Difficulty IS Content! A conversation with

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  • Опубліковано 27 чер 2024
  • From difficulty being integral to a game's design, to speedrunning being best left to the sidelines, and even to the role of game reviewers in shaping casual discourse, a lot of ground is covered in this conversation with Mark of ‪@TheElectricUnderground‬!
    Check out Mark's documentary: • Passion Against Reason...
    Look out for Mark's forthcoming video called "RPGs Need Scoring Systems" by subscribing to his channel: / @theelectricunderground
    Clubhouse Conversations playlist: • Clubhouse Conversations
    Spotify link: open.spotify.com/show/5DDTJZy...
    0:00:00 Introducing Mark!
    0:00:10 More freedom = less expression
    0:05:02 The pitfalls of speedrunning
    0:15:15 Reviewers are not tastemakers
    0:22:37 Reclaiming the example of Dark Souls
    0:31:08 Difficulty IS content!
    0:43:05 Games often don't know what they are
    0:58:51 Teaching players the competitive mindset
    1:10:39 Story shouldn't outrank gameplay!
    1:20:25 Gamification has poisoned game design
    1:39:04 Learning from the great works of the past
    1:57:32 Great premises make for great experiences
    2:08:56 Most settings and plots are not designed for games
    2:19:15 Addressing replayability problems intelligently
    2:28:54 Looking outside your niche; dynamic difficulty
    2:46:19 We live in a very ironic culture
    2:51:00 Closing words
    Visit The No-Frauds Club!
    Website: www.fraudsclub.com/
    Discord server: / discord
    Thumbnail font is "a Autobus Omnibus"
    #Podcast #gamedev #Indie #stg #shmup
  • Ігри

КОМЕНТАРІ • 115

  • @TheNoFraudsClub
    @TheNoFraudsClub  3 місяці тому +15

    Thanks again to Mark for his thoughtful conversation! Check out his channel here: ua-cam.com/channels/0Fwhzr1yeoQ84yC3Isd4Lg.html
    And definitely watch his documentary on shmups! ua-cam.com/video/t7RY0FHTI68/v-deo.html
    Other than the difficulty- and story-related sections, some of the best moments in this episode come from the discussion on teaching the competitive mindset. 0:58:51
    Lastly, a pair of editing oopsies where Pr0nogo talks, but is not visible, crop up towards the end of the video. Sorry about that!

  • @TheElectricUnderground
    @TheElectricUnderground 3 місяці тому +76

    Thanks so much for inviting me onto the show :-) I'm honored to officially be a Non-Fraud :-D The conversation was really great and I'd be happy to return again in the future.

    • @soratheorangejuicemascot5809
      @soratheorangejuicemascot5809 3 місяці тому +1

      Have you ever read what I said about Castlevania's one stroke attacks being outdated? Do you really think its not? Every melee based 2d platformer metroidvania seems to be applying the megaman x 3 hit melee attacks as a standard.

  • @Steve-Fiction
    @Steve-Fiction 3 місяці тому +30

    I absolutely love when Mark gets going, so the fact that you left him uninterrupted for so long so many times is just perfect.
    And you definitely had interesting points and I felt like you bounced off each other very well. I'll be back for more of this podcast for sure

  • @heavysystemsinc.
    @heavysystemsinc. 3 місяці тому +16

    Also in competitive play, the best come back mechanics are the skill the player brings.

  • @ChromeKong
    @ChromeKong 15 днів тому +7

    Also about the lore of games: Older games had the movie principle of „show, don‘t tell“. The bosses were super hard, you didn’t have to tell the players constantly how epic and big the fight was. You felt it.

  • @100hundert
    @100hundert 3 місяці тому +14

    32:32 Video games as a way to discover that you can overcome challenges is such a brilliant observation, and exactly what I enjoy most about my favorite games!

  • @drogba6487
    @drogba6487 14 днів тому +2

    Many of the issues with contemporary game reviews isn't even necessarily inherent to journalism. It's also part of a wider issue in the field in that the model at these outlets isn't actually journalism anymore; it's content farming.

