@@DarylTalksGames Hey, thanks! :D Since I'm here I might leave this out, a video suggestion: I love rhythm games. I find them very fun to play. I have not found any video on what makes them so appealing to certain players like myself. Is there any psychology behind it? I'd love to know! Thanks for your hard work! Your videos are great!
@@verysnaky7921 To put it simply, yesno. We can consider "smart" whatever we want it to be in modern society. Currently, the general census is that people who are good at math, science, and/or English are "smart". At the same time, our standards of intelligence testing are far too controversial and favoring to have truly mean anything in the grand scheme of things. Just because you are good at school subjects does not mean you are GOOD at being creative, but that also doesn't mean you are BAD at being creative. In the end, you can be whatever you want to be, because even if you're a failure at school, maybe your skills just don't fit their metrics.
i can't relate, i neve experienced paralysis, only thrill or simple relief i don't have to get frustrated when im yet again confined to performing to a script someone wrote of what was throught to be "the right way". you just think of multiple strategies and then go with whichever has the best fun-convenience ratio or simply matches ur mood/personality. i see problem solving as nothing different from art, it's also a tool for self expression and endless creativity. kinda why i got extra disappointed when i went into STEM and despite talent i changed career path bc i saw the reality of working in it is puzzle solving not problem solving. switched to graphic design and saw the same attitude is there outside the rare instances of more artistic and bold projects. very saddening so now i will be trying my best to just do illustration/comics, whatever with hopes of one day being able to just be creative full time.
I think the issue is that BotW designs for the most part puzzles instead of problems, but the system is more suited for problem solving. Which means that puzzles can be easily, not only solved, but even bypassed. To the point you wonder what was the point for the elements you didn't interact with to be there. I don't feel like an adventurer who solved a difficult problem, I feel like a QA tester who's picking up the pace of a lazy designer.
@Arie Elberian Adam Millard has another one too, i consider it as a parallel Game Maker's Toolkit, the way they focus a theme is so similar. Different narration of course: ua-cam.com/video/BPD9yaEr7Z8/v-deo.html&pp=sAQA
What I love about Breath of the Wild is that the developers didn’t meddle with the game. They gave a consistent physics engine that doesn’t suddenly not work when the developers feel like it.
The great plateau is an exeption but to be fair that is a tutorial (it teleports you back when you try to leave even though you could easly fall damage cancel or climb down the wall)
And one of the few glitches they patched out we're the Trial of the Sword glitch and one method of getting out of the Dark Beast Ganon fight. They could've patched out every glitch(Menu Overloading being one of them), but they didn't. Those only enhanced the game, and the ones that got patched out were so broken they HAD to be patched
There ARE a few exceptions. Shrines disallow climbing on most of the walls, and in the release version making campfires or lighting peppers for artificial updrafts worked in shrines but they disabled that in a patch because it made it too easy to skip most shrines with barely any creativity. I THINK they left octoballoon functionality alone, but that could be wrong and it's a lot more niche anyway.
It's a single player game so there's a lot of room for that. In multiplayer games things like Genji's "triple jump"(resetting double jump with wall climbs) can be problematic
In a certain way, you are not *that* wrong; yes, we need basic education to function in society, but we also need home education to not be limited by our flawed education system.
@@stonii8385 It could be because the way school is structured it results in creativity being limited, so when someone doesn't fit into the mold that school crafts for them then it could be that their creative mind need to be free to think, and create, so while its generally considered a bad idea to be self taught or homeschooled its understandable to think that the geniuses who dropped out or were homeschooled could create such imaginative and wondrous things that made them famous
This was fascinating. I've always lamented that my creativity has gotten worse and worse as I've gotten older. One particularly standout memory from when I was in high school is when my entire neighborhood was without power for two weeks thanks to a hurricane. My friend and I decided to bust out the ol' tub of legos that had been shelved for years but it only took about 2 minutes for the both of us to realize that we had become "too old" for legos. Not in a "toys are for children" kind of way but in that our brains just... couldn't come up with what to do with them. It was a heartbreaking realization and I still consider that the day a part of my childhood disappeared. Even when playing games like Minecraft or Besiege I still don't really feel "creative". Me playing them is always driven by some objective I want to accomplish and although by the nature of these tasks there is no "developer intended" solution I'm still driven to find the most efficient solution, where the "correct" one is one that can't be improved upon anymore functionally. But when it comes to problems that don't even have any kind of efficiency rating, something completely open ended like "make it look good", my brain spazzes. Without some kind of direction I often find myself completely lost and frustratingly paralyzed with regards to how to proceed. As that study shows though, creativity can be exercised! It's a muscle like any other part of your body or mind, use it or lose it. I try to do creative projects like art or writing when I can, I know that creative kid part of me has to be somewhere, just need to find it again!
This is reminds me of part of the reason I quit my English major - so many of my English teachers had a "correct" interpretation of a text that when I offered a different one they would discount my idea. I would get so angry at them, it is also very common in the art world. I am all for finding meaning in a work- but that is only its meaning to you. Like the color white - in the western world it is the color of purity, and innocence but in the eastern world it is the color of death and mourning, so the meaning you find depends on who you are.
Did you mean correct interpretation? Grammar aside, I can see where you're coming from. I also took a Humanities strand for senior high school and decided to lean most heavily on my literature classes. A lot of the time, our teachers would always give the cut-and-dry meanings or intent behind a work. They didn't ask us to give our thoughts or interpretations of the works. They didn't give us time to think about what the writers meant. They just simply gave us what *they* think it meant. It's a general issue that I think really highlights the issues with the educational system nowadays. Everyone's been limited to such a small worldview that when it comes to being creative and doing something that doesn't have a solution set in stone, it becomes more difficult.
I joined a project that sends young people to ireland for 3 months in order to study english language. Despite everyone in the group and even the organizer, one of them being a certified translator, said that my english was incredibly great; in the actual college course i constantly got relatively bad grades, especially compared to my group colleagues, because most of the tests and assignments were more about "theoretical grammar", stuff like past and future tense. I learned english by playing F2P MMOs and trying to decipher quest and item descriptions whose words i didnt learn yet. As well of course trying to communicate with other players. Later on i joined english-language forums and chatrooms. I dont know how to apply grammatic rules and can't distinguish exact temporal versions of a phrase. I just use the words in a way it feels... natural? Do british kids ever think about whether their sentences is in simple past or past continuous?
Neko Imouto American here, but no. Does anyone think that way about grammar-in any language? We don’t start from a theoretical perspective to construct ideas; we tinker from the time we’re babies and through understanding messages and testing ways to express ourselves come to understand subtle differences. Formal education can help refine that sense or get a deeper grasp on the underlying logic, but even people who become linguists don’t refer to the specific grammar structures they’re using at every level of abstraction each time they wanna order a piece of cake or rant about the inconsistencies of clothing sizes. It would be crazy inefficient and they’d be unable to keep up with even the most basic conversations However, whenever there’s a noticeable disconnect with the literal meaning of what’s being said and what they think the speaker means they may ask a question or if they want to say something but they don’t know just how to phrase it they may ponder possible articulations. The more creative and/or technical something gets, the more important it becomes in order to accurately parse what’s being said, but it’s never the _default_ mode of thinking. It’s a tool. In certain environments, like classrooms, tho people can get a sort of bubble mentality. But no, “He went” and “He was going” and “He will have been going” are all just intuitively understood In a similar vein to what you said, I watched a language teacher on UA-cam recently who described her friend’s experience going to take the JLPT N1 (the highest level of the Japanese Language Proficiency Test for foreigners to document their ability in Japanese). According to her friend, the exam proctors were making basic comments to the test-takers in Japanese such as “Let me know if you have any questions.” or “We have pencils if you need them.” and they _all_ (that she saw) got visibly uncomfortable and ended up responding in English. Despite many of those people being minutes away from taking and passing the highest level of a test designed to indicate foreign language ability they still weren’t comfortable enough to have a basic conversation. That’s because they aren’t tested on conversation and that’s not what they studied. They study abstract grammar concepts (“grammar points”, they call it) and learn effective study and test-taking methods. The test would have questions about which word or structure fits the best in a given situation, but it has no way of measuring someone’s more fundamental level of fluency (fluidity) in the language I ask you, which is more practical, to have only the abstract understanding of grammar and a sizable vocabulary or only the fluency that even young children with limited vocabulary and education have? I imagine it depends on whether you want to talk to people and use the language in your daily life or whether you want to take tests and analyze grammar structures. Not that one can’t lead to the other, but they don’t _necessarily_ follow each other and one certainly isn’t an indicator of the other. However, if there’s one that should be learned first, what would be more effective? Logically, if we can already get around in the language (even if we don’t always 100% understand every aspect of everything being said), then anything we learn will enhance our understanding. On the other hand, if we only know the theory but have no practice, we probably aren’t actually understanding it correctly and therefore building this big framework that only later we’ll find out we have to dismantle piece by piece as we “playtest” it and find out where it fails, as well as building in all the added complexities of casual speech as “patches” instead of part of the whole. Not to mention not having any practice means we also have no level of actual skill/ability in _using_ the language (hence the answering in English)
I noticed that about school; it often felt more like you were being taught how to pass premade tests than anything else. They didn't want creativity, nor did they really want you to think; just regurgitate the answers they spoon fed you over the year onto the test, collect your pretty little As, then get to the real world and discover many jobs are the same way. Try to think or improve on the process and you're told to shut up and color.
Your comment just made me realize why I hated playing the VRPGs (verbal RPG lol) this one friend of mine would make. He designed his games to only have one solution- completely antithetical to the medium. I wanted to explore and try and solve things in my way, but I would always fail if I didn’t guess the specific solution that he came up with.
EXACTLY, this is so rewarding to hear the DM says, ``i never tought you would do that``, you know you have found a solution he never anticipated. As a DM I once tried to put a challenge with no clear solution. It was not necessary to overcome it, so they wouldn't get stuck, but they had small reward if solved. The challenge was simply to cross a large gap. No magic bridge or clever switch, just cross it however you can. I tought they would use magic, try jumping, climbing, or whatever. Instead they got into the previous room where I mentioned tall bookshelf, flip it, and make an improvised bridge how of it. It was amazing to watch and the player were so satisfied with their own solution.
@@_-lariant-_5206 hahaha, I do hope that means you're already DM'ing. There's only one way to truly learn how to DM, and that's to start DM'ing (though it is useful to learn what others are doing).
When you asked: "Is this cheating?" - I was just sitting here, grinning, not even trying to answer the question. As a speedrunner, you get to see people who throw the word "cheating" around a lot. But after a bit of thinking, I'd like to answer that question as follows: - In order to cheat, you need to betray or break some rule(s). These rules can be clearly defined, as they are for certain speedrun-categories or challenges, where you clearly are or are not allowed to use certain things, both inside the game (glitches, exploits, winning conditions) and from outside (hacks, console modifications, mods). So if you try to pass of a speed- or challenge-run as something that it is not, i.e. breaking the rules of the restrictions, you are cheating. - But, where are all those people coming from, that accuse speedrunners of cheating? Using exploits and glitches is just par for the course. Although sometimes even the glitchless categories can have some controversy and upset some people. Well, it's "simple": People have an internal idea of what is or is not intended or allowed in their perfect idea of a challenge- or speed-run. The catch is, those internal ideas often don't overlap with the strictly defined rules of the runs - and most likely even more rarely, are perfectly in sync with other people having their own internal ideas what is or is not cheating Fascinating video, thank you for creating it :) On a more personal note: In games I often take it as a challenge to try and break free of what's intended. I deliberately try and see whether I can abuse mechanics to circumvent the devs solution. Not because I'm looking to show off or because I'm investigating for speed or challenge-purposes. I do this just because I can. It's fun to try and see whether there are little holes and gaps in the design. This is also not intended to be malicious towards the designer - if I like a game a lot, I will start experimenting and I love exploring every tiny (mechanics-)detail. However... Almost always, if I feel like I didn't solve something the way it was "intended", I return and ask: "Alright, I solved it, now what's the intended solution?". Because there always has to be one... right?... Especially in old games it's fascinating to think about: "How are you even supposed to figure this out?" when something is super obscure and cryptic. My favorite game of recent memory is Divinity: Original Sin (1&2). Because there are often a variety of different solutions, and it's fantastic. I always love when developers leave in things that are seemingly not intended, but then they go: "Hey, good job on finding this!". Celeste, Blue Heart in Chapter 2 was AMAZING to me, since I figured out the mechanic, but unlike so, so many other games... They accounted for it Enough rambling, have a good day ^^
I think the mentality comes from exploits being "cheating" of cheating in a lot of games. Whether it be multiplayer or just something that trivializes singleplayet and makes people not think of something as a real achievement. That's where people go wrong when they try to learn about speedrunning and watching it. Exploits are not "cheating". They are encouraged. They are actively searched for to improve on time. I think if someone says your any% run is cheating tell them to just go watch glitchless% runs. Good analysis dude.
Also, side note, the BOTW devs actually wanted people to find different solutions and exploit everything the game allows (implying glitches too) from the start. I don't have a link, but I remember hearing them talk about the "freedom" the game allows a lot during marketing. And they were right too! It's one of the thigs that makes BOTW so great.
