The Games That Designed Themselves

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  • Опубліковано 16 сер 2020
  • 🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴
    It's easy to assume that amazing indie games like Gunpoint, Crypt of the Necrodancer, Ape Out, and Into the Breach were designed in a flash of inspiration. But that's not true - find out how these games came to be in this episode of Game Maker's Toolkit.
    === Sources and Resources ===
    [1] Ape Out: The Story of an Indie Game | Vimeo
    vimeo.com/126966205
    [2] Into the Breach Design Postmortem | GDC Vault (Free)
    www.gdcvault.com/play/1025772...
    [3] Crashlands: Design by Chaos | GDC Vault (Free)
    www.gdcvault.com/play/1025346...
    [4] The Rhythms and Layers of Ryan Clark (Crypt of the Necrodancer) | The Spelunky Showlike
    thespelunkyshowlike.libsyn.co...
    [5] Game Design Deep Dive: Rocket jumping in Rocket League | Gamasutra
    www.gamasutra.com/view/news/2...
    [6] Electronic Gaming Monthly Issue 149
    No scan
    [7] Dealing with Scope Change in Heat Signature and Gunpoint | GDC Vault (Free)
    www.gdcvault.com/play/1024932...
    [8] Truth in Game Design (Braid) | GDC Vault (Free)
    www.gdcvault.com/play/1014982...
    [9] Luck and Listening in Game Design (Spy Party) | Chris Hecker on UA-cam
    • Luck and Listening in ...
    [10] The Design of Subnautica | GDC Vault (Free)
    www.gdcvault.com/play/1025745...
    [11] Game Developer Magazine Volume 19 / Number 12 | Archived at GD Archive
    twvideo01.ubm-us.net/o1/vault/...
    [12] Baba is You creator, Arvi Teikari | The AIAS Game Maker's Notebook
    podbay.fm/podcast/1313004515/...
    [13] Super Mario Galaxy 2 | Iwata Asks
    iwataasks.nintendo.com/intervi...
    [14] Don't Starve: Creating Community Around an Antisocial Game | GDC Vault (Free)
    www.gdcvault.com/play/1020547...
    [15] An Experimental Approach to Interactive Entertainment (Journey) | GDC Vault (Free)
    www.gdcvault.com/play/1019683...
    === Games Shown ===
    Ape Out (Gabe Cuzzillo, 2019)
    Dead Cells (Motion Twin, 2018)
    Furi (The Game Bakers, 2016)
    Into the Breach (Subset Games, 2018)
    Fall Guys: Ultimate Knockout (Mediatonic, 2020)
    Untitled Goose Game (House House, 2019)
    Crypt of the NecroDancer (Brace Yourself Games, 2015)
    Spelunky (Derek Yu, 2012)
    Rocket League (Psyonix, 2015)
    Supersonic Acrobatic Rocket-Powered Battle-Cars (Psyonix, 2008)
    Super Mario 3D World (Nintendo, 2013)
    Team Fortress 2 (Valve Corporation, 2007)
    Onimusha: Warlords (Capcom, 2001)
    Devil May Cry (Capcom, 2001)
    Gunpoint (Suspicious Developments, 2013
    Braid (Number None, 2008)
    SpyParty (Chris Hecker, 2018)
    Subnautica (Unknown Worlds Entertainment, 2018)
    Ghost of Tsushima (Sucker Punch Productions, 2020)
    Heat Signature (Suspicious Developments, 2017)
    Thief: The Dark Project (Looking Glass Studios, 1998)
    Hollow Knight (Team Cherry, 2017)
    Superhot (SUPERHOT Team, 2013)
    Titan Souls (Acid Nerve, 2015)
    Snake Pass (Sumo Digital, 2017)
    Baba is You (Hempuli, 2019)
    Katana Zero (Askiisoft, 2019)
    Dreams (Media Molecule, 2020)
    Super Mario Galaxy 2 (Nintendo, 2010)
    Don't Starve (Klei Entertainment, 2013)
    Journey (thatgamecompany, 2012)
    === Credits ===
    Music used in this episode
    Music provided by Music Vine - musicvine.com/
    Credits music by animeistrash
    Other credits
    Ape Out - Launch Trailer | Nintendo
    • Ape Out - Launch Trail...
    #11 Crashlands I.H.O. | [TLX] byElmerox1
    • #11 Crashlands I.H.O. ...
    Supersonic Acrobatic Rocket-Powered Battle-Cars | Stranno
    • Video
    The BEST Way To Improve Your Aerial Car Control In Rocket League | Thanovic
    • The BEST Way To Improv...
    Meet the Spy | Valve
    • Meet the Spy
    Onimusha: Warlords All Samanosuke Weapons | D3PY Gaming
    • Onimusha: Warlords All...
    Devil May Cry HD - Gameplay Walkthrough Part 1 | Shirrako
    • the_usual_toaster vs. ...
    the_usual_toaster vs. YtterbiJum: Week 4 | SpyParty
    • the_usual_toaster vs. ...
    Making Baba Is You,what is this? by Arvi Teikari Hempuli | Gamelab Conference
    • #GAMELAB19: Making Bab...
    Super Mario Galaxy 2 - 4K 60FPS [HD Texture Pack] | ItsLui
    • Super Mario Galaxy 2 -...
    Subnauticas PROTOTYPES! | Aci
    • Subnauticas PROTOTYPES...
    === Subtitles ===
    Contribute translated subtitles - amara.org/v/C3BDm/
  • Ігри

КОМЕНТАРІ • 1,4 тис.

