time, as with many others. This will certainly inform of future projects. What a fascinating thing, and the dev interview was incredibly insightful. Thank you.
You can get some extra stuff about episodes on Patreon, that sometimes includes extended interviews and stuff. Not sure if this interview will be there though!
It's probably because you know that the allies won the war, you know that the M1 Garand was better in frontline combat than Kar98k, and that the Thompson is harder hitting than the MP40. Therefore, your brain makes it real.
@@Jan-rq8mo more like the sterotype is that they had good tanks and well trained infantry, but the us had better infantry weapons and more tanks (both are untrue)
@@nuclearsnek3749 Really? I don't want to be rude but I've never heard about the stereotype of the US having better infantry weapons. Infact the MP40 and the famous Stg44 were renowned for their technical genius but especially the legendary MG42 is seen by many as the best gun of the war. It struck fear into the allied soldiers to the point where the US made a propaganda movie just for it in which they were trying to say "it's all bark and no bite" which was....untrue to say the least seeing how it could litteraly cut a man in half and is still in use today all over the world and still the main MG of the german army
I know nothing about gun design, but now i want to make a semi-auto bolt action that works by having semi-auto clips but you can eject the clip and move on to the next one via bolt-action.
@@a.person1805 Semi-automatic was an upgrade to bolt action. It's just a _bolt_ that operates via the recoil of the bullet, whereas "bolt-action" is manual. I get what you're saying, sadly that kind of design is impossible lol, you can't have both at the same time. There's a reason weapons systems don't involve multiple magazines though, it's more weight for more complications. It's more affordable to use a larger form of magazine, or a box/drum.
@@AWACS_Snowblind Ah ok, that makes sense. Thanks for teaching me about gun design, this was really interesting and makes me see guns in a whole new light, thanks!
@@a.person1805 If you want to learn more, I recommend checking out Forgotten Weapons on UA-cam, they have lots of videos about transitional weapons from bolt-action to semi-auto, including conversions of bolt-actions turned into semi-automatic. Check out the video on the Howell Automatic rifle, the Huot Automatic Rifle, the Bolt-Action to Semi-Auto conversions playlist has all of them.
Unfortunately we will never have another team based, highly competitive, customizable and moddable FPS like Enemy Territory again. TF2 came close. Nowadays you buy the DLC or the battlepass for whatever game you're playing and that's it. ET brings many great childhood memories
@@StrawberryShmello dude you're preaching to the choir here, I played Tf2 8 years, had 8K hours, was a high ranked competitive player and a prominent community member (you can check my profile) so I know what I'm talking about. TF2 had potential to be much more. It was completely abandoned by valve. Nowadays it's a complete mess of bloatware cosmetics and optimization. Yes the mechanics are amazing, but it never reached its true potential.
Kaneco and today, you cannot jump into an official server without finding script kitties or bots. Sometimes, entire teams are made of them. And it wouldn’t be too bad if you A. Could still accomplish contracts on Community servers, and B. If all community servers didn’t have people spamming racial slurs in vc and chat or being the worst type of tryhard; the ones who spawncamp and taunt after every kill
It's 2019 and somebody is making a video about this old game. Thumbs up! :) Btw , 2:05 ET came from RTCW game , where mp40 and Thompson has been working differently. Maybe some players remembered that fact, and thought it was the same in ET. More kills from Thompson? If you play part as attacking team on the map, normally you will have less kills compared to defenders.
Marek Flanc when he says more kills from the thompson it’s implied that he means overall, that players who use the Thompson tend get more kills on average than a player that uses the MP40 (this is regardless of attacking or defending)
Marek is correct. Only difference in weaps that I can think of right now, is the M1 that can't reload, but that was fixed in even the earliest mods. There's also some notes in the game code (where you choose num of bullets?) about keeping the weapons equal, unlike RTCW. That's why Allies have Panzerfaust, FG42, MG42, Axis have Sten (they didn't bother or get to create identical weapons with different skins (they still need a bunch of code), like they did with Thompson/MP40, Luger/Colt, snipers, rifles). Axis rambo medics would often pick up a Thompson because it looked "intimidating", also you would automatically pick up other Thompsons (the victims you rambo-medic'd) which could mean life or death. Allies attack 90% of the time: Balanced teams means Allies are willing to make sacrifices to reach the objective. The marked is flooded with Thompsons in any decent ET-game. Maybe they also preferred the sound. I do.
Several awesome things about this video: the fact that there are so many views, meaning so many people affected by this game (I’m obviously one of them, having played this game for 15 years, with a good 10 years break until now), the fact that I always found MP40 more agressive/dangerous than Thompson (that’s why I would switch to MP40 as an Allied player each time I would found one on the ground), that in-depth study about the game’s sound design including a really good interview of the actual dev, and the fact that a lot of people are STILL playing this game, which is perfect in many ways. ET will never die!!! See you online guys. You’ll find me on TeamMuppet server whenever I get a chance to play!
What? No, in the base game you only had a silvery mp40 or a gatling, both using the same ammo. Just kidding, everyone knows the true base game is Castle Wolfenstein and you only had a pistol there.
@@isawadelapradera6490 In RTCW, the MP40 used 9mm rounds and it did 6 dmg per shot. The Thompson did 8 damage per shot but it had less ammo available. The Minigun (Venom Gun) uses either 7.62 or 12.7 mm (it isnt exactly certain in game) and does 6 dmg per shot too.
As someone who played the game since 2003 i'd expect at least the comparison between the sounds. I like thompson in ET because its quieter and you hear hitsounds more clearly. In RTCW people used MP40 more because of its faster fire rate and while bodyshots did less damage, the headshots did the same, so with good aim you could get higher DPS.
Are you me? I only stopped to eat and sleep, this game defined my early school years. Spending 16h on a jaymod no reset server getting full rank on everything and 2000XP, I lived and breath this. Then I started competitively as like a 11 year old, I was probably better than I am now loool. They don't make team based fps games like this anymore. TF2 was good but i never felt fully satisfied.
How serendipitous. I had a passing thought two or three days ago that if I were designing a multiplayer game and knew the weapons are balanced on paper, but the community *was convinced* a certain gun was overpowered, that they could be possibly duped into thinking the weapon is nerfed by nerfing its shooting sounds or visual effects. That thought came and disappeared and now I find this video...
That Thompson and MP40 situation is quite similar to the concept of food colouring or how vacuum cleaners and electric toothbrushes for example are made louder than they would normally be to appear more powerful.