  • @StrnGuy
    @StrnGuy 3 місяці тому +10

    Loved this conversation. I think for me one or the best visions for story in games would be something like Dwarf Fortress (maybe, i actually haven’t played it so I’m talking out of my ass) or how board games do it.
    Where there’s emergent gameplay, and the story is the story of player choice combined with game logic, and the narrative drive of the game is represented by its mechanics. So maybe you build a bar so that your minions fight harder during battle, but it also has the consequence of trashing your economy a bit. Or you have a hippie/artist class, which most of the time does absolutely nothing, but occasionally randomly advances your culture leaps and bounds. And then the things that happen in the game are emerging naturally through all the individual cogs grinding together in a vast gameplay narrative.
    Also I want to push back on “would you like Final Fantasy 7 if the story wasn’t there?” Well, I happen to prefer (lately at least) gameplay driven RPGs. Playing Crystal Project lately, and the story is basically “alright we’re going on an adventure.” But combining the classes, taking down hard bosses, platforming(!), and exploring the open-ish world are all masterfully done, about as well as anyone’s done within RPG mechanics. And it feels more like going on an adventure. Dragon Quest 3, Final Fantasy V, Etrian Odyssey… not many people are playing these for the story. But in a way they are purer “role playing” games. You’re not really playing the “role” of Cloud Strife very much. But if you’re assembling a group of warriors, wizards, and warlocks, fleshing out their skills, and then combining those skills in new and meaningful ways… yeah it might not be the best *narrative* out there, but it’s bigger on playing a role (don’t tell me you’re not attached to the dude you named Jeff who gets big crits), making meaningful choices, and exploring a world. Which I think is more in line of what you guys are saying, even if you may (or may not) malign the humble JRPG.

  • @Seacle14
    @Seacle14 16 днів тому +1

    I felt like I had seen this guy somewhere before, I decided to check and I remembered his HYPER DEMON review. Incredible game

  • @henrikkurka2681
    @henrikkurka2681 3 місяці тому +9

    This conversation really nails down what I have been thinking about myself for a very long time and that I see so many times other gamers don't understand. When they say "I understand what you are saying, but it would't hurt Dark Souls to have an easy mode", it's so obvious that they DON'T understand at all. So what I have to do from now on is just point them to this video! Much appreciated!

    • @Youboremenow
      @Youboremenow 21 день тому

      Out of curiosity, is there anyone who is advocating for an easy mode for souls games these days? I recall one article some years ago saying sekiro should have an easy mode but that's about it.....

  • @thegobbojones
    @thegobbojones 3 місяці тому +7

    Never expected a Chesterton reference even in passing lol. Great talk guys lots to chew on.

  • @scouthatesrainbows
    @scouthatesrainbows 3 місяці тому +5

    Insane crossover, get Thorin to interview this guy for historical record

  • @connorhagerty537
    @connorhagerty537 2 місяці тому +1

    You're definitely one of the best interviewers I've seen as far as giving your guests ample time to speak, your own insights on what they say, and bouncing back new questions to them. Keep it up.

  • @AlastairGames
    @AlastairGames 6 днів тому

    excellent discussion guys! Thank you

  • @dmitrivladimir-nagant8633
    @dmitrivladimir-nagant8633 3 місяці тому +6

    This is excellent analysis of a nuanced topic

  • @TheCrewExpendable
    @TheCrewExpendable 3 місяці тому +7

    15:31 The meta game across all games reminds me of how so many games really do have very, very similar control schemes. e.g. Even Call of Duty and Elden Ring have very similar controller feel. Primary actions on shoulder buttons. X is jump. O is slide/dodge. Triangle is weapon swap. Etc.

    • @soratheorangejuicemascot5809
      @soratheorangejuicemascot5809 3 місяці тому +2

      Is this also the reason why bowgun in Monster Hunter Rise is now on R buttons instead of the O button like in Freedom Unite and Portable 3rd.

    • @Seasung123
      @Seasung123 2 місяці тому +2

      having attacks on the shoulder buttons gives you slightly more freedom to control the camera with your right thumb

    • @dominiccasts
      @dominiccasts 23 дні тому +1

      This is where I'd disagree. While yes there is something of a standard for several games, particularly on gamepad, that's not something I see being improved by changing it every game. I don't think it's always the best setup (I've moved dodge/run to L2 in From's games because that way I can run and control the camera while not locked on, which I've found crucial in Elden Ring specitically), but I don't think it's something developers would benefit from re-inventing for every game.
      Once you have movement on one stick and camera controls on the other, the rest of the controls basically fall into "actions that need active camera control and free movement to use effectively" on the shoulder buttons, "actions that need free movement but not camera control" on the face buttons, and "actions that can be done standing still regardless of camera control" on the d-pad, and given most first- and third-person games have you run, slide/dodge, jump, shoot/swing, and change weapons in combat the reasons to set controls a certain way for one game apply pretty well to the rest.

  • @cartib6677
    @cartib6677 24 дні тому +1

    2:31:00 an example that came to my mind is how slowly improving in the original Sonic game mechanics will allow you to blaze through the levels more stylishly and that was the meta advantage

  • @jack_crawford
    @jack_crawford 3 місяці тому +7

    Surprising crossover. Really enjoyed it. My biggest disagreement is with the characterization of speedrunning, the suggestion that it should be directly connected with the intended gameplay. Who cares if it's a completely different game, as long as it's a good one?
    It's kind of like rock climbing. You find some wall that exists in nature. It wasn't designed to be climbed, but it happens to be a very interesting challenge, and so people climb it. Similarly some games happen to be very good for speedruns. It often has very little to do with the intended gameplay experience. The original game is used as a surface for a completely different game which in many cases is much more rich and interesting.

