Making Ori and The Will of the Wisps' Best Level

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 1 тис.

  • @GMTK
    @GMTK  3 роки тому +941

    Hey! If you're a level designer with a story to tell, please get in touch! Oh, and sign up to the GMTK Game Jam here - itch.io/jam/gmtk-2021.

    • @snugpig
      @snugpig 3 роки тому +31

      Video in this series with Maddy Thorson on Celeste's chapter 9, Farewell?

    • @shizukousapostle1stapostle710
      @shizukousapostle1stapostle710 3 роки тому +5

      Celeste chapter 9 as the comment above me said

    • @avimoses5956
      @avimoses5956 3 роки тому +6

      rain world subtarranean and filtration system!

    • @mondobe
      @mondobe 3 роки тому +4

      Hopefully we get Dani on here for Karlson levels

    • @kestrelzer
      @kestrelzer 3 роки тому +5

      I hope SC:Chaos Theory level designers will participate

  • @razbuten
    @razbuten 3 роки тому +3639

    Big love this series idea.

  • @eclecticspaghetti
    @eclecticspaghetti 3 роки тому +643

    What’s interesting is that, on paper, the sand burrowing ability and the water dashing ability from Luma Pools are essentially exactly the same ability, but sand is used differently from water in the level design, and there are different hazards and enemies associated with each terrain, so they feel completely different.

    • @Lishtenbird
      @Lishtenbird 3 роки тому +33

      Sand is just dense water, huh.

    • @OninRuns
      @OninRuns 3 роки тому +230

      Part of the reason we even made Water Dash is because Burrow felt so good to play with. It'd almost be weirder NOT to have a water dash at that point.
      But we also differentiated them by giving Water Dash a more combat focus in the level design, while Burrow was rarely needed for combat.

    • @karasu178
      @karasu178 3 роки тому +88

      @@williamshakemilk2192 Haven't you considered he may have worked there?

    • @OninRuns
      @OninRuns 3 роки тому +152

      I'm in the credits under Quality Assurance :)

    • @danielhadida3915
      @danielhadida3915 3 роки тому +19

      @@williamshakemilk2192 That's not a "smart player" comment right there.

  • @lukamagicc
    @lukamagicc 3 роки тому +467

    Seeing the engine without the final graphics makes me appreciate every inch of this team. Every department talented as hell for this game

    • @blueboytube
      @blueboytube 3 роки тому +7

      How did you not appreciate them earlier?

    • @lukamagicc
      @lukamagicc 3 роки тому +10

      @@blueboytube What..

    • @gamergurl3648
      @gamergurl3648 2 роки тому +20

      @@blueboytube I assume Luka Magic already did appreciate the team, and seeing this just made the appreciation larger

    • @ThatGuyKazz
      @ThatGuyKazz 9 місяців тому

      As someone who is seriously considering trying to get into indie game development I couldn't agree more I love that this is showcasing the process and showing how you don't need to make everything perfect from the start you just need something that works and you can puzzle out how to get to the finish line later.

    • @ThatArjun
      @ThatArjun 3 місяці тому

      Thats the reason the game is so good.

  • @Raymando
    @Raymando 3 роки тому +1591

    This is SUCH an interesting idea for a series ngl. Would be interesting to see you play It Takes Two with the game's designer. Would be great as they talk about the levels while they play through with you. That game has some of the most interesting level design I've seen in recent games.

    • @people9426
      @people9426 3 роки тому +3

      Yea that would be great do this

    • @Volidee
      @Volidee 3 роки тому +7

      I agree! It Takes Two is the best collaborative puzzle-based gameplay I have ever experience.

    • @Raymando
      @Raymando 3 роки тому +9

      @@Volidee Portal 2 is right up there TBH, but I'd say even outside the whole coop aspect - it has more variety in terms of the mechanics it introduces than any game I've ever played, as far as I can remember.

    • @Volidee
      @Volidee 3 роки тому +1

      @@Raymando exactly! It just keeps surprising you with novel new gameplay elements. Never gets stale for a moment. So much better than the “find a key or place a block on this switch” mechanics you see in a lot of games. Also more cooperative than mario multiplayer experiences, which are just singleplayer levels with two people.

    • @adrenlo8786
      @adrenlo8786 3 роки тому +2

      I have a friend in common with Filip Coulianos (The lead level designer of Hazelight) So...

  • @ryuuseiboi950
    @ryuuseiboi950 3 роки тому +1346

    Will of the Wisps is such a good game.

    • @envadeh
      @envadeh 3 роки тому +48

      Too short doe but they did improve a lot from the blind forest. I think their new game's gonna be the best if they make one, I didn't expect it to be so good but also I thought it was too short

    • @xa5785
      @xa5785 3 роки тому +2

      Yeeees

    • @Lishtenbird
      @Lishtenbird 3 роки тому +22

      My only gripe was that it felt a lot more gamey than the first one. Which I don't think could be changed in any meaningful way since it's a sequel and not offering "more" would feel disappointing instead.