This reminds me of Nerf blasters; when I was younger I always wanted to use the slow-firing spring-powered blasters because the louder and more sudden "pop" sound they made when firing sounded better to me than the constant electric hum of the flywheel-powered blasters, even though the difference in fire rate was considerable.
The Charly Code ́ ́ ́ so did they just have a low fire rate on the M1 or did they make the Kar98 functionally a semi auto? I never played the game I’m not sure how that was done
@@Erdnusshund Never played, but they might have slowed down the semi-auto M1 with a recoil animation or something, and gave the Kar98 a very quick bolt animation to bring it up to the same speed as the slowed down M1. Though, this is purely speculation of course.
100% the best kind of daft! I really enjoyed this one! I love the audio feedback in games, its incredibly useful feedback usually and really helps with timing etc if I'm having eye issues.
5:14 In Dark Souls 2, being hollow lowers your HP bar, greying out a section, which feels like a punishment for dying. 3 was similar with being unembered, only instead of greying out the health bar it grows, so it felt like a reward for doing well.
Additionally, when you begin the game, you are unembered and upon beating the first boss become embered. As a result the unembered HP feels like the baseline, with the embered HP being a bonus. In fairness, DS2 also started with you being hollow, but due to the greying out of your health bar it felt like you were getting rid of a debuff.
Always weird seeing the list of names of folks from Splashdamage - many of whom were my fellow TeamFortress - Earthquakers/EQ - clan members from the 1990s.
I choose weapons in video games based on sound not stats.
4 роки тому
DUDE. I AM SERIOUSLY IMPRESSED WITH YOUR CAMERA WORK AND CINEMATOGRAPHY FOR THAT SKIT AT THE END. I CANT SAY I MADE IT THROUGH THE WHOLE THING, MY ATTENTION SPAN IS GETTING SHORTER AS I GET OLDER. BUT AS IT WAS BEGINNING AND FOR THE PORTION THAT I DID SEE, I WAS PRETTY IMPRESSED WITH YOUR ANGLES. THE COLOR BALANCE IS PRETTY WARM FOR MY TASTE, ON MY SCREEN, BUT IT LOOKS REALLY GOOD MAN. I DID SEE THE PART AFTERWARDS WHERE YOU SAID YOU WERE A SERIOUS GAMING JOURNALISM CHANNEL, I COULD TELL BY THE QUALITY OF THAT SKIT THAT YOU WEREN'T KIDDING. I DON'T ACTUALLY PLAY MANY GAMES SINCE I PICKED UP GUITAR, BUT I'M INTERESTED TO SEE WHAT YOUR FUTURE VIDEOS ARE LIKE SEEING AS YOU'VE HAD NEARLY A YEAR TO BUILD ON THIS. I'D BE GLAD TO SEE YOU REPORT ON ANY ELDER SCROLLS NEWS, WHENEVER ANY COMES OUT IN LIKE 3 OR 4 YEARS.
Brilliant stuff, as always. I've been studying policy-making through my Masters here in Aus, and a big part of that is how policy is analysed and outcomes assessed. Over the past few decades there's been a growing recognition of the value of "interpretvist" research - comprehending the different worldviews and concepts of individuals, anthropology style - instead of purely positivist research - "natural sciences" style, statistics, etc. trying to identify objective societal "truths". What's great in this video is how the interpretivist feedback of the beta testers was able to be acknowledged by the devs, who then worked out a gerneralisable fix for the problem! That's something a lot of public servants, down here at least, are starting to try to do. Of course, what the dev says about people's emotions being sincere, but they're attributed cause being wrong kinda resonates in UK politics, hey?
Reminds me of a study that found that the color of a team's uniform had an influence in game results; often games where being more aggressive would lead to more wins, majorly favored teams that wore red uniforms for example.
Reminds me of a mild concept in NERF warfare. There are blasters called MEGA blasters that fire larger darts that make a whistling sound as the fly through the air. Their size makes them fly slower than small darts and the whistle actually makes their flight path unstable (and thus inaccurate). Under some rule sets they deal more damage to make up for this. But even in the rule sets where they don't they are still sometimes used for their psychological effect. Just seeing (or hearing) a MEGA dart whiz past makes it seem powerful, even when you know it isn't.
Industrial designer here. Trying to explain "user feedback is not instructions" to executives and MBAs is absolutely the most frustrating part of my job.
I understand this so much. It happens to me in Rainbow Six Siege. Sometimes on console the weapon sound doesn't load and it just doesn't feel right, same weapon different sound. I wish people understood that Audio is so important.
halo 3 assault rifle is another good example (although the other part was nerfing mag size from 60 to 32 ). they fixed that in halo anniversary and gave a really chunky HMG sounding, well sound
Another example in PUBG players usually shot worse if they use a suppressor on an AK47 because they anticipate less recoil due to the sound change even though the recoil didn't change.
An interesting example of this is the HD pack for Half-Life. I always preferred using the MP5 to the Assault Rifle despite it being nothing more than a reskin. It made no sense for the AR to have loud, booming shots while doing little damage, whereas the rapid "chatatata" of the MP5 made sense for a weapon that had high rate of fire but low damage.
I've been quoting this for ages! I swear I read or watched a video somewhere that talked about a study where 2 teams were given identical guns with different sounds and the gun with the "better" sound was considered to be the better gun. Feels good to finally find the actual source for the idea I've been spewing around for years now, even if it wasn't a like study of sorts like I remembered
I distinctly remember in my CS 1.6 days swapping the default AUG for a particular FAMAS model/sounds and performing much better with it. I think something about the recoil animations and new sounds helped me control the lengths of my bursts better but idk
This is totally like in Valorant when you get an expensive skin from someone else then start getting much more headshots than before. Interesting to see that the players confidence is totally game changing
@@dragosh3073 I played for 12-16 hrs a day for almost 8 years straight. My last relationship failed because of my addiction and it's the reason I don't play today. May not be 10k hours but I have an extreme amount of time in. I have nothing to prove to you anyway. Peace.
I think another important factor here is the fact that the players expected the guns to work differently since the game's presentation is supposed to make you think they're different. Simply put the real life Thomson and Mp 40s were not identical to one another; players may not know the exact stats and differences between the two guns themselves in real life, but they know they're not the same. Based on their limited knowledge of the actual weapons, and no awareness that the in game entities were identical, they used the Context clue of sound to fill in the gaps and rationalize just what the difference between the two guns must be.