    • @Pr0nogo
      @Pr0nogo 3 місяці тому +2

      I enjoyed the rock climbing analogy! I was a bit clumsy with my initial framing speedrunning and never circled back to it, but I would clarify that I think it's *bad* specifically when the resultant gameplay is not actually intrinsically rewarding. But in reality, that would only hurt the person doing it, so long as the developers don't cater to the speedrunning minority and hamper the experience for the rest of the playerbase. Cheers!

  • @SpidersSTG
    @SpidersSTG 23 дні тому +1

    Bless the algorithm for putting this in my feed! Great stuff guys!

  • @theconsolekiller7113
    @theconsolekiller7113 24 дні тому +1

    Great discussion. I had similiar issues with Ninja Gaiden Black's scoring system in Mission Mode. I set my goal at 40 million points for that mode, knowing that it would mostly be Ultimate Technique farming with the weakest weapons, to milk each mission and try to get 50 UT's, if I were to keep pushing past the 40 Mil. It also meant constantly pausing the game, menuing to switch armlets constantly to get essence bonuses or shortened manual UT charge times. Shit like that. Getting the 40 million was the most brutal gaming achievement I completed, taking 100's of hours, but I really lost interest beyond that. Most of that score was gotten by beating all but 2 missions on Master Ninja without healing or using ninpo. After that it was really a slow grind to get the extra points, involving alot of UT farming. This pretty much negates using any other regular moves and it doesnt feel like the same game. Its a good and bad thing, but chaining UT's also changes the survival gameplay and moment to moment, since it is the most effective way to kill shit and score the most points. Many parts of the game also get degraded to AI manipulation by fucking around with the camera position and things like that. It takes an incredible amount of patience and skill to grind all those missions for UT's but its not what made me want to test my skills in that game. Ultimately I find more satisfaction in taking on my own challenges and completions and not trying to do something for the sake of doing it.
    A good way to utilise these critic reviews is, if they complain about something I will probably love it.

  • @SweetenedCondensedMilk
    @SweetenedCondensedMilk 26 днів тому +2

    the section at 1:10:39 where you wondered what game has really had a good story is something I've wondered as well, it's a limited medium for storytelling. I liked the comparison of games to music in the way it evokes emotion and is more abstract. one of my favorite games that exemplifies this is Shadow of the Colossus.

  • @Cartkun
    @Cartkun 3 місяці тому +1

    Very interesting conversation, great guest! Thanks!

  • @mattd8725
    @mattd8725 3 місяці тому +6

    Game reviewers even have an impact before release, as the large companies will hire game reviewers as "consultants" before release to manage risk. They even publicly admitted to feeling sore about this when Microsoft complained that the mock review scores for redfall were higher than the actual scores. You have to have some success for game writers like Kasavin and the old man murray boys who went on to work on successful games.

    • @mattd8725
      @mattd8725 3 місяці тому +4

      But I do feel like it is too narrow to focus on punishing death mechanics, punishing parry mechanics, and so on. The general thing that games should have are compelling feedback loops. When a player does something core to the game, there should be some sort of reaction that tells the player they can do better or worse. I saw someone saying that Terra Nil is simply a bad game because it is not punishing or frustrating enough. In reality, people like Terra Nil and find it involving to play, because it provides very good feedback to the player on how their actions are changing the sandbox and how some outcomes are desirable. Is Terra Nil a bad game because people don't want to play forever and grind a battle pass?

  • @jj-cz3rq
    @jj-cz3rq 8 днів тому

    Great conversation. Thanks for the video!

  • @techmark3665
    @techmark3665 Місяць тому +2

    If you are looking for an RPG that implements a scoring system, one of my recommendations would be Rogue. It crosses RPG design and arcade design really well in my opinion.

  • @satan-kun8974
    @satan-kun8974 3 місяці тому +1

    Really enjoyed this

  • @tournaline3448
    @tournaline3448 3 місяці тому +1

    You guys are speaking my language here! Some great analogies too.

  • @nemoguy
    @nemoguy 3 місяці тому +1

    Great episode

  • @KennethBoneth
    @KennethBoneth 9 днів тому

    Really enjoyed this guest.