  • @GMTK
    @GMTK  3 роки тому +1578

    Quick correction: I'm quoting Seth Coster from Butterscotch Shenanigans here, not Sam (who is Seth's brother, and also works there). Whoops!

    • @Messilegend1000
      @Messilegend1000 3 роки тому +5

      Liking your own comment? I wish you would like mine as well. :)
      I think Spelunky was a great model of "Design Itself" because every iteration, every level, every playthrough follows the fun, where fun is in the randomness and pacing and decision making. There is no actual "proper Spelunky sample size" until you play a level.

    • @ToxicBastard
      @ToxicBastard 3 роки тому +4

      I have a strange feeling you might enjoy Into The Breach somewhat

    • @jksf4485
      @jksf4485 3 роки тому +2

      Design of counter strike video ?

    • @dr.cuacklujancarrion2365
      @dr.cuacklujancarrion2365 3 роки тому +1

      ya fuiste te vamos a mandar la moto

    • @THEROGUEGUY3214
      @THEROGUEGUY3214 3 роки тому

      Can you cover Rain World's AI its pretty good

  • @aprofondir
    @aprofondir 3 роки тому +7129

    GTA was famously originally Race N Chase, until the police AI just started ramming the player's car, and the rest is history

    • @JainaSoloB312
      @JainaSoloB312 3 роки тому +146

      Oh I didn't know that, that's very interesting!

    • @TheEdenSnow
      @TheEdenSnow 3 роки тому +217

      Everybody gangsta until the police AI goes
      *Whoop-whoop!!*
      *THAT'S THE SOUND OF DA POLICE!!*
      *Whoop-whoop!!*
      *THAT'S THE SOUND OF DA BEAST!!!*

    • @deeps.
      @deeps. 3 роки тому +47

      Was about to say this, I'm surprised it wasnt mentioned in the video

    • @ujjwalmishra8962
      @ujjwalmishra8962 3 роки тому +50

      You were suppose to follow the damn train cj

    • @xx_th3_h0ly_sh1t_xx5
      @xx_th3_h0ly_sh1t_xx5 3 роки тому +84

      Amazing that a single bug created a multibillion dollar ip

  • @wyatttibbitts8603
    @wyatttibbitts8603 3 роки тому +5021

    Basically, make games like you’re Cave Johnson in Portal 2. “We’re throwing science at the wall here to see what sticks. No idea what it’ll do.”

    • @morganpriest7726
      @morganpriest7726 3 роки тому +327

      Will it explode? Likely. Will it do nothing? Probably not, but we may as well try!

    • @roguedogx
      @roguedogx 3 роки тому +123

      maybe with less sadistic murderous robots though.

    • @sinon7000
      @sinon7000 3 роки тому +164

      @@roguedogx actually I'd prefer more sadistic murderous robots

    • @ShyDigi
      @ShyDigi 3 роки тому +59

      Duck King “This process involves taking an initial idea - *HOWEVER LOOSE, FUZZY, OR UNORIGINAL IT MIGHT BE*” Seems to indicate that the original comment indeed holds true.

    • @ariezon
      @ariezon 3 роки тому +34

      @@aliasmcgames the "randomly throwing stuff at the wall" is not truly random. it has to go to some stages. at first choosing what stuff to throw at the wall, expecting stuff to happen, Throw the stuff, see the result, and goes along with it. in more scientifically way will be, Choose the subject, Make hypothesis, Held a test, compile the result and then conclusion.

  • @LethalChicken77
    @LethalChicken77 3 роки тому +1212

    Notch: *screws up dimensions of model*
    Notch 10 seconds later: "it should be green, it should explode and destroy your hard work"

    • @Vallam23
      @Vallam23 3 роки тому +165

      notch 20 seconds later: should women have rights? I'm just asking questions

    • @Vallam23
      @Vallam23 3 роки тому +62

      notch is famously a terrible bigotted piece of trash. GMTK even got him to delete his awful twitter for a minute but unfortunately it didn't stick

    • @animarblemarblerace9232
      @animarblemarblerace9232 3 роки тому +16

      "Follow the no-fun"

    • @pedroks7756
      @pedroks7756 3 роки тому +32

      @@Vallam23 what

    • @pedroks7756
      @pedroks7756 3 роки тому +47

      @@Vallam23 who tf asked

  • @mahedros
    @mahedros 3 роки тому +2899

    Stepping outside the realm of video games, anyone who has run a game of Dungeons and Dragons (or a similar game) will understand that while you may start out with some idea of where you want the narrative to go, in all likelihood the actions of the players aren't going to align perfectly with that idea. As the dungeon master, it's your job to "follow the fun" and adjust what you're doing to work with what your players are doing.