In the same vane: I really like playing Samus in SSBU, but I never enjoy playing Dark Samus. She just never felt right. They're 99.9% identical, I know that. But sound effects and animations make a huge difference.
I'm loving this video, this encapsulates so well my personal experience conceiving consumer electronics: Consumer is always right in how they feel, but not so frequently about why that is. The psychological element of our existences is often involuntarily shadowed by "objective" data and "common sense" decision and we have to keep in mind when making a game, a product, anything else really, that numbers are a quantitative approach, they won't help you reach a qualitative result.
You are absolutely goddamn right! I wish someone made a remake or something. Also another honorable mention is America's Army, another free to play FPS that was also really great.
I was expecting this to be a video about the challenges of game design when something else has already determined many aspects of the game, like history. I did not expect to learn about sound design giving players the confidence to play better.
Is this video secretly a cover to start an investigation into Magical sports doping? Does Ron Weasley have only one testicle? Were they switching urine via a hole in the wall at the Quidditch World Cup? I need answers damn you!
I really miss this game. I wish it wasn't dead. TWL tournaments and all that aaah god I sunk 1000s of hours into this game when I was a young teenager.
That's hilarious, I spent years playing ET and definitely always felt the Thompson was more powerful. It's crazy that that belief tracks all the way back to this.
I knew that they were the same (the damage, rate of fire, magazine size was all same) and yet I still thought that Thompson was better. It did FEEL stronger.
Nah guys, the one which wasn't your team gun was always the preferred. When playing Allies then I'm always picking up mp40 with equal ammo and vice versa.
So this was all during playtesting. The shipped version, if I remember right, had some differences between the Thompson and MP40. I seem to recall the MP40 having 32 rounds per magazine vs. 30 on the Thompson. Subjectively, now knowing they altered the Thompson's audio, it still felt like it hit harder but also suffered from more spread with sustained fire. The MP40 felt more accurate at range. Anyone else feel this?
I think what adds to it is a gaming aspect of weapon choices, a great quote from a wise man, "If you believe in the weapon hard enough then the weapon will believe in you", now this phrase I took to heart and when one time I went back playing Battlefield 4, I tried weapons where I said "I would never touch this" and I got kills ranging from 8, to 10 or rarely, 17
I enjoyed this a lot. There were all kinds of tasty nuggets about game design, data analytics, QA testing, psychology (I love anything to do with game design and psychology), game audio... Just a lovely array of interesting ideas. And also, that ending - hehehe! :D
this is definately the case with the barret .50 cal and the intervention in MW2 , they have basically the same stats, apart from the barret having a higher firerate and magazine capacity, yet still people would swear on the intervention beeing a better gun.
"Audio levels are important!" So why does every developer make the music too loud to hear the game? Why do they make the sound effects louder than the voices so I can barely hear what people are saying? I have to do my own mixing in the sound menu to halve the music and drop the sound effects to 75%. Consider if you're playing a soldier with an ear-piece so they can hear valuable intel. Why, then, does the ambient music drown out a literal speaker in the character's ear canal? I can understand the sound effects to an extent; you really shouldn't be able to hear anything while under fire. But then, why does footsteps and falling debris sound like they are in his head? I know it falls to my preferences and how I hear things (I can't differentiate noises I want to hear and background noise). Still, I can't be the only one who notices this.
Honestly, that's usually just shitty sound mixing. In a game with good audio (Doom 2016, for example) I didn't need to modify the sound balancing at all.
@@3478q-i3u Headphones? Why would I use that trash over 7.1 surround sound with booming bass that makes the walls dance? But no, it doesn't matter what audio projection device I use. It's the game/movie.
@@Maeldruin It's a rare gem when a game gets it right, though. I never played Doom 2016 as much as I wanted to because everyone touts it as all violence, all gore, no story.
I really miss this game... wish I had a lot of money as I'd just throw money into tournaments to revive it. Still the best technical FPS shooter of all time...
"The adjectives and adverbs change the verbs" That is so concise and powerful. Soren Johnson would be proud. He's always asking, "what are the verbs of your gameplay?"
I think this is something that has relevance to Splatoon, especially with that bit about how Journey was designed. There's often talk around the game about how it's lacking X and Y standard feature that most online shooters have, and that makes it a lesser experience. And while that is sometimes true, for a lot of cases I think it's not. It's a case where people think they want something just because they feel like it should be there, but it's not actually necessary. Or that the supposed "solution" would just change the problem, not fix it. For example the Splatoon community is really nice and more or less free of toxicity that is so common to online shooters. I'm sure a huge part of that, even most of it, is down to how the game doesn't have built in voice chat. It's often the most requested feature, but I would be entirely unsurprised if adding that would completely ruin the experience and turn the community bad. Let alone how it would make it completely unsuitable for kids. Nintendo are like that in quite a lot of their games too. When they change things between sequels in a franchise, responding to what people criticised in the last game, often it's done in a way that no one was expecting. Sometimes this can bring its own problems, but it brings new and fresh experiences too, and helps keep Nintendo's games having a strong identity, instead of just doing what all the other big devs are doing.
Absolutely right on Nintendo. Mario games have possibly the least interesting stories in gaming, but still find ways to push boundaries and not get stale.
*IF DA GUNZ BE SHOOTIN LOUDAH DEN IT BE SHOOTIN BETTAH*
-some Ork
*WOT ABOUHT EHT?*
*DIZ IS RIOGHT PROPPA TINKINZ!*
The only exception to that rule is if it has more dakka.
Is this a WOW reference?
@@haven1048 it's a warhammer 40k reference
@2:08 This guy puts his headphones on before t-shirt and jacket, he can be trusted on sound design matter.
he probably sleeps with those
As a guy who mixes music, film, tv, and sometimes youtube videos....
Can confirm.
Holy shit
I listen to music all the time at home or when im out and about so i feel as if that usually helps not get it snagged on stuff
BearTheFear he actually got the headphones surgically attached
"Players are hardly ever wrong about how they feel but they are usually wrong about why that is."
Underrated statement. It’s so true
As a wise man once said.
probably applies to real life too
As a dev, this is 100% true.
HUMANS are hardly ever wrong about how they feel but they are usually wrong about why that is.