  • @jaredwiebe8477
    @jaredwiebe8477 3 місяці тому +1

    Really interesting chat, thnx fellas

  • @cartib6677
    @cartib6677 24 дні тому

    53:20 Them’s Fighting Herds is an excellent example of how to do a tutorial like this for a fighting game. Even though he is clearly a controversial figure, Leffen makes great points when discussing the game in his fighting game tier list. Based on this discussion, I highly recommend you check it out

  • @RICHUNCLEPENNYBAGS77
    @RICHUNCLEPENNYBAGS77 2 місяці тому +4

    I kind of wonder about the thing about reviewers being influential. Earlier Mark mentions his friend not liking the original RE4, which I think raises another possibility, which is just that IGN reflects what the average "gamer" would actually think about a game. Like... maybe we are all just freaks and the normies all love this stuff. That's kind of the sense I get most of the time I talk to someone who likes games.

    • @ultimaxkom8728
      @ultimaxkom8728 4 дні тому

      People always find it hard to accept the possibility of them being a peripheral target audience. It's often the case with cartoons' writing and online rant.

  • @ChromeKong
    @ChromeKong 15 днів тому +1

    Feedback of players on problems with the game is usually good.
    Feedback of players on how to fix them is usually bad.

  • @daveinthemicrowave
    @daveinthemicrowave Місяць тому

    Fantastic Interview, came over from electric underground and I'll be sticking around and will try out your RTS game it seems interesting.

  • @fullmontis
    @fullmontis 2 місяці тому +2

    2:25 I understand his argument perfectly but I think that DMC is probably the worst example for this. DMC is freedom of choice done right. People like donguri have demonstrated that combos in DMC4 and 5 can be an art for in and of themselves, with a virtually unlimited upper skill ceiling.

  • @Jesse97531
    @Jesse97531 3 місяці тому +6

    Interesting one-off to the speed run conversation: Mike Tyson's punchout. To this day the speedrun is basically you just have to be god-tier skilled at actually playing the game.
    Also: Mario Kart blue shell is an interesting case too because it was designed from the get-go to have that experience. It's intentionally designed that way to achieve a specific experience. This is totally different than competitive multiplayer games who take that kind of mechanic and try to shoehorn it into a more serious gameplay. It's kind of like what TEU mentioned about game devs that need to acknowledge that microtransactions are counter to artistic integrity. The MK mechanics are counter to serious competitive play, but that's ok because the devs went in with the premise that the game is not meant to be a serious competitive game.

    • @TheNoFraudsClub
      @TheNoFraudsClub  3 місяці тому +1

      Agreed regarding Mario Kart -- and happy to hear about examples of high-skill being the deciding factor for speedrunning!

  • @doofmoney3954
    @doofmoney3954 3 місяці тому +12

    Until it is acknoledged that subjectivity is not the only standard which we can use to evaluate art and that games aren’t art as much as they have art, we will never see any meaningful progress in games

    • @Kira-ji2ft
      @Kira-ji2ft 3 місяці тому +6

      The only "games as art" people whom I have any respect for is the people who believe that gameplay itself is art. Otherwise just write a book, make a movie, etc.

  • @keithcampbell9845
    @keithcampbell9845 Місяць тому +4

    I agree with a lot of Marks takes but at 1:53:00 I would argue that stamina bars in action games introduce risk / reward in an interesting way which is something he talks about a lot in other videos I’ve watched. You can only attack or block or roll so much before you run out of stamina and get shrecked. It forces the player to take into account everything they do rather than mindlessly button mash. That damn stamina bar when you climb in zelda tho… big oof. Great conversation anyways guys!

    • @belldrop7365
      @belldrop7365 24 дні тому +1

      Honestly, the stamina bar is just an excuse to have an overpowered dodge mechanic. A be all end all answer to everything... as long as you have stamina, so it's fair, right? lol.
      So when sekiro removed it and forced people to use more moves than just an overpowered roll, people HATED it, at first.
      Elden Ring brought it back but also the other stuff from Sekiro like jumping and crouching... No one used anything besides rolling because there's no reason to.

    • @keithcampbell9845
      @keithcampbell9845 24 дні тому +3

      @@belldrop7365 guess it's just a matter of taste. Not saying anyones wrong its just my opinion that the stamina bar makes things more interesting. You're not wrong if you disagree with me we just enjoy games differently.
      one other thought though - If you equate the stamina dependent enemy attack memorization parry / roll / block system to a glorified quicktime event then the same can be said about literally any other combat mechanic. In beatemups Mark always talks about spacing - well by that logic isn't spacing also just a glorified quicktime event as well - player moves into position and attacks or waits until the enemy is in range and attack. It's the same as memorizing enemy attack patterns and learning when to dodge or when to parry or block. Same with shmups, no one get's a 1cc first try. You have to memorize bullet patterns and learn to manipulate the incoming attacks and then also have the reflexes to avoid getting hit. No one plays a souls game for the first time and just knows when to block or when to roll its trial and error just like literally every other game out there.