Completely agree with you, the definition of cheating is completely circumstantial and is defined by most casual players as “breaking from the intended path”, and that’s completely fine - but in a single player experience where your actions do not affect anyone outside of the game, it is entirely up to you what you define as cheating. I run Celeste myself and it’s been fascinating to learn how the devs not only included rewards for figuring out obscure game mechanics like the chapter 2 heart, but also how they’ve adapted to and encouraged divergent thinking in the community when new exploits or unintended behaviour is discovered. For example, somebody discovered a technique which we call demo dashing, which essentially gives you a crouching hitbox while dashing and allows you to fit through gaps between spikes that should be impenetrable. Instead of patching out this behaviour, the devs widened some spike gaps by a pixel or two to be more lenient for demo dashing, and even included a secret area in the DLC only accessible by demo dashing. To outsiders, demo dashing seems like cheating, because you’re going straight through death walls, and I’ve seen numerous people new to the community complain about their allowance in submitted runs. But if you take the time to learn that the devs actively encouraged this behaviour, you realise that it wouldn’t fall under the general definition of cheating, and you come to appreciate the game and the intentions in its development on a much deeper level, because you understand how they rewarded somebody’s divergent thinking.
If only this command could still work. I don't mind them adding new ways to do commands, but removing older, quicker ways is just dumb, like why even do that? Doesn't that take effort? (Maybe it's the opposite, which would explain, but still, it can't be that hard right?) Other than that though, auto correct features have really improved, so aside from that one thing, I'd say commands are a lot better now then they used to be.
ah, the good old days of taking like 2 seconds to type which gamemode you want to change to and them mistyping it and dying due to giving yourself survival instead spectator mode
Not even intended but the most engaging. There were a couple of shrines I did "wrong" because that was just the most interesting/fun option. (Motion control shrines)
@squidbro6635 I've broken through a gate in god of war II while trying to figure out what I was supposed to do. Game didn't know what to do after that.
I do not know if you can use however only at the start of a sentence anymore, but I remember using it at the end the the teacher told me the exercise was about using it at the start of the sentence. I will use it wherever I want it, however. Mark it wrong I don't care.
@@DarylTalksGames Personally, I think you should feel more free to explore analyses you'd like to make, it sounds annoying to be restricted if an anime has something you find interesting to talk on. Maybe if you're concerned with the community you could ask too. Either way I think you're doing a great job.
Cool stuff. I'd say in the example of Botw, if cheating is based on the dev's intention, I'd say it's not cheating. The devs of Botw have stated they intentionally did not discourage out-of-the box solutions, so there's that. Doesn't take away from the larger conversation/point of this video, though
Science: I learned that this does’nt work and that’s a great source of progress. School: That doesn’t work, what a waste of time. Also study more science
Sadly, while negative results can be (and often are) a great progress, they are notoriously hard to publish. That more often than not forces multiple groups go through the same dead ends.
literally my senior thesis at uni proved that no, you can't do x thing the way i thought of cuz it's not as effective as doing it normally and my advisor said this is by no means a failure. a failure would be not doing the experiment properly, not processing the data right etc. but the result coming out as negative is as good as any. i got max grade on this btw. (the thesis alone cuz my defense was not perfect lol).
I run a lot of Table Top RPGs, The way I tend to GM is to give my players a rough goal they need to reach and let them get there on their own. This works great for some players and not so great for others. I tent to try to get my players to break my encounters, derail my story, and generally just act as the agents of narrative chaos chaos they can be to create the most interesting game possible. If I know how it is going to end then I should just write a short story. I have had trouble with some players seeming to need permission to try weird and creative solutions to problems. I should specify that not every plan or solution will work. There are always variables the players did not or could not account for and plans need to be adapted on the fly, but that is the fun of the TTRPGS and what makes it so different from other gaming or media experiences.
I agree with this... When I was in third grade we, as a class, needed to come up with ideas on what was necessary for a garden we was growing. I had recently watch an episode about worms and told my class that they are essential for the garden. My teacher started to get mad at me and put me down for the idea... going as far as kicking me out of the class and had everyone laugh at me. I never forgot about that and took it as a sign of me being different. I tried to fit in but felt I never could so as I grew up I put myself down for anything creative that I did. I now can see how toxic I became because I was forced into a box and out of the circle I originally was in. I now make a lot of art and try to think out of the box before doing things "the way it's supposed to be." So happy ending I suppose...
I'm sorry that happened. You are correct, worms and decomposers are necessary. Your teacher is a buffoon and does not know what they are talking about. Good luck with life and your art
in a math class, i solved a question different to the way it was intended. when my math teacher saw this she didnt say it was wrong and was actually impressed on my aproach to the question
I used to do this before we were allowed to use calculators. I moved around a lot, so I switched schools a lot, so obviously I missed some things because I wasn't there to learn them. (I don't know my times tables) Teachers would get mad that I got the answer, but would not do multiplication. Instead of multiplying, I would add the number over and over and over to itself, because I could not do multiplication, Which is bullcrap because I understand how it's done and how to do it, I just don't have a way of doing it the proper way, so I do it the best I can and get the answer correct. Yet teachers count that as wrong because you aren't doing it their way. (Sorry if this is worded weirdly, im not good at organizing my thoughts.)
It’s a fascinating topic, really. Personally, I find puzzles with “correct” answers to be more satisfying. I find the open ended ones impressive on a technical level, but I like the “aha!” moment when everything falls perfectly into place with the “correct” solution. It’s like, you ever get one of those novelty puzzle boxes? Where you have to do a marble maze, or find all the hidden, movable features to find the key get whatever’s inside? Sure, they’re usually cheap enough that you could just break it open, or pick the lock or whatever, but where’s the fun in that? Real life is so messy, and if you’re persistent enough, you can probably fit that square piece into the round hole, you can bs that essay, you can talk your way around problems, you can do “good enough.” But games are unique in their limitations. They have absolute rules that can’t be broken, and it’s within these unbendable constraints that we’re asked to solve problems. In games, you can be “right.” And I think there’s a certain neatness to that that’s incredibly appealing.
Eh, I definitely get what you're saying, but I just want to say that the rules can sorta be "broken" with something called bugs. I'm not sure on the exact definition, but according to what I've seen and heard, it's an unintended effect created as a result of the game's code. This ranges from glitches which use unintended byproducts of a code to create unintended effects or exploits which use intended game mechanics in unintended ways.
ThreeBee HD189733b Sort of, I’d say in this context glitches and exploits are more holes in the rule framework than rules being broken. The code is still there, and you’re still operating within its parameters, the devs just missed a spot. It’s the difference between the game’s programming, and its design. The game itself and its intended play. Short of hacking (and hardware issues/data corruption,) the former is inviolable, while the latter holds water only to the extent of the developers foresight.
I agree. I really enjoyed Breath of the Wild but I really enjoy more traditional Zelda puzzles. It's that "aha" moment. The same reason i love Professor Layton.
This made me think about how I approach school assignments where I have creativity, and I get to CHOOSE what to write about etc. I just don't know what to do, I think about it as if theres one definitive best way, and I also specifically remember doing that shrine and being confused, and in many games I feel uncomfortable when I do something and I'm not sure if it's intended or not. I did play Minecraft a lot as a kid though, and I think games can help our creativity massively, even if school pushes against it sometimes. I think we as a society though need to learn more about taking unique approaches to things, and having a bit of help at times, but we do want people to be able to be independent, so thats sort of tough to teach both, because teaching one way (one answer only, you should've solved the math problem this way) often makes people feel weird when a lesson is presented in a more free, creative way i.e "write about why you one of your favorite movies" Overall, wee need to remember that if we find a clever way through the puzzle in a game and it works, that is great and unique, and you dont NEED to follow exactly as what might have been intended. Great video as always
"There is only one intended way to solve the shrines in Breath of the Wild." Speedrunners: Allow us to introduce ourselves. For real though, speedrunning creates an incredible environment for divergent thinking. When told to optimize something most people will come to the same answer, but as long as one person among the community has that little "Wait a second..." moment, the existing "ideal" solution can still get blown out of the water. The second that happens not only is the record shattered in a way previously thought impossible, but now everyone is working divergently to find other applications for the same technique all over the game. Wind bombs are a perfect example of this, the speedrun for BotW in every category got cut down by a ton because someone had the idea to manipulate a bullet time bounce (an already established exploit that was used heavily, but is very situational) in a way that can be done whenever you can get a small amount of airtime. Suddenly no matter what your objectives are when running the game, it's almost definitely a faster game. Except for any%... they don't have the glider for enough time for it to really matter.
any% runs are usually breaking the game as heavily as possible. In the case of OoT and MM, the game becomes something entirely different where you are literally shuffling lines of code and doing in-game programming by performing extremely precise movements and actions. I don't think this is cheating by any means, but there certainly is a division between abusing physics with things like getting off of the Plateau before the tutorial shrines and skipping to the credits sequence.
I personally speedrun shrines in botw and I totally agree with what you say : nowadays most of the wrs are just people using a windbomb to go from start to finish or using moonjump to fly over obstacles. But there is a very small community (including me) that decided that it's just not as fun and rewarding, we preferred finding creative solutions to speedrun these shrines. So we started teaming up to find routes that can surpass the boring techniques and to try to beat them. And that turned out to be really fun because it created an even bigger challenge ! Some people say that what we do is "lame" because we're not even trying to find the fastest solution but I really enjoy doing that because I prefer being creative, it makes me even more satisfied when I get "the run" ! Also the game engine makes nearly everything possible :)
The Zachtronics puzzle games have always been my favorite puzzle games precisely because there is no "correct" way of solving them. I just enjoy being let loose to solve a problem in any way that I see fit, without an expectation that there is an intended way forward. Some of my Infinifactory solutions are jank as heck but they get the job done and I enjoy how these games encourage players to think divergently to solve a solution. Great video
Exactly! And to me it’s the freedom to come up with goofy solutions that, despite their absurdity, get the job done. Having your own experience is fun as it turns out. Thanks man!
This reminds me of a discussion on spelling and "correct" language. If we demand that everyone spells and says things prescriptively, in the "correct" way they were taught, language changes less over time and across space, but it also stifles the language and prevents it from improving itself especially in written language where it naturally changes slower. And so we can communicate easier with a wider range of people once we know all the rules, but in exchange, the rules all suck and we can't change them. I wish English had room to grow, but fear that it would divide us further if we let it do so freely. And people think you are uneducated if you write "I've thout alot and had enuf with this bullsh*t" even if that is more similar to how people actually talk.
My personal use of language aligns very closely with the rules of the game, so to speak. Given the choice to appear correct without even necessarily saying anything of consequence, I'll gladly take the free perks of apparent language mastery. (But of course I too yearn for the day of true missive equality, wherein our message are judged for the content they carry, not simply their window dressing. Prescriptivism sux.)
E4439qv5 I think a big part of that (if the the most important part) is not merely playing by the rules of the game of writing convention but social convention as well. I’ve seen plenty of people whose comments are technically proficient and well articulated utterly fail to make their point because they fail to understand how people think, sometimes exacerbated by making themselves appear judgmental or as if they think they’re superior in some way or even just downright pedantic even if they’re really not but people won’t listen to the point they’re really trying to make because of their writing style On the flip side, I’ve seen people with almost unintelligible spelling and syntax garner massive support through sheer charisma entirely regardless of their point (and sometimes in spite of it). And I myself have given many such comments a thumbs up :p Sometimes they’re just gold Even in formal debate, there is an etiquette, and the etiquette is just as important as the content of the debate itself. It’s similar to that
This topic reminds me of instances in school wherein the Math Teacher makes you solve a problem, you get the correct answer by solving it in a different way than what the Teacher intended but the Teacher considers it wrong OR makes you to solve it again with how the Teacher taught you the problem should be solved. (Edit: Oh it was mentioned in the video, its annoying when that happens though 😅)
That's bad teaching. True math is about creative thinking to solve a problem and if the problem can be solved and the way is correct, then it also should be viewed this way. Especially in math there may exist many ways for solving a problem correctly. Of course there exist some conventions one has to learn, because without them communication in academic fields would be difficult. So even if you solve a problem the correct way if you don't write it down formally correct it will be regarded as wrong, the same way spelling or grammatical errors will be considered wrong.
Whenever I do maths, I always use the most creative experience you could possibly think of. The problem is, the answer is always wrong. I did terribly at maths. Mathematics is all about doing very similar methods for one newer or using different methods and most likely getting it wrong.
