I feel like one day Ceave's going to upload an insane video titled "Why Goombas Are The Mushroom Kingdom's Strongest Lifeform And The Reason For Metroid Prime 4's Delay" at this rate
The reason for the awkward save menu is surprisingly simple: it's the Wii standard menu set up by the company for all Nintendo games at release. I'm assuming they wanted a consistent menu interaction experience between all of their games, regardless if the game focused on motion controls or not and the default would cater to motion control use.
I hope they learned their lesson about appealing to a casual audience this isn't like the 80s when using ROB and a euphemistic console title helped sneak videogames onto toy shelves at a time when computer gaming was crashing... THAT worked because they replaced the shit quality of the current gaming standard with a new high standard and genuine fun. They were just selling BETTER games to people who liked games. appealing to non-gamers is planting seeds in 1 cm of dirt and then later asking why the plants have no roots. Non-gamers will not convert. they would have by now. non-gamers in the late 2000s were not the same people who refused to buy normal game computers in the 80s. The chances of hooking new long-term players is zero, and long-term gains are the only ones that matter.
@@KairuHakubi Except Ceave is wrong in this case. The Nintendo traditional games sold really well on Wii. TP was the best selling Zelda game at the moment, MK Wii is still the best selling MK, the 2 Galaxy games had the best 3D mario sales, Smash put up records numbers also. Most Nintendo brands put up better numbers than the previous 2 generations, except for the case of Metroid Prime 3, which didn't sales as much as Prime 1, but we can't ignore that Prime 2 on GC took a nose dive in sales.
I really appreciate the content you’ve been putting out lately. You approach these topics from a really unique perspective and well thought out approach, with really effective and carefully constructed arguments.
I am thinking about dropping out of school to focus on my career as a star on UA-cam. I already make a lot of money on UA-cam. School bores me so much. I need more opinions and since I don't have any friends, I gotta ask you, flo
@@purcinnamon7404 most of the time, being "that guy" is as painful for me as it is for you (although I suppose others might be doing it because they like it). I view it as a necessary evil, because without someone teaching you what's right, you'll just continue to be wrong, and I don't want people to be wrong unintentionally.
Near where I live, there's a restaurant I usually go to that has pull handles on the door even though you're supposed to push it. To solve the problem they put a sign with "push" written on it, but that whole thing always messes with my brain and makes me feel stupid
I know a lot of places that have either the "pull" or "push" handles on both sides of doors that aren't double-hinged. I think a lot of people think it's an aesthetic choice and just make them match.
A much better example would be a door that has a flat metal hand panel vs a door that has a loose ring handle. That would really be push-only vs pull-only.
The save prompt's motion controls are a lot more obvious on the wii, where pointer will switch visibly to a hand unlike on switch where the pointer is simply invisible at that time, the switch version removed a layer of communication there, and did nothing to compensate.
I never struggled with that as your remote is typically pointed in the general direction of the TV and in order to enter a level you have to point. I just ended up already being in the area. Switch controllers are small enough to be held at odd angles like the joystick attachment was.
You know when you learn about something and you can't stop noticing it everywhere ? I'm doing it with the design. Warp stars spin when you're near them, to indicate that they are designed to be spinned. Meteors have hues of red to indicate they're ouchy.
Ceave in 2017: how to make a cool level in mario maker Ceave in 2021: why that one pixel in new super mario wii is stupid and it destroyed the sonic franchise
reminds me of Mayro who plays a lot of NSMW and her perpetual complaints about fan-made tiling (the way tiles lock together into something cohesive, eg a platform with a hidden area below it), so, maybe it's not as far-fetched as you think...
I'm not the best with accents, so sometimes, I can't quite understand what you're saying. Which *would* be a shame because you're actually a really smart dude with tons of fresh ideas. However, these videos are always uploaded with accessible captions from the get go. I appreciate these videos for that, and for you making that extra effort. Keep it up, man.
Galaxies is the plural version of Galaxy. At Disneyland California, their is a themed area called Star Wars: Galaxy's Edge. So yes, it should be "Galaxy's" as it is the possessive form of galaxy, the possession being the Topman
It's funny how the trailer for skyward sword remake just got released and ceave made a video on the game. But it certainly wasn't BECAUSE of the direct, since that was very recent. Edit: I was wrong
You're not wrong. The video was scripted and recorded weeks before the direct. Ceave just added a screenshot of the recent news while editing the video at the last minute. Otherwise he would have talked about it
@@CasualSunGod42 the video isn't directly related to the announcement ;) Skyward sword is directly linked to the other big Nintendo title on the same console, Mario galaxy, and ceave made a video about SM64, SM Sunshine, and now SM galaxy. In the SM64 video he compared the mario game to the equivalent Zelda game of the same console. It's not unreasonable to also compare galaxy to skyward sword because doing so helps explain Nintendo's mindset and decisions at that particular point in time
That door explanation made me smile because that's the first lesson of UX design. "Don't Make Me Think" is a great book people should read if they want an idea of what I mean
Another thing to point out is, for the topman enemy, even if its intuitive design fails to tell the player what to do because the player just can't get it, there's also a luma there that hints at what to do for those who need it, but that luma is completely OPTIONAL, you don't have to talk to it. So they really covered all bases with that one, having an intuitive concept that people can figure out what to do with on their own, but having a backup _optional_ "tutorial" of sorts for those who can't.
Skyward Sword's "overtutorialization", slow text, and general quality of life was pretty bad. But thinking about overtutorialization just reminds me of Mario and Luigi: Dream Team, being magnitudes worse than Skyward Sword in that department.
Pokemon also suffered from it, with characters teaching you that water is good against fire, and then having their minds blown when you use water against fire
INCREDIBLE, you just read my mind, this exactly what i was thinking while watching the video & wanted to pointed to Ceave here. This is a trend within the Mario Adventures games that spans multiple consoles & is not a Wii specific thing. i remember this has been pointed out to Nintendo for decades that they should accomodate both veterans and beginners by having an option to skip tutorials. Twilight Princess is another example but in this case they opted for the idea to both integrate the tutorial with the world building, interesting for the 1st playthrough not really for subsequent ones.
For the reason that the motion controls are only used for saving I would say it wasn’t anything like that. It was probably an oversight honestly because you can save and use the menus with the joystick in Galaxy 2
When we first moved into our current office, we had a tally being kept on the whiteboard for each person who pulled the push door. Everyone quickly got into the double digits.