    • @boiboi7717
      @boiboi7717 3 роки тому +31

      Will of the Smiths

    • @polyvalk831
      @polyvalk831 3 роки тому +11

      underappreciated gem here, and one loved by all who know it

  • @kwenlu
    @kwenlu 3 роки тому +300

    I like that this guy came to your interview prepared

    • @cdgonepotatoes4219
      @cdgonepotatoes4219 3 роки тому +73

      Properly directed interviews usually have the interviewer send in at least a draft of the questions they intend to make so the interviewed knows what they're getting into and can form their own mental script, afterall they're the ones who are gonna be talking the most.

    • @DumplingEquivalent
      @DumplingEquivalent 3 роки тому +53

      I was surprised when he commented about the mario maker video. It's always a good thing when both parties are interested enough to review the other's previous work.

  • @thisisfyne
    @thisisfyne 3 роки тому +103

    13:38 In my first playthrough I actually got there without all the requirements to proceed and it didn't feel bad at all. I was like "Oh shit! I can't wait to come back to this cool place!". It actually ended up being a motivation to keep going. The mystery of what was lurking behind that door just made it better, instead of going there and entering right away.

    • @Phi_Lix
      @Phi_Lix Рік тому +3

      I actually go to Windswept Wastes first on purpose cause I like to get the burrow ability straight away since both Luma Pools and Baur’s Reach have sand you can burrow through

    • @ender_9486
      @ender_9486 Рік тому

      I was so mad I quit the game for 3 hours until I was like "waaghsbd well gotta continue n see what happens"
      And my favourite part after that was realising that in alot of the places they actually placed sand and stuff uou could get with the burrow ability and so after that I always played the windswept wastes first

  • @Silver_Golden
    @Silver_Golden 3 роки тому +182

    As someone who went first to the wastes:
    Getting to the top felt like an achievement so even though it told me to go back it was well worth it.
    Also loved the chase, died so often, took a two day break and got it first run then, part of what made it was teh brilliant music.

    • @tydshiin5783
      @tydshiin5783 Рік тому

      I remember being funny to try complete the whole Silent Woods for that Lupo quest before getting any of the spirits, but little did I know I would walk right into the chase sequence with Shriek, and progressed up the whole mountain to the very top with the gate lol

    • @NeonAGC
      @NeonAGC Рік тому +2

      I did that too and honestly I felt the same way
      When I got to the gate I was immediately like "OH.. THIS IS THE LAST AREA?" and went to explore everything else, and I was happy because then I had the burrow ability to get those secrets that were hidden behind sand in other worlds.

  • @mrbeef3528
    @mrbeef3528 3 роки тому +288

    This game deserves all the praise it got and more. One of the best platformers in recent memory for sure

    • @777malkavian
      @777malkavian 3 роки тому +16

      One of the saddest endings, as well :(

    • @Wylie288
      @Wylie288 3 роки тому +8

      It really is. The only flaw I can think of is letting people access this area from the beginning. its a dead end that requires you visit the other 3 areas first. It is extremely disappointing to head here first and realize you wasted all your time. But outside of them missing that one gating element, honestly. Its a perfect game. Its part of my 3 way tie of Doom Eternal, Alyx and WIll of the Wisps as GoT for 2020

    • @royolaniye6643
      @royolaniye6643 2 роки тому +3

      @@Wylie288 Well to be fair, you do need to go here first to get the burrow ability, because that ability is needed to traverse Luma Pools and Midnight Burrows

    • @tydshiin5783
      @tydshiin5783 Рік тому +3

      ​@@Wylie288I wouldn't call it a waste of time, but it does feel anti climactic when you just completed the climb and it says "You need 3 more spirits to enter"

    • @vladi3862
      @vladi3862 10 місяців тому

      ​@@royolaniye6643nope you don't need burrow anywhere else

  • @TWIP98
    @TWIP98 3 роки тому +305

    Wow, the burrow ability actually was inspired by the Drill Wisp in Sonic Colours, amazing.

    • @chef4025
      @chef4025 3 роки тому +18

      British spotted

    • @waytoobiased
      @waytoobiased 3 роки тому

      Content checks out

    • @chef4025
      @chef4025 3 роки тому +6

      @@waytoobiased redditor spotted

    • @glendarjj3991
      @glendarjj3991 3 роки тому +4

      @@chef4025 (American?) Chef spotted

    • @chef4025
      @chef4025 3 роки тому

      @@glendarjj3991 glendar jj spotted

  • @microdavid7098
    @microdavid7098 3 роки тому +236

    Vimlark was right-- Mark is incredibly famous. When Ori developers reference Mark's old Super Mario Maker videos, you know he's super well-known
    Edit: the ad break at the end gave me a Masterclass level design by the sims dev, lol

    • @Metaphysician2
      @Metaphysician2 3 роки тому +21

      If Mark Brown doesn't have a Ph.D in Game Design Theory, he should. GMTK is effectively a big series of Great Courses lectures on the topic, with Boss Keys as his dissertation.