    • @meganr9102
      @meganr9102 3 роки тому +175

      Absolutely my experience, and there's a related phrase I've seen on author advice blogs frequently; "be prepared to kill your darlings." Even if you loved creating it, if it's not the fun path, gotta know when to chuck it and improvise

    • @MrTreyblob33
      @MrTreyblob33 3 роки тому +83

      I watch GMTK almost exclusively for DMing tips. So many concepts overlap and in the end, it's all about finding something fun and entertaining for people to enjoy

    • @caryxiao1603
      @caryxiao1603 3 роки тому +35

      ah the classic "rule of cool"

    • @rekindle7602
      @rekindle7602 3 роки тому +32

      @@meganr9102 in my experience, "kill your darlings" usually refers more to the need to cut out words during the editing process, I think it comes from something Hemingway said. But you're right, it can also be applied to larger scale structural changes in the story.

    • @tickoyo
      @tickoyo 3 роки тому +13

      As a DM, this is absolutely correct.

  • @shawnheatherly
    @shawnheatherly 3 роки тому +1766

    Being able to drop ideas that aren't working takes true courage for a game developer.

    • @deanc9195
      @deanc9195 3 роки тому +155

      Honestly it takes a lot for any person to let go of something that isn’t working for them, too.

    • @Runix1
      @Runix1 3 роки тому +79

      Yeah, sunk cost fallacy is dangerously powerful.

    • @nok9355
      @nok9355 3 роки тому +3

      Runix Runix college

    • @signalised9540
      @signalised9540 3 роки тому +26

      I agree, I dropped a prototype that was too big to make for the size of my team and felt bad for a considerable amount of time, dropping something is not easy

    • @tbotalpha8133
      @tbotalpha8133 3 роки тому +24

      It's true in almost any artistic endeavour. I've heard a similar maxim in writing: "murder your darlings".
      You might grow deeply attached to a particular turn of phrase, or passage, or character, or plot development, and not want to remove it from your writing. Yet you might end up editing and re-writing the rest of your work to the point where your "darling" simply has no place anymore. At that point, the best thing you can do is murder your darling and move on.
      You'll come up with other writing down the line, that's just as good if not better. But only if you let go, right now.

  • @Localdumpsterman
    @Localdumpsterman 3 роки тому +2139

    For those who dont know, the spy from tf2 was from a glitch in the original tf where players could disguise as the enemy

    • @roelboor5570
      @roelboor5570 3 роки тому +340

      And rocket jumping is a fault in the engine, yet a big feature now

    • @chaomatic5328
      @chaomatic5328 3 роки тому +40

      @@roelboor5570 The question is: *how do you do it!?*

    • @PiercingSight
      @PiercingSight 3 роки тому +159

      @@roelboor5570 - I'm pretty sure rocket jumping (or using the push of a rocket blast to enhance movement) was originally an unintended effect in Doom, which was then used a lot more in Quake, again unintended. Many games have since copied the mechanic, either intentionally or unintentionally.

    • @badmanjones179
      @badmanjones179 3 роки тому +93

      how do you bug so badly that your game lets you be the other team

    • @Localdumpsterman
      @Localdumpsterman 3 роки тому +90

      @@badmanjones179 maybe its not true, but i think it doesnt let you be from the other team, its about changing skins that are supposed to be from the other team. Also, do you code or make games, sir?

  • @NintendoCapriSun
    @NintendoCapriSun 3 роки тому +921

    I'm not a game dev by any stretch, but a few months ago I had a dream in which the entire world was flooding, and I was constantly trying to get to higher ground. I met up with people on the way, sometimes the tide stopped rising and we'd try to build something or prepare in some way, then it would all start up again. I still think that would make a pretty rad game, but I can only imagine what it would evolve into over time!

    • @hotfire660
      @hotfire660 3 роки тому +52

      i want to make this lol

    • @ActuallyRocatex
      @ActuallyRocatex 3 роки тому +67

      Does that water ever go down? Would Wooden platforms drift? How would mountains and rivers affect this idea?

    • @dithaingampanmei
      @dithaingampanmei 3 роки тому +35

      Noah's flood

    • @toowiggly
      @toowiggly 3 роки тому +40

      You should play Catherine. it has a similar idea in it.

    • @cromanticheer
      @cromanticheer 3 роки тому +37

      Love it!
      I've had dreams of potential game ideas as well. One of which involved "competitive roguelike firefighting." Might be something there.

  • @videoket
    @videoket 3 роки тому +393

    So glad "Journey" made it into this video. In his soundtrack commentary on YT, composer Austin Wintory said that the whole game creation process was iterative. He'd get a description of an area, compose a rough song, and the game designers would listen to it. They'd change the level design based on what they heard. Then Wintory would play the new version and end up changing the song. They'd keep going back and forth between soundtrack and gameplay like this. He said they probably would STILL be doing this if they hadn't had to commit to a release date. That's why the music and gameplay mesh so well in Journey!