Cool to see a video more like this coming from you. Most of the videos I've seen by you are Mario Maker creations, but this was a really thoughtful, in-depth, and engaging look into how games are made, what makes them good, and why they're sometimes made the way they are. As an aspiring developer myself, I always find this kinda stuff really interesting. Not sure if this is something newer for the channel, or if you've been doing this kind of video for a while, but either way, I'd love to see more :D
Skyward sword was actually my first Zelda game, so I represented Nintendo's target audience. I can tell you that that game failed in being accessible; maybe I was just dumb but I had no idea what I was supposed to be doing at the start of the game.
Ceave Gaming, you conflated affordances and signifiers. Affordances are ways you can interact with something, signifiers are cues that inform what affordances something may have. A bar on a door affords pushing, as in it is easy to push on the bar, but it also signals that a user can push it. In contrast, a bar also affords pulling, you can tug on the bar, but it does not immediately signal that the door is a pull door as when someone sees a bar, they don't immediately think "I should pull this." To quote The Design of Everyday Things: "Affordances define what actions are possible. Signifiers specify how people discover those possibilities: signifiers are signs, perceptible signals of what can be done." In the plywood example, plywood and glass both afford smashing, while only glass affords shattering. Glass signals that something can be smashed, while plywood does not signal that it can be smashed. Its a small distinction which is muddled in the first edition of the book (The Psychology of Everyday Things) but is discussed specifically in the the Design of Everyday Things because it is often confused.
I remember going through the Master Quest in Skyward Sword and they literally make you do the tutorial again. I love this game but you have to beat the game to even get a Master Quest save file like how does this even happen.
On behalf of the menu's buttons, on the Wii Console NOTHING used the Joystick, Even Selecting a Game from the Main Menu had to be with Motion Controls, so it makes more sense to assume the buttons are like that on the Nintendo Switch.
Meanwhile rain world: Why to explain something to player or introduce it to him in safety environment? Just throw random stuff at player and look how he is reacting.
Yeah Rain World taught me about spiders in the Shaded Citadel. It was a life changing experience, as an arachnophobe. *I barely slept for the next couple of days.*
rain world's tutorial is as brief as telling you that you can eat food and basic controls, everything else is a reward for the player to discover/learn. tis p cool
Why don't they fix it though? A simple option to turn off the tutorials in the menu should solve the problem, it's so simple. I will never understand why they do this.
Ceave back with the cleaver analysis!!! I think that is a pretty great theory on why Skyward Sword is more hand holdy then the other Zelda games in order to appeal to their mass casual crowd due to the Wii. Personally the way I like handeling puzzles and giving answers is how the Uncharted and Last of Us games do it. If you're stuck in a room for X minutes one of the NPCs will say "hey look over here" to give you a prompt that will point towards the answer and getting that from Fi would have been a good solution in my mind.
When I first played Skyward Sword when I was super little. I didn’t know how to read very well. I somehow solved the problems without Fii’s help because of the visual cues and common sense... they definitely didn’t need to have Fii talk so much.
I literally just had a UI Design course last quarter. It's really cool to see those concepts applied to game analysis. The Design of Everyday Things was a mandatory read, of course.
Finally someone else who loves the Wii U. The only reasonable explanation for its failure is the garbage marketing. I really like it better than the switch.
I’ve been watching Ceave for a while now and I have to say it’s pretty cool to see his content shift from silly videos about avoiding nasty, evil coins to more intellectually stimulating (yet still entertaining) videos about Nintendo’s sales trends and psychological analyses of game developers. Hooray.
@@TheLegoNation I played the Wii Version a few months before the Switch Version came out, and I remember being able to use the joystick for the menus. I could very well be wrong though. I'll go back and double check later.
In the Wii Version of Galaxy you can actually use the joystick to control the save and pause menu; my friend theorizes that the reason Galaxy Switch removes the joystick functionality was so that the pointer could be forcibly recalibrated.
In Ocarina of Time, Navi talks only if you press a button to summon her. In Twilight Princess, Midina talks only if you press a button to summon her. In Skywords Sword, Fay talks to you without your consent.
Navi talks to you automatically *way* more than you remember. Hell, in the first dungeon *alone* she tells you how to climb a fucking *ladder* and how to open an unlocked door. Two of the most obvious concepts in gaming and she *still* explained it. There's also her telling you *every* time you walk into a room with a wallmaster. Or the dozens of other pointless popups.
No, that's ok. A year ago or so (when I was almost 18), I started playing super mario galaxy 2 again for the first time in years and decided to make progress in my save file. I never played the first galaxy, and I got this game when I was 11 or something. When I got to the boss rush galaxy (the one where you fight bosses from smg1), I got stuck on the big mole battle for like half an hour, because I had absolutely no idea that I had to ground pound next to it. I know this is not a design flaw (the mistake was assuming that I had also played the first game before), I just want to say that it's normal to get stuck on a boss fight because you don't fully understand the gimmick
@@FederalPoop02 I played the first game in 3d all stars and it also took me 10 lives before i figured out you had to ground pound it, even though there were lots of moles in that galaxy that you also had to ground pound. The problem i personally have with that boss fight is that it feels very unintuitive to me that you have to ground pound when the big mole comes out of the ground
@@FederalPoop02 I'm pretty sure everyone takes a while to realize you have to ground pound the mole boss. That boss has very questionable design in my opinion
I played legend of Zelda when I was 7 and the trail of courage took me actual days to finish (it was also like the 8th game I ever played) no idea why I typed this but you guys should share your trail of courage stories
@4:12 no, the doors would have to be pushed because the trim on the outside would stop them from pulling out. Sorry Ceave, I got your point but that bothered me.
You know, if Nintendo wants to keep Fi’s “I’m detecting blah blah blah” crap, they could just, idk, do something like what persona 5 did by just having a text box appear in the corner without interrupting the gameplay Though persona 5 had the luxury of being voiced so...
Yeah, that's an interesting point. When an important detail is voice acted, it's much harder to miss it unintentionally. If they tried to take P5's approach, but didn't have voice acting, then you risk alienating people who miss the dialogue box and then don't get the important detail.
I remember finding this channel 5 years ago and have been watching ever since. Glad to see the video qualities consistent improve, i was really suprised you only had around 7000-17000 subs for the quality back then. I don't know how to end this comment, but thanks
I really like how in these analysis videos you try to look at Nintendo’s mentality and perspectives at the time for their game design decisions and console designs. Very thoughtful and well made video.
On the Wii version you could menu with just the Nun-chuk. You spent like 5 minutes talking about an issue with random changes to the switch port instead of the game itself.