    • @tobyk5091
      @tobyk5091 3 роки тому +3

      Vimlark reference 😳

    • @norasyikinali6283
      @norasyikinali6283 3 роки тому +5

      It's not just this one level designer. I remembered IO Interactive game designers mentioning Mark's old video on their previous Hitman games.
      I think since not many UA-cam channel out there actually went in depth on game designs like Mark's that they just naturally follow him.

  • @ithinkitsatiger1864
    @ithinkitsatiger1864 3 роки тому +84

    Maybe I'm a little off topic, but the music of sand level is just incredible

    • @airazure2050
      @airazure2050 3 роки тому +1

      Same

    • @gertdehond4721
      @gertdehond4721 3 роки тому +3

      It's so beautiful

    • @SoldatDuChristChannel
      @SoldatDuChristChannel 3 роки тому +10

      gareth coker did a great job

    • @RuthwikRao
      @RuthwikRao 3 роки тому +15

      Gareth Coker is turning out to be a legend in the making. Ori WOTW soundtrack was phenomenal, now he's doing halo infinite of all, I wouldn't be surprised if he contributes to fable as well.

    • @sgbench
      @sgbench 3 роки тому +5

      The entire soundtrack is incredible

  • @amateraceon5202
    @amateraceon5202 3 роки тому +318

    The sand worm escape sequence is still the most stressful thing I've done in a video game in a long time

    • @Lishtenbird
      @Lishtenbird 3 роки тому +61

      I feel like that would be the tree escape from the first game for me. I still remember it vividly...

    • @Phi_Lix
      @Phi_Lix 3 роки тому +4

      Ooh yeah, that was scary the entire chase

    • @praveenmarkandu
      @praveenmarkandu 3 роки тому +23

      Ginso tree was very very much harder in Ori and the Blind Forest

    • @hesh1491
      @hesh1491 3 роки тому +9

      So you haven’t played Celeste....

    • @hesh1491
      @hesh1491 3 роки тому +3

      @@praveenmarkandu no not really

  • @lintonfor4035
    @lintonfor4035 3 роки тому +672

    "we want them to feel smart"
    what was left unsaid: but we know that they're not, so we have to be extra smart to make them feel smart

    • @celestesimulator6539
      @celestesimulator6539 3 роки тому +104

      Game design in a nutshell

    • @hkr667
      @hkr667 3 роки тому +11

      Also, if you want to sell your game to millions of people, how can you make them all feel smart.

    • @virabot4979
      @virabot4979 3 роки тому +3

      Maybe you could modify how much handheld the player is through the difficulty

    • @otrobernal
      @otrobernal 3 роки тому +11

      Not really. Good games help you improve. Games like Celeste, Baba is You, Slay the Spire, make you feel smart and skilled because you are actually becoming smarter and nimbler than you were before. A similar thing could be said of e-sports like Dota and Starcraft, though those are more about the community.

    • @ShadowMystic7
      @ShadowMystic7 3 роки тому +2

      I vaguely remember some Portal 1 & 2 commentary being to this effect. I think one point was how hard it was to get average players to just look around, or, more importantly, look up.

  • @samanthanorthover2681
    @samanthanorthover2681 3 роки тому +117

    Hearing you actually mention that there's an ad break coming up was something I really appreciated. Great video, great channel.

    • @Jake28
      @Jake28 3 роки тому +12

      I didn't even know you could DO that!

    • @Fae-Fey
      @Fae-Fey 2 роки тому +1

      As things should be. Like an old bbc ad break warning

  • @itsQuilow
    @itsQuilow 3 роки тому +474

    "nobody wants to die 5 times in escape sequence" - I died like 20 times :D

    • @AkashDasYT323
      @AkashDasYT323 3 роки тому +42

      Only 20? Haha

    • @LeFaucheur
      @LeFaucheur 3 роки тому +15

      game dev : "it's too easy I did it on my first try" players : getting wrecked. I guess if the game dev doesn't do it first try, you may not be far from dark souls lol

    • @hkr667
      @hkr667 3 роки тому +20

      @@NunoVenturadeSousa Was it the water level, where you had dash jump, avoid rocks, time water spouts etc. all at the same time? That level broke me. And I am not being funny here. If it wasn't for the ridiculous difficulty spikes that game would've been a 10/10 for me but it wasn't now.

    • @ExileTwilight
      @ExileTwilight 3 роки тому +24

      @@hkr667 The Ginso Tree is easily the hardest escape sequence (other than maybe the worm in WotW), but once you've done it once it becomes pretty easy. At least I struggled a lot more with it than any other.. But I didn't mind too much due to the amazing music and visuals :)

    • @dt4236
      @dt4236 3 роки тому +18

      As someone who hated the escape sequences in Ori 1 for this reason I really felt the ones in the Will of a Wisp were far more considered and readable. I never died on my first run. Escape sequences should always be about spectacle and the feeling of tension rather than complex gameplay which it nailed.

  • @taxevader674
    @taxevader674 3 роки тому +80

    This is such a nice spin on the regular GMTK formula. It's really nice to hear the designer themself talk about their own work.