    • @belldrop7365
      @belldrop7365 24 дні тому +1

      @@keithcampbell9845 Sure, any discussion about difficulty always falls down to "a matter of taste".
      I'd still say this though, a literal qte is harder than a stamina based rolling system, cause spamming one button, like the roll, will cause you to fail, lol.
      I really mean this. Who needs reading whatever is happening on the screen, roll 2 win, baby. It's like having unlimited bullet wiping bombs in shmups that just have to regen once every few spamming sessions.

    • @dominiccasts
      @dominiccasts 23 дні тому +1

      @@belldrop7365 I kinda wish they reduced the i-frames of the roll along with the distance (which they did reduce compared to DS3, at least until 1.06 for light load characters). That distance reduction led to a lot of Dark Souls vets getting roll-caught by moves that were easy to run around or jump over, but given the frequency of complaints I've heard about ER's combat system being "luck-based" I don't think they considered the other defensive options, and stuck with roll->R1 as the playstyle, something which probably would have been easier to unlearn with fewer i-frames. I'm really glad my first boss was the Ulcerated Tree Spirit in the Hero's Grave you start at, since I found it to be an amazing tutorial boss for how to choose the right defensive tool for the job.

  • @Nors2Ka
    @Nors2Ka 3 місяці тому +2

    Great talk, I feel vindicated about a lot of ideas since they're not mainstream, so this made me feel less alone in that.
    I would say that the interview kind of petered out after the first hour. The first hour was jam packed with different ideas, but then the rest felt like retreading the same ideas from slightly different angles and yet not getting anywhere deeper. These interviews could really do with some shortening, lol.

  • @soratheorangejuicemascot5809
    @soratheorangejuicemascot5809 3 місяці тому +3

    1:57:01 People think I am crazy when I ask about "storytelling without much reliance in overextended dialogues".

  • @AoiHeartStranger
    @AoiHeartStranger 3 місяці тому +4

    I like jrpg because of the aesthetic possibilities of the genre, it's not just about the story, the whole package is what makes it good and unique from any other storytelling medium. It's not so much the case now, when video games try to look as close to live action as possible, but it was the case before, and Is still the case with some indie stuff probably. Final Fantasy VII for example has a very unique aesthetic with its unlit low poly 3d models and the the way they're colored. There's no anime or a movie that looks like that, and that stuff is I think a big part of what resonates with people, on top of the fact that the game has a resonant story.

    • @AoiHeartStranger
      @AoiHeartStranger 3 місяці тому +2

      I agree with what Mark is saying though, just would like to add this on top.

    • @AoiHeartStranger
      @AoiHeartStranger 3 місяці тому +2

      The game (ff7) is in a big part inspired by a movie Gunhed, but it still looks unique ( and great ) because of the way they embraced limitations of the platform.

    • @AoiHeartStranger
      @AoiHeartStranger 3 місяці тому +4

      Plus you don't have to grind in a lot of great jrpg's, there usually is a way to get around things underleveled if you understand the game's systems, it's just that those games have a way to get around understanding mechanics properly by grinding a bunch.

    • @AoiHeartStranger
      @AoiHeartStranger 3 місяці тому +4

      Plus, I dislike how convenient it is that you guys rule out older jrpgs and dungeon crawlers out of the conversations, cause those games rarely have a lot of story, and are more dense gameplay wise.

  • @h4ck3rd4wg
    @h4ck3rd4wg 3 місяці тому +3

    Glad to see you back. Keep codin' on your project and keep making time for these conversations

  • @DewShick
    @DewShick 3 місяці тому

    that's the great point that player should feel something is going on. the tools to get him to feel that are secondary whether it's cutscenes or some rng like in gnouls'n'ghosts

  • @GFClocked
    @GFClocked Місяць тому

    Great vid

  • @Tryhardblackguy
    @Tryhardblackguy Місяць тому

    I’m so glad I found this video. Holy shit

  • @Kira-ji2ft
    @Kira-ji2ft 3 місяці тому +3

    With the point of comparing video game storytelling to trying to tell a story through music, I think an apt comparison would be opera. Most operas have incredibly simple stories, but opera enthusiasts still really like the characters and stories because they're told through very well-made music. Even Wagner's Ring Cycle, an epic spanning four three-hour operas, is not nearly as complex in terms of its actual narrative as something like Lord of the Rings, because at that point the story would get in the way of the storytelling itself.
    You can see this play out in a lot of concept albums that try to tell these epic stories, but get bogged down and bloated by long sequences of narration and non-music segments (basically the music equivalent of non-interactive cutscenes).