Super Mario Galaxy was among one of my first Mario platforming games I got, and when I first played it I was but a wee little child, and I feel like the fact that they made everything so simple in this game as Ceave has outlined was one of the main factors in me getting into Mario. If the game was filled with tutorials and slow gameplay, little me would have been bored and confused and probably stopped playing, but because of the clever design (easy to understand levels, lots of satisfactory moments, and intuitive gameplay) of the game I loved it and that game is probably why I am such a big Mario fan today. Great video Ceave, keep it up!
3:33 "So this may sound like the most boring story ever, but it is actually surprisingly relevant for us today and we will come back to this in a second, but first we HAVE TO THANK OUR SPONSOR, RAID SHADOW LEGENDS!" Ceave is a UA-camr whom I trust not to do that. Thank you, sir.
@@doomse150 No I mean that if you have a door, then one side put a push handle, and the other put a pull handle. You change it depending on what side it is. He never said that you can only change it to one type of handle
@@doomse150 A lot of doors. Shop doors, school doors, warehouse doors, back room doors. A lot of doors. What he described wasn’t a new concept. It already exists. Go look for them. Maybe not now, you know, due to COVID but in a couple months. You’ll see a lot of doors with different handles on different sides.
7:06 its also worth noting that the bosses spit our star bits when they take damage, which tells the player that they have done exactly what they needed to and to do it again
0:01 - Intro 2:50 - Part 1: Meet The Topman 8:09 - Part 2: Shake to Save 14:37 - Part 3: How to Not Capitalize on Success 21:10 - Part 4: The Return of the Topman Tribe 25:06 - Outro
Ceave - these videos are phenomenal. I’m a longtime Nintendo fan (since I was 5!) and have continued to be throughout my life, but I’m not someone who is generally into the modern day “gamer culture” (no online gaming, don’t watch twitch, ..not even sure if “watch” is the right verb to use for twitch.., etc). But these videos have been a constant bright spot for me over the past year or so since I discovered them. I appreciate how you approach these topics in a thoughtful way, and how your commentary throughout the videos is good natured and fun (and hilarious). Every week I’m excited to see the next Ceave video. Also - despite being a huge fan of your work for over a year, this is the first video I’m commenting on because you hit the nail on the head with skyward sword. The over-explanation in that game and the departure from Nintendo’s normal “show don’t tell” approach really threw me off. Never thought about it in the context of the casual gamers that the Wii had attracted - you’re spot on! Thanks for these videos and please keep them coming!! :)
I get what you mean, but honestly I've played skyward sword and loved it and the fi thing never occured to me... I don't think her repeating everything is supposed to be over-tutorialization, I always read it as that being her personality as a awkward android thingie with no real social cues and focused solely on her duty and her reporting role to link. There are even some silly gags in the game about it if I remember correctly, of her repeating everything an NPC just said to link in their face only for em to react weirdly about it. Like, it happens so much it really does seem to be intentionally made cuz that's how fi acts, which is what i honestly find very charming and silly about fi (her not realizing she isn't needed as a medium to relate information to link, since that was her whole purpose of being made and such), not because it's just the game regurgitating in a 4th wall tutorial sort of break the same info twice in a row.
Yeah, nobody ever seems to touch on Fi’s development of characterisation or her role in the narrative, both of which were some of the best parts of the game. Her goodbye alone was easily one of the most emotional of any companion’s, if not the most. Guess people just like to harp on about negatives, instead of bringing any new ideas to the conversation.
I just love your timelining, Ceave. I never really thought about Minecraft's release in relation to Wii games, but the Kardashian thing just cracked me up!
Wait, I could have sworn you could menu in SMG1 with the joystick. I'm pretty sure I have specific memories of intentionally pointing the remote away from the sensor bar so the Wii would let me use the nunchuck's joystick to select the save option. If I'm remembering correctly, then that means Nintendo took out that option in the Switch version. Why on the lords' planet would they do such a thing?? I have a theory as to why, but first, I have to back up to explain how this theory formed: Around June of last year, I got offered a new job which might, depending on how a certain Very Popular Illness pans out, require me to move to a new city. Which city? At the time, this had yet to be determined. For this reason, I did not renew the lease for my townhouse that year when it expired in October. But, despite what my landlords/ladys had offered me, the housing office would suddenly not let me go month-to-month, and with very little notice. So, I had to move out quickly, trying to sell, but ultimately winding up giving away, most of my material possessions and forcing me to live on the couch of my bartender. One of the things I retained was my Nintendo Switch which was one of the few comforts I allowed myself to enjoy. Eventually, I bought a game called Hades on my Switch which I played a lot as it was very fun. While I played it, I had my switch connected to the TV and I used a Switch Pro Controller without issue. Several months after losing my home, and most of my material possessions, I decided to move across the Country to live with my brother, where I reside now. He doesn't have a TV as he's a bachelor and a PC gamer, so he never needed one. So, while I await approval for a nicer apartment so I can resume accumulating worldly possessions, I'm living on an inflatable mattress in an otherwise empty living room. When the mood strikes, I play Hades on my Switch, but in handheld mode this time. The game still handles beautifully, ... until I need to menu something. I can only assume that the cause of this is some sibling of Nintendo's infamous Joy-Con Drifting issue, which I understand used to be a Nintendo Exclusive, but I heard they shared some of their Controller Drift tech with Sony lately and their PS5 controllers... Anyway, any time I needed to select a Boon from a God, choose a purchase from the Well or Contractor, make changes to my character with the Mirror of Darkness, or make changes to The Underworld with the Pact of punishment, the option "in focus" usually (about 85% of the time) wildly rockets off in a downward (or sometimes upward??) direction until I reset the JoyCon (sometimes more than once to get it to behave)! A few years ago, I sent all my Joy Con in to Nintendo to fix all the Drift they were doing, but the drift just returned a week or two later. I'm starting to think they've simply given up on finding a permanent fix. Anyway, back to Super Mario Galaxy 1. If whatever is causing a Drift-related frustrations in Hades, but only during a menu, is also happening in SMG1 menus on the switch, then would Nintendo be so churlish as to simply remove joystick menuing altogether so no one notices that their Joy Con are still all messed up? This has been Matthew's Theory and, again, if I'm misremembering the ability to menu with the joystick in the Wii version of SMG1, pleas disregard the above 10 paragraphs...
Mr. Hooray's recent videos have been hitting it out of the park with their insight into Nintendo's successes and failures in game design. I used to think he made too many excuses for the big N's less than apt design decisions but his latest content hits that sweet spot where he still shows his appreciation for Nintendo while also being able to speak truth to when Nintendo misses its mark. Kudos Mr. Hooray for yet another great video and great theory on why Nintendo made the decisions it did with Skyward Sword.