    • @beardlessdragon
      @beardlessdragon 3 роки тому +15

      This is so cool!!! I didn't know this! Journey has a phenomenally good soundtrack with some of the best atmosphere I've heard in a game, and this explains why!

    • @rooty
      @rooty 2 роки тому +2

      This explains so much. It was the first game to ever make me cry (after playing games for like 25 years), and I couldn't even understand why since there is no dialogue and the plot is vaguer than vague. But when I was playing through the Paradise section after dying on that mountain... Niagara Falls, Frankie angel

    • @CoffeeStained
      @CoffeeStained 2 роки тому +3

      The main thing about Journey (which isn’t about love, but the journey of life) is that I became so concerned for other players when I was playing it. If I came across another player and they were lost or confused, it was genuinely distressing and I desperately chirped at them to help them find the way.

  • @Grim_Pinata
    @Grim_Pinata 3 роки тому +903

    The Ape Out example at the start was just an excuse for Mark to use it's style for the rest of the video. No one can dispute this.
    But I can't really blame him. Ape Out looks and sounds smooooth. Such an awesome game.

    • @jacobshirley3457
      @jacobshirley3457 3 роки тому +56

      Interestingly, the jazz music of Ape Out is generated on the fly.

    • @thehearingaid
      @thehearingaid 3 роки тому +22

      Saul Bass is probably the most famous artist in this style, you can see it had a massive influence on the art of ape out.

  • @knock1582
    @knock1582 3 роки тому +2257

    It’s not a GMTK video without a section about Into the Breach.

    • @taketheleep
      @taketheleep 3 роки тому +438

      Don't forget about Spelunky 😆

    • @Dark_Peace
      @Dark_Peace 3 роки тому +123

      And a footage of Speelunky

    • @BenBonk
      @BenBonk 3 роки тому +111

      And some sort of Jonathan Blow game

    • @Ramsey276one
      @Ramsey276one 3 роки тому +50

      Can't blame him

    • @vedaryan334
      @vedaryan334 3 роки тому +60

      Far cry 2 will be missed

  • @umorlex
    @umorlex 3 роки тому +181

    One of my favorite things about gmtk is that even though it seems that he only talks about games, (to me) he's actually talking about something more fundamental, something that (for me) apllies to any kind of storytelling. Be it film, book, music etc etc. It's the reason why I still watch them even though I have no intention to be a game designer.

    • @danielvibez4000
      @danielvibez4000 2 роки тому +3

      Intelligent. It could really be applied anywhere.

  • @MarkChimes
    @MarkChimes 3 роки тому +829

    I want to know more about the bugs that became features in Spy Party.

    • @GMTK
      @GMTK  3 роки тому +391

      Check the source link the description - there's a talk where Chris Hecker goes in-depth on some of the exploits

    • @carlotta4th
      @carlotta4th 3 роки тому +11

      Was that different than the one you linked to with two people competing in some sort of tournament? I watched that whole video and although they mentioned bugs a few times it wasn't clear what the bug was or how they developed it later into a mechanic.

    • @usualtoaster3586
      @usualtoaster3586 3 роки тому +28

      Spy Party is an amazing game. Also 6:24 I’m famous!!!

    • @GMTK
      @GMTK  3 роки тому +42

      Sorry, that's the credit for the video I used. The talk from Chris Hecker is listed under sources. Or just click here - ua-cam.com/video/Tvcm3uUbzAw/v-deo.html

  • @SageofSorrow
    @SageofSorrow 3 роки тому +125

    4:08 Capcom basically created the concept of “combos” in fighting games this way in Street Fighter II. They initially weren’t part of the base game but later discovered extremely high level players were finding ways to “link” attacks and create chains. At first they were working to find a way to keep players from doing this in later revised versions but discovered it created more depth to the gameplay and opened up more options and an entirely new world for fighters. Then they actually started working combo systems into the game and the rest is history.

    • @charlierose7153
      @charlierose7153 3 роки тому +5

      Same with special cancels in sf2

    • @FractalPrism.
      @FractalPrism. 3 роки тому +6

      specifically: when striking the enemy with a hit, if you input the special attack motion for a fireball before the attack ended, you could "cancel" into the fireball earlier than intended.

    • @Copperhell144
      @Copperhell144 3 роки тому +2

      Some Capcom devs had commented that combos were actually planned to be in the game from the beginning of SF2. Can't find the source now though

    • @emilyarmstrong83
      @emilyarmstrong83 3 роки тому +14

      There's actually another example of a Capcom game "writing itself," as it were. After Dino Crisis 2 launched, Shu Takumi was given a small team of developers and told to just make a game - didn't matter what kind, they just had to make a game. The original plan was a game about a private detective who got accused of murder and wound up having to defend himself in court because he was given an incompetent lawyer. But then Takumi realized that his protag was spending way more time in court than he was investigating crimes, and was like "Hey, we can run with this." Bada bing, bada boom, Ace Attorney was born.