5:00 actually, because of this, I have a wonder memory of where me and some random stranger started using the chirp mechanic to start an improv song through the narrow mountain pass section. They'd chirp 3 times, I'd chirp 3 times. 2 times, 2 times. 4 times, 4 times, then maybe I'd add a couple after a short pause. It was the most beautiful and pure interaction with a stranger I can recall ever having.
I played journey not knowing about this system, and on the bridge level I met someone and we completed the game together
That’s so beautiful.
Same, with a stranger once we even figured out some codes that meant basic "positive" or "negative", "Stop" and "follow me". That game is such an experience and friend invite and voip would definately ruin it
You might like Sky then
@@TheMCCraftingTable omg yes, i’ve had similar experiences with strangers playing instruments and teaching each other songs or just dancing and screwing around, even in a virtual setting it’s such a profoundly human experience
Could they not have just given the MP40 more bass instead?
Turn the whole game into dubstep
I think it would have been most interesting if they actually nerfed the stats of the Thompson until the server stats indicated that the guns were being used at a roughly equal level of effectiveness.
That certainly feels like a more Wolfenstein move, doesn't it?
@@curlywurlycraig That would be the Overwatch approach
That wouldn't have worked in this scenario tho as the MP40 has a very unique, distinct and well known firing sound. Giving it more bass would have made it feel weird, wrong and out of place.
funny i’ve always thought the mp40 was way more easier to aim. Probably has to do with the sound.
Yeah, Thompson was feeling, I dunno, "uncomfortable"?
yes same with the AK-12 and the AK-zhukov in black squad it's harder to use the zhukov because it's sounds as loud as a sniper it just misses with your brain...
I wonder if MW2 and MW3 suppressed weapons are the same. I play those campaigns on hard with the suppressed AK47 with red dot or ACOG whenever I can, because it seems like the recoil is lower and the gun more accurate than any other assault rifle in either game. Plus, you never run out of AK ammo, because half the enemies drop mags for it.
@@manictiger I don't think it's that more accurate but when the sound is not* that loud and there is no muzzle flash you are more focused on the weapon
wait there is recoil in cod LOOOOOOOOOOOOOL
edit: not*
edit2: like the mp5 in cs 1.6
@@3mar00ss6
Well, there's recoil after it fires. Muzzle climb is probably the more proper phrase.
The Journey example about "evil data" is really telling about how important it is to interpret player feedback within context to design intent and potential player expectations. Voice chat for friend invites makes all the sense in the world; if you were playing Journey on the couch with a friend, of course the two of you would be discussing what was going on in the game throughout. But from a, say, ludonarrative perspective, this is immersion breaking, and fortunately Jenova Chen is among those game designers with a profound sense of clarity about what he wants a game to be... Realizing that he should remove friend invites, rather than adding voice chat, speaks to that clarity of vision.
Imagine if respawn made the Mozambique sound like a 50cal.
The Furry With no money then I’d still be using the EPG
Equivalent of .50cal in Titanfall universe is Kraber so........
'what if respawn made Mozambique sound like Kraber'
I would go 'Oh shit oh fuck they gon get me pants' down
20mm lol
***THOOM***
In TF2 I realized the Mozambique wasn't completely useless when I made a desperate shot on a grunt and waited for it's slow velocity to hit its target even at close range. I was surprised that it killed in one shot, but other than that I doubt it could do the same against enemy pilots.
@@SorryBones EPG gang
It’s funny because the MP40 was celebrated for its slower fire rate for accuracy sake while the Thompson had crazy rpm.
Well yes, but actually no. It depends on the model of the Thompson, it got slower with every rework. The original could reach 1,500RPM cyclic but the ones used in WWII averaged 600 to 700. The low end of this isn't too different from the MP40's 500 to 550.
Carpe Noctem no it was not for accuracy it was to conserve ammo same reason why the grease gun had a slow fire rate and same reason the stg only fired 500 RPM metal was cherished in ww2 you just shot semi auto when you needed accuracy
Y Yeezyy true as The 1921 version when they had the compensator was easier to control then the M1 version which basically cut up or cut off the compensator.
@@yyeezyy630 Well no, but actually no.
The slower rates of fire of WWII firearms is because the designs of the weapons and the individual soldier's experience driving them, with manufacturing challenges thrown in. War-time designs (such as the Sten, Grease Gun, or Stg-44) were entirely predicated on how fast they could be produced. The metal resources was of little consequence as steel was readily available through scrapping and new manufacture on both sides right up until the end of the war. It wasn't until late 1944 that Germany began producing bullets made of scrap metal instead of lead.
The reason they were so god damn slow is the design. The Sten, Grease Gun, and MP40 all employ direct blowback. The heavy bolt and springs used for the "compact" designs resulted in slow cyclic rates. The Stg-44 was slow because of the long-stroke piston design, a characteristic it shares with some modern intermediate caliber assault rifles such as the Kalashnikov designs.
The MP40 is unique in that its incredibly long operating cycle was the precursor to some of today's "constant recoil" systems, present in the AA-12 or the Ultimax 100, which both share the MP40s snail pace cyclic rate.
Tristan H if you watch the ww2 training video on them it literally says it fires slower to conserve ammo
We bought those water pistols from Poundland, by the way. No expense spared.
cool
No expense spent :p
Are you sure yours wasn't from the 99p store instead?
I mean, Chris's clearly was, the other one must have been really expensive... right?
...what do you mean I missed the point of the video?
I love getting blasted at Poundland.
Playetesters: Oh, they finally nerfed the Thompson
Bongoboy: Yes, but actually no
Left4dead weapon reskins with other reloads and sounds... Same thing happened to me
i think I get what youre talking about
worked for me with css back in the day, added new skins to the main assault rifles and pistols people use, was playing much better. Weird how that works.
Agree, default sounds are weak.
yeah it's weird when the sniper is changed to Ana's healing rifle and it still blows them to bits
@@Rafael96xD The default sounds in Left 4 Dead have such incredibly loud and ear-raping gun sounds that it will lead to hearing damage if you listen to it at the same volume levels as other Source games. Are you sure you're thinking of Left 4 Dead?
That's hilarious, I've been convinced the Thompson was slower and more powerful and the MP40 was faster but more accurate for almost 20 years now.
I thought it was the other way round. The mp40 being the slower accurate and the Tommy being faster and more wild
I played enough to figure they were identical, but I never could shake the feeling that the MP40 was just way better. Maybe bias because the axis always had advantage on the standard maps.
Mp40 always felt like the better gun 😂
What you describe was true in RTCW.