Ceave, we need to talk about why Nintendo is removing the upload feature for SMM1. I know we really don't cover that much Mario Maker things anymore, but this is serious. I mean mm1 is what started to spark your channel! (Obviously I know it's part of their business decisions, but hearing it from you sounds a lot better)
If i had a nickel for every time i have learned about Norman's 'The Design of Everyday Things', i'd have two, which isn't a lot, but its cool that one of those times was in a video about game design. the study of modern design is such a great thing to talk about in regards to video games. Keep up the great work, ceave!
Interesting stuff! Honestly, this talk of affordances kind of makes me think back to some minor gripes I had with a few parts of Sonic Mania. Great game but a few of the boss designs kind of suffered from lack of affordance. Press Garden was some of its worst since it doesn't portray the quality of objects super well
having been a UX developer, I have a different theory regarding the menu experience- I think there was likely an expectation that more mechanics in the game would use the remote, but they were likely dropped being non-intuitive, eventually leaving only the menus with that functionality. the menu functionality was very likely developed _very_ early, and any bug bashing for that area probably sat at the very bottom of the queue in the race to release
I'm mad that UA-cam didn't push this content to me more. Your analytical videos are so engaging and thoughtful. Thinking of an objects "Affordances" will transform how I approach design.
You are just the king of chillness. Whenever I don't know what to watch, I'm like "You know what? Let's watch a nice relaxing Ceave video about philosophy of video games."
I feel like one day Ceave's going to upload an insane video titled "Why Goombas Are The Mushroom Kingdom's Strongest Lifeform And The Reason For Metroid Prime 4's Delay" at this rate
There might be bias seeing as Ceave is (NOT) a Goomba, but that would be fun!
"Why World 2-4 Is The Best Level Ever Made And How Bowser Did 9/11"
Hey hey heeeeeeey
Found you once again
Christopher Moon, WHY DOES EVERY VIDEO I WATCH YOU ALSO DO
@@DefinitiveDubs the truth revealed
The reason for the awkward save menu is surprisingly simple: it's the Wii standard menu set up by the company for all Nintendo games at release. I'm assuming they wanted a consistent menu interaction experience between all of their games, regardless if the game focused on motion controls or not and the default would cater to motion control use.
It's actually surprisingly simple!
Except the Wii version actually lets you use the joystick lol; the Switch port took out the ability to use it
@@Megapig9001 Not in the original Galaxy. In Galaxy 2, you could use the joystick, but you couldn't in Galaxy 1.
I hope they learned their lesson about appealing to a casual audience
this isn't like the 80s when using ROB and a euphemistic console title helped sneak videogames onto toy shelves at a time when computer gaming was crashing... THAT worked because they replaced the shit quality of the current gaming standard with a new high standard and genuine fun. They were just selling BETTER games to people who liked games.
appealing to non-gamers is planting seeds in 1 cm of dirt and then later asking why the plants have no roots. Non-gamers will not convert. they would have by now. non-gamers in the late 2000s were not the same people who refused to buy normal game computers in the 80s. The chances of hooking new long-term players is zero, and long-term gains are the only ones that matter.
@@KairuHakubi Except Ceave is wrong in this case. The Nintendo traditional games sold really well on Wii. TP was the best selling Zelda game at the moment, MK Wii is still the best selling MK, the 2 Galaxy games had the best 3D mario sales, Smash put up records numbers also. Most Nintendo brands put up better numbers than the previous 2 generations, except for the case of Metroid Prime 3, which didn't sales as much as Prime 1, but we can't ignore that Prime 2 on GC took a nose dive in sales.
I really appreciate the content you’ve been putting out lately. You approach these topics from a really unique perspective and well thought out approach, with really effective and carefully constructed arguments.
Same!
yeah !
Let’s just take a moment to appreciate Ceave’s voice and his ability to make silly topics into a serious analysis with a good amount of humor
I am thinking about dropping out of school to focus on my career as a star on UA-cam. I already make a lot of money on UA-cam. School bores me so much. I need more opinions and since I don't have any friends, I gotta ask you, flo
But also the ability to explain serious things really silly! :)
@@AxxLAfriku I’d recommend finishing school just in case it doesn’t end up working out
@@AxxLAfriku stay in school, you’ll be a more skilled UA-camr if you have a thorough education
hoo ray
A Light Switch, to flip it.
A stool, to sit on it.
A Fuzzy, to hug it.
All seems normal in a Ceave video.
yea because ceave is the only person who would ever hug a fuzzy
But remember what happens when you touch Fuzzy
@ Nothing. Are you new here? Fuzzies are meant to be hugged.
@@hollow3656 Actually, if you touch fuzzy, you get dizzy.
At least if you're a dinosaur carrying a baby plumber.
@@divVerent Are you sure? They feel fuzzy.
"Hit the subscribe button without me showing you a tutorial on how to do it"
It's sad how accurate this is
I thought the title said "why the topman enemy is the most genius fatal flaw of skyward sword
Ya same lol
Sane
Wait, is that not what the video is about :(
@@unworthy.potato it pretty much is
I just look at the thumbnails.
Ceave is that weird gaming uncle that always knows how to turn something into a lesson
He's probably the coolest uncle
The Award for the Most Backhanded Comment goes to...
I feel like you’re from the future or the past idk why
Uncoe caev iz a vry gud meario mein
All of these half hour long analysis are beautiful
The plural of analysis is analyses.
Also agreed.
@@mrcombustiblelemon2902 usually i dont like correctors, BUT that is super interesting. Nice info
@@purcinnamon7404 most of the time, being "that guy" is as painful for me as it is for you (although I suppose others might be doing it because they like it). I view it as a necessary evil, because without someone teaching you what's right, you'll just continue to be wrong, and I don't want people to be wrong unintentionally.
Topman vs. Bottomman would be a battle for the ages.
What about Versman?
@@roosterboots4684 That's literally a Topman glued to a Bottomman. Could be interesting game design!
They’re gonna lose their minds when Sideman joins in
Bottomwoman
Well topman would win because he's on top.
'Barely anyone would push on the pull handles'
i am now officially a minority
Near where I live, there's a restaurant I usually go to that has pull handles on the door even though you're supposed to push it. To solve the problem they put a sign with "push" written on it, but that whole thing always messes with my brain and makes me feel stupid
I know of cases where vertical handles are used for pushing, so it makes sense to use it that way.