    • @natchu96
      @natchu96 3 роки тому +1

      @@emilyarmstrong83 sure explains the ace attorney moments where the lawyer has to defend themselves in court because the detectives were incompetent...

  • @Table53
    @Table53 3 роки тому +892

    In the board gaming world it's "rush to prototype". Same philosophy, if you've got a game idea then build _something_ out of paper and play it by yourself to see what works and what really doesn't.

    • @mikemarks6136
      @mikemarks6136 3 роки тому +4

      Ngl that sounds pretty boring tbh then again I never liked board games or table top games

    • @Table53
      @Table53 3 роки тому +197

      @@mikemarks6136 Yes I imagine the process for designing a board game doesn't sound particularly exciting to someone with no interest in board games.

    • @madmanofthemoon1798
      @madmanofthemoon1798 3 роки тому +35

      I went to a 3 part board game development seminar and at the end of the first session, they gave us a box of stuff and told each of us to make a game in an hour. In that environment you have to have a single idea and work from that, and I am now in the process of turning that idea into a full boardgame, with the intent to publish it!

    • @sirreginaldfishingtonxvii6149
      @sirreginaldfishingtonxvii6149 3 роки тому +13

      Rush -B- prototype.

    • @CubicGC
      @CubicGC 3 роки тому +3

      Table 53 lmao gottem

  • @safekeno
    @safekeno 3 роки тому +73

    It's like tasting your food continously throughout cooking

    • @Drekromancer
      @Drekromancer 3 роки тому +5

      This is one of the best analogies I've ever heard.

  • @hcworkflow
    @hcworkflow 3 роки тому +489

    >"Games that designed themselves"
    >starts video with jazz music
    Brilliant.

    • @renn4913
      @renn4913 3 роки тому +9

      ?

    • @HueManatee
      @HueManatee 3 роки тому +108

      renn jazz is a genre where the musicians make up the music as they go; as they do, they develop motifs and phrases that they might go back on or just follow whatever theyre currently playing to think about what notes to play next

    • @renn4913
      @renn4913 3 роки тому +12

      @@HueManatee ah ok i get it now ty

    • @jac4026
      @jac4026 3 роки тому +17

      @N N R U you are very cool :)

    • @p-y8210
      @p-y8210 3 роки тому +1

      @N N R U ?

  • @porkyorcy1715
    @porkyorcy1715 3 роки тому +319

    Love how I can spend 2 days straight working, fall into a lull that'd usually result in a depressive few weeks of not making anything, but instead watch a GMTK video, and immediately be like 'aight back to it'

    • @delphicdescant
      @delphicdescant 3 роки тому +10

      Ugh, that's way too familiar to me too.

    • @exLightningg
      @exLightningg 3 роки тому +5

      Good luck with whatever you're working on! Keep it up.

    • @porkyorcy1715
      @porkyorcy1715 3 роки тому +2

      @@exLightningg Thank you :D

    • @inventorofmachines
      @inventorofmachines 3 роки тому +1

      I've been in the depressy spell for the past two weeks. Hoping this is the video that will rouse me.

  • @JTMConceptions
    @JTMConceptions 3 роки тому +56

    The most iconic case of this was with Halo: Combat Evolved. What was originally intended to be a top down rts game, the entire studio shifted gears in development when they were testing around driving the warthog. They had such a blast driving the warthog around in testing with a controller, that they decided to scrap the entire rts idea and instead develop a first person shooter that all around felt good to play. And as a result of this, completely overhauled how fps games are played, and set the framework to shooter mechanics that is now a template for every fps to this day.

  • @terrortalks3037
    @terrortalks3037 3 роки тому +37

    It's just like in writing; I've heard many authors talk about how a story "just happened" as characters seem to pull the plot in different directions.

    • @terrortalks3037
      @terrortalks3037 3 роки тому +2

      @jocaguz18 i read an article a week or two ago stating it's actually a pretty common experience for writers that is unconnected with mental illness, I'll see if I can find it again.

    • @beardlessdragon
      @beardlessdragon 3 роки тому +1

      @jocaguz18 Nah, dude. I can confidently say that once you've birthed your brain children, you're just along for the ride XD

  • @Fawriel
    @Fawriel 3 роки тому +86

    I'm not even an aspiring game developer, just a general artistic type, and this is still great advice. Thank you.

    • @Drekromancer
      @Drekromancer 3 роки тому +5

      Yeah! It's great to see this apply to most creative endeavors.
      "People are using physics exploits to jump using the rocket launcher. Let's make this a game mechanic!"
      "This line in my portrait drawing doesn't look like a hand, but it kinda looks like a tree. Let's draw a forest instead!"
      "That line in my script wasn't supposed to be a joke, but people loved it! Let's write a whole scene around it."

    • @ssssssstssssssss
      @ssssssstssssssss 3 роки тому +2

      @@Drekromancer Yeah. And this is great advice for scientific research (which is creative also). Though this video makes this process sound easy. It's not. But it can take you to really interesting places that you wouldn't have imagined.