RTCW
MP40 100ms 14 damage 400 spread
THOMPSON 120ms 18 damage 600 spread
STEN 110ms 14 damage 200 spread
ET
MP40 150ms 18 damage 400 spread
THOMPSON 150ms 18 damage 400 spread
STEN 150ms 14 damage 200 spread
The sound of thompson in RTCW is also boosted, probably what it was originally in prerelease ET.
Liking and commenting before I've even watched this because I have sunk more hours into Enemy Territory than possibly any other waking activity in my life. Miss the days when this was at its peak.
I always preferred the sound of the Thompson BTW. MP40 was tinny and grating
@@pkaulf Thompson on RTCW was dope but in WET i actually prefer Mp40 and strangely my stats are usually better with they :v
I always played axis because of the funny accents on the voice lines... But the Thompson was the better sounding smg by far. Also this game is well overdue for a remake
I've also dumped well over 12,000 hours into ET.
@@Supadupanerd the Enemy is Weakened!
Danke
That settles it, I'm shouting 'BOOM' whenever I shoot online now to fool people that are much, much better than me into thinking I've got a great gun. BOOM!
Great vid, and loved the daft end
Na its boom headshot BOOM Headshot BOOM HEADSHOT. You get headshots for days.
Unfortunately, for it to work you've got to fool yourself
Tetris for Jeff
Just demonstrates how multi-layered game design is and similar to data analytics in other fields, you have to be very careful about how you interpret the the results you glean from that data. Really enjoyed this one, keep up the great work folks.
I love this channel. Such left-field videos.
GiRayne excellent point. I also love Ahoy, which somehow carved out a niche analysing the guns used in games.
Boris Müller I agree I love both channels :P
We wouldn't be here if we didn't love daft.
Ɛ>
I was absolutely convinced Allies had the superior weaponry at the time, as with many others. This will certainly inform of future projects. What a fascinating thing, and the dev interview was incredibly insightful. Thank you.
You can get some extra stuff about episodes on Patreon, that sometimes includes extended interviews and stuff. Not sure if this interview will be there though!
It's probably because you know that the allies won the war, you know that the M1 Garand was better in frontline combat than Kar98k, and that the Thompson is harder hitting than the MP40. Therefore, your brain makes it real.
@@stevenbobbybills Well yeah but the popular stereotype is that German weaponry was superior so that cancels that out
@@Jan-rq8mo more like the sterotype is that they had good tanks and well trained infantry, but the us had better infantry weapons and more tanks (both are untrue)
@@nuclearsnek3749
Really? I don't want to be rude but I've never heard about the stereotype of the US having better infantry weapons. Infact the MP40 and the famous Stg44 were renowned for their technical genius but especially the legendary MG42 is seen by many as the best gun of the war. It struck fear into the allied soldiers to the point where the US made a propaganda movie just for it in which they were trying to say "it's all bark and no bite" which was....untrue to say the least seeing how it could litteraly cut a man in half and is still in use today all over the world and still the main MG of the german army
I KNEW I WASN'T ALONE. I've always had this "I'm taking this one because it sounds and feels better". It does have an effect
1:37
Bolt-action Semi-automatic Kar 98k?
...Interesting...
I know nothing about gun design, but now i want to make a semi-auto bolt action that works by having semi-auto clips but you can eject the clip and move on to the next one via bolt-action.
@@a.person1805 Semi-automatic was an upgrade to bolt action. It's just a _bolt_ that operates via the recoil of the bullet, whereas "bolt-action" is manual.
I get what you're saying, sadly that kind of design is impossible lol, you can't have both at the same time.
There's a reason weapons systems don't involve multiple magazines though, it's more weight for more complications. It's more affordable to use a larger form of magazine, or a box/drum.
@@AWACS_Snowblind Ah ok, that makes sense. Thanks for teaching me about gun design, this was really interesting and makes me see guns in a whole new light, thanks!
@@a.person1805 If you want to learn more, I recommend checking out Forgotten Weapons on UA-cam, they have lots of videos about transitional weapons from bolt-action to semi-auto, including conversions of bolt-actions turned into semi-automatic. Check out the video on the Howell Automatic rifle, the Huot Automatic Rifle, the Bolt-Action to Semi-Auto conversions playlist has all of them.
@@AWACS_Snowblind Impossible? The Gewehr 41M is more than real. They actually tried making it into service.
I wish ET would come to steam, bring the best fps ever back to life!
Unfortunately we will never have another team based, highly competitive, customizable and moddable FPS like Enemy Territory again. TF2 came close. Nowadays you buy the DLC or the battlepass for whatever game you're playing and that's it. ET brings many great childhood memories
ngl, at first I thought you were talking about the E.T. atari game
TF2 would like to have a word on the topic of “Best FPS”
@@StrawberryShmello dude you're preaching to the choir here, I played Tf2 8 years, had 8K hours, was a high ranked competitive player and a prominent community member (you can check my profile) so I know what I'm talking about. TF2 had potential to be much more. It was completely abandoned by valve. Nowadays it's a complete mess of bloatware cosmetics and optimization.
Yes the mechanics are amazing, but it never reached its true potential.
Kaneco and today, you cannot jump into an official server without finding script kitties or bots. Sometimes, entire teams are made of them. And it wouldn’t be too bad if you A. Could still accomplish contracts on Community servers, and B. If all community servers didn’t have people spamming racial slurs in vc and chat or being the worst type of tryhard; the ones who spawncamp and taunt after every kill
It's 2019 and somebody is making a video about this old game. Thumbs up! :) Btw , 2:05 ET came from RTCW game , where mp40 and Thompson has been working differently. Maybe some players remembered that fact, and thought it was the same in ET. More kills from Thompson? If you play part as attacking team on the map, normally you will have less kills compared to defenders.
Marek Flanc when he says more kills from the thompson it’s implied that he means overall, that players who use the Thompson tend get more kills on average than a player that uses the MP40 (this is regardless of attacking or defending)
@@porkupineexe6862 ET was asymmetric, so Allies almost always attacked
That was the issue. I was one of the testers who came from Rtcw. It took some time to mentally realize they were the same weapon
Marek is correct. Only difference in weaps that I can think of right now, is the M1 that can't reload, but that was fixed in even the earliest mods.
There's also some notes in the game code (where you choose num of bullets?) about keeping the weapons equal, unlike RTCW.