  • @jeniffer7799
    @jeniffer7799 3 роки тому +27

    I've never played a more beautiful and heartwrenching game than Ori and the Will of the Wisps. And I am BEYOND mad that the game hasn't win at least one award at the E3 2020

  • @jcw5611
    @jcw5611 3 роки тому +883

    Hearing Game Devs talk about their games that they worked, is one of my favorite things.
    EDIT: Thanks for many likes, first time I have a lot of them! I hope you keep learning GameDev things n.n

    • @carson123987
      @carson123987 3 роки тому +10

      Same. These people are so insanely smart. Go watch the NoClip documentary on Dishonored and listen to them talk about the 2 levels at the end of the video. It's so fascinating.

    • @xantishayde-walker4593
      @xantishayde-walker4593 3 роки тому +6

      I love it because it shows how they focus on mechanics first, rather than making it look pretty. They're being efficient, giving me good ideas for working on my games. Takes the pressure off knowing it doesn't have to be beautiful, in the words of Todd Howard, I just has to work. ;)

    • @jcw5611
      @jcw5611 3 роки тому

      @@carson123987 I'll watch it!

    • @jcw5611
      @jcw5611 3 роки тому +1

      @@xantishayde-walker4593 Indeed, I too focus on mechanics first.
      For me gameplay is the most valuable thing of a videogame because is their unique language as art

    • @carson123987
      @carson123987 3 роки тому +5

      @@xantishayde-walker4593 Yep, that's what's so interesting about it. They just come up with tight mechanics and then build around them. All that prototype footage was great.

  • @TheBoringDeveloper
    @TheBoringDeveloper 7 місяців тому +4

    So much to learn, my key takeaways are:-
    1. Think about what players would love or find frustrating( basically player experience first)
    2. Think about all unique level ideas with all elements on paper and then find out what works best(experimentation)

  • @DannyAskew
    @DannyAskew 3 роки тому +2

    @13:19 exactly this happened to me, but the game made me feel like I was just super good for having made it there early and the big locked door was super ominous and foreshadowing. The nearby spirit well was indeed a nice shortcut and reward as Chris mentions.

  • @William_Sk
    @William_Sk 3 роки тому +55

    That escape sequence gave me arthritis! Probably took me about 20 tries. Felt soooo good when I passed it, after cursing and yelling at my screen for 40 minutes.

  • @PabloGamedev
    @PabloGamedev 3 роки тому +51

    This kind of videos ARE EXTREMELY VALUABLE! Thanks so much GMTK & Chris for the talk.

  • @crestwood2618
    @crestwood2618 3 роки тому +18

    This is one of my favorite series off all time. Will of the wisps is absolutely incredible! They both are! After hearing how they design these levels though. These developers are incredibly talented individuals. Masters of their craft!

  • @affanalam6123
    @affanalam6123 3 роки тому +76

    A breakdown of the dishonored series will be awesome.

    • @arturochaves8240
      @arturochaves8240 3 роки тому

      I think that the bank job would be awesome, nonclip already covered clockwore mantion and crank in a slab

    • @renukapallege5970
      @renukapallege5970 3 роки тому

      No cllip has a video about the making of both games

  • @thereadypunk757
    @thereadypunk757 3 роки тому +21

    My favorite things about the levels is about how many props and how alive it is. The scene has a life in this game. The volume stuff the team added looks so cool.

  • @JJGamezMC
    @JJGamezMC 3 роки тому +7

    I also love how the games level design shows you where you can use these abilities before you actually get them. Seeing the sand and all these collectibles and not being able to get them naturally motivated me to keep playing and find the ability, so when I eventually do find the ability, it was like finding a whole new area to explore.

  • @salty_3k506
    @salty_3k506 3 роки тому +55

    A video on Doom Eternal in this series would be very interesting to me, like how the level design interacts with the different demons and how it forces the player to play in a certain way

    • @JamieThelin
      @JamieThelin 3 роки тому +7

      Also Hugo Martin would absolutely be up for it

    • @salty_3k506
      @salty_3k506 3 роки тому +2

      @@JamieThelin Yeah I hope so, I think the Doom team in general is very open to things like this

    • @NFMorley
      @NFMorley 3 роки тому +4

      Especially given the switched emphasis on movement, varying weapon choice and exploiting different enemy weaknesses versus Doom 2016 (due to ammo being relatively more scarce), making it a more tactical game.
      It's still the carnage of Doom at its core, but it has more systems in level/weapon design forcing active choices as you play through and feels a lot 'quicker' in the action (although personally I think it does maybe over-emphasises the glory kills as they're so beneficial and can feel a little repetitive seeking them out!)

    • @maynardburger
      @maynardburger 3 роки тому +3

      Hugo has basically already been doing this kind of thing with their regular livestreams.

  • @edvingjervaldsaeter3659
    @edvingjervaldsaeter3659 3 роки тому +9

    I don't think I have ever clicked on a video faster, Ori and the Will of the Wisps is one of the games closest to my heart. And even though I have compleated the game twice, I cried like a kid at the end both times and to hear an interview with the level designer was amazing! Thank you for giving us this video!!!