Same, I always though that there was nothing wrong with thinking of 7 as 3 less than 10, to make things quicker or easier when adding things up, if I have a big number, instead of doing the whole big complicated method, I'll add up the 10's column and the 1's column separately, and then combine them. Like, if I were to add 32 + 25, I would split it into 30 + 20 and 2 + 5. 2 + 5 = 7, and then 3 + 2 = 5, so that would be 50 + 7, or 57. I mean, I learned the 'right way' to do that sort of problem, but I found that this seemed to work better for me, and it gets the job done, so just because I thought about it a little differently, I figured I shouldn't get downgraded. Heck, I should be commended for thinking outside the box and finding another method of finding the solution. That's more impressive to me than just doing what your told, you actually get to be smart, but no, apparently that's the 'wrong way' to do things, even though it works just fine. I mean, like I said, I learned the 'right way' to do it, but I honestly didn't put to much stock into using it unless I absolutely had to. I'm sure the 'right' method works for some people, but honestly this one is a bit easier, and segmented, and just looks less messy. I could be wrong, but I honestly think my method might actually be a little better for most problems/people, and I'm sure I'm not the only one who came up with it, but I'm sure that's enough out of me, so I'll end my paragraph essay here. (Gosh, I hate those things, and I think I know why, I'm supposed to write something, ok, simple enough, but instead of simply writing something, I need to write a specific kind of thing, which is a whole other can of worms, but I'll stop there because I've done enough of one already, ok bye.)
@@Chloe-lf2bv Sounds like Asian country's teach mathematics better then. XD I'm in the US myself. Try looking up the method of carrying 1's and 10's columns ect. It was called something along those lines, but I can't recall and exact name for it.
The best part about BOTW is the fact that there isn’t any “right” way to solve anything. You can do solve each shrine in sooooo many different ways. In my normal mode play through, I did all shrines the intended way. This was due to the fact that my knowledge of exploits was barely existent. When I played in master mode, I had that knowledge. I did most shrines with either BIL/Windbombing, or Skews. It felt nice knowing that said exploits are also a possible option to finish the shrines.
I have the exact opposite problem as Daryl lol, I keep trying to do things “out of the box” and get upset when I can’t and I HAVE to do things the DEV intended way 😛
I think that being creative somehow lead to being correct, or rather finding the correct solutions. In early videogame industry people were experimenting with different game ideas which then transformed into game formula's. Same can be said about education. For example, some guy was trying to solve a math problem so he tried different possibilities for a solution, he then figured the best way to solve these types of problems with a formula and steps to solving them. That's a shame, since people forget that creativity is the reason the correct options are the way they are.
@Daryl Talks Games I bet! I've only been theorizing about this kinda stuff but you really nailed it, to me at least! Really appreciate your hard work, it is really inspiring and educational.
Hey thanks for this. I've been really struggling with getting into Tears of the Kingdom for a lot of similar reasons. It's a little bit of "there's so much to this that I don't know what to do", and a whole lot of "but what did the developers WANT me to build here?" with the new Ultrahand ability. I've been handicapping myself with these invisible expectations, and it kind of feels like this video just gave me permission to go back to just doing whatever works, no matter how goofy it looks.
This video was very informative, but I don't know what to specifficaly take from it. It didn't leave a clear answer to what gamedevs should do. If they create an open puzzle it may make people uncomfortable, but a closed puzzle stifles creativity. Not having a clear answer on this video made me feel uncomfortable and... oh no, how meta is this video now? Even if it was more of a discussion still loved the video as always! You really knocked it out of the park with extra cuts and edits with this one. and 2:43 made me laugh too much for no apparent reason Also congrats on 100K my dude!
Collaboration in school ain't cheating, it's just that most of the time it IS just cheating by having one or two students carry the assignment and then some freeloaders. Then again, those types of collaborative assignments that allow that to happen generally aren't good for teaching anyway.
I'll play devils advocate here. Wouldn't freeloading off of someone else's work be considered a solution? Perhaps the student does not find the topics particularly interesting or palatable, and they would rather spend their time learning something else that they either feel is relevant to their future or is more engaging than whatever the collaborative assignment is. Just to throw a question out there: Would it be a disservice or hindrance to someone's intelligence and creativity to force them to participate in something they don't want to participate in?
A) There are some assignments that are busy work or where the task is just to find something out. Working together on those is fine, an in fact the schools I went to often recommended working together, especially if it was in-class. However, many assignments and tasks are intended to gauge your knowledge of the subject. I suppose fraud is technically a useful life skill, but we'd really rather that the student learn the subject being taught instead of how to lie better. B) It would be a disservice to just have them learn what they were interested in. Plenty of kids hate math, but it teaches systematic problem solving and also you need at least a basic level of it to get anywhere in life. I personally hated almost every English class with a passion, but an understanding of grammar and literary techniques have certainly improved my life. Especially when you're young, what you like or think is important doesn't really have any relation to the things that actually end up being useful in life. It can be said that education has been historically too strict or that we should allow course selection before college, but even then you still have to learn stuff you don't care about
@@Anthony-nc8cq Is it a solution? Kind of, but they're not learning anything substantial from that, except maybe how to abuse loopholes. They might find the subject uninteresting, but I don't believe the majority of the time that the majority of students that do this are going to utilize their own time to learn something better (it is *possible* though). I think there are times in which it is better for someone to go through a subjects they aren't interested in because it's (most likely, depends on the curriculum of course) for their own good to learn it anyway, assuming they still learn the subject and don't completely repress or forget it. Ideally something would be done in the first place so they aren't uninterested, but I imagine this would require a complete overhaul in how the education system works, which isn't easy at all.
@@racercowan To add to this, students still should go through a diverse set of subjects because people are bad at choosing what they like as well as the fact that they don't know what they don't know. Many wouldn't know they enjoy a certain topic, possibly a career changing endeavor, because they never actually tried it out in any substantial way. Education should support both guiding students through supremely important subjects they're always going to need to use, like English and Math (although to what degree is enough is on the table), and also guiding them through different auxiliary subjects to help them build their own character (Arts, etc). The way this is actually implemented is questionable, but I'll save that facet of discussion for later. A big issue I saw at my school was that assignments that were intended for practice of a subject (eg. math worksheets) were also used to gauge how well students were doing, meaning the learning and testing phase were essentially tied together; I imagine this is the norm in other schools. I see why this was done, it's hard to motivate students so giving them a grade on *any* of their work generally gets them to do it, but this seems like a fundamental flaw because it ties students to learn at a defined pace, and also makes the "learning" phase much more difficult because it has the risk of failure with punishment (ie. a bad grade), which can make some people just give up, among other issues. As for collaboration, it is definitely a good skill, it just needs to be taught in a way that actually makes sense and isn't shoehorned in. From my experience at least, having students work together on an in-class assignments usually just leads to them doing their own thing until the end of class, and just finishing it the next day or something, which isn't very effective at teaching people how to actually work together, it just facilitates them getting along (which isn't a bad thing on it's own, but the former is the important part). I think a lot of this has to do with the fact that education *is* getting marginally better with time, it's just that it keeps making bandage solutions to the much bigger issue of not teaching for the current age.
Three years later, and we have TotK, built on similar designs and philosophies as BotW. And it's interesting because they take the potentiality of cheesing those shrines to the extreme... to the point of almost explicitly encouraging "cheesing" various shrines. And you can get a hint of this by studying the shrines. The ones that want to teach you something, usually have one specific solution and the devs built it in such a way that you absolutely could not cheese it. However, other shrines have the preferred solution lying just under the first glances, but are open enough that alternative solutions are available as well. Another video talked about this, and mentioned that there was one shrine that had one preferred solution, but could be cheesed using a rocket-shield. Which was hinted at by a setup just outside the shrine that had a rocket available to fuse to a shield to be able to get to a treasure chest.
@@canti7951 Yeah I do mean dem asspulls 😁 I was just too dumb to look up the actual name of that story arc, which appears to be "Battle Tendency" (hence the edit above). That one inspires creativity more than any other anime I've seen so far
This reminds me of my favorite math teacher. We could use any method we wanted to solve the problems if we could prove it would work. And we couldn't use common shortcuts unless we could prove why they worked. We had to explain how cross multiplication works before we could use it and that was the best start to a class I've ever had.
I’ve found a method that I need to start using more. It’s taking all of the parts of a task and singling them out and looking at what they can do individually. To follow the theme of this video I’m going to use a breath of the Wild example. Link has the actions of walk, run, crouch, jump, whistle...among others. Doing everything he is able to in every single order is where I usually end up seeing creative thoughts. Writing the actions down and drawing lines between them is a big help too
I love your videos so much Daryl. You ask just the right questions. The reason I enjoy playing MMOs is exactly these two ways of thinking. Sometimes you think there's only one correct way to do a mechanic, but then you get back in the game a few months later and the entire strategy is completely different. it makes 8 people have to work together and think of a solution to their current hardship inside a boss fight, and thats what separates the world first races from the people that just wait for the instructions later on. It's so interesting and I love every minute of it.
When I did the bomb catapult shrine in BOTW for the first two I just used bomb arrows, then the last one I did normally, I had no idea that square bombs and round bombs can be used at the same time when I did this trial.
I think my biggest creativity in botw happened when I forgot about one of my abilities but was Determined to not look up the answer. It actually ended up working out😂
I honestly try too many things in games that normally don't work so I often get confused like ''What! what do I do now'' since I often try to always cheese games. That's one of the reasons why I love botw so much, it gives you the option to complete things without them being completely intentional and makes the game have such an nice feel to it!
Reminded me of Trine 2, the only game that i played that i was always unsure if the solution to the puzzle was "correct" or not, and it wasn't always cheese either, sometimes i struggled getting over/past something, sometimes it was really easy, but every time it felt like I was breaking the game rather than solving the puzzle, but honestly in the end, it made for a memorable experience.
I followed a trail of videos breadcrumb style back to your channel. Yet again I find myself exploring the topic of divergent thinking because of you-that’s a good thing. This time I think I’m at a point where I can use it as a positive tool, and not a means of justification for my own rigid, stagnating thought patterns. So thanks for that
Opening yourself up to divergent thinking can be so satisfying. I've been playing Star Ocean: First Departure, and there is a part where you are asked to clear the monsters out of a castle treasury. You are told there's some great equipment down there and you are free to use it, but it must be returned after the monsters are dealt with. There is also a customization skill that allows you to combine a weapon with materials to make a new and improved weapon, and I felt like such a genius when I realized that if I made something new out of the treasury weapons, I would have nothing to return! Now I'm sure the devs were tempting players into doing exactly that (or maybe the replication skill, which I also thought of using but wasn't able to), but it FELT like I was coming up with something creative on my own, and it's the most fun I've had in the game so far.
5:56 i think this is the main reason growing up sucks. This is such a good thing, being able to see one thing in multiple ways, but as the years go on it all blends together into a murky brown.
when you mentioned about that "math exam analogy" i remembered how math teachers who accepted alternative solutions by students that helped them get the right answers were more effective in teaching than those who didn't
To this day the 1 shrine I remember the most vividly from Breath of the Wild is the one with the gyroscope table maze. Literally just turned my controller upside down and skipped the whole thing, and I felt freaking awesome afterward
I’m in the future problem solving program at my school, and that’s a place where divergent thinking is encouraged- heck, I knew a person who made one of their solutions a “floating biscuit”. It’s purpose was to provide food for someone stranded on a mountain, or something. No solutions are wrong, but some are considered “stupid”. The solutions are required to be futuristic. A floating biscuit is futuristic, all right, and it would work, if it was presented an opportunity to work. I think that, if it works, it’s good.
This came at the perfect moment. I recently finished playing Ori and the will of the Wisps and the idea of the "correct" way to play really bothered me while playing. Throught the game i found plenty of ways of small sequence breaking and unintended puzzle solutions but whenever i found one it left a little bad taste in my mouth as i felt like i was missing out. I got over it by basically making it my goal to find as many "wrong" solutions as possible and by the end i was proud of myself for finding so many. We should try doing this from time to time.
To me, the INSTRUCTION to "be creative" is super similar to the INSTRUCTION that people receive in formal schooling, which largely tries to erase creativity as a whole. People unknowingly are affected by their past and thus are set up to be less creative than their non-instructioned counterparts.
One natural skill that every single student picks up is to "read the room", guess the teacher's mood, the possible questions for tomorrow's test, what you can do to derail the class for the next 30 minutes...... Because of that, we've become way too sensitive at anything that can be perceived as a "hidden instruction". And just the mention of "be creative" would narrow down one's approach considerably
What you are saying in this video is the exact reason why I love programming! With exceptions, there are so many ways to do the exact same thing differently. I am able to use my way of thinking achieve a goal, and experimentation is necessary in many cases. In addition to being able to fail time after time until I come to a solution that I made, without me being afraid that my solution is wrong as long as it works and don't break the pc
Demanding "correctness" is vital when designing tutorial sections so that players don't get confused when they're properly challenged. But the more "correct" answers you demand of players to get to the end of the game, the more players will get bored of trying to read your mind and give up. This is such a problem that it killed the entire Adventure genre, and games designed like this now need to clearly label themselves "Puzzle" games or face the wrath of disgruntled players. Everything that isn't Puzzle With A Capital P needs to either casual-ify anything that resembles a puzzle, or include enough potential for creativity that it allows players to invent their own solutions. That's just how it is now.