  • @Jan12700
    @Jan12700 3 роки тому +103

    The Anno series would also be a good example, too. Anno 1602 the first game in the series was supposed to be a RTS, like AoE or Star Craft. The developers then spent more time to building their cities than fighting each other, so they focused more on city building.

    • @o7k4vokb0ksp5n2
      @o7k4vokb0ksp5n2 3 роки тому +1

      That's both random as hell and a good example lol

    • @CircusBamse
      @CircusBamse 3 роки тому +9

      I have a friend who doesn't want to play aoe with me because he doesn't like that he has to build a new city every time... Maybe he should try Anno

    • @scaredyfish
      @scaredyfish 3 роки тому +1

      Sim City was inspired by the level designer in Will Wright’s earlier game which was more fun than the game.

  • @die9132
    @die9132 3 роки тому +336

    “Fail faster”
    YandereDev: *confused internal screaming*

    • @rewrose2838
      @rewrose2838 3 роки тому +40

      He's got the first half down perfect 🤣

    • @ThreeBeeHDb
      @ThreeBeeHDb 3 роки тому +11

      @@rewrose2838 I wish there was something like a "sarcasm check" to check if someone was being sarcastic. The only real way to check if something is sarcastic on the internet is to ask so... Are you being sarcastic?

    • @rewrose2838
      @rewrose2838 3 роки тому +13

      @@ThreeBeeHDb yes 🙃
      (and I can totally relate, sarcasm is often lost on me)

    • @KuraIthys
      @KuraIthys 3 роки тому +18

      @@ThreeBeeHDb That's just basic communication though isn't it?
      I'm autistic and that has a lot of problems, but on the upside I'm acutely aware of the fact that I'm likely missing a lot of 'obvious' cues.
      But then I was also into science, so I've read research papers and stuff.
      Gave up on it eventually, so I can't easily cite sources anymore.
      Even so, when it comes to human communication it was something like pretty extreme like 90% of communication is body language, 8% is tone of voice, and only 2% is the actual words used.
      Now apply that to youtube comments, and it should be pretty clear why people struggle to spot sarcasm. XD
      We've thrown out 98% of the message, and then still expect people to get it without being extremely obvious (with things like /s or the like that make it explicit...)
      -shrug~

    • @CasualCosta
      @CasualCosta 3 роки тому +1

      I was thinking something like that.

  • @LuminousDecibel
    @LuminousDecibel 3 роки тому +8

    That monologue starting at 10:35 is such an important message. Not only for game making, but all art. It's a very significant lesson for poem or song writing, painting, sculpting, prose fiction writing, choreography, cinematography, etc.
    Don't wait for some eureka stroke of genius inspiration. Don't wait for inspiration at all. Just keep working, even if you're slugging through bad ideas. Then, if you keep working and keep striving for improvement, the good ideas will happen. Find inspiration, don't wait for it to find you.

  • @tinytrtle5681
    @tinytrtle5681 3 роки тому +54

    10:20 "this game would explore the theme of love"
    me, a person who has played journey: wait. was that what it was abaout?

    • @greenredblue
      @greenredblue 3 роки тому +15

      I know, right? It's hard to get that from wandering the graveyards of a civilization erased by weapons of mass destruction.

    • @TheFlyingslug
      @TheFlyingslug 3 роки тому +15

      *Cocks gun* Always has been.

    • @cl0ud5urfer
      @cl0ud5urfer 3 роки тому +8

      Same lol, I always thought it was more about life, navigating through the challenges, the scary times, the easy times, the fun times, etc etc

    • @RobinTheBot
      @RobinTheBot 3 роки тому +4

      You did not explore alone, friends. You loved your scarf dragons, and if you got good drop ins, you felt the warmth of companionship (assuming you played online).
      At the end of my second run and first drop in, I regretted so much I Couldn't say anything to the wanderer who'd gone the whole way with me.
      He drew a heart in the sand, so I did too, and I like to think we both felt better.
      I heard the message about love in that.

    • @aheumedivirtoXD
      @aheumedivirtoXD 3 роки тому +4

      Right? And here i thought it was about apreciating the journey lol XD

  • @blitheringape5321
    @blitheringape5321 3 роки тому +9

    ape out is just a top down shooter where you reload by hugging people
    it's brilliantly simple

  • @NamidaSai
    @NamidaSai 3 роки тому +32

    I find it incredibly hard to “drop an idea” once I’ve started brainstorming/creating it. Game Jams are really good to get these out of my mind and actually let them go once I’ve seen what they’re like. Thanks for the great insights as always!

  • @iwiffitthitotonacc4673
    @iwiffitthitotonacc4673 3 роки тому +466

    Quake is often forgotten when it comes to this. There's no classes or any enforced "meta" that decides playstyles - all playstyles are emergent. Weapon denial and item control/awareness were not designed but simply came into being as people played.

    • @aurumcoinforge4582
      @aurumcoinforge4582 3 роки тому +3

      sounds like i have to check out quake then!