  • @never_bored_again
    @never_bored_again 14 днів тому +1

    i think a good example of a player skill forward jrpg would be Etrian Odyssey

  • @fdevlin5932
    @fdevlin5932 3 місяці тому +2

    Reminds me of MMA. MMA was interesting when it was style vs style. But it’s all been homogenized into a single style, everybody has the same style.

    • @soratheorangejuicemascot5809
      @soratheorangejuicemascot5809 3 місяці тому +1

      One of the most interesting mma to me is Aleksandr Karelin's first try in mma. That greco-roman wrestler really won in in purest form of wrestling. Randelman vs Emelianenko was sick to me, something you wouldnt see in modern mma anymore.

  • @Zestyzel
    @Zestyzel 3 місяці тому +1

    So happy to see these conversation videos come back. Lots of good stuff discussed in so many of these!

  • @superpowerman4354
    @superpowerman4354 Місяць тому +1

    The was such a great discussion. I fall into the trap of putting old fighting games a pedestal. I feel the new games removed the fundamental neutral game to reward offence. But then to bring myself back down I remember that it was new games that introduced throw techs, which was really evolutionary.
    You guys made great points about how single player modes should integrate multiplayer meta fundamentals more. I think this why I couldn’t get into the competitive side of RTS games to be honest lol
    Great point about the stamina meter in actions games, but it’s also fighting games too (SF6 Drive Meter). It’s popular right now.
    People praise Dark souls but I’m pretty Monster Hunter came first? Or at least was like right there with it.
    They have hallway walking parts and mini puzzles because they think they are bridging the gap with “interactive storytelling”.

  • @StrnGuy
    @StrnGuy 3 місяці тому +2

    Also idk what the landscape of RTS games looks like, but Mark’s idea of a rank-based dynamic difficulty RTS has all the makings of a hit tower defense game (or even genre?) imo.
    Like you take normal RTS mechanics, resource gathering base building etc, and then waves of progressive and adaptive difficulty and skill-based gameplay point bonuses (like halo’s double kill and multi kill). Maybe that’s been done before (to death?) but imo that just sounds like a major breakout hit for people that might like RTS mechanics but just not really playing pvp or moba style games.
    Honestly that sounds better to me than almost any single existing RTS single player mode by… a large margin.

    • @dominiccasts
      @dominiccasts 23 дні тому +1

      I'm pretty sure that describes They Are Billions precisely

  • @soratheorangejuicemascot5809
    @soratheorangejuicemascot5809 3 місяці тому +1

    18:58 I feel like Unicorn Overlord is part of this trend

  • @user-zj7mt7ue4x
    @user-zj7mt7ue4x 2 місяці тому +2

    Too add to the story v. gameplay discussion, w.r.t. Final Fantasy... Much of the leadership at squaresoft/square enix aspired to work in cinema/stage plays. The entire FF production team was sent off to Hawaii to make that accursed Final Fantasy: Spirits Within film in the late '90s.
    No doubt the fans enjoy those games for the story, especially in the PS1 era onwards. If you watch FF7/8/9 tv ads, the games were basically marketed as movies.

  • @mazuiface
    @mazuiface 3 місяці тому +3

    This is awesome - and I appreciate your points on video games as art. They really do more than film or TV shows. They can have all of the same plus the director/dev can communicate aspects of a story through gameplay mechanics (Raiden movement speed, extra combo hit, jumping in MGS2), force the player to do things you know they will disagree with etc like what has been done in Metal Gear Solid and The Last of Us games, or give a good, awesome reason for a gameplay timer like the Akujiki in Shinobi (PS2). I hope more people see this

    • @Rotinaj37
      @Rotinaj37 2 місяці тому

      In regards to art, “doing more” doesn’t inherently seem like a good thing. A beautiful song can bring someone to tears in minutes. That’s a lot rarer in games. Games can have 1000x more going on but there’s no recipe for art. It’s not a linear process. It's like saying a buffet is better than a restaurant because it has more food. This song is the deepest because it has the most instruments. In fact in my opinion, gameplay is key, and games are getting way too bogged down in trying to be seen as “serious art”.

  • @timothyburger6715
    @timothyburger6715 Місяць тому

    I agree, game critics should be viewed as the bottom of the hierarchy. Lower than a snakes ball bag.

  • @fictionsgamepad3497
    @fictionsgamepad3497 3 місяці тому

    What you mean about the limitations of classic games, makes the player use timing in their actions. The timing skill has been replaced with more options.(In modern games)

  • @AcidelCyqage
    @AcidelCyqage 3 місяці тому

    Mark should have conversation with Ross Scott of Accursed Farms next. Afaik Ross loves casual euroshmups (the Turian video).