Adventure games weren't killed by that, the issue was more a combination of tastes shifting (the expectation was now to beat a game in a week, rather than half a year - when Roberta Williams started making her games, the opposite was true. It's a HUGE shift) and puzzles being garbled nonsense for time crunch reasons - cat hair mustaches and so on stem from that, rather than intended design that the designers wanted to be that way. Plus, the one advantage adventure games had (graphics and narrative) were becoming possible more and more in other genres due to increased disk space. You ended up with a genre designed for a customer taste that was still there, but dwarfed in numbers by new players mostly wanting shooters, with its advantages gone, and which suffered heavily from the extra dev time needed due to new hardware - dev time they didn't get.
I’ve always adored finding cheese in a game. I almost always go back and try to find the dev-intended solution because that’s where a majority of the fun is half the time, but that moment of “oh shit, did I just outsmart the game devs?” is so much fun.
Concerning that interview with the guy in the creativity study, I definitely can relate to that. I'm majoring in art, and I really have disliked being forced to be creative to make projects and stuff for assignments, and I haven't done a single bit of art since school ended (unless you count UA-cam thumbnails like the ones I make as art) because I am totally burned out from being "creative."
Watching this I'm glad I decided to play games like "my own story/way" since 2 years ago. I'm almost 30 and seeing the results of that research really looked familiar. I used to be pretty creative and since "life happened" that has been pretty stifled. Slowly it is getting back bit by bit, but it's worrisome to see how hard it is to have that again.
What ?! Doing the game the attended way ?! That's booooring ! I'd rather spend 20 min on doing acrobatics and exploit the physic than the 2 min requiered to finish the section of the game as attented !
right??? and when i see there are even more fun ways to solve it then i might even go back on purpose just to solve it again another way. this is most fun
I love how you take us on a learning journey about video games and unbox psychological concepts and their applications on the way. Somehow you manage to mix two distinct and interesting topics and make something amazing and applicable. Thanks Daryl, keep talking games. :)
Fantastic video! The shrine in BotW reminds me of whenever I get to explore a cave on a hike. There's no proper way to get from the entrance to the exit, sometimes I need to climb or squeeze through an opening, but the goal is to get through the cave nonetheless. There were times where I see a cave that I couldn't get through at the moment, so I brought some rope or tools to "solve nature's puzzle", and I don't really think of that as cheating.
8:45 yesterday, I can't believe it happened yesterday. I almost yelled at the teacher. At not point in the test I was asked to complete the exercise in a specific way, and she said "you should have done as I did" (not exact words, I translated it)
My educational experience has been pretty unique compared to most people, and I think I have an interesting personal story to share. First off, it's worth mentioning that I am a game developer. Throughout my whole life, I have always been making games. I just LOVE to create. I have an insatiable desire to make things, and I become extremely distressed if I don't have a creative outlet. With that in mind, I spent my WHOLE life thinking that if I wanted to be a game developer, I had to follow a *process.* Graduate high school. Graduate college. Slowly work my way into a game dev job. Work in game dev for a few years. Then once I have the experience, I'll leave and start my own company. This idea had been drilled into my head my whole life. Not by my parents, because they were supportive of whatever path I chose to do, but by society. I went to public school from Pre-k - 3rd grade, and then I was homeschooled from 4th to 9th grade. And I went to a private school from 10th to 12th grade. It was honestly a fascinating experience going from "real" school to home school and back. "Real" school always felt like I needed to worry about just finishing the year. Don't neglect your work, and just get through it. But homeschool was fundamentally different. Sure, I still wanted to get done with my work so I could play video games or whatever. However, I actually LEARNED more. My mom was always right nearby to help me with any questions I could possibly think of. She worked so hard with me and my brother. I still remember things from this period of my life way more than when I was at "real" school. This personalized learning experience made me feel free to explore things that interested me. I played around with different visual scripting programs on an old Windows XP computer in my free time and had a blast. By the time I went back to a private school, I had gotten very comfortable with learning by myself. So much so, that I decided to start learning Unity. My learning with Unity, C#, and all things game dev, was actually going pretty well. *And it was just like homeschool.* My parents couldn't help me with my learning, but the idea of learning by myself was totally normal for me. By the time I graduated high school, my thoughts on how to approach my career path were totally different. My learning by myself was ALREADY going well, and I was proving every day that I was learning how to make games. ...so...what was college going to do for me? Why spend 40k+ for a degree for something that I was ALREADY studying? As I looked towards other game developers, it was obvious that they were STILL learning even after college (if they went at all). I began to totally question the value of college for myself. College started to seem more like an expensive "kickstart" to your career, but even after college, you'd have to work on many games before you would actually know what you're doing. Students seemed to come out with mixed results. I tried community college, and I knew the first week that college was NOT for me. I realized that traditional schooling *was killing my love for learning.* I love to learn. I really do. But I love to learn on my own and research things I'm passionate about. Homeschooling helped build that mentality for me, and I knew that college was not for me. I needed to be free with my learning to love it. And when I became free with my learning, *I can't stop learning.* I work sun up to sun down almost every day on my game with my team, and I couldn't be happier. I don't work this much because "I have to be on the grind!" *It's because I love what I do.* And I do hope to work less in the future to make time for a family XD If you read this far, congratulations! I'm impressed. That was a lot. I hope that my story was valuable to you. If you can, free your learning process. It will change your life. Shameless plug.... twitter.com/GrimmTalesLLC
I always try being the most correct, optimizing the crap out of the intended way to play it. Although I don't know if that means I'm creative 9r just really correct
Your math class example really hit home. There were a handful of times i'd find a shortcut that i'd test a whole bunch to make sure they worked, and then when i used it i'd get the question "wrong" even though it was right. And even if i showed em and even if i got them to do it and see it worked they'd say "but that isn't the way you were supposed to get there." That frustrated me so much
this video almost made me emotional because you put into words something that's been stewing in the back of my head for so long, and when I realised why open ended solutions make me uncomfortable it was because of the way I was conditioned to just solve problems the "right" way. Thank you for opening my eyes on this, I'll figure out how to reprogram my brain to avoid falling into that trap again
Except that Breath of the Wild is intended to be open to different solutions, you can tell for the fences hight and the fact that it allows you to change items mid air while keeping the ones you already spawned. You cannot do that in the rest Zelda games with out stepping into glitch territory
I'm just now discovering your channel. This is excellent stuff! I work in games as a UI/UX Designer, so leading the player to the "correct" solution is always in the forefront of my mind. At the same time, I need to be creative as part of my job in order to make art and design those interactions. I think we often forget in our urgency to guide the player that allowing them freedom to solve problems in their own way is rewarding, too.
I like experimenting, but not when it could result in extra hours being added to the clock. RE1 is a perfect example of this. Resources are limited. Puzzle items are spread out across multiple rooms. Your inventory is capped at a measly 4-6 depending on character. And saves aren't just limited, they're an actual finite resource that takes up an inventory slot. If I had all the time in the world, I would LOVE this. But somewhere in the back of my head I know that if I mess up, that could mean losing an hour of progress and that stresses me out, so I never really get to ENJOY the game. On subsequent playthroughs it's different, because I know what's generally supposed to happen and I can experiment with the specifics without worrying about missing anything important or time consuming.
I only recently discovered your channel but it is already one of my absolute favorites. I binged your psych of play series, as neuropsychology is my passion and I loved every video. Now I’m gonna go binge more of your work, thank you for being awesome
This entire video is one reason why I love the speedrun community. They think up new ways to do something, they break down the game, and honestly just have fun with it to find new ways to complete or bypass parts of a game. Like Mario Odyssey; a game about capturing enemies to give you new ways to traverse the landscape, has a category for minimum captures. The devs obviously didn't mean for that to be the intended way, but being able to beat a game whose main mechanic is capturing enemies with only doing so 3 times? That's amazing and shows so much creativity and drive
I'm a DM for a party of 6 and one of the things that I most experience is exactly this. Open ended puzzles (problem solving). For example: "How the actual flying heck am I going to make this specific moment fun and interesting to every single player even if it is seen by just only one of them?". At the end of our last session, which were 100% role play on purpose (and they were warned before hand), one of my players said "WOW! I really loved it today. I had more fun that I thought I would. _It made me feel very uncomfortable not knowing what I was supposed to do but I enjoyed!_ " I simply confirmed every. single. thing. that you said in this video. And receiving that compliment felt amazing hahaha
I think this applies to music production/writing as well, sometimes you just want a correct form of doing it, but I found that my most favorite stuff is what I made while playing or just goofing around, even tho the correct things have to be made, but after, not at first, that's what I believe.
Woah, you are almost at 100k. I found you when you only had one video up. Crazy. But your videos are all of such high quality that it is well deserved.
The best puzzles are ones that let you be correct and creative. The 2nd game in the Zero Escape series (Virtue's Last Reward) has multiple answers to each of the puzzle rooms, sometimes you stumble on it by messing around, other times you have to come back to it after solving it once to get the reward for figuring out the alternative answer. Really solid series for those who love puzzles and story telling.
Tbh, while I love the Zelda series on the whole I think this video kinda illuminated why I prefer the puzzles of BOTW to those of older games. A lot of people complained about the lack of dungeons, but tbh I was really happy about that. The single-solution puzzles always frustrated me, and I wished I could spend a lot more crucial game time outside of dungeons, or that it was easier to cheese them, and Oh Geez did BOTW deliver!
For me, productivity and making progress when I play vs time spent playing has become a big part of gaming. It's hard to justify spending hours looking for exploits when I can solve the problem and already be on to the next area. I don't know when I started seeing gaming like this, but now that my life feels very scheduled and I'm juggling multiple games it's been most satisfying to just beat the game and experience it as intended and cross it off my list.
Hey guys! Be sure to go watch some anime on me, signing up really helps the channel as well :)
▶▶crunchyroll.com/daryltg
Thank you for this excellent birthday present, Daryl!
Hey Happy Birthday! I totally timed it like this on purpose 😅
@@DarylTalksGames Hey, thanks! :D
Since I'm here I might leave this out, a video suggestion:
I love rhythm games. I find them very fun to play. I have not found any video on what makes them so appealing to certain players like myself. Is there any psychology behind it? I'd love to know!
Thanks for your hard work! Your videos are great!
I have a question, would this mean smarter people are less creative? And vice versa?
*Bam is a simp for rachel*
@@verysnaky7921 To put it simply, yesno. We can consider "smart" whatever we want it to be in modern society. Currently, the general census is that people who are good at math, science, and/or English are "smart". At the same time, our standards of intelligence testing are far too controversial and favoring to have truly mean anything in the grand scheme of things. Just because you are good at school subjects does not mean you are GOOD at being creative, but that also doesn't mean you are BAD at being creative. In the end, you can be whatever you want to be, because even if you're a failure at school, maybe your skills just don't fit their metrics.
"Problem Solving vs Puzzle Solving" is a great topic. The freedom of choice offers so much, and then there's the paralysis.
Arie Elberian I definitely thought you were going to rickroll me... I got lucky.
i can't relate, i neve experienced paralysis, only thrill or simple relief i don't have to get frustrated when im yet again confined to performing to a script someone wrote of what was throught to be "the right way". you just think of multiple strategies and then go with whichever has the best fun-convenience ratio or simply matches ur mood/personality. i see problem solving as nothing different from art, it's also a tool for self expression and endless creativity. kinda why i got extra disappointed when i went into STEM and despite talent i changed career path bc i saw the reality of working in it is puzzle solving not problem solving. switched to graphic design and saw the same attitude is there outside the rare instances of more artistic and bold projects. very saddening so now i will be trying my best to just do illustration/comics, whatever with hopes of one day being able to just be creative full time.
I think the issue is that BotW designs for the most part puzzles instead of problems, but the system is more suited for problem solving. Which means that puzzles can be easily, not only solved, but even bypassed. To the point you wonder what was the point for the elements you didn't interact with to be there. I don't feel like an adventurer who solved a difficult problem, I feel like a QA tester who's picking up the pace of a lazy designer.
@Arie Elberian Adam Millard has another one too, i consider it as a parallel Game Maker's Toolkit, the way they focus a theme is so similar.
Different narration of course:
ua-cam.com/video/BPD9yaEr7Z8/v-deo.html&pp=sAQA
What I love about Breath of the Wild is that the developers didn’t meddle with the game. They gave a consistent physics engine that doesn’t suddenly not work when the developers feel like it.
Except climbing for some reason.
The great plateau is an exeption but to be fair that is a tutorial (it teleports you back when you try to leave even though you could easly fall damage cancel or climb down the wall)
And one of the few glitches they patched out we're the Trial of the Sword glitch and one method of getting out of the Dark Beast Ganon fight. They could've patched out every glitch(Menu Overloading being one of them), but they didn't. Those only enhanced the game, and the ones that got patched out were so broken they HAD to be patched
There ARE a few exceptions. Shrines disallow climbing on most of the walls, and in the release version making campfires or lighting peppers for artificial updrafts worked in shrines but they disabled that in a patch because it made it too easy to skip most shrines with barely any creativity. I THINK they left octoballoon functionality alone, but that could be wrong and it's a lot more niche anyway.
It's a single player game so there's a lot of room for that. In multiplayer games things like Genji's "triple jump"(resetting double jump with wall climbs) can be problematic
So the secret to being a creative genius is to drop out of school during kindergarten?
Gotcha, I'll make sure my kids are never going past pre-school.
All they need is fridge letter magnets and minecraft, it's that simple.