    • @iwiffitthitotonacc4673
      @iwiffitthitotonacc4673 3 роки тому +29

      @@aurumcoinforge4582 Diabotical plays like Quake but it's newer and with more features, including an ingame map editor and an ingame HUD editor. I would recommend that if you're new to arena shooters.

    • @WhiteKnuckleRide512
      @WhiteKnuckleRide512 3 роки тому +36

      I’d argue that that is a slightly different situation, as these classes and play styles were found and elaborated on on the player side, rather than the developer game.

    • @thtr7663
      @thtr7663 3 роки тому +3

      Woo! Diabotical!!!! See you in the arena!!!!!!

    • @iwiffitthitotonacc4673
      @iwiffitthitotonacc4673 3 роки тому +14

      @@WhiteKnuckleRide512 That's not true, actually. Everything that emerged in Quake 1 and 2 were elaborated on and perfected in later iterations, to the point of people actively getting angry if something was made to reverse it, like John Carmack and strafejumping - strafejumping was a bug in Quake 2 that people absolutely loved, but John Carmack didn't like it so when he tried to remove it in Quake 3, people were understandably upset. Strafejumping has been a stable in both Quake and other arena shooters since then.

  • @rrni2343
    @rrni2343 3 роки тому +41

    "Follow the fun" is also an improv technique

    • @Drekromancer
      @Drekromancer 3 роки тому +2

      And an interviewing/conversational technique!

  • @arrowrandoman
    @arrowrandoman 3 роки тому +56

    I've always wanted to be a writer, but I've had a hard time just getting to it because I tend to focus on making the perfect story first. I think this video has helped me start to get out of that mental trap. Thanks!

    • @HigaaraEnd
      @HigaaraEnd 3 роки тому +14

      Not a writer myself but a good teacher of mine, after reading my 12 y.o essays, told me that "It's always better to throw out a lot of everything and keeping what sounded good rather than always questioning the same idea you absolutely want to expand on". So try out as much stuff as you want, even if it sounds stupid, because you may find gold in the dirt.

    • @arrowrandoman
      @arrowrandoman 3 роки тому +4

      @@HigaaraEnd Thanks! I actually just found some little things I wrote in high school I was going to look at. Your comment and timing are perfect.

    • @allterraincapybara6749
      @allterraincapybara6749 3 роки тому +6

      I've been looking at this from a writing perspective too. I had a super good professor in uni and he had a saying called "chase the heat" in writing, meaning that as you write and find something that excites you or starts writing itself, you ride that flame and feed it.
      I have a huge inner critic which sucks for writing, but I've been working up to it again. I want to revamp a novel I wrote which is trash but i like the central idea. I love writing, it's when I feel happiest, but I feel so critical it just 'feels better' to avoid it
      My advice is just write and see where it goes :) if you end up liking it, that's great. If you dont, you still learned something. I wrote a 50k word novel in a month and while it sucks, it's still something!

    • @arrowrandoman
      @arrowrandoman 3 роки тому +3

      @@allterraincapybara6749 thanks! I totally understand the 'feels better to avoid.' I hope you keep going strong.

    • @cromanticheer
      @cromanticheer 3 роки тому +2

      Part of the reason why I started doing fan fiction is because it's usually low stress and easy to "fail fast." There's certainly authors who use beta readers and heavy strict outlines, sure, but a lot of writers just throw stuff out there without much worry, and hopefully learn something about writing in the process.

  • @sajibmazumder3778
    @sajibmazumder3778 3 роки тому +65

    "Bugs creates feature"
    Bethesda games: I know. It just Works. Every time...

  • @skiaphrene
    @skiaphrene 3 роки тому +20

    All this perspective of "the game designing itself" and the developers "discovering" it reminds me of the ancient Roman definition of "genius"... Great video!

  • @ultimateprogamer5843
    @ultimateprogamer5843 3 роки тому +50

    I'd love for you to do a video on "horror" sections of games that otherwise aren't horror related and how they worked a couple examples I can think of is Big Boo's Haunt from Super Mario 64 and another is Queen Vanessa's Manor from A Hat in Time. Both are more light hearted fun games but have that one section that even grown up you still get spooked by them. I guess you could call it "How to make Horror in non Horror games"

    • @MatthewTaylor86
      @MatthewTaylor86 3 роки тому +3

      Another great excuse to talk about Ravenholm, too!

    • @jsihavealotofplaylists
      @jsihavealotofplaylists 3 роки тому +1

      @@MatthewTaylor86 I think all of half life, and the new alyx is, and are, especially good at having horror aspects. Lots of zombie tunnels, dark areas, etc. Halo 1 flood too. (more annoying than scary but still)

  • @TrentDonelson
    @TrentDonelson 3 роки тому +13

    Skiing in the original Starsiege: Tribes was a total accident. It was discovered by one of the Dynamix QA testers that if they rapidly tapped the space bar (jump) while sliding down a hill, they could pick up a lot of momentum, allowing them to boost off an up-slope with a massive amount of speed.
    Of course, it eventually broke the intended gameplay, but enabled the game to far out-last it's original lifespan. And it was incorporated into all the Tribes sequels as a core mechanic.