  • @Zenith07
    @Zenith07 Рік тому +3

    16:39 This would’ve actually been a fun mechanic that im sad wasn’t implemented in the game, can see alot of potential for it

  • @yagamilightooo
    @yagamilightooo 3 роки тому +11

    please do more of this type of video! I could watch this for hours hearing the designer explain his thought process and all the intricate details that went into the development.
    Great questions also, I like your structured approach to your videos: keep it up, man!

  • @edocor8081
    @edocor8081 3 роки тому +255

    Well... I suppose you know you’ll now have to play through deepnest with Team Cherry, right?

    • @jackhogan6630
      @jackhogan6630 3 роки тому +21

      Or path of pain?

    • @trevorx7872
      @trevorx7872 3 роки тому +12

      ​@@jackhogan6630 or flower quest

    • @palico004
      @palico004 3 роки тому +54

      Good luck catching them with free time.

    • @dotanarad5892
      @dotanarad5892 3 роки тому +14

      Yesss, ughhh the nightmares I've had after falling there without the lantern, and the idiot I am, sitting on a bench condemning myself to misery

    • @cleoknight4788
      @cleoknight4788 3 роки тому +10

      It would be so cool to see a video like this of somewhere in Silksong in one hundred years.

  • @ashers.5856
    @ashers.5856 3 роки тому +14

    Do Effect and Cause on the Titanfall 2 Campaign Next! Some of the best design I’ve ever seen. Thanks for all of these videos. You have Sparked my love for game design with all of your great videos.

  • @Rhyzal_
    @Rhyzal_ 3 роки тому +8

    I love that Chris McEntee was able to show the sketches and the prototypes! First time I've seen how a game can be designed before the code or tested before the graphics. ♪

    • @RuthwikRao
      @RuthwikRao 3 роки тому +2

      If you want a similar deep dive behind the curtains of this particular game, check out how moon did the switch port for this on digital foundry, it's very comprehensive and well made

  • @YURMOMSBOIFREND02
    @YURMOMSBOIFREND02 3 роки тому +23

    Been watching for 2 years and GMTK is like my safe place where I go to get new ideas for my game and listen to Mark's soothing voice thanks for everything Mr.Brown

  • @boogaloojenkins2646
    @boogaloojenkins2646 3 роки тому +18

    This was SUCH a clean video! I loved it. If you could get in touch with some Enter the Gungeon devs. I would love to hear how they went about constructing their game, especially how they considered making the DLC

  • @NeonAGC
    @NeonAGC Рік тому +2

    The funny thing is, I'm that person who took the windswept wastes path first, then was met with a dead end LOL
    I was immediately like "OH.. THIS IS THE LAST AREA?" and went to explore everything else, and I was happy because then I had the burrow ability to get those secrets that were hidden behind sand in other worlds.

    • @shadowofcat
      @shadowofcat Рік тому +1

      that happened to me too! LOL

    • @NeonAGC
      @NeonAGC Рік тому +1

      @@shadowofcat It was actually one of the most satisfying turn of events because I was like "WOOO I CAN DIG THROUGH THE SAND HERE WHEN I WOULD'VE HAD TO GO BACK FOR IT" 😂

  • @userpersonwhoisahuman
    @userpersonwhoisahuman 3 роки тому +75

    This has to be my favorite area in the will of the wisps.

    • @SaltPlusF4
      @SaltPlusF4 3 роки тому +4

      Same. I kinda thought the movement in this game couldn't get any better but the burrow ability is just so smooth

    • @michaelr1225
      @michaelr1225 3 роки тому +5

      luma pools for me, it feels more atmospheric. Especially once the music changes when you enter the area

    • @colecube8251
      @colecube8251 3 роки тому +3

      @@michaelr1225 Yes! I think that luma pools ahs the best atmosphere and music, while the sand area has the best enemies and platforming!

  • @polyvalk831
    @polyvalk831 3 роки тому +5

    I absolutely love ori and the will of the wisps, everything from its music to its characters to its stunning visuals. but this is probably my favourite area in the game

  • @thusadragon
    @thusadragon 3 роки тому +7

    I didn't think it was possible for me to love Ori and the Will of the Wisps even more, but you just proved me wrong, sir!

  • @shaishavpathak
    @shaishavpathak 3 роки тому +58

    Ori needs way more recognition

    • @matheuszache7943
      @matheuszache7943 3 роки тому +15

      Criminally underrated game.

    • @PseudOni_
      @PseudOni_ 3 роки тому +1

      @@matheuszache7943 Yeah, though it's honestly expected, thing came out right beside doom eternal and ff7 remake

    • @matheuszache7943
      @matheuszache7943 3 роки тому +4

      @@PseudOni_ Ikr. Such a shame, despite me loving Doom btw. Maybe in a couple of years more people give this game a shot and realize just how good it is. One can only hope.