In a certain way, you are not *that* wrong; yes, we need basic education to function in society, but we also need home education to not be limited by our flawed education system.
Antivaxxer parents are ahead of the curve. They make sure their kids don't live past preschool.
To be fair, there is quite a few geniuses that was self taught or homeschooled.
@@stonii8385 It could be because the way school is structured it results in creativity being limited, so when someone doesn't fit into the mold that school crafts for them then it could be that their creative mind need to be free to think, and create, so while its generally considered a bad idea to be self taught or homeschooled its understandable to think that the geniuses who dropped out or were homeschooled could create such imaginative and wondrous things that made them famous
This was fascinating. I've always lamented that my creativity has gotten worse and worse as I've gotten older. One particularly standout memory from when I was in high school is when my entire neighborhood was without power for two weeks thanks to a hurricane. My friend and I decided to bust out the ol' tub of legos that had been shelved for years but it only took about 2 minutes for the both of us to realize that we had become "too old" for legos. Not in a "toys are for children" kind of way but in that our brains just... couldn't come up with what to do with them. It was a heartbreaking realization and I still consider that the day a part of my childhood disappeared.
Even when playing games like Minecraft or Besiege I still don't really feel "creative". Me playing them is always driven by some objective I want to accomplish and although by the nature of these tasks there is no "developer intended" solution I'm still driven to find the most efficient solution, where the "correct" one is one that can't be improved upon anymore functionally. But when it comes to problems that don't even have any kind of efficiency rating, something completely open ended like "make it look good", my brain spazzes. Without some kind of direction I often find myself completely lost and frustratingly paralyzed with regards to how to proceed.
As that study shows though, creativity can be exercised! It's a muscle like any other part of your body or mind, use it or lose it. I try to do creative projects like art or writing when I can, I know that creative kid part of me has to be somewhere, just need to find it again!
I think this isn’t natural, too. This creativity is sucked form us through school and work.
The education system shall know PAIN!
What schools claim to bolster:
- Knowledge and creativity
What schools actually bolster:
- Obedience and consensus.
Your just prejudice against blocks. Block lives matter you bigot.
I agree with all of these. School sucks it out, even when you KNOW what it's doing.
This is reminds me of part of the reason I quit my English major - so many of my English teachers had a "correct" interpretation of a text that when I offered a different one they would discount my idea. I would get so angry at them, it is also very common in the art world. I am all for finding meaning in a work- but that is only its meaning to you. Like the color white - in the western world it is the color of purity, and innocence but in the eastern world it is the color of death and mourning, so the meaning you find depends on who you are.
Did you mean correct interpretation?
Grammar aside, I can see where you're coming from. I also took a Humanities strand for senior high school and decided to lean most heavily on my literature classes. A lot of the time, our teachers would always give the cut-and-dry meanings or intent behind a work. They didn't ask us to give our thoughts or interpretations of the works. They didn't give us time to think about what the writers meant. They just simply gave us what *they* think it meant.
It's a general issue that I think really highlights the issues with the educational system nowadays. Everyone's been limited to such a small worldview that when it comes to being creative and doing something that doesn't have a solution set in stone, it becomes more difficult.
Welp...this comment just made the ending of one of my favorite animes all the more...deeper than I gave it credit for... (TTGL if anyone is curious)
I joined a project that sends young people to ireland for 3 months in order to study english language. Despite everyone in the group and even the organizer, one of them being a certified translator, said that my english was incredibly great; in the actual college course i constantly got relatively bad grades, especially compared to my group colleagues, because most of the tests and assignments were more about "theoretical grammar", stuff like past and future tense.
I learned english by playing F2P MMOs and trying to decipher quest and item descriptions whose words i didnt learn yet. As well of course trying to communicate with other players. Later on i joined english-language forums and chatrooms. I dont know how to apply grammatic rules and can't distinguish exact temporal versions of a phrase. I just use the words in a way it feels... natural? Do british kids ever think about whether their sentences is in simple past or past continuous?
Neko Imouto
American here, but no. Does anyone think that way about grammar-in any language? We don’t start from a theoretical perspective to construct ideas; we tinker from the time we’re babies and through understanding messages and testing ways to express ourselves come to understand subtle differences. Formal education can help refine that sense or get a deeper grasp on the underlying logic, but even people who become linguists don’t refer to the specific grammar structures they’re using at every level of abstraction each time they wanna order a piece of cake or rant about the inconsistencies of clothing sizes. It would be crazy inefficient and they’d be unable to keep up with even the most basic conversations
However, whenever there’s a noticeable disconnect with the literal meaning of what’s being said and what they think the speaker means they may ask a question or if they want to say something but they don’t know just how to phrase it they may ponder possible articulations. The more creative and/or technical something gets, the more important it becomes in order to accurately parse what’s being said, but it’s never the _default_ mode of thinking. It’s a tool. In certain environments, like classrooms, tho people can get a sort of bubble mentality. But no, “He went” and “He was going” and “He will have been going” are all just intuitively understood
In a similar vein to what you said, I watched a language teacher on UA-cam recently who described her friend’s experience going to take the JLPT N1 (the highest level of the Japanese Language Proficiency Test for foreigners to document their ability in Japanese). According to her friend, the exam proctors were making basic comments to the test-takers in Japanese such as “Let me know if you have any questions.” or “We have pencils if you need them.” and they _all_ (that she saw) got visibly uncomfortable and ended up responding in English. Despite many of those people being minutes away from taking and passing the highest level of a test designed to indicate foreign language ability they still weren’t comfortable enough to have a basic conversation. That’s because they aren’t tested on conversation and that’s not what they studied. They study abstract grammar concepts (“grammar points”, they call it) and learn effective study and test-taking methods. The test would have questions about which word or structure fits the best in a given situation, but it has no way of measuring someone’s more fundamental level of fluency (fluidity) in the language
I ask you, which is more practical, to have only the abstract understanding of grammar and a sizable vocabulary or only the fluency that even young children with limited vocabulary and education have? I imagine it depends on whether you want to talk to people and use the language in your daily life or whether you want to take tests and analyze grammar structures. Not that one can’t lead to the other, but they don’t _necessarily_ follow each other and one certainly isn’t an indicator of the other. However, if there’s one that should be learned first, what would be more effective? Logically, if we can already get around in the language (even if we don’t always 100% understand every aspect of everything being said), then anything we learn will enhance our understanding. On the other hand, if we only know the theory but have no practice, we probably aren’t actually understanding it correctly and therefore building this big framework that only later we’ll find out we have to dismantle piece by piece as we “playtest” it and find out where it fails, as well as building in all the added complexities of casual speech as “patches” instead of part of the whole. Not to mention not having any practice means we also have no level of actual skill/ability in _using_ the language (hence the answering in English)
I noticed that about school; it often felt more like you were being taught how to pass premade tests than anything else. They didn't want creativity, nor did they really want you to think; just regurgitate the answers they spoon fed you over the year onto the test, collect your pretty little As, then get to the real world and discover many jobs are the same way. Try to think or improve on the process and you're told to shut up and color.
This is why d&d and trpg's as a whole are so important. It's one of the only mediums that is flexible enough to allow and REWARD divergent thinking.
Your comment just made me realize why I hated playing the VRPGs (verbal RPG lol) this one friend of mine would make. He designed his games to only have one solution- completely antithetical to the medium. I wanted to explore and try and solve things in my way, but I would always fail if I didn’t guess the specific solution that he came up with.
EXACTLY, this is so rewarding to hear the DM says, ``i never tought you would do that``, you know you have found a solution he never anticipated.
As a DM I once tried to put a challenge with no clear solution. It was not necessary to overcome it, so they wouldn't get stuck, but they had small reward if solved. The challenge was simply to cross a large gap. No magic bridge or clever switch, just cross it however you can. I tought they would use magic, try jumping, climbing, or whatever.
Instead they got into the previous room where I mentioned tall bookshelf, flip it, and make an improvised bridge how of it. It was amazing to watch and the player were so satisfied with their own solution.
@@Player-si5rx Bro, I'm practicing for DM, and i'm totally following that.
@@_-lariant-_5206 hahaha, I do hope that means you're already DM'ing. There's only one way to truly learn how to DM, and that's to start DM'ing (though it is useful to learn what others are doing).
its also the perfect way to make your DM laugh and cry at the same time
When you asked: "Is this cheating?" - I was just sitting here, grinning, not even trying to answer the question. As a speedrunner, you get to see people who throw the word "cheating" around a lot. But after a bit of thinking, I'd like to answer that question as follows:
- In order to cheat, you need to betray or break some rule(s). These rules can be clearly defined, as they are for certain speedrun-categories or challenges, where you clearly are or are not allowed to use certain things, both inside the game (glitches, exploits, winning conditions) and from outside (hacks, console modifications, mods). So if you try to pass of a speed- or challenge-run as something that it is not, i.e. breaking the rules of the restrictions, you are cheating.
- But, where are all those people coming from, that accuse speedrunners of cheating? Using exploits and glitches is just par for the course. Although sometimes even the glitchless categories can have some controversy and upset some people. Well, it's "simple": People have an internal idea of what is or is not intended or allowed in their perfect idea of a challenge- or speed-run. The catch is, those internal ideas often don't overlap with the strictly defined rules of the runs - and most likely even more rarely, are perfectly in sync with other people having their own internal ideas what is or is not cheating
Fascinating video, thank you for creating it :)
On a more personal note: In games I often take it as a challenge to try and break free of what's intended. I deliberately try and see whether I can abuse mechanics to circumvent the devs solution. Not because I'm looking to show off or because I'm investigating for speed or challenge-purposes. I do this just because I can. It's fun to try and see whether there are little holes and gaps in the design. This is also not intended to be malicious towards the designer - if I like a game a lot, I will start experimenting and I love exploring every tiny (mechanics-)detail.
However... Almost always, if I feel like I didn't solve something the way it was "intended", I return and ask: "Alright, I solved it, now what's the intended solution?". Because there always has to be one... right?... Especially in old games it's fascinating to think about: "How are you even supposed to figure this out?" when something is super obscure and cryptic.
My favorite game of recent memory is Divinity: Original Sin (1&2). Because there are often a variety of different solutions, and it's fantastic. I always love when developers leave in things that are seemingly not intended, but then they go: "Hey, good job on finding this!". Celeste, Blue Heart in Chapter 2 was AMAZING to me, since I figured out the mechanic, but unlike so, so many other games... They accounted for it
Enough rambling, have a good day ^^
I think the mentality comes from exploits being "cheating" of cheating in a lot of games. Whether it be multiplayer or just something that trivializes singleplayet and makes people not think of something as a real achievement.
That's where people go wrong when they try to learn about speedrunning and watching it. Exploits are not "cheating". They are encouraged. They are actively searched for to improve on time. I think if someone says your any% run is cheating tell them to just go watch glitchless% runs.
Good analysis dude.
Also, side note, the BOTW devs actually wanted people to find different solutions and exploit everything the game allows (implying glitches too) from the start.
I don't have a link, but I remember hearing them talk about the "freedom" the game allows a lot during marketing. And they were right too! It's one of the thigs that makes BOTW so great.
@@RobinNashVideos You should get BOTW, it comes with a free link... and a zelda too... ok i will see myself out.
Completely agree with you, the definition of cheating is completely circumstantial and is defined by most casual players as “breaking from the intended path”, and that’s completely fine - but in a single player experience where your actions do not affect anyone outside of the game, it is entirely up to you what you define as cheating. I run Celeste myself and it’s been fascinating to learn how the devs not only included rewards for figuring out obscure game mechanics like the chapter 2 heart, but also how they’ve adapted to and encouraged divergent thinking in the community when new exploits or unintended behaviour is discovered. For example, somebody discovered a technique which we call demo dashing, which essentially gives you a crouching hitbox while dashing and allows you to fit through gaps between spikes that should be impenetrable. Instead of patching out this behaviour, the devs widened some spike gaps by a pixel or two to be more lenient for demo dashing, and even included a secret area in the DLC only accessible by demo dashing. To outsiders, demo dashing seems like cheating, because you’re going straight through death walls, and I’ve seen numerous people new to the community complain about their allowance in submitted runs. But if you take the time to learn that the devs actively encouraged this behaviour, you realise that it wouldn’t fall under the general definition of cheating, and you come to appreciate the game and the intentions in its development on a much deeper level, because you understand how they rewarded somebody’s divergent thinking.
imo if this isn't a competitive game and ur not messing with its code then this isn't cheating, period.
"The subjects were told to be creative."
/gamemode 1
"Why are you booing me? I'm right."
In a world where we all live in 1.16
this man lives in pre 1.13/ bedrock
@@jotarokujo5849 like everyone should be, 1.9 ruined mc dont @me
If only this command could still work.
I don't mind them adding new ways to do commands, but removing older, quicker ways is just dumb, like why even do that?
Doesn't that take effort? (Maybe it's the opposite, which would explain, but still, it can't be that hard right?)