The other way around, not so much.
I know a lot of places that have either the "pull" or "push" handles on both sides of doors that aren't double-hinged. I think a lot of people think it's an aesthetic choice and just make them match.
A much better example would be a door that has a flat metal hand panel vs a door that has a loose ring handle. That would really be push-only vs pull-only.
@@FederalPoop02 they literally over-tutorialized a door lol
Most people: “what does that title even mean”
Me, an intellect, and a Ceave content enjoyer: “Well it’s surprisingly simple”
a intellect
@@michaelduff2382 shhhh
Nobody ruin my 69th like creation
@@desmondruhling people ruined it, but i made it 169 likes
Hi riki from xenoblade chronicles
At this point, I'm convinced Ceave can make a video talking about the origin of Waluigi in Mario Tennis and how it relates to GTA V.
The save prompt's motion controls are a lot more obvious on the wii, where pointer will switch visibly to a hand unlike on switch where the pointer is simply invisible at that time, the switch version removed a layer of communication there, and did nothing to compensate.
I never struggled with that as your remote is typically pointed in the general direction of the TV and in order to enter a level you have to point. I just ended up already being in the area. Switch controllers are small enough to be held at odd angles like the joystick attachment was.
that collection is an unmitigated porting disaster.
You know when you learn about something and you can't stop noticing it everywhere ? I'm doing it with the design. Warp stars spin when you're near them, to indicate that they are designed to be spinned. Meteors have hues of red to indicate they're ouchy.
These videos are like when the English teacher focuses on why one word was used by an author instead of a different word, except this makes sense
Ceave in 2017: how to make a cool level in mario maker
Ceave in 2021: why that one pixel in new super mario wii is stupid and it destroyed the sonic franchise
This comment just made my day
reminds me of Mayro who plays a lot of NSMW and her perpetual complaints about fan-made tiling (the way tiles lock together into something cohesive, eg a platform with a hidden area below it), so, maybe it's not as far-fetched as you think...
Aidenpons *her
@@jainimaijainitai *him
ceratoraptor destroyer of worlds Mayro is transgender.
"Galaxy really succeeds with this, except for when it does not."
Sound reasoning, I see.
In other news, every 60 seconds in Africa a minute passes
It's hard to argue with this assessment
[Insert meme about what the floor is made of here]
Reasonable enough
“There’s a reason i hammered a tin foil hat to my wall.”
Me: “what reason?”
“I couldn’t help myself.”
Oh
Understandable, have a great day
I love how you pick the most random topics and are able to make a really good point out of it
“It doesn’t mean that this thing is a bad thing, it sort of means that this thing is a thing thing”
-Ceave 2021
I'm not the best with accents, so sometimes, I can't quite understand what you're saying. Which *would* be a shame because you're actually a really smart dude with tons of fresh ideas.
However, these videos are always uploaded with accessible captions from the get go. I appreciate these videos for that, and for you making that extra effort.
Keep it up, man.
Ceave out of context: Basic knobs don't communicate.
Wait a second, it should be "Galaxy's" not "Galaxies" (title might be changed if this comment is old)
+
+
@@theAstarrr still wrong as of 14 minitues later
Galaxies is the plural version of Galaxy. At Disneyland California, their is a themed area called Star Wars: Galaxy's Edge. So yes, it should be "Galaxy's" as it is the possessive form of galaxy, the possession being the Topman
@@Dungeonpath still wrong as of 29 minutes later
It's funny how the trailer for skyward sword remake just got released and ceave made a video on the game. But it certainly wasn't BECAUSE of the direct, since that was very recent.
Edit: I was wrong
You're not wrong. The video was scripted and recorded weeks before the direct. Ceave just added a screenshot of the recent news while editing the video at the last minute. Otherwise he would have talked about it
@@YounesLayachi Yeah, it might make more sense if the video wasn't DIRECTly related to the announcement.
@@CasualSunGod42 the video isn't directly related to the announcement ;)
Skyward sword is directly linked to the other big Nintendo title on the same console, Mario galaxy, and ceave made a video about SM64, SM Sunshine, and now SM galaxy.
In the SM64 video he compared the mario game to the equivalent Zelda game of the same console. It's not unreasonable to also compare galaxy to skyward sword because doing so helps explain Nintendo's mindset and decisions at that particular point in time
@@YounesLayachi Oh, sorry, I think I phrased that weirdly. Just to clarify, I wasn't trying to imply that it's related. It's probably not.
That door explanation made me smile because that's the first lesson of UX design. "Don't Make Me Think" is a great book people should read if they want an idea of what I mean
People didn't really buy Link Crossbow Training, they bought the Wii Zapper peripheral and a game happened to be attached to it.
That's how Wii Sports got into the list of 10 best selling video games
Another thing to point out is, for the topman enemy, even if its intuitive design fails to tell the player what to do because the player just can't get it, there's also a luma there that hints at what to do for those who need it, but that luma is completely OPTIONAL, you don't have to talk to it. So they really covered all bases with that one, having an intuitive concept that people can figure out what to do with on their own, but having a backup _optional_ "tutorial" of sorts for those who can't.
Skyward Sword's "overtutorialization", slow text, and general quality of life was pretty bad. But thinking about overtutorialization just reminds me of Mario and Luigi: Dream Team, being magnitudes worse than Skyward Sword in that department.
Pokemon also suffered from it, with characters teaching you that water is good against fire, and then having their minds blown when you use water against fire
INCREDIBLE, you just read my mind, this exactly what i was thinking while watching the video & wanted to pointed to Ceave here. This is a trend within the Mario Adventures games that spans multiple consoles & is not a Wii specific thing.
i remember this has been pointed out to Nintendo for decades that they should accomodate both veterans and beginners by having an option to skip tutorials. Twilight Princess is another example but in this case they opted for the idea to both integrate the tutorial with the world building, interesting for the 1st playthrough not really for subsequent ones.
For the reason that the motion controls are only used for saving I would say it wasn’t anything like that. It was probably an oversight honestly because you can save and use the menus with the joystick in Galaxy 2
You can also use it in Galaxy 1, it was just removed for the switch port
“Barely anyone would push those”
Watch me every time I attempt to leave work
When we first moved into our current office, we had a tally being kept on the whiteboard for each person who pulled the push door. Everyone quickly got into the double digits.
@@Merennulli We developed as the smartest species and yet we still cannot learn how to open doors right...
@@SteampunkSavage In fairness, it takes other species even longer to open them right.
He's gonna review all all stars games partially, let's a go!