    • @knightoftherealm
      @knightoftherealm 3 місяці тому +1

      there's a convo with ross on this channel as well

  • @djdedan
    @djdedan Місяць тому +3

    Critics seem to be comparing games to movies rather than games to games... like if chess came out today it would get panned for having no narrative and not being free-roam, i can't do whatever i want, this game is also hard, where's the easy mode? Chess sucks.

  • @elmo1639
    @elmo1639 Місяць тому

    Going through some of my old vids of NG3 Razors edge, I could tell what kind of a mood I was in by how the game play looked. Not to many games are complex enough that enable you to determine something like that. Recently a lot of the newer God of War combat seemed kinda mundane & reused no matter who was playin it

  • @mdd4296
    @mdd4296 Місяць тому

    "I cant imagine a world where progression system like that equate to a more satisfying end result". We are living in that world, it's called GaaS and it sucks

  • @TheZombieCurryKid
    @TheZombieCurryKid 3 місяці тому

    This guy seems cool

  • @joel6376
    @joel6376 16 днів тому +1

    The comment about messing with the camera and people getting upset extends to so many things its unreal. The one that comes to mind is gamepad input for FPS games. The basic setup was cemented decades ago in order for it to be easier to pickup. However if you change how it works players have more option for skill expression as well as the potential to remove autoaim.
    ua-cam.com/video/KwcOP8CVR5I/v-deo.html
    This guy shows how it "should" be.
    Noone has ever picked this up, because it would alienate huge swathes of the playerbase. But it might be better in the long run.

  • @Veeq7
    @Veeq7 3 місяці тому +6

    Banger

  • @ChahaiChahai
    @ChahaiChahai 3 місяці тому

    This is great, very interesting insights! You guys should do this more often :)

  • @n2oshotandironman
    @n2oshotandironman 3 місяці тому +1

    Incresible discussion. You two are on the bleeding edge of these topics and you have completely different focuses. Very refreshing interview.
    Keep your gamification outta my games!

  • @davidjames5043
    @davidjames5043 3 місяці тому

    Super easy rules!

  • @theshambler6814
    @theshambler6814 3 місяці тому +6

    1:48:38 Slowly, slowly, and then all at once has always been the pattern for achieving popularity in any given field. Grind long enough and the plebs will eventually clamber over each other to proclaim how they were into your niche before it was cool.

  • @kurichanmin
    @kurichanmin 3 місяці тому +2

    I think one mistake that you guys seem to make is to lump game journalists and game critics together. They are different people serving different roles. Anybody who cares deeply about video games really pay no attention to game journalists anyway. And IMHO even game journalists don't even know how to game-journalism

  • @skoub3466
    @skoub3466 27 днів тому

    to be fair in quake you can get a lucky frag whit a rocket that put out out of bonds maybe 1 every 400-500 frag :')

  • @HeatIIEXTEND
    @HeatIIEXTEND 2 місяці тому

    1:46:06 Supreme Commander has this.

  • @pipyakas
    @pipyakas Місяць тому +1

    2:19:15 Undertale does this for its harder bossfights, especially the hardest one which had unique dialog for your first 10 deaths/retries, and I legit has never found any other game that does this

  • @chozochiefxiii3298
    @chozochiefxiii3298 Місяць тому

    Once upon a time you had to actually learn how to play a game and play it well in order to beat it. People do not want this anymore just like they dont want unique gameplay mechanics, controls, or ideas.

  • @eivisch
    @eivisch 2 місяці тому

    For developer going against majority is even worse you can’t get “rage” views as youtubers

  • @imaginarymenageriemanager6303
    @imaginarymenageriemanager6303 2 місяці тому +1

    Without having watched the video, that is definitely true. It sucks how much gameplay has taken a backseat to badly written stories and filler elements. It's definitely noticeable with almost all genres of games, but I think shooters were hit especially hard by it. I'm a fan of CoD zombies, played since BO1 back in 2010. Looking at the modern iterations of the mode just makes me cry, because they're all dogshit. Even BO3's zombie mode, which is regarded as the best by many, many people, is already kinda iffy. That game marked the downwards trend of the mode. Every version following that game just got worse and worse. Genuinely good design and skill was replaced by brain-dead maps with 50 flavors of safety nets and filler elements, the latter of which add nothing to the games.
    I know I am rambling, but to provide an example:
    In zombies you can upgrade your gun, so it deals more damage. In the older games, you upgraded your gun once, for $5000. That was true for W@W, BO1/2 and kinda 3 too. In 3 upgrading again for less money just added a somewhat broken range of effects to the gun, which could deal infinite damage, but only at set intervals.
    In 4 you have to upgrade your gun not once, not twice, not three times, but 5 fucking times. You upgrade it once and then you have to do it 4 more times to get the full firepower of the gun, which in older games, again, required a single upgrade. So what ends up happening is you go to the machine, pay $5000, wait like 7-8~ seconds and then pay another 10k across 4 separate upgrades.
    There's a perk which speeds up different things in the game, it's mostly useless really, but it also turns a 7-8 second ordeal into a 1~ second action. I ran it solely to make upgrading less painful.
    In the fifth BO game it's no different. They made it so it takes 3 upgrades (50k points) to get the full firepower, but additionally you have to upgrade the weapon tier as well, which also increases damage, and has to be done up to like 3-4 times. It uses separate currency, 2 actually, which compete with armor upgrades and craftable items. It's a shitshow. I dropped that game after 40 hours and honestly would've just refunded if I hadn't been gifted the game.
    And even tho modern RE is garbage too, I at least had fun with RE3/8/4 and beating those games on HC with my own rules. Difficulty and actually learning how the game works adds a lot to the enjoyment you get from playing. It's a shame that most people just want to "consume" and nothing more.