Other than that though, auto correct features have really improved, so aside from that one thing, I'd say commands are a lot better now then they used to be.
ah, the good old days of taking like 2 seconds to type which gamemode you want to change to and them mistyping it and dying due to giving yourself survival instead spectator mode
Why is he asking whether we would rather be correct or creative, I've never been either
Same here. Just look at my name and profile picture
@@nonamea9177 You could've been "No name, eh?".
@@nullpoint3346 that just proves the point that he has never been correct or creative
My name shows just how un creative I am and my grammar shows just how poorly educated I am.
@@killerbug05 I just misspelled nameless
I like to call it "intended" solution as opposed to "correct".
Not even intended but the most engaging. There were a couple of shrines I did "wrong" because that was just the most interesting/fun option. (Motion control shrines)
@squidbro6635 I've broken through a gate in god of war II while trying to figure out what I was supposed to do. Game didn't know what to do after that.
I do not know if you can use however only at the start of a sentence anymore, but I remember using it at the end the the teacher told me the exercise was about using it at the start of the sentence.
I will use it wherever I want it, however. Mark it wrong I don't care.
I'd totally would watch Daryl talks anime. Granted I'm also out here to war on the education system myself
Ngl, I’ve come very close to changing the name of the channel to something less specific and talking anime on occasion
@@DarylTalksGames Daryl Talks works too I suppose
@@DarylTalksGames Personally, I think you should feel more free to explore analyses you'd like to make, it sounds annoying to be restricted if an anime has something you find interesting to talk on.
Maybe if you're concerned with the community you could ask too. Either way I think you're doing a great job.
@@DarylTalksGames It think Daryl's Thoughts is good
@@DarylTalksGames Can always do a second channel if you want to keep your original branding
We finally have confirmed that Daryl Talks Games watches anime in quarantine
My life is complere
*comprete
And from his speaking and choice of clips to use i have been able to deduce that he is without a reasonable doubt A Man Of Culture.
@@takemetoyonk yes, i saw it before you but I am too lazy
@@takemetoyonk no no, you got it wrong, it's _c o m p u r é t t o_
What’s the movie at 5:38
Cool stuff. I'd say in the example of Botw, if cheating is based on the dev's intention, I'd say it's not cheating. The devs of Botw have stated they intentionally did not discourage out-of-the box solutions, so there's that. Doesn't take away from the larger conversation/point of this video, though
Science: I learned that this does’nt work and that’s a great source of progress.
School: That doesn’t work, what a waste of time. Also study more science
Sadly, while negative results can be (and often are) a great progress, they are notoriously hard to publish. That more often than not forces multiple groups go through the same dead ends.
@@Alche_mist I didn't know that, and that does sound bad.
literally my senior thesis at uni proved that no, you can't do x thing the way i thought of cuz it's not as effective as doing it normally and my advisor said this is by no means a failure. a failure would be not doing the experiment properly, not processing the data right etc. but the result coming out as negative is as good as any. i got max grade on this btw. (the thesis alone cuz my defense was not perfect lol).
I run a lot of Table Top RPGs, The way I tend to GM is to give my players a rough goal they need to reach and let them get there on their own. This works great for some players and not so great for others. I tent to try to get my players to break my encounters, derail my story, and generally just act as the agents of narrative chaos chaos they can be to create the most interesting game possible. If I know how it is going to end then I should just write a short story.
I have had trouble with some players seeming to need permission to try weird and creative solutions to problems. I should specify that not every plan or solution will work. There are always variables the players did not or could not account for and plans need to be adapted on the fly, but that is the fun of the TTRPGS and what makes it so different from other gaming or media experiences.
I agree with this... When I was in third grade we, as a class, needed to come up with ideas on what was necessary for a garden we was growing. I had recently watch an episode about worms and told my class that they are essential for the garden. My teacher started to get mad at me and put me down for the idea... going as far as kicking me out of the class and had everyone laugh at me. I never forgot about that and took it as a sign of me being different. I tried to fit in but felt I never could so as I grew up I put myself down for anything creative that I did. I now can see how toxic I became because I was forced into a box and out of the circle I originally was in. I now make a lot of art and try to think out of the box before doing things "the way it's supposed to be." So happy ending I suppose...
I'm sorry that happened. You are correct, worms and decomposers are necessary. Your teacher is a buffoon and does not know what they are talking about.
Good luck with life and your art
in a math class, i solved a question different to the way it was intended. when my math teacher saw this she didnt say it was wrong and was actually impressed on my aproach to the question
I used to do this before we were allowed to use calculators.
I moved around a lot, so I switched schools a lot, so obviously I missed some things because I wasn't there to learn them. (I don't know my times tables)
Teachers would get mad that I got the answer, but would not do multiplication. Instead of multiplying, I would add the number over and over and over to itself, because I could not do multiplication, Which is bullcrap because I understand how it's done and how to do it, I just don't have a way of doing it the proper way, so I do it the best I can and get the answer correct.
Yet teachers count that as wrong because you aren't doing it their way.
(Sorry if this is worded weirdly, im not good at organizing my thoughts.)
I feel this why people play Animal Crossing so differently.
The reason it is so hard for me to play animal crossing :')
This is why I got bored playing Animal Crossing.
"It delivered our strangely handsome elf boy to the end of the shrine though contents may have shifted during transit".
It’s a fascinating topic, really. Personally, I find puzzles with “correct” answers to be more satisfying. I find the open ended ones impressive on a technical level, but I like the “aha!” moment when everything falls perfectly into place with the “correct” solution.
It’s like, you ever get one of those novelty puzzle boxes? Where you have to do a marble maze, or find all the hidden, movable features to find the key get whatever’s inside? Sure, they’re usually cheap enough that you could just break it open, or pick the lock or whatever, but where’s the fun in that?
Real life is so messy, and if you’re persistent enough, you can probably fit that square piece into the round hole, you can bs that essay, you can talk your way around problems, you can do “good enough.” But games are unique in their limitations. They have absolute rules that can’t be broken, and it’s within these unbendable constraints that we’re asked to solve problems. In games, you can be “right.” And I think there’s a certain neatness to that that’s incredibly appealing.
Eh, I definitely get what you're saying, but I just want to say that the rules can sorta be "broken" with something called bugs. I'm not sure on the exact definition, but according to what I've seen and heard, it's an unintended effect created as a result of the game's code. This ranges from glitches which use unintended byproducts of a code to create unintended effects or exploits which use intended game mechanics in unintended ways.
ThreeBee HD189733b Sort of, I’d say in this context glitches and exploits are more holes in the rule framework than rules being broken. The code is still there, and you’re still operating within its parameters, the devs just missed a spot.
It’s the difference between the game’s programming, and its design. The game itself and its intended play. Short of hacking (and hardware issues/data corruption,) the former is inviolable, while the latter holds water only to the extent of the developers foresight.
I agree. I really enjoyed Breath of the Wild but I really enjoy more traditional Zelda puzzles. It's that "aha" moment. The same reason i love Professor Layton.
"Have a damn good one."
Thanks for throwing that in Daryl. Nice tribute.
...Whether it was intentional or not.
It goes at the end of all my videos, just a small way to keep his legacy alive
Ah, I had no idea. Though I am fairly new to the channel. Right on man.
Whose legacy?
@@littlefishbigmountain Googled it: Etika
I tend to go out of my way to look for unintended solutions to challenges and puzzles in video games, and when I find one, it's incredibly satisfying.
This made me think about how I approach school assignments where I have creativity, and I get to CHOOSE what to write about etc. I just don't know what to do, I think about it as if theres one definitive best way, and I also specifically remember doing that shrine and being confused, and in many games I feel uncomfortable when I do something and I'm not sure if it's intended or not. I did play Minecraft a lot as a kid though, and I think games can help our creativity massively, even if school pushes against it sometimes.
I think we as a society though need to learn more about taking unique approaches to things, and having a bit of help at times, but we do want people to be able to be independent, so thats sort of tough to teach both, because teaching one way (one answer only, you should've solved the math problem this way) often makes people feel weird when a lesson is presented in a more free, creative way i.e "write about why you one of your favorite movies"
Overall, wee need to remember that if we find a clever way through the puzzle in a game and it works, that is great and unique, and you dont NEED to follow exactly as what might have been intended.
Great video as always
"There is only one intended way to solve the shrines in Breath of the Wild."
Speedrunners: Allow us to introduce ourselves.
For real though, speedrunning creates an incredible environment for divergent thinking. When told to optimize something most people will come to the same answer, but as long as one person among the community has that little "Wait a second..." moment, the existing "ideal" solution can still get blown out of the water. The second that happens not only is the record shattered in a way previously thought impossible, but now everyone is working divergently to find other applications for the same technique all over the game. Wind bombs are a perfect example of this, the speedrun for BotW in every category got cut down by a ton because someone had the idea to manipulate a bullet time bounce (an already established exploit that was used heavily, but is very situational) in a way that can be done whenever you can get a small amount of airtime. Suddenly no matter what your objectives are when running the game, it's almost definitely a faster game.
Except for any%... they don't have the glider for enough time for it to really matter.
Ahem Mario Odyssey
There are definitely multiple intended ways to solve some of the shrines in BotW.
any% runs are usually breaking the game as heavily as possible. In the case of OoT and MM, the game becomes something entirely different where you are literally shuffling lines of code and doing in-game programming by performing extremely precise movements and actions. I don't think this is cheating by any means, but there certainly is a division between abusing physics with things like getting off of the Plateau before the tutorial shrines and skipping to the credits sequence.
I personally speedrun shrines in botw and I totally agree with what you say : nowadays most of the wrs are just people using a windbomb to go from start to finish or using moonjump to fly over obstacles. But there is a very small community (including me) that decided that it's just not as fun and rewarding, we preferred finding creative solutions to speedrun these shrines. So we started teaming up to find routes that can surpass the boring techniques and to try to beat them. And that turned out to be really fun because it created an even bigger challenge !
Some people say that what we do is "lame" because we're not even trying to find the fastest solution but I really enjoy doing that because I prefer being creative, it makes me even more satisfied when I get "the run" ! Also the game engine makes nearly everything possible :)
any%, TAS-es, "exploiting hitboxes": cHeAtiNg iNvAliD sPeEdruN
The Zachtronics puzzle games have always been my favorite puzzle games precisely because there is no "correct" way of solving them. I just enjoy being let loose to solve a problem in any way that I see fit, without an expectation that there is an intended way forward. Some of my Infinifactory solutions are jank as heck but they get the job done and I enjoy how these games encourage players to think divergently to solve a solution. Great video
Exactly! And to me it’s the freedom to come up with goofy solutions that, despite their absurdity, get the job done. Having your own experience is fun as it turns out. Thanks man!
This reminds me of a discussion on spelling and "correct" language.
If we demand that everyone spells and says things prescriptively, in the "correct" way they were taught, language changes less over time and across space, but it also stifles the language and prevents it from improving itself especially in written language where it naturally changes slower.
And so we can communicate easier with a wider range of people once we know all the rules, but in exchange, the rules all suck and we can't change them.
I wish English had room to grow, but fear that it would divide us further if we let it do so freely.
And people think you are uneducated if you write "I've thout alot and had enuf with this bullsh*t" even if that is more similar to how people actually talk.
My personal use of language aligns very closely with the rules of the game, so to speak.
Given the choice to appear correct without even necessarily saying anything of consequence, I'll gladly take the free perks of apparent language mastery.
(But of course I too yearn for the day of true missive equality, wherein our message are judged for the content they carry, not simply their window dressing. Prescriptivism sux.)
E4439qv5
I think a big part of that (if the the most important part) is not merely playing by the rules of the game of writing convention but social convention as well. I’ve seen plenty of people whose comments are technically proficient and well articulated utterly fail to make their point because they fail to understand how people think, sometimes exacerbated by making themselves appear judgmental or as if they think they’re superior in some way or even just downright pedantic even if they’re really not but people won’t listen to the point they’re really trying to make because of their writing style
On the flip side, I’ve seen people with almost unintelligible spelling and syntax garner massive support through sheer charisma entirely regardless of their point (and sometimes in spite of it). And I myself have given many such comments a thumbs up :p Sometimes they’re just gold
Even in formal debate, there is an etiquette, and the etiquette is just as important as the content of the debate itself. It’s similar to that
This topic reminds me of instances in school
wherein the Math Teacher makes you solve a problem, you get the correct answer by solving it in a different way than what the Teacher intended
but the Teacher considers it wrong OR makes you to solve it again with how the Teacher taught you the problem should be solved.
(Edit: Oh it was mentioned in the video, its annoying when that happens though 😅)
That's bad teaching. True math is about creative thinking to solve a problem and if the problem can be solved and the way is correct, then it also should be viewed this way. Especially in math there may exist many ways for solving a problem correctly.
Of course there exist some conventions one has to learn, because without them communication in academic fields would be difficult. So even if you solve a problem the correct way if you don't write it down formally correct it will be regarded as wrong, the same way spelling or grammatical errors will be considered wrong.
Whenever I do maths, I always use the most creative experience you could possibly think of. The problem is, the answer is always wrong. I did terribly at maths. Mathematics is all about doing very similar methods for one newer or using different methods and most likely getting it wrong.