That's why Allies have Panzerfaust, FG42, MG42, Axis have Sten (they didn't bother or get to create identical weapons with different skins (they still need a bunch of code), like they did with Thompson/MP40, Luger/Colt, snipers, rifles).
Axis rambo medics would often pick up a Thompson because it looked "intimidating", also you would automatically pick up other Thompsons (the victims you rambo-medic'd) which could mean life or death.
Allies attack 90% of the time: Balanced teams means Allies are willing to make sacrifices to reach the objective. The marked is flooded with Thompsons in any decent ET-game.
Maybe they also preferred the sound. I do.
Several awesome things about this video: the fact that there are so many views, meaning so many people affected by this game (I’m obviously one of them, having played this game for 15 years, with a good 10 years break until now), the fact that I always found MP40 more agressive/dangerous than Thompson (that’s why I would switch to MP40 as an Allied player each time I would found one on the ground), that in-depth study about the game’s sound design including a really good interview of the actual dev, and the fact that a lot of people are STILL playing this game, which is perfect in many ways. ET will never die!!! See you online guys. You’ll find me on TeamMuppet server whenever I get a chance to play!
Or in the base game, return to castle wolfenstein, the thompson WAS slower firing and harder hitting than the mp40, but ammo was harder to find...
What? No, in the base game you only had a silvery mp40 or a gatling, both using the same ammo.
Just kidding, everyone knows the true base game is Castle Wolfenstein and you only had a pistol there.
@@isawadelapradera6490 In RTCW, the MP40 used 9mm rounds and it did 6 dmg per shot. The Thompson did 8 damage per shot but it had less ammo available. The Minigun (Venom Gun) uses either 7.62 or 12.7 mm (it isnt exactly certain in game) and does 6 dmg per shot too.
@@CharcharoExplorer Pretty sure the Venom used 12.7 mm as it didn't share the same ammo pool as the Mauser?
@@aleksk1978 In-game it says it uses 12.7 but the ammo pick up is for 7.62.
As someone who played the game since 2003 i'd expect at least the comparison between the sounds.
I like thompson in ET because its quieter and you hear hitsounds more clearly.
In RTCW people used MP40 more because of its faster fire rate and while bodyshots did less damage, the headshots did the same, so with good aim you could get higher DPS.
Literally the best game to ever come out. Played that game 10+ hours EVERY day as a 8-9 year old. I was absolutely addicted.
Same. I remember getting ban from servers because they thought I was "aimboting" Now I get my ass kicked by the bots
John Folan lmaooo the good ole days of being in a 18+ clan at 9yo. I guess my mic was that bad that they couldn’t tell
Saaaame bro, this game was golden.
Are you me? I only stopped to eat and sleep, this game defined my early school years. Spending 16h on a jaymod no reset server getting full rank on everything and 2000XP, I lived and breath this. Then I started competitively as like a 11 year old, I was probably better than I am now loool. They don't make team based fps games like this anymore. TF2 was good but i never felt fully satisfied.
Kaneco I might just be 😳
If you ever saw the "editing is everything" series, that's a perfect example of how the small things can change the whole feel of things.
How serendipitous. I had a passing thought two or three days ago that if I were designing a multiplayer game and knew the weapons are balanced on paper, but the community *was convinced* a certain gun was overpowered, that they could be possibly duped into thinking the weapon is nerfed by nerfing its shooting sounds or visual effects. That thought came and disappeared and now I find this video...
Those who undercut audio in movies have never seen a good scary movie.
That Thompson and MP40 situation is quite similar to the concept of food colouring or how vacuum cleaners and electric toothbrushes for example are made louder than they would normally be to appear more powerful.
The funniest part of all this, is that I always thought the MP40 was better. I would ALWAYS grab it over the thompson. I loved the reload sound
Yes fr. The thompson had such a shitty noise it didn't even sound like a gun. The MP40 had that raw metal clanking sound i loved ❤
Any excuse for a water fight, next time I'm joining in
This reminds me of Nerf blasters; when I was younger I always wanted to use the slow-firing spring-powered blasters because the louder and more sudden "pop" sound they made when firing sounded better to me than the constant electric hum of the flywheel-powered blasters, even though the difference in fire rate was considerable.
1:39 I want to know how a semi auto at all is similar to a bolt
Game stats
Balance so wheraboos don't rage for having an inferior equipement
@Thomasine J. K
The Charly Code ́ ́ ́ so did they just have a low fire rate on the M1 or did they make the Kar98 functionally a semi auto? I never played the game I’m not sure how that was done
@@Erdnusshund Never played, but they might have slowed down the semi-auto M1 with a recoil animation or something, and gave the Kar98 a very quick bolt animation to bring it up to the same speed as the slowed down M1.
Though, this is purely speculation of course.
100% the best kind of daft! I really enjoyed this one! I love the audio feedback in games, its incredibly useful feedback usually and really helps with timing etc if I'm having eye issues.
5:14 In Dark Souls 2, being hollow lowers your HP bar, greying out a section, which feels like a punishment for dying. 3 was similar with being unembered, only instead of greying out the health bar it grows, so it felt like a reward for doing well.
Additionally, when you begin the game, you are unembered and upon beating the first boss become embered. As a result the unembered HP feels like the baseline, with the embered HP being a bonus.
In fairness, DS2 also started with you being hollow, but due to the greying out of your health bar it felt like you were getting rid of a debuff.
Fantastic insight into the quirks of game development. This was definitely an intersting video.
I just played ET again after all these years thanks to you guys. You definitely should get more recognition for what you guys have created! :)
8:40 - What a complete cycle path!
Hot girlfriend.
Always weird seeing the list of names of folks from Splashdamage - many of whom were my fellow TeamFortress - Earthquakers/EQ - clan members from the 1990s.
I choose weapons in video games based on sound not stats.
DUDE. I AM SERIOUSLY IMPRESSED WITH YOUR CAMERA WORK AND CINEMATOGRAPHY FOR THAT SKIT AT THE END. I CANT SAY I MADE IT THROUGH THE WHOLE THING, MY ATTENTION SPAN IS GETTING SHORTER AS I GET OLDER. BUT AS IT WAS BEGINNING AND FOR THE PORTION THAT I DID SEE, I WAS PRETTY IMPRESSED WITH YOUR ANGLES. THE COLOR BALANCE IS PRETTY WARM FOR MY TASTE, ON MY SCREEN, BUT IT LOOKS REALLY GOOD MAN.