    • @bara555
      @bara555 3 роки тому +2

      @@PseudOni_ And is just soo much better than both

    • @PseudOni_
      @PseudOni_ 3 роки тому +5

      @@bara555 I wouldn't say that, they're all fantastic games in their own right, but Ori holds a special place in my heart and it sucks to see it go largely underappreciated

  • @pif-pof
    @pif-pof 3 роки тому +42

    "it shouldn't be a rock that falls into your head and you die"
    Literally every escape sequence in Ori and The Blind Forest

    • @megaman161
      @megaman161 3 роки тому +30

      The giant ice chunk in the Wind Element escape comes immediately to mind.

    • @colecube8251
      @colecube8251 3 роки тому +16

      Yeah. I think they learned a lot from that game!

    • @videoket
      @videoket 3 роки тому +3

      @@megaman161 oh my gosh, thank you for bringing back that repressed trauma, but also letting me know I'm not alone!

  • @Evenmoresteven
    @Evenmoresteven 3 роки тому +2

    This is my second favorite Metroidvania behind Hollow Knight. Such a cool discussion on one of my favorite areas in the game.

    • @waffles8144
      @waffles8144 3 роки тому

      I agree. This and hollow Knight are in my opinion the best the genre has to offer.

  • @SpoopyChicken
    @SpoopyChicken 3 роки тому +9

    "It still has to be react-able, it shouldn't be that you touch a random trigger and a thing falls on your head and you die because that's just not fun."
    *Ori 1 Forlorn ruins escape PTSD flashbacks*

  • @xicufwm
    @xicufwm 3 роки тому +2

    What a great idea for a series! Everything was well prepared and executed. Having the prototypes and everything else shared and shown on screen makes it so much easier for the viewers. I understand not all of the interviewed will be able to share all this information, but I am already looking forward for the next episode of On The Level!

  • @moviepoppedcorn
    @moviepoppedcorn 3 роки тому +28

    "It shouldn't be that you touch a random trigger and a thing falls on your head and you die."
    *10 seconds later the worm touches a random trigger and a thing fall on his head and he dies.*

  • @noway718
    @noway718 3 роки тому +1

    Love is being willing to sit through a 2.5-minute ad break because you appreciate a content creator that much.

  • @literallymaciek3688
    @literallymaciek3688 3 роки тому +5

    YES a new GMTK video and it's about Ori! even better!

  • @r0flcopter
    @r0flcopter 3 роки тому +1

    Literally one of your best videos ever. Thank you so much

  • @night1952
    @night1952 3 роки тому +12

    It still feels rewarding because you can feel the difficulty spike in that area, so being gated off at the end tells you that you definetly got there too early and being able to do a late game area while underpowered makes you feel like a badass, like the catacombs in Dark Souls 1 for example.

    • @Ayoul
      @Ayoul 3 роки тому +1

      You're not at all underpowered though. There's nothing different difficulty or mechanically wise between doing it early or later. You might be more comfortable with the game, but that's it.

  • @cuterpooter
    @cuterpooter 3 роки тому

    I really enjoyed this interview. It's nice to see devs and designers get a chance to "show their work". They must be proud of the puzzles and problems they had to solve to bring us hours of fun, so I appreciate being able to see them enthusiastically show & tell the process.

  • @aidenmclaughlin1076
    @aidenmclaughlin1076 3 роки тому +8

    Amazing idea for a new series! I can’t wait so see what this brings in the future!

  • @DragonDoFogo
    @DragonDoFogo 3 роки тому +1

    This was brilliant! Devs giving insight on how they came up with levels, mechanics, etc is very valuable. Great work, Mark!

  • @anb1142
    @anb1142 3 роки тому +15

    I love how he kindly asked us to watch the ad

  • @rajitpimpale5611
    @rajitpimpale5611 3 роки тому

    This series is brilliant, and couldn't have had a better start to it than with Ori! As a designer I'd kinda gotten away from paper prototyping, but seeing it being used to effectively reaffirms its brilliance for me after long. GMTK is no less than a university!

  • @WhoEvenIsAndr
    @WhoEvenIsAndr 3 роки тому +4

    I’d love to see an episode on any level from Titanfall 2. “Effect and Cause” is the obvious one to choose but most of them would be great to talk about!

  • @argfasdfgadfgasdfgsdfgsdfg6351
    @argfasdfgadfgasdfgsdfgsdfg6351 3 роки тому +2

    15:45 'It shouldn't be that you touch a random trigger and a thing falls on your head and you die.' Oh, the irony. That is exactly what happens in almost each dungeon in the first Ori game.

  • @0wen226
    @0wen226 3 роки тому +42

    It would be cool to see one of these videos on celeste.

  • @lexalot8337
    @lexalot8337 7 місяців тому

    Even four years after playing the game I still instantly recognized the sketches and could place them. Really goes to show just how memorable Ori's level design is.

  • @TURBOCOW9000
    @TURBOCOW9000 3 роки тому +4

    Does anybody else know about the hammer + triple jump = super high jump tech? As soon as you get these, you can cheese nearly all of the secrets and even reach the roof on most maps.

  • @LuizBandieira
    @LuizBandieira 3 роки тому

    Amazing video, really. I love how it started with simple sketches of areas, then simple animations + simple graphics (the spikes started out as red lights showing the hitboxes, I just love that) and then the style was added, but we can see it was all thought since the beggining too, nothing felt out of place and the level plays out just like it was thought in paper. Beautiful!