Same, I always though that there was nothing wrong with thinking of 7 as 3 less than 10, to make things quicker or easier when adding things up, if I have a big number, instead of doing the whole big complicated method, I'll add up the 10's column and the 1's column separately, and then combine them.
Like, if I were to add 32 + 25, I would split it into 30 + 20 and 2 + 5.
2 + 5 = 7, and then 3 + 2 = 5, so that would be 50 + 7, or 57.
I mean, I learned the 'right way' to do that sort of problem, but I found that this seemed to work
better for me, and it gets the job done, so just because I thought about it a little differently, I figured
I shouldn't get downgraded.
Heck, I should be commended for thinking outside the box and finding another method of finding the solution.
That's more impressive to me than just doing what your told, you actually get to be smart, but no, apparently that's
the 'wrong way' to do things, even though it works just fine.
I mean, like I said, I learned the 'right way' to do it, but I honestly didn't put to much stock into using it unless
I absolutely had to.
I'm sure the 'right' method works for some people, but honestly this one is a bit easier, and segmented, and just
looks less messy. I could be wrong, but I honestly think my method might actually be a little better for most
problems/people, and I'm sure I'm not the only one who came up with it, but I'm sure that's enough out of
me, so I'll end my paragraph essay here.
(Gosh, I hate those things, and I think I know why, I'm supposed to write something, ok, simple enough, but instead of simply writing something, I need to write a specific kind of thing, which is a whole other can of worms, but I'll stop there because I've done enough of one already, ok bye.)
@@lukelcs8934 wait is that not how you learned it? I'm grew up in an asian country and your "wrong way" is how I learned it.
@@Chloe-lf2bv Sounds like Asian country's teach mathematics better then. XD I'm in the US myself.
Try looking up the method of carrying 1's and 10's columns ect.
It was called something along those lines, but I can't recall and exact name for it.
When you called me a Chicken
you're not entirely wrong as I am actually part Chicken
The best part about BOTW is the fact that there isn’t any “right” way to solve anything. You can do solve each shrine in sooooo many different ways. In my normal mode play through, I did all shrines the intended way. This was due to the fact that my knowledge of exploits was barely existent. When I played in master mode, I had that knowledge. I did most shrines with either BIL/Windbombing, or Skews. It felt nice knowing that said exploits are also a possible option to finish the shrines.
I have the exact opposite problem as Daryl lol, I keep trying to do things “out of the box” and get upset when I can’t and I HAVE to do things the DEV intended way 😛
I think that being creative somehow lead to being correct, or rather finding the correct solutions.
In early videogame industry people were experimenting with different game ideas which then transformed into game formula's.
Same can be said about education.
For example, some guy was trying to solve a math problem so he tried different possibilities for a solution, he then figured the best way to solve these types of problems with a formula and steps to solving them.
That's a shame, since people forget that creativity is the reason the correct options are the way they are.
My favorite way of playing is "gaming the game." Feels kinda like outsmarting GLADOS when you escape the maze (intended path) setup for you.
Probably the best video so far. Great job! It truly is an eye-opener.
Thank you so much! I'm glad to hear you say that, it was NOT easy to write
+1 this is one of the best with no doubt.
@Daryl Talks Games I bet! I've only been theorizing about this kinda stuff but you really nailed it, to me at least! Really appreciate your hard work, it is really inspiring and educational.
Hey thanks for this. I've been really struggling with getting into Tears of the Kingdom for a lot of similar reasons. It's a little bit of "there's so much to this that I don't know what to do", and a whole lot of "but what did the developers WANT me to build here?" with the new Ultrahand ability. I've been handicapping myself with these invisible expectations, and it kind of feels like this video just gave me permission to go back to just doing whatever works, no matter how goofy it looks.
I personally feel like creativity when creating gets more limited over time, because our standards for what a creative product is grows.
This video was very informative, but I don't know what to specifficaly take from it. It didn't leave a clear answer to what gamedevs should do. If they create an open puzzle it may make people uncomfortable, but a closed puzzle stifles creativity. Not having a clear answer on this video made me feel uncomfortable and... oh no, how meta is this video now?
Even if it was more of a discussion still loved the video as always! You really knocked it out of the park with extra cuts and edits with this one.
and 2:43 made me laugh too much for no apparent reason
Also congrats on 100K my dude!
Collaboration in school ain't cheating, it's just that most of the time it IS just cheating by having one or two students carry the assignment and then some freeloaders. Then again, those types of collaborative assignments that allow that to happen generally aren't good for teaching anyway.
I'll play devils advocate here. Wouldn't freeloading off of someone else's work be considered a solution? Perhaps the student does not find the topics particularly interesting or palatable, and they would rather spend their time learning something else that they either feel is relevant to their future or is more engaging than whatever the collaborative assignment is.
Just to throw a question out there: Would it be a disservice or hindrance to someone's intelligence and creativity to force them to participate in something they don't want to participate in?
A) There are some assignments that are busy work or where the task is just to find something out. Working together on those is fine, an in fact the schools I went to often recommended working together, especially if it was in-class. However, many assignments and tasks are intended to gauge your knowledge of the subject. I suppose fraud is technically a useful life skill, but we'd really rather that the student learn the subject being taught instead of how to lie better.
B) It would be a disservice to just have them learn what they were interested in. Plenty of kids hate math, but it teaches systematic problem solving and also you need at least a basic level of it to get anywhere in life. I personally hated almost every English class with a passion, but an understanding of grammar and literary techniques have certainly improved my life. Especially when you're young, what you like or think is important doesn't really have any relation to the things that actually end up being useful in life. It can be said that education has been historically too strict or that we should allow course selection before college, but even then you still have to learn stuff you don't care about
@@Anthony-nc8cq Is it a solution? Kind of, but they're not learning anything substantial from that, except maybe how to abuse loopholes. They might find the subject uninteresting, but I don't believe the majority of the time that the majority of students that do this are going to utilize their own time to learn something better (it is *possible* though). I think there are times in which it is better for someone to go through a subjects they aren't interested in because it's (most likely, depends on the curriculum of course) for their own good to learn it anyway, assuming they still learn the subject and don't completely repress or forget it. Ideally something would be done in the first place so they aren't uninterested, but I imagine this would require a complete overhaul in how the education system works, which isn't easy at all.
@@racercowan To add to this, students still should go through a diverse set of subjects because people are bad at choosing what they like as well as the fact that they don't know what they don't know. Many wouldn't know they enjoy a certain topic, possibly a career changing endeavor, because they never actually tried it out in any substantial way. Education should support both guiding students through supremely important subjects they're always going to need to use, like English and Math (although to what degree is enough is on the table), and also guiding them through different auxiliary subjects to help them build their own character (Arts, etc). The way this is actually implemented is questionable, but I'll save that facet of discussion for later. A big issue I saw at my school was that assignments that were intended for practice of a subject (eg. math worksheets) were also used to gauge how well students were doing, meaning the learning and testing phase were essentially tied together; I imagine this is the norm in other schools. I see why this was done, it's hard to motivate students so giving them a grade on *any* of their work generally gets them to do it, but this seems like a fundamental flaw because it ties students to learn at a defined pace, and also makes the "learning" phase much more difficult because it has the risk of failure with punishment (ie. a bad grade), which can make some people just give up, among other issues. As for collaboration, it is definitely a good skill, it just needs to be taught in a way that actually makes sense and isn't shoehorned in. From my experience at least, having students work together on an in-class assignments usually just leads to them doing their own thing until the end of class, and just finishing it the next day or something, which isn't very effective at teaching people how to actually work together, it just facilitates them getting along (which isn't a bad thing on it's own, but the former is the important part). I think a lot of this has to do with the fact that education *is* getting marginally better with time, it's just that it keeps making bandage solutions to the much bigger issue of not teaching for the current age.
Three years later, and we have TotK, built on similar designs and philosophies as BotW.
And it's interesting because they take the potentiality of cheesing those shrines to the extreme... to the point of almost explicitly encouraging "cheesing" various shrines.
And you can get a hint of this by studying the shrines. The ones that want to teach you something, usually have one specific solution and the devs built it in such a way that you absolutely could not cheese it. However, other shrines have the preferred solution lying just under the first glances, but are open enough that alternative solutions are available as well. Another video talked about this, and mentioned that there was one shrine that had one preferred solution, but could be cheesed using a rocket-shield. Which was hinted at by a setup just outside the shrine that had a rocket available to fuse to a shield to be able to get to a treasure chest.
Not gonna lie, I was a bit sad when you didn´t mention JoJo. So thanks for the outro!
Yeah season 1 BATTLE TENDENCY (not part 2 sorry) is the prime example of divergent thinking
@@xrenynthemusicmage6422 parts 7 and 8*
@@xrenynthemusicmage6422 You mean asspulls?
@@canti7951 Yeah I do mean dem asspulls 😁 I was just too dumb to look up the actual name of that story arc, which appears to be "Battle Tendency" (hence the edit above).
That one inspires creativity more than any other anime I've seen so far
This reminds me of my favorite math teacher. We could use any method we wanted to solve the problems if we could prove it would work. And we couldn't use common shortcuts unless we could prove why they worked. We had to explain how cross multiplication works before we could use it and that was the best start to a class I've ever had.
I’ve found a method that I need to start using more. It’s taking all of the parts of a task and singling them out and looking at what they can do individually.
To follow the theme of this video I’m going to use a breath of the Wild example.
Link has the actions of walk, run, crouch, jump, whistle...among others.
Doing everything he is able to in every single order is where I usually end up seeing creative thoughts. Writing the actions down and drawing lines between them is a big help too
I love your videos so much Daryl. You ask just the right questions. The reason I enjoy playing MMOs is exactly these two ways of thinking. Sometimes you think there's only one correct way to do a mechanic, but then you get back in the game a few months later and the entire strategy is completely different. it makes 8 people have to work together and think of a solution to their current hardship inside a boss fight, and thats what separates the world first races from the people that just wait for the instructions later on. It's so interesting and I love every minute of it.
This was so well-made....i love games and I love psychology so this series by Daryl is just so awe-inspiring. looking forward for more~
When I did the bomb catapult shrine in BOTW for the first two I just used bomb arrows, then the last one I did normally, I had no idea that square bombs and round bombs can be used at the same time when I did this trial.
I think my biggest creativity in botw happened when I forgot about one of my abilities but was Determined to not look up the answer. It actually ended up working out😂
I honestly try too many things in games that normally don't work so I often get confused like ''What! what do I do now'' since I often try to always cheese games. That's one of the reasons why I love botw so much, it gives you the option to complete things without them being completely intentional and makes the game have such an nice feel to it!
You can literally take something I would find boring in school and make it something hella interesting. I love your content!!
Reminded me of Trine 2, the only game that i played that i was always unsure if the solution to the puzzle was "correct" or not, and it wasn't always cheese either, sometimes i struggled getting over/past something, sometimes it was really easy, but every time it felt like I was breaking the game rather than solving the puzzle, but honestly in the end, it made for a memorable experience.
I liked the energy that made you call us chickens. Bring it back next time, I want more
I followed a trail of videos breadcrumb style back to your channel. Yet again I find myself exploring the topic of divergent thinking because of you-that’s a good thing.
This time I think I’m at a point where I can use it as a positive tool, and not a means of justification for my own rigid, stagnating thought patterns.
So thanks for that
honestly probably in my top ten favorite gaming channel's
Opening yourself up to divergent thinking can be so satisfying. I've been playing Star Ocean: First Departure, and there is a part where you are asked to clear the monsters out of a castle treasury. You are told there's some great equipment down there and you are free to use it, but it must be returned after the monsters are dealt with. There is also a customization skill that allows you to combine a weapon with materials to make a new and improved weapon, and I felt like such a genius when I realized that if I made something new out of the treasury weapons, I would have nothing to return! Now I'm sure the devs were tempting players into doing exactly that (or maybe the replication skill, which I also thought of using but wasn't able to), but it FELT like I was coming up with something creative on my own, and it's the most fun I've had in the game so far.
5:56 i think this is the main reason growing up sucks. This is such a good thing, being able to see one thing in multiple ways, but as the years go on it all blends together into a murky brown.
when you mentioned about that "math exam analogy" i remembered how math teachers who accepted alternative solutions by students that helped them get the right answers were more effective in teaching than those who didn't
Love it when my favorite game design channels start referencing each other
To this day the 1 shrine I remember the most vividly from Breath of the Wild is the one with the gyroscope table maze. Literally just turned my controller upside down and skipped the whole thing, and I felt freaking awesome afterward
14:13. I heard this as "alien drug test" and was very concerned
I’m in the future problem solving program at my school, and that’s a place where divergent thinking is encouraged- heck, I knew a person who made one of their solutions a “floating biscuit”. It’s purpose was to provide food for someone stranded on a mountain, or something. No solutions are wrong, but some are considered “stupid”. The solutions are required to be futuristic. A floating biscuit is futuristic, all right, and it would work, if it was presented an opportunity to work. I think that, if it works, it’s good.
You asked, I answer: I am watching "Yuuki Yuuna is a Hero" right now, and it seems to be a wonderful take on the Magical Girl Genre!