I DID SEE THE PART AFTERWARDS WHERE YOU SAID YOU WERE A SERIOUS GAMING JOURNALISM CHANNEL, I COULD TELL BY THE QUALITY OF THAT SKIT THAT YOU WEREN'T KIDDING. I DON'T ACTUALLY PLAY MANY GAMES SINCE I PICKED UP GUITAR, BUT I'M INTERESTED TO SEE WHAT YOUR FUTURE VIDEOS ARE LIKE SEEING AS YOU'VE HAD NEARLY A YEAR TO BUILD ON THIS.
I'D BE GLAD TO SEE YOU REPORT ON ANY ELDER SCROLLS NEWS, WHENEVER ANY COMES OUT IN LIKE 3 OR 4 YEARS.
Brilliant stuff, as always. I've been studying policy-making through my Masters here in Aus, and a big part of that is how policy is analysed and outcomes assessed. Over the past few decades there's been a growing recognition of the value of "interpretvist" research - comprehending the different worldviews and concepts of individuals, anthropology style - instead of purely positivist research - "natural sciences" style, statistics, etc. trying to identify objective societal "truths". What's great in this video is how the interpretivist feedback of the beta testers was able to be acknowledged by the devs, who then worked out a gerneralisable fix for the problem! That's something a lot of public servants, down here at least, are starting to try to do. Of course, what the dev says about people's emotions being sincere, but they're attributed cause being wrong kinda resonates in UK politics, hey?
Reminds me of a study that found that the color of a team's uniform had an influence in game results; often games where being more aggressive would lead to more wins, majorly favored teams that wore red uniforms for example.
Would love to hear the difference between the new and old thompson sound...
It was just louder. There should be an old beta et exe around with the sound file. It may be the same one that had the map fueldump with falling snow.
Reminds me of a mild concept in NERF warfare. There are blasters called MEGA blasters that fire larger darts that make a whistling sound as the fly through the air. Their size makes them fly slower than small darts and the whistle actually makes their flight path unstable (and thus inaccurate). Under some rule sets they deal more damage to make up for this. But even in the rule sets where they don't they are still sometimes used for their psychological effect. Just seeing (or hearing) a MEGA dart whiz past makes it seem powerful, even when you know it isn't.
9:27 That's a war crime!
Industrial designer here. Trying to explain "user feedback is not instructions" to executives and MBAs is absolutely the most frustrating part of my job.
I understand this so much. It happens to me in Rainbow Six Siege. Sometimes on console the weapon sound doesn't load and it just doesn't feel right, same weapon different sound. I wish people understood that Audio is so important.
halo 3 assault rifle is another good example (although the other part was nerfing mag size from 60 to 32 ). they fixed that in halo anniversary and gave a really chunky HMG sounding, well sound
xEnigma i actually never use silencers in games because it doesn't sound cool
I also end up doing that if having a silencer offers no practical gameplay benefit, since they kinda make all the guns sound the same
The explanation followed by the skit ( the example ) was brilliant. You're quite creative man!
6:38
It was at this moment that I listened and thought... wait... is this TheMightyJingles?
hearing the "unstopable"
gives me gosebumps and nostalgia on a level i did not thought I was able to ever get
Much respect for Anni's trigger discipline.
Another example in PUBG players usually shot worse if they use a suppressor on an AK47 because they anticipate less recoil due to the sound change even though the recoil didn't change.
An interesting example of this is the HD pack for Half-Life. I always preferred using the MP5 to the Assault Rifle despite it being nothing more than a reskin. It made no sense for the AR to have loud, booming shots while doing little damage, whereas the rapid "chatatata" of the MP5 made sense for a weapon that had high rate of fire but low damage.
I've been quoting this for ages! I swear I read or watched a video somewhere that talked about a study where 2 teams were given identical guns with different sounds and the gun with the "better" sound was considered to be the better gun. Feels good to finally find the actual source for the idea I've been spewing around for years now, even if it wasn't a like study of sorts like I remembered
**** I miss this game soooo much :'(
You can still play it, the servers are still up, some with bots and some (but very few) still with normal players.
How are you always in the sun?! It’s Great Britain! Stop challenging my perception of the world!
:) Great video, as always.
They had to wait a few months for the rain to settle.
I distinctly remember in my CS 1.6 days swapping the default AUG for a particular FAMAS model/sounds and performing much better with it. I think something about the recoil animations and new sounds helped me control the lengths of my bursts better but idk
This is totally like in Valorant when you get an expensive skin from someone else then start getting much more headshots than before. Interesting to see that the players confidence is totally game changing
My FAVORITE GAME. Tens of thousands of hours in it. Haven't played it in years.. still LOVE IT
I doubt you have 10k hours on it
@@dragosh3073 I played for 12-16 hrs a day for almost 8 years straight. My last relationship failed because of my addiction and it's the reason I don't play today. May not be 10k hours but I have an extreme amount of time in. I have nothing to prove to you anyway. Peace.
I think another important factor here is the fact that the players expected the guns to work differently since the game's presentation is supposed to make you think they're different. Simply put the real life Thomson and Mp 40s were not identical to one another; players may not know the exact stats and differences between the two guns themselves in real life, but they know they're not the same. Based on their limited knowledge of the actual weapons, and no awareness that the in game entities were identical, they used the Context clue of sound to fill in the gaps and rationalize just what the difference between the two guns must be.
3:00 rappeling on border towards objective A
Best example of how audio is important in any media: the television show Arrested Development
In the same vane: I really like playing Samus in SSBU, but I never enjoy playing Dark Samus. She just never felt right.
They're 99.9% identical, I know that. But sound effects and animations make a huge difference.
I remember this. Holy shit. I Was in clan back then and if you were Axis you picked up a thompson at the first opportunity.
Not gonna lie I had to check to see when this video was uploaded real quick.
I'm loving this video, this encapsulates so well my personal experience conceiving consumer electronics: Consumer is always right in how they feel, but not so frequently about why that is. The psychological element of our existences is often involuntarily shadowed by "objective" data and "common sense" decision and we have to keep in mind when making a game, a product, anything else really, that numbers are a quantitative approach, they won't help you reach a qualitative result.
one of the best multiplayer games ever.
You are absolutely goddamn right! I wish someone made a remake or something.
Also another honorable mention is America's Army, another free to play FPS that was also really great.