I remember watching some videos of his before and never saw his face. He looks almost exactly like I thought. Only missing a chef hat.
Ceave's a psychic. Creating a video about skyward sword before it even came to the switch in a direct! Magical.
Cool to see a video more like this coming from you. Most of the videos I've seen by you are Mario Maker creations, but this was a really thoughtful, in-depth, and engaging look into how games are made, what makes them good, and why they're sometimes made the way they are.
As an aspiring developer myself, I always find this kinda stuff really interesting.
Not sure if this is something newer for the channel, or if you've been doing this kind of video for a while, but either way, I'd love to see more :D
I like how he made this video not knowing about the remake and came out with instant relevant content.
Skyward sword was actually my first Zelda game, so I represented Nintendo's target audience. I can tell you that that game failed in being accessible; maybe I was just dumb but I had no idea what I was supposed to be doing at the start of the game.
Ceave Gaming, you conflated affordances and signifiers. Affordances are ways you can interact with something, signifiers are cues that inform what affordances something may have. A bar on a door affords pushing, as in it is easy to push on the bar, but it also signals that a user can push it. In contrast, a bar also affords pulling, you can tug on the bar, but it does not immediately signal that the door is a pull door as when someone sees a bar, they don't immediately think "I should pull this." To quote The Design of Everyday Things: "Affordances define what actions are possible. Signifiers specify how people discover those possibilities: signifiers are signs, perceptible signals of what can be done."
In the plywood example, plywood and glass both afford smashing, while only glass affords shattering. Glass signals that something can be smashed, while plywood does not signal that it can be smashed. Its a small distinction which is muddled in the first edition of the book (The Psychology of Everyday Things) but is discussed specifically in the the Design of Everyday Things because it is often confused.
I remember going through the Master Quest in Skyward Sword and they literally make you do the tutorial again. I love this game but you have to beat the game to even get a Master Quest save file like how does this even happen.
The fatal flaw of Skyward Sword is that half of the wii motion pluses don't stay calibrated for more than a second
On behalf of the menu's buttons, on the Wii Console NOTHING used the Joystick, Even Selecting a Game from the Main Menu had to be with Motion Controls, so it makes more sense to assume the buttons are like that on the Nintendo Switch.
That’s what I hated about galaxy, I never really got good at the motion controls.
Meanwhile rain world:
Why to explain something to player or introduce it to him in safety environment? Just throw random stuff at player and look how he is reacting.
Yeah Rain World taught me about spiders in the Shaded Citadel. It was a life changing experience, as an arachnophobe.
*I barely slept for the next couple of days.*
@@lordecramox7394 imagine also being nyctophobic
@@lordecramox7394 have you saw red spider yet? :P
@@PineappleDealer37 Not yet, I haven't played much since then.
rain world's tutorial is as brief as telling you that you can eat food and basic controls, everything else is a reward for the player to discover/learn. tis p cool
Well they could fix it for the remaster.
Spoiler: They wont.
True, people will just buy it the same way they bought 3D All-Stars. At least this game won't disappear on March 31.
Why don't they fix it though? A simple option to turn off the tutorials in the menu should solve the problem, it's so simple. I will never understand why they do this.
@@Pedro_eqw Minimal effort sells anyway, sadly
@@SmashSSL Yeah but this "minimal" effort is too low!
@@Pedro_eqw Yeah :(
Ceave back with the cleaver analysis!!!
I think that is a pretty great theory on why Skyward Sword is more hand holdy then the other Zelda games in order to appeal to their mass casual crowd due to the Wii. Personally the way I like handeling puzzles and giving answers is how the Uncharted and Last of Us games do it. If you're stuck in a room for X minutes one of the NPCs will say "hey look over here" to give you a prompt that will point towards the answer and getting that from Fi would have been a good solution in my mind.
When I first played Skyward Sword when I was super little. I didn’t know how to read very well. I somehow solved the problems without Fii’s help because of the visual cues and common sense... they definitely didn’t need to have Fii talk so much.
I literally just had a UI Design course last quarter. It's really cool to see those concepts applied to game analysis. The Design of Everyday Things was a mandatory read, of course.
Finally someone else who loves the Wii U.
The only reasonable explanation for its failure is the garbage marketing. I really like it better than the switch.
I’ve been watching Ceave for a while now and I have to say it’s pretty cool to see his content shift from silly videos about avoiding nasty, evil coins to more intellectually stimulating (yet still entertaining) videos about Nintendo’s sales trends and psychological analyses of game developers. Hooray.
At least you can used a joy stick to move through menus in Mario galaxy 2
Yeah and it saves automatically which is really neat. They learned from their mistakes !
And Galaxy 1; the Switch version of Galaxy is what removed the joystick functionality on the menus. You can still use it in the Wii Version.
@@Megapig9001 not true the Wii version you have to use pointer controls and same with the switch version
@@TheLegoNation I played the Wii Version a few months before the Switch Version came out, and I remember being able to use the joystick for the menus. I could very well be wrong though. I'll go back and double check later.
@@Megapig9001 you might just be thinking of galaxy 2 because galaxy 1 never had that
In the Wii Version of Galaxy you can actually use the joystick to control the save and pause menu; my friend theorizes that the reason Galaxy Switch removes the joystick functionality was so that the pointer could be forcibly recalibrated.
yea im a zelda fan, I have 50+ hours in crossbow training
I'm so happy that you finally talked about galaxy! I almost thought that you thought the game didn't exist!
Ceave, on April fools, please make a tutorial on how to subscribe.
They literally have an instant text feature fully programmed in the game. It works perfectly well and they just never used it, even in master mode.
In Ocarina of Time, Navi talks only if you press a button to summon her.
In Twilight Princess, Midina talks only if you press a button to summon her.
In Skywords Sword, Fay talks to you without your consent.
Further, Midna also has reasonably fun writing, Navi is at least tolerably boring, but Fi is just annoying emotionless robot girl.
Navi talks to you automatically *way* more than you remember.
Hell, in the first dungeon *alone* she tells you how to climb a fucking *ladder* and how to open an unlocked door. Two of the most obvious concepts in gaming and she *still* explained it.
There's also her telling you *every* time you walk into a room with a wallmaster. Or the dozens of other pointless popups.
Man I love your videos. You have such a unique and soothing voice and touch on such niche topics that wouldn't normally interest me.
I was stuck on the topman boss fight for ages because I never figured out I had to jump on it...