  • @razu1976
    @razu1976 27 днів тому

    Haha, pianos. If they were made like, (a lot of but not all), modern games, the keys would all be in order to play a single song. You'd just press the keys from left to right. They'd be 50 metres long 😆

  • @BknMoonStudios
    @BknMoonStudios 2 місяці тому +8

    I really like the point Mark makes at around the 2 hour point about story overshadowing gameplay and why it causes problems.
    *The core of videogames is gameplay. It's what makes them different from all other art forms, and it's what they excel at.*
    If you want to write an engaging linear narrative, make a book. Or a comic. Or a radio drama. Or a movie.
    If you want to write a narrative where the spectator can influence the story, make a visual novel or a non-combat RPG like Disco Elysium or Pentiment. (Pentiment is incredible and more people should play it NOW.)
    If you want to enhance the narrative of a videogame, do it in ways that do NOT take away from the gameplay. (E.g., Soulsborne lore descriptions, in-comabt dialogue, character design, location design, music, vocal performances, UI design, gameplay that evokes specific emotions, etc.)
    NEVER place story above gameplay IN A VIDEOGAME.

  • @10XSeiga
    @10XSeiga 7 днів тому

    If your story is better than your gameplay, you should write a book or make a movie.

  • @Lore_from_Stars
    @Lore_from_Stars 3 місяці тому +1

    I was *just* thinking about this exact topic in regards to Ultrakill
    What a fucking fantastic game, it completely captures the spirit of older games along with a beautiful art style/ setting

  • @Doagawoo
    @Doagawoo 19 днів тому

    47:00 I will never understand why someone would want to play a game that they do not want to play. That's essentially what asking for an "easy mode" is. They want to play a game that they don't want to play. Why? I don't get it. It can't be because they are out of game options, not in 2024.

  • @defidope3535
    @defidope3535 2 місяці тому +2

    Do gamers take the IGN Review logic at 18:00 and apply it to the rest of the media? Like, maybe it's not just games that they are lying about. They have all these problems - a mix of malice and incompetence - when the topic is games. What's the chances they are like this on ALL topics.

  • @benjaminbeltran7004
    @benjaminbeltran7004 Місяць тому

    How come the problem with modern gaming is giving too much choice and then the problem with sekiro is that there's only one way to play it?...

  • @lucifirius
    @lucifirius 3 місяці тому +3

    Welcome to the No-Frauds Club!

  • @2emo2function
    @2emo2function 3 місяці тому

    I mean there's some p obvious examples of good stories in games pathologic,fallout new Vegas, and idk disco elysium things that generallt marry their gameplay to their story . The thing we have to keep in mind is that gaming's closest traditonal story telling relative is the social story telling of a ttrpg

    • @xxdarklink93xx
      @xxdarklink93xx 3 місяці тому +2

      Gameplay? lmao you just listed vns

    • @2emo2function
      @2emo2function 3 місяці тому +4

      ​@@xxdarklink93xx idk in what world one of the more mechanically involved surivial games isa visual novel.

    • @GeosNotHere
      @GeosNotHere Місяць тому

      silent hill 2 as well, one of my favorite game stories of all time

  • @Centrioless
    @Centrioless 16 днів тому

    We indeed live in a ironic culture. We alr have buncha games that focus heavily on gameplay, like pathfinder or darkest dungeon, but obviously normies like you dont care abt those games and only care abt AAA production, like BG3.

  • @didymussumydid9726
    @didymussumydid9726 3 місяці тому +1

    i wish we had a viable civilization where you guys had the time and leisure to develop your theoretic and artistic theories. the relatively permissive intellectual environment of the 1980s and the 1990s is gone and will not return without some major event which will eat up the post-scarcity economics which allows us to enjoy the fruits of high civilization. hate to be a bummer.

  • @no-cm5yq
    @no-cm5yq 3 місяці тому +1

    Daddy 😢😢