Lucas Cunha Rocha i grew up on AA2 2.2-2.4
Yea, best game.. i loved the fun clan servers, also its the only multiplayer fps i know where you can bind “playdead”
I was expecting this to be a video about the challenges of game design when something else has already determined many aspects of the game, like history. I did not expect to learn about sound design giving players the confidence to play better.
I've played ET so much that I've joined Splash Damage several years ago :)
I remember W:ET very fondly! I vaguely recall my first multiplayer match on a night time desert map, absolutely loved everything about it!
Is this video secretly a cover to start an investigation into Magical sports doping? Does Ron Weasley have only one testicle? Were they switching urine via a hole in the wall at the Quidditch World Cup?
I need answers damn you!
I really miss this game. I wish it wasn't dead. TWL tournaments and all that aaah god I sunk 1000s of hours into this game when I was a young teenager.
Joshua Mccune twl and cal best time ever, spent many years playing for teams such as old skool gamers, excel and united 5
You can still play it, 12vs12 just like the old days. Old Fart server is my favorite.
That's hilarious, I spent years playing ET and definitely always felt the Thompson was more powerful. It's crazy that that belief tracks all the way back to this.
I knew that they were the same (the damage, rate of fire, magazine size was all same) and yet I still thought that Thompson was better. It did FEEL stronger.
Nah guys, the one which wasn't your team gun was always the preferred. When playing Allies then I'm always picking up mp40 with equal ammo and vice versa.
Sound definitely has this weird, almost subconscious effect on how a gun feels in any game. It's wild how it has an impact like that.
Finally
Someone remember this game
This ended up being a hugely fascinating video that I was not expecting to get so much from.
I actually preferred the MP40. I felt it shot faster lol. The bassey sound of the Thompson was offputting
So this was all during playtesting. The shipped version, if I remember right, had some differences between the Thompson and MP40. I seem to recall the MP40 having 32 rounds per magazine vs. 30 on the Thompson. Subjectively, now knowing they altered the Thompson's audio, it still felt like it hit harder but also suffered from more spread with sustained fire. The MP40 felt more accurate at range. Anyone else feel this?
Ah, the memories ''Congratulations on your promotion Herr... !''
I love everything behavioral design related.
Amazing work, Bratt.
instead of nerfing the Thompson sound they should have boosted the mp40 sound..
We would all be pro gamers by now if they didn't treat us like babies
I think what adds to it is a gaming aspect of weapon choices, a great quote from a wise man, "If you believe in the weapon hard enough then the weapon will believe in you", now this phrase I took to heart and when one time I went back playing Battlefield 4, I tried weapons where I said "I would never touch this" and I got kills ranging from 8, to 10 or rarely, 17
back in my days... i changed the weapon sounds in CS 1.6... a Deagle with AWP sounds... and MG242 with AWP Sounds.. guess what i was owning...
9:33 RIP Bratt, he is an Splatoon heaven now.
I enjoyed this a lot. There were all kinds of tasty nuggets about game design, data analytics, QA testing, psychology (I love anything to do with game design and psychology), game audio... Just a lovely array of interesting ideas. And also, that ending - hehehe! :D
this is definately the case with the barret .50 cal and the intervention in MW2 , they have basically the same stats, apart from the barret having a higher firerate and magazine capacity, yet still people would swear on the intervention beeing a better gun.
Did you go to Asda after you'd finished filming for your weekly shop?
I loved how CS 1.6 always showed the Joules of the weapon power
"Audio levels are important!" So why does every developer make the music too loud to hear the game? Why do they make the sound effects louder than the voices so I can barely hear what people are saying? I have to do my own mixing in the sound menu to halve the music and drop the sound effects to 75%. Consider if you're playing a soldier with an ear-piece so they can hear valuable intel. Why, then, does the ambient music drown out a literal speaker in the character's ear canal? I can understand the sound effects to an extent; you really shouldn't be able to hear anything while under fire. But then, why does footsteps and falling debris sound like they are in his head? I know it falls to my preferences and how I hear things (I can't differentiate noises I want to hear and background noise). Still, I can't be the only one who notices this.
Agreed.
sounds like you have headphones with shitty dynamic range tbh
Honestly, that's usually just shitty sound mixing. In a game with good audio (Doom 2016, for example) I didn't need to modify the sound balancing at all.
@@3478q-i3u Headphones? Why would I use that trash over 7.1 surround sound with booming bass that makes the walls dance? But no, it doesn't matter what audio projection device I use. It's the game/movie.
@@Maeldruin It's a rare gem when a game gets it right, though. I never played Doom 2016 as much as I wanted to because everyone touts it as all violence, all gore, no story.
Placebo is a hell of a drug.
I really miss this game... wish I had a lot of money as I'd just throw money into tournaments to revive it. Still the best technical FPS shooter of all time...
Almost all old shooters were like that
"The adjectives and adverbs change the verbs"
That is so concise and powerful. Soren Johnson would be proud. He's always asking, "what are the verbs of your gameplay?"
This is a really interesting video on root cause analysis and how to frame an
'issue'. Well done 😁
I love the slider's design and how it transitions to the next
legit long time ET player here, I thought you were talking shit when you said the stats were the same I Refused to believe it.
Anyone remember a game mod in this game called True Combat Elite? I played my childhood away with that game.
hahaha, yeah. but it was almost dead, when I started playing it.
I think this is something that has relevance to Splatoon, especially with that bit about how Journey was designed. There's often talk around the game about how it's lacking X and Y standard feature that most online shooters have, and that makes it a lesser experience. And while that is sometimes true, for a lot of cases I think it's not. It's a case where people think they want something just because they feel like it should be there, but it's not actually necessary. Or that the supposed "solution" would just change the problem, not fix it. For example the Splatoon community is really nice and more or less free of toxicity that is so common to online shooters. I'm sure a huge part of that, even most of it, is down to how the game doesn't have built in voice chat. It's often the most requested feature, but I would be entirely unsurprised if adding that would completely ruin the experience and turn the community bad. Let alone how it would make it completely unsuitable for kids.
Nintendo are like that in quite a lot of their games too. When they change things between sequels in a franchise, responding to what people criticised in the last game, often it's done in a way that no one was expecting. Sometimes this can bring its own problems, but it brings new and fresh experiences too, and helps keep Nintendo's games having a strong identity, instead of just doing what all the other big devs are doing.
Absolutely right on Nintendo. Mario games have possibly the least interesting stories in gaming, but still find ways to push boundaries and not get stale.
so what I'm taking away from this is that confidence really is key