I guess I'm simply too dumb
No, that's ok. A year ago or so (when I was almost 18), I started playing super mario galaxy 2 again for the first time in years and decided to make progress in my save file. I never played the first galaxy, and I got this game when I was 11 or something. When I got to the boss rush galaxy (the one where you fight bosses from smg1), I got stuck on the big mole battle for like half an hour, because I had absolutely no idea that I had to ground pound next to it. I know this is not a design flaw (the mistake was assuming that I had also played the first game before), I just want to say that it's normal to get stuck on a boss fight because you don't fully understand the gimmick
@@FederalPoop02 I played the first game in 3d all stars and it also took me 10 lives before i figured out you had to ground pound it, even though there were lots of moles in that galaxy that you also had to ground pound. The problem i personally have with that boss fight is that it feels very unintuitive to me that you have to ground pound when the big mole comes out of the ground
@@FederalPoop02 I'm pretty sure everyone takes a while to realize you have to ground pound the mole boss. That boss has very questionable design in my opinion
except for when topmaniac suddenly lands on top of your noggin from rebounding off the electric fence on daredevil mode lol
I played legend of Zelda when I was 7 and the trail of courage took me actual days to finish (it was also like the 8th game I ever played) no idea why I typed this but you guys should share your trail of courage stories
I died when i woke up the guardians after stepping in the water around the tree and then i avoided the trial for like a week.
I stepped out of the circle and everything turned red. I freaked out and quit and didn't finish it until like 2 years later. (I was also seven)
@4:12 no, the doors would have to be pushed because the trim on the outside would stop them from pulling out. Sorry Ceave, I got your point but that bothered me.
You know, if Nintendo wants to keep Fi’s “I’m detecting blah blah blah” crap, they could just, idk, do something like what persona 5 did by just having a text box appear in the corner without interrupting the gameplay
Though persona 5 had the luxury of being voiced so...
Yeah, that's an interesting point. When an important detail is voice acted, it's much harder to miss it unintentionally. If they tried to take P5's approach, but didn't have voice acting, then you risk alienating people who miss the dialogue box and then don't get the important detail.
I remember finding this channel 5 years ago and have been watching ever since.
Glad to see the video qualities consistent improve, i was really suprised you only had around 7000-17000 subs for the quality back then.
I don't know how to end this comment, but thanks
Title is misspelled. Oops! -1 Fuzzy for “Galaxies” instead of “Galaxy’s”
I really like how in these analysis videos you try to look at Nintendo’s mentality and perspectives at the time for their game design decisions and console designs. Very thoughtful and well made video.
On the Wii version you could menu with just the Nun-chuk. You spent like 5 minutes talking about an issue with random changes to the switch port instead of the game itself.
Super Mario Galaxy was among one of my first Mario platforming games I got, and when I first played it I was but a wee little child, and I feel like the fact that they made everything so simple in this game as Ceave has outlined was one of the main factors in me getting into Mario. If the game was filled with tutorials and slow gameplay, little me would have been bored and confused and probably stopped playing, but because of the clever design (easy to understand levels, lots of satisfactory moments, and intuitive gameplay) of the game I loved it and that game is probably why I am such a big Mario fan today. Great video Ceave, keep it up!
3:33 "So this may sound like the most boring story ever, but it is actually surprisingly relevant for us today and we will come back to this in a second, but first we HAVE TO THANK OUR SPONSOR, RAID SHADOW LEGENDS!"
Ceave is a UA-camr whom I trust not to do that. Thank you, sir.
Have not watched the video yet, I’m just amazed that there’s a 25 minute long video titled “why Topmen are great and how Skyward Sword messed up”
4:38 But most doors have the same kind of knob on both sides, so the intuitive approach (if something like this exists) would fail in 50% of tries
What? If your going to change the handle of a door, you change both.
@@ThyBigCheddar Yes exactly, that's why any handle suggesting pushing or pulling will be wrong on one of two sides
@@doomse150 No I mean that if you have a door, then one side put a push handle, and the other put a pull handle. You change it depending on what side it is. He never said that you can only change it to one type of handle
@@ThyBigCheddar But what doors have different handles on the two sides?
@@doomse150 A lot of doors. Shop doors, school doors, warehouse doors, back room doors. A lot of doors. What he described wasn’t a new concept. It already exists. Go look for them. Maybe not now, you know, due to COVID but in a couple months. You’ll see a lot of doors with different handles on different sides.
7:06 its also worth noting that the bosses spit our star bits when they take damage, which tells the player that they have done exactly what they needed to and to do it again
0:01 - Intro
2:50 - Part 1: Meet The Topman
8:09 - Part 2: Shake to Save
14:37 - Part 3: How to Not Capitalize on Success
21:10 - Part 4: The Return of the Topman Tribe
25:06 - Outro
Ceave - these videos are phenomenal.
I’m a longtime Nintendo fan (since I was 5!) and have continued to be throughout my life, but I’m not someone who is generally into the modern day “gamer culture” (no online gaming, don’t watch twitch, ..not even sure if “watch” is the right verb to use for twitch.., etc). But these videos have been a constant bright spot for me over the past year or so since I discovered them.
I appreciate how you approach these topics in a thoughtful way, and how your commentary throughout the videos is good natured and fun (and hilarious). Every week I’m excited to see the next Ceave video.
Also - despite being a huge fan of your work for over a year, this is the first video I’m commenting on because you hit the nail on the head with skyward sword. The over-explanation in that game and the departure from Nintendo’s normal “show don’t tell” approach really threw me off. Never thought about it in the context of the casual gamers that the Wii had attracted - you’re spot on!
Thanks for these videos and please keep them coming!! :)
I get what you mean, but honestly I've played skyward sword and loved it and the fi thing never occured to me... I don't think her repeating everything is supposed to be over-tutorialization, I always read it as that being her personality as a awkward android thingie with no real social cues and focused solely on her duty and her reporting role to link. There are even some silly gags in the game about it if I remember correctly, of her repeating everything an NPC just said to link in their face only for em to react weirdly about it.
Like, it happens so much it really does seem to be intentionally made cuz that's how fi acts, which is what i honestly find very charming and silly about fi (her not realizing she isn't needed as a medium to relate information to link, since that was her whole purpose of being made and such), not because it's just the game regurgitating in a 4th wall tutorial sort of break the same info twice in a row.
Yeah, nobody ever seems to touch on Fi’s development of characterisation or her role in the narrative, both of which were some of the best parts of the game. Her goodbye alone was easily one of the most emotional of any companion’s, if not the most. Guess people just like to harp on about negatives, instead of bringing any new ideas to the conversation.