  • @WhoEvenIsAndr
    @WhoEvenIsAndr 3 роки тому +4

    Ori and the will of the wisps is one of my favourite games of all time. The gameplay had been greatly improved from the first game (with some hollow knight inspiration:) with great movement and feeling of flow, aswell as a much needed overhaul of Ori’s combat. The locations are much more unique and memorable than the first game (my favourite is the luma pools) the story is excellent with way more characters and things that happen and change compared to the first game. The boss fights and enemy variety are both creative and bring a change of gameplay and it is really fun rapidly switching abilities to tackle them and bring them down. And finally soundtrack is really, really something special. If you haven’t played this game, do it. You will have a blast from start to end.

  • @Xsyven
    @Xsyven 3 роки тому

    I'm usually not a fan of interview style videos like this, but Mark just has a way of making it work, and Chris was a wonderful guest to have on as well.
    I stopped playing Ori WotW because of real world stuff happening, but I think it's time for me to go back and play through this.

  • @claxvii177th6
    @claxvii177th6 3 роки тому +28

    Ori is so cuute i miss playing the game. Best feeling i got out of a 2d platform ever. BY FAR. Ori controls so well.

    • @davisbrink1288
      @davisbrink1288 3 роки тому +2

      yes

    • @oliver.n278
      @oliver.n278 3 роки тому +2

      True, the Controls are so tight, it's a joy (same goes for Shantae IMHO)

  • @benjamindavis5905
    @benjamindavis5905 3 роки тому

    This entire game is absolutely, stunningly beautiful: the music, the atmosphere, the animation, the combat. Everything! And this interview was so insightful and fun to watch! Instant subscribe.

  • @futhamucka
    @futhamucka 3 роки тому +7

    I feel like some studios (looking at you, the entire AAA industry) should make your videos required watching for all designers. Thanks Mark for such great content

    • @pinaz993
      @pinaz993 3 роки тому

      Honestly, we all should be voting with our feet when it comes to the AAA industry.

  • @FinNiko92
    @FinNiko92 3 роки тому

    Big props for putting in subtitles, makes the content very accessible for hard hearing people

  • @Leftistattheparty
    @Leftistattheparty 3 роки тому +4

    Really enjoyed Ori. A game that really "feels" good to play.

  • @icecreambone
    @icecreambone 3 роки тому +1

    the sand reminds me of the water level in gris! lots of fun to control

    • @RuthwikRao
      @RuthwikRao 3 роки тому

      Gris was surprisingly stronger in its mechanics than I'd initially expected for sure. I'd thought it'd be yet another indie sidescrolling gawk at gorgeous hand made art Journey clone, but no it turned out to be so much more, and explored its mechanics in very interesting ways without becoming overbearing and taking away from the therapeutic nature of the experience.

  • @rex5895
    @rex5895 3 роки тому +5

    I love game design, I feel I'm learning all the secrets! jeje.

  • @arturochaves8240
    @arturochaves8240 3 роки тому +4

    I cant belive this, a level design series, im so f**ing happy

  • @TaggedByTim
    @TaggedByTim 2 роки тому

    I literally just beat the game so this is fresh in my mind. At 13:20 when they were talking about being worried about players getting to the temple and feeling like wasting their time, I went to the wastes first with nothing ( I think) but triple jump, bash, the feather, and dash. My favorite part was trying to figure out how to get up to the temple without having whatever ability (burrow) I was supposed to have at the time. It felt more like a subtle nod when the game said hey to find the other spirits and then come back.
    Thanks for reading.

  • @ReviewNerdLegitChannel
    @ReviewNerdLegitChannel 3 роки тому +5

    This is going to be a great series

  • @kikevillanueva4628
    @kikevillanueva4628 3 роки тому +1

    Awesome video!!! Thank you so much for your effort

  • @randomhuman731
    @randomhuman731 3 роки тому +3

    I would love to see some stuff on Hollow Knight, this was epic!
    I loved this video.

  • @TheKnegen
    @TheKnegen 3 роки тому

    I'm so happy you have played and also recommend dorfromantik. Such an amazing relaxing puzzle game. It gives you something easy to do but also makes you think about your placements. You either hunt for quests but you will realize that if you have a hexagon with all sides connected to the same biome, house house, grass grass etc. You get a perfect tile and the game rewards you with +1 tile. A great way to reward the puzzler in you.

  • @gotd4m
    @gotd4m 3 роки тому +17

    I can't help but think there was some giggling going on by the devs when they made the level shown at 4:26. Or maybe I'm just still a pubescent boy in a grown man's body.

  • @aryanbaburajan
    @aryanbaburajan 3 роки тому +1

    Honestly, this is one of the most useful and informative video made by GMTK. And now hearing this Designer design these puzzles is quite motivating. Looking forward to the series :D

  • @shamkraffl6050
    @shamkraffl6050 3 роки тому +32

    The saddest thing is that you either can't play it twice or the 2nd time doesn't feel like the first time.