This came at the perfect moment. I recently finished playing Ori and the will of the Wisps and the idea of the "correct" way to play really bothered me while playing. Throught the game i found plenty of ways of small sequence breaking and unintended puzzle solutions but whenever i found one it left a little bad taste in my mouth as i felt like i was missing out. I got over it by basically making it my goal to find as many "wrong" solutions as possible and by the end i was proud of myself for finding so many. We should try doing this from time to time.
To me, the INSTRUCTION to "be creative" is super similar to the INSTRUCTION that people receive in formal schooling, which largely tries to erase creativity as a whole. People unknowingly are affected by their past and thus are set up to be less creative than their non-instructioned counterparts.
One natural skill that every single student picks up is to "read the room", guess the teacher's mood, the possible questions for tomorrow's test, what you can do to derail the class for the next 30 minutes......
Because of that, we've become way too sensitive at anything that can be perceived as a "hidden instruction". And just the mention of "be creative" would narrow down one's approach considerably
What you are saying in this video is the exact reason why I love programming! With exceptions, there are so many ways to do the exact same thing differently. I am able to use my way of thinking achieve a goal, and experimentation is necessary in many cases. In addition to being able to fail time after time until I come to a solution that I made, without me being afraid that my solution is wrong as long as it works and don't break the pc
Demanding "correctness" is vital when designing tutorial sections so that players don't get confused when they're properly challenged. But the more "correct" answers you demand of players to get to the end of the game, the more players will get bored of trying to read your mind and give up. This is such a problem that it killed the entire Adventure genre, and games designed like this now need to clearly label themselves "Puzzle" games or face the wrath of disgruntled players. Everything that isn't Puzzle With A Capital P needs to either casual-ify anything that resembles a puzzle, or include enough potential for creativity that it allows players to invent their own solutions. That's just how it is now.
Adventure games weren't killed by that, the issue was more a combination of tastes shifting (the expectation was now to beat a game in a week, rather than half a year - when Roberta Williams started making her games, the opposite was true. It's a HUGE shift) and puzzles being garbled nonsense for time crunch reasons - cat hair mustaches and so on stem from that, rather than intended design that the designers wanted to be that way.
Plus, the one advantage adventure games had (graphics and narrative) were becoming possible more and more in other genres due to increased disk space.
You ended up with a genre designed for a customer taste that was still there, but dwarfed in numbers by new players mostly wanting shooters, with its advantages gone, and which suffered heavily from the extra dev time needed due to new hardware - dev time they didn't get.
@Fluffynator I second your opinion.
I’ve always adored finding cheese in a game. I almost always go back and try to find the dev-intended solution because that’s where a majority of the fun is half the time, but that moment of “oh shit, did I just outsmart the game devs?” is so much fun.
i saw that game grumps TP clip boyo. arin's a genius in divergent thinking
Since when? he constantly looks up walkthroughs.
Concerning that interview with the guy in the creativity study, I definitely can relate to that. I'm majoring in art, and I really have disliked being forced to be creative to make projects and stuff for assignments, and I haven't done a single bit of art since school ended (unless you count UA-cam thumbnails like the ones I make as art) because I am totally burned out from being "creative."
Really predictive of TotK
Watching this I'm glad I decided to play games like "my own story/way" since 2 years ago. I'm almost 30 and seeing the results of that research really looked familiar. I used to be pretty creative and since "life happened" that has been pretty stifled. Slowly it is getting back bit by bit, but it's worrisome to see how hard it is to have that again.
What ?! Doing the game the attended way ?! That's booooring !
I'd rather spend 20 min on doing acrobatics and exploit the physic than the 2 min requiered to finish the section of the game as attented !
right??? and when i see there are even more fun ways to solve it then i might even go back on purpose just to solve it again another way. this is most fun
I love how you take us on a learning journey about video games and unbox psychological concepts and their applications on the way. Somehow you manage to mix two distinct and interesting topics and make something amazing and applicable.
Thanks Daryl, keep talking games. :)
"These past three months have been incredible for the channel and it's all thanks to-"
Covid?
"-you"
O-oh yeah sure
Fantastic video! The shrine in BotW reminds me of whenever I get to explore a cave on a hike. There's no proper way to get from the entrance to the exit, sometimes I need to climb or squeeze through an opening, but the goal is to get through the cave nonetheless. There were times where I see a cave that I couldn't get through at the moment, so I brought some rope or tools to "solve nature's puzzle", and I don't really think of that as cheating.
I didn't know that ToG got an anime. Good to know, I guess.
8:45 yesterday, I can't believe it happened yesterday. I almost yelled at the teacher.
At not point in the test I was asked to complete the exercise in a specific way, and she said "you should have done as I did" (not exact words, I translated it)
I feel like ADHD kept me from being converted into this forced convergent method, but also fucked me up in school
Yup. Because the system doesn't like playing who don't play by their rules!
My educational experience has been pretty unique compared to most people, and I think I have an interesting personal story to share.
First off, it's worth mentioning that I am a game developer. Throughout my whole life, I have always been making games. I just LOVE to create. I have an insatiable desire to make things, and I become extremely distressed if I don't have a creative outlet.
With that in mind, I spent my WHOLE life thinking that if I wanted to be a game developer, I had to follow a *process.* Graduate high school. Graduate college. Slowly work my way into a game dev job. Work in game dev for a few years. Then once I have the experience, I'll leave and start my own company. This idea had been drilled into my head my whole life. Not by my parents, because they were supportive of whatever path I chose to do, but by society.
I went to public school from Pre-k - 3rd grade, and then I was homeschooled from 4th to 9th grade. And I went to a private school from 10th to 12th grade. It was honestly a fascinating experience going from "real" school to home school and back. "Real" school always felt like I needed to worry about just finishing the year. Don't neglect your work, and just get through it.
But homeschool was fundamentally different. Sure, I still wanted to get done with my work so I could play video games or whatever. However, I actually LEARNED more. My mom was always right nearby to help me with any questions I could possibly think of. She worked so hard with me and my brother. I still remember things from this period of my life way more than when I was at "real" school.
This personalized learning experience made me feel free to explore things that interested me. I played around with different visual scripting programs on an old Windows XP computer in my free time and had a blast.
By the time I went back to a private school, I had gotten very comfortable with learning by myself. So much so, that I decided to start learning Unity. My learning with Unity, C#, and all things game dev, was actually going pretty well. *And it was just like homeschool.* My parents couldn't help me with my learning, but the idea of learning by myself was totally normal for me.
By the time I graduated high school, my thoughts on how to approach my career path were totally different. My learning by myself was ALREADY going well, and I was proving every day that I was learning how to make games.
...so...what was college going to do for me? Why spend 40k+ for a degree for something that I was ALREADY studying? As I looked towards other game developers, it was obvious that they were STILL learning even after college (if they went at all). I began to totally question the value of college for myself. College started to seem more like an expensive "kickstart" to your career, but even after college, you'd have to work on many games before you would actually know what you're doing. Students seemed to come out with mixed results.
I tried community college, and I knew the first week that college was NOT for me. I realized that traditional schooling *was killing my love for learning.* I love to learn. I really do. But I love to learn on my own and research things I'm passionate about. Homeschooling helped build that mentality for me, and I knew that college was not for me. I needed to be free with my learning to love it. And when I became free with my learning, *I can't stop learning.*
I work sun up to sun down almost every day on my game with my team, and I couldn't be happier. I don't work this much because "I have to be on the grind!" *It's because I love what I do.* And I do hope to work less in the future to make time for a family XD
If you read this far, congratulations! I'm impressed. That was a lot. I hope that my story was valuable to you. If you can, free your learning process. It will change your life.
Shameless plug.... twitter.com/GrimmTalesLLC
I always try being the most correct, optimizing the crap out of the intended way to play it. Although I don't know if that means I'm creative 9r just really correct
Your math class example really hit home. There were a handful of times i'd find a shortcut that i'd test a whole bunch to make sure they worked, and then when i used it i'd get the question "wrong" even though it was right. And even if i showed em and even if i got them to do it and see it worked they'd say "but that isn't the way you were supposed to get there." That frustrated me so much
6:32 "After all, you're sharp: sharper than Lara Croft's...jaw line. 🤣
this video almost made me emotional because you put into words something that's been stewing in the back of my head for so long, and when I realised why open ended solutions make me uncomfortable it was because of the way I was conditioned to just solve problems the "right" way. Thank you for opening my eyes on this, I'll figure out how to reprogram my brain to avoid falling into that trap again
:O Crunchyroll now that is a sponsor I can get behind
also currently rewatching MOB Psycho 100
Naruto Part 1
Black Clover
and Tower Of God
HOT DAMN. Dude I can’t watch like more than 2 at once, props to you, all excellent choices 👌🏼
aye, what a coincidence, I'm watching the same! Except Naruto. I only saw Shippuden and never got around to watching part one Dx
@@lenaalt2387 hahah I had the same I finished shippuuden a while ago, but I wanted more naruto so I was like welp P1 it is
Just want to say that at the time of writing this channel has exactly 100k subs. Congrats, Daryl!
Except that Breath of the Wild is intended to be open to different solutions, you can tell for the fences hight and the fact that it allows you to change items mid air while keeping the ones you already spawned. You cannot do that in the rest Zelda games with out stepping into glitch territory
I'm just now discovering your channel. This is excellent stuff!
I work in games as a UI/UX Designer, so leading the player to the "correct" solution is always in the forefront of my mind. At the same time, I need to be creative as part of my job in order to make art and design those interactions. I think we often forget in our urgency to guide the player that allowing them freedom to solve problems in their own way is rewarding, too.
I like experimenting, but not when it could result in extra hours being added to the clock. RE1 is a perfect example of this. Resources are limited. Puzzle items are spread out across multiple rooms. Your inventory is capped at a measly 4-6 depending on character. And saves aren't just limited, they're an actual finite resource that takes up an inventory slot. If I had all the time in the world, I would LOVE this. But somewhere in the back of my head I know that if I mess up, that could mean losing an hour of progress and that stresses me out, so I never really get to ENJOY the game. On subsequent playthroughs it's different, because I know what's generally supposed to happen and I can experiment with the specifics without worrying about missing anything important or time consuming.
I only recently discovered your channel but it is already one of my absolute favorites. I binged your psych of play series, as neuropsychology is my passion and I loved every video. Now I’m gonna go binge more of your work, thank you for being awesome
Imagine collecting 99 lives on the first level in super mario bros on the ds.
Saving when you have a powerup. And restarting everytime you feel like.
i think its the best part of a lot of games is thinking out side of the box and discovering other ways to do it
This entire video is one reason why I love the speedrun community. They think up new ways to do something, they break down the game, and honestly just have fun with it to find new ways to complete or bypass parts of a game. Like Mario Odyssey; a game about capturing enemies to give you new ways to traverse the landscape, has a category for minimum captures. The devs obviously didn't mean for that to be the intended way, but being able to beat a game whose main mechanic is capturing enemies with only doing so 3 times? That's amazing and shows so much creativity and drive
I'm a DM for a party of 6 and one of the things that I most experience is exactly this. Open ended puzzles (problem solving). For example: "How the actual flying heck am I going to make this specific moment fun and interesting to every single player even if it is seen by just only one of them?". At the end of our last session, which were 100% role play on purpose (and they were warned before hand), one of my players said "WOW! I really loved it today. I had more fun that I thought I would. _It made me feel very uncomfortable not knowing what I was supposed to do but I enjoyed!_ "
I simply confirmed every. single. thing. that you said in this video. And receiving that compliment felt amazing hahaha
I think this applies to music production/writing as well, sometimes you just want a correct form of doing it, but I found that my most favorite stuff is what I made while playing or just goofing around, even tho the correct things have to be made, but after, not at first, that's what I believe.
Woah, you are almost at 100k. I found you when you only had one video up. Crazy. But your videos are all of such high quality that it is well deserved.
The best puzzles are ones that let you be correct and creative. The 2nd game in the Zero Escape series (Virtue's Last Reward) has multiple answers to each of the puzzle rooms, sometimes you stumble on it by messing around, other times you have to come back to it after solving it once to get the reward for figuring out the alternative answer. Really solid series for those who love puzzles and story telling.
6:41
Daryl: "This knot was meant to be unraveled"
Next shot: shows the game Unravel
I'm so hyped to watch your next video Daryl! That ending picture has me so hyped!!
For those looking for what it says, it says "Leave"
Tbh, while I love the Zelda series on the whole I think this video kinda illuminated why I prefer the puzzles of BOTW to those of older games. A lot of people complained about the lack of dungeons, but tbh I was really happy about that. The single-solution puzzles always frustrated me, and I wished I could spend a lot more crucial game time outside of dungeons, or that it was easier to cheese them, and Oh Geez did BOTW deliver!
Congratulations on 100 000 subscribers, Daryl! Keep it up
For me, productivity and making progress when I play vs time spent playing has become a big part of gaming. It's hard to justify spending hours looking for exploits when I can solve the problem and already be on to the next area. I don't know when I started seeing gaming like this, but now that my life feels very scheduled and I'm juggling multiple games it's been most satisfying to just beat the game and experience it as intended and cross it off my list.
Was... was I just called a daring little chicken at 12:35?