@@jakfrost25 indeed, indeed
I am loving the new style for Ceave videos, it works really well and is interesting yet not boring to watch or even just listen to!
Do you have a PO box or shipping address? I want to send you a fuzzy.
I just love your timelining, Ceave. I never really thought about Minecraft's release in relation to Wii games, but the Kardashian thing just cracked me up!
Yo lets go!
First WAAAAA CHAIN
WAAAAA
Wa
WALUIGI GOES WAAAAAAAA
Waaaaaaaaaaaaaa
Wait, I could have sworn you could menu in SMG1 with the joystick. I'm pretty sure I have specific memories of intentionally pointing the remote away from the sensor bar so the Wii would let me use the nunchuck's joystick to select the save option. If I'm remembering correctly, then that means Nintendo took out that option in the Switch version. Why on the lords' planet would they do such a thing?? I have a theory as to why, but first, I have to back up to explain how this theory formed:
Around June of last year, I got offered a new job which might, depending on how a certain Very Popular Illness pans out, require me to move to a new city. Which city? At the time, this had yet to be determined. For this reason, I did not renew the lease for my townhouse that year when it expired in October. But, despite what my landlords/ladys had offered me, the housing office would suddenly not let me go month-to-month, and with very little notice.
So, I had to move out quickly, trying to sell, but ultimately winding up giving away, most of my material possessions and forcing me to live on the couch of my bartender. One of the things I retained was my Nintendo Switch which was one of the few comforts I allowed myself to enjoy.
Eventually, I bought a game called Hades on my Switch which I played a lot as it was very fun. While I played it, I had my switch connected to the TV and I used a Switch Pro Controller without issue.
Several months after losing my home, and most of my material possessions, I decided to move across the Country to live with my brother, where I reside now. He doesn't have a TV as he's a bachelor and a PC gamer, so he never needed one. So, while I await approval for a nicer apartment so I can resume accumulating worldly possessions, I'm living on an inflatable mattress in an otherwise empty living room.
When the mood strikes, I play Hades on my Switch, but in handheld mode this time. The game still handles beautifully, ... until I need to menu something.
I can only assume that the cause of this is some sibling of Nintendo's infamous Joy-Con Drifting issue, which I understand used to be a Nintendo Exclusive, but I heard they shared some of their Controller Drift tech with Sony lately and their PS5 controllers...
Anyway, any time I needed to select a Boon from a God, choose a purchase from the Well or Contractor, make changes to my character with the Mirror of Darkness, or make changes to The Underworld with the Pact of punishment, the option "in focus" usually (about 85% of the time) wildly rockets off in a downward (or sometimes upward??) direction until I reset the JoyCon (sometimes more than once to get it to behave)!
A few years ago, I sent all my Joy Con in to Nintendo to fix all the Drift they were doing, but the drift just returned a week or two later. I'm starting to think they've simply given up on finding a permanent fix.
Anyway, back to Super Mario Galaxy 1. If whatever is causing a Drift-related frustrations in Hades, but only during a menu, is also happening in SMG1 menus on the switch, then would Nintendo be so churlish as to simply remove joystick menuing altogether so no one notices that their Joy Con are still all messed up?
This has been Matthew's Theory and, again, if I'm misremembering the ability to menu with the joystick in the Wii version of SMG1, pleas disregard the above 10 paragraphs...
When you're so early that no austrailians have liked the video yet
Lol
2 Australians have liked the video now
@@somebodylikesbacon1960 19 now
Castle's a push door; the pillar bits that stick out would prevent it opening outward. Also, no hinges on the outside.
Ceave videos these days/: Why these two completely unrelated topics are actually surprisingly related
Mr. Hooray's recent videos have been hitting it out of the park with their insight into Nintendo's successes and failures in game design. I used to think he made too many excuses for the big N's less than apt design decisions but his latest content hits that sweet spot where he still shows his appreciation for Nintendo while also being able to speak truth to when Nintendo misses its mark. Kudos Mr. Hooray for yet another great video and great theory on why Nintendo made the decisions it did with Skyward Sword.
The moment you talked about Kim Kardashian I got a notification saying she filed for divorce with Kanye... that was spooky.
Hell nah, Kanye!
My mans really out here giving us a lesson in product design basics to explain how video games work.... love it
Hooray Count: 2
Total so far: 387
Thank you for this
I'm really loving this style of content! Your perspectives on this stuff are always so empowered
Ceave, we need to talk about why Nintendo is removing the upload feature for SMM1. I know we really don't cover that much Mario Maker things anymore, but this is serious. I mean mm1 is what started to spark your channel! (Obviously I know it's part of their business decisions, but hearing it from you sounds a lot better)
If i had a nickel for every time i have learned about Norman's 'The Design of Everyday Things', i'd have two, which isn't a lot, but its cool that one of those times was in a video about game design. the study of modern design is such a great thing to talk about in regards to video games. Keep up the great work, ceave!
I miss it when Ceave did Mario Maker stuff.
I would love to see his Tips and Tricks series return for SMM2.
Me too
So do I, but this is great too
Interesting stuff! Honestly, this talk of affordances kind of makes me think back to some minor gripes I had with a few parts of Sonic Mania. Great game but a few of the boss designs kind of suffered from lack of affordance. Press Garden was some of its worst since it doesn't portray the quality of objects super well
I'm in class while watching this lol
Nice, me too.
TBH I learn a lot more from Ceave videos than class.
having been a UX developer, I have a different theory regarding the menu experience- I think there was likely an expectation that more mechanics in the game would use the remote, but they were likely dropped being non-intuitive, eventually leaving only the menus with that functionality. the menu functionality was very likely developed _very_ early, and any bug bashing for that area probably sat at the very bottom of the queue in the race to release
*meet the topman*
Every tf2 player: finally the 10 class...
Speaking of imprecision: Those doors are obviously push doors because of the pillars on the sides, which wouldn't allow them to be pulled.
hello ceave
Hi
Hi btw ur first
1
I'm mad that UA-cam didn't push this content to me more. Your analytical videos are so engaging and thoughtful. Thinking of an objects "Affordances" will transform how I approach design.
Only ogs remember when the title was:
“ why the top man is great and skyward swords fatal flaw “
You are just the king of chillness. Whenever I don't know what to watch, I'm like "You know what? Let's watch a nice relaxing Ceave video about philosophy of video games."
Ceave: *starts talking about skyward sword*
me: *excited exciting excitement*
Having your channel recommended has begun my rediscovery of Mario as an adult. I'm having fun, so thanks!