    • @ZamiyonnGaming
      @ZamiyonnGaming 3 роки тому +3

      True, but Hard mode and achievements at least give some replay value

  • @petalpotionsart
    @petalpotionsart 3 роки тому

    The level design for literally every level in this game is amazing. The flow through the levels is so smooth

  • @RedTheMan
    @RedTheMan 3 роки тому +20

    Hit play faster than the speed of sound

  • @3nertia
    @3nertia 3 роки тому

    Less than 2 minutes in and this is already one of the most informative videos on game design that I've ever seen! And I've watched pretty much ALL of your other videos and several others from another channel as well! Really love the idea of developing an interesting mechanic first and then developing a level around it (I know this has been discussed before, possibly multiple times) and using just PAPER to test out level ideas; BRILLIANT! *proceeds to watch the rest of the video with utmost interest*

  • @ftwesley
    @ftwesley 3 роки тому +10

    I'm simple.
    I see Ori,I click.

  • @VBall1295
    @VBall1295 3 роки тому

    Please do more of this series, Mark! My biggest struggle right now is developing my process for level design so getting to hear and see how other designers have thought through levels is a phenomenal help.

  • @whatthewhatthe9117
    @whatthewhatthe9117 3 роки тому +11

    It’s awesome until you realize you actually need to FINISH the sand worm chase

  • @GunmetalEar
    @GunmetalEar Рік тому +2

    The fact that I agreed with everything the level designer said about how it should feel to play compared to how I felt when I played shows the team fucking nailed this game down

  • @asifthatwouldeverhappen
    @asifthatwouldeverhappen 3 роки тому +9

    I Seriously Love Sand Levels In Video Games. What's Your Favorite Sand Level?

    • @jcw5611
      @jcw5611 3 роки тому +4

      Journey xD

    • @ggpt9641
      @ggpt9641 3 роки тому +2

      This took some time to dig up. Sonic's Pyramid cave stage in Sonic Adventure 2 has some good mix of quick puzzle solving, timed puzzles, really long rush moments (a personal favorite was dodging a swarm of ghosts down a long, winding tunnel going down.) and awesome music that has some ominous beats mixed with an electric guitar. Also a boss immediately afterwards.

    • @legrandliseurtri7495
      @legrandliseurtri7495 3 роки тому +1

      Chozo ruins in Metroid Prime, probably. Or maybe that sand slide level in galaxy 2, I forgot it's name.

    • @ggpt9641
      @ggpt9641 3 роки тому

      @@legrandliseurtri7495 Chozo Ruins came to mind, but I thought there was something better to me and there was. Chozo Ruins is good especially in a thematic sense. Spoilers for Metroid Prime 1:
      Considering Samus has just lost nearly all her equipment and navigates the Chozo Ruins, healing its wounds and her gear is a very special occasion (she gets her normal early game items, missiles, morph ball, charge beam, MB bombs, and the Varia Suit.)

  • @weakamna
    @weakamna 3 роки тому

    Amazingly inspirational to see an actual professionals workflow, so I can compare and contrast my own. From this I definitely feel like I've held back and/or not explored mechanic ideas I've had to their full potential. There are just soo many interesting scenarios to seemingly simple mechanics.

  • @masterspongebat2387
    @masterspongebat2387 3 роки тому +6

    14:21 when you successfully make it to the ovaries but don’t wanna be born.

  • @MrPoppyBros
    @MrPoppyBros 3 роки тому +1

    Just finished this game over the last weekend and was raving to my friends about the level design, such perfect timing

  • @octaviosilva5808
    @octaviosilva5808 3 роки тому +7

    4:20 😂 do you see what I see

  • @MondayHopscotch
    @MondayHopscotch 3 роки тому +1

    Great idea for a series! I look forward to what else comes out of this. You should see if you can find Phil Fish and dig into the design around Fez. I'd love to see him talk more about the subtleties of how that game was created.

  • @tedweird
    @tedweird 3 роки тому +7

    4:25 We just gonna....alright then

  • @Humane_resource
    @Humane_resource 3 роки тому

    Really appreciate your own transparency about your process and the way you announce ad breaks etc, truly honest stuff! Love ya

  • @ayushbhardwas
    @ayushbhardwas 3 роки тому +4

    Who else agrees that the way Mark talks in these interviews is seductive 😂

  • @felixpeters2001
    @felixpeters2001 3 роки тому

    This series is such a great idea! Ori is definitely one of my all time favorites and getting commentary from someone who worked directly on the game is so cool.

  • @deflexify
    @deflexify 3 роки тому +3

    When notification are faster than recommendations

  • @kuuhakudesu
    @kuuhakudesu 3 роки тому

    I absolutely loved Ori and the Blind Forest gameplay (so much that I played it 5 consecutive times for achievements while having so much fun), but Ori and the Will of the Wisps basically improved everything about its predecessor. The Windswept Wastes in particular were amazing! It's really great to learn more about the design and development process and how the ideas were shaped up to become the final product.

  • @simpleduckman
    @simpleduckman 3 роки тому +3

    First 😎
    I like this new series!