  • @sleepysnorlax9384
    @sleepysnorlax9384 3 роки тому +10

    I love how much detail you put in all elements of these videos. Playing jazz the entire time in a video about improvising while game designing, okay Mark I see you.

  • @jan-lukas
    @jan-lukas 3 роки тому +378

    Creepers were created whilst notch tried modeling a pig

    • @RandomMcSomethin
      @RandomMcSomethin 3 роки тому +17

      Thinking of exactly this while I was watching! Glad someone brought it up.

    • @Irondragon1945
      @Irondragon1945 3 роки тому +8

      Uhhhhh?!

    • @ThePC007
      @ThePC007 3 роки тому +36

      Only their model, though, not the idea of them exploding and breaking your stuff.

    • @DrPumpkinz
      @DrPumpkinz 3 роки тому +42

      @@Irondragon1945 You know how pig bodies are long horizontally and short vertically? Notch mixed up his axes and ended up with a quadruped that was short horizontally and long vertically.

    • @Blitterbug
      @Blitterbug 3 роки тому +12

      @@DrPumpkinz Ah, I see - pretty much like how he mixed up his tweets with racist ones accidentally! Excellent point. Joke btw...

  • @binchamers
    @binchamers 3 роки тому +19

    This is also why elements that can all work together in level creation/creative games lead to so many fun creations that the devs would have never thought of, some times leading to whole new games or genres.
    And having elements react and adapt not just to the player but also to each other can lead to even more amazing things. Like cats in dwarf fortress that got drunk because there was a system that made them dirty when walking through puddles of beer in bars, a system for them licking themselves clean and a system for getting drunk.

  • @jasonsorin1021
    @jasonsorin1021 3 роки тому +9

    Heat Signature was so underrated. You have a grenade shotgun, a gun that shoots EVERYTHING at guards, and a gun shooting the highly corrosive acid used as money. You can even teleport into someone with your sword already in their chest.

  • @matthawkins123
    @matthawkins123 3 роки тому +8

    "Follow the trails of whats fun" Thats a refreshing thing to hear in 2020

  • @scampjot
    @scampjot 3 роки тому +6

    Great video! I wish it would've also talked about limitations, which are one of the reasons indies actually make many iconic design decisions. Limited resources, time, and manpower may require an extra dose of creativity to solve problems that sometimes can lead to the best results.

  • @BikoFactory
    @BikoFactory 3 роки тому +5

    Just a moment of appreciation for the constantly amazing presentation of these videos. Mark is a madman when it comes to editing and visual style!

  • @Dark_Slayer3000
    @Dark_Slayer3000 3 роки тому +51

    Actually can confirm it slightly because when I make mods for a game, sometimes there are unexpected interactions that lead to deph and strategy :D

  • @highc7812
    @highc7812 3 роки тому +60

    "they're not glitches, they're just free extra content"

    • @mohammadwaled409
      @mohammadwaled409 3 роки тому +3

      Its not a physics engine exploit its "rocket jumping"

  • @divyanshuthakur
    @divyanshuthakur 3 роки тому +52

    I opened youtube and a GMTK video? Monday is good.

  • @GalGreen
    @GalGreen 3 роки тому +20

    The game I'm working on started as an auto-generated hex puzzle about balancing planets' gravitational pull, and changed direction to become a hand-crafted puzzle game about combining and manipulating colors.
    Edit: Thanks for the likes :)
    If you're interested in checking out the game, I recently released a trailer (+free demo): ua-cam.com/video/uJrn6x-bUDM/v-deo.html

  • @14zrobot
    @14zrobot 3 роки тому +87

    Could also be called the importance of prototyping. Projects that spend too much time in idea stage can catch Star Citizen disease

  • @zachwilson301
    @zachwilson301 3 роки тому +48

    Such a great message that can be applied to so many different mediums.

  • @brettd2308
    @brettd2308 3 роки тому +23

    This is one of your best videos, amazing work.

  • @meikahidenori
    @meikahidenori 3 роки тому +8

    Tf2's spy class was all because of an accidental glitch. I love when games and features are just rolled with till they make a signature feature

  • @oiiopo
    @oiiopo 3 роки тому +9

    This is great advice for any creative endeavour, and I love it when games are the medium that drive innovation in other creative spheres. I give similar advice when teaching creative writing; I say that the blank page is the most terrifying and difficult thing to work with - once you start putting sentences on it, at some point you'll chance upon a good sentence that you'll want to build a story around.

  • @loreleiloriestone9179
    @loreleiloriestone9179 Рік тому +2

    As a writer, I'm familiar with this premise. Characters do the exact same thing! I had one character who was supposed to be a generic badass turn into a wide-eyed and naive one who was secretly amazingly tough. That ended up being way more interesting, so I ran with it! I think you find this phenomena a lot in creative processes.

  • @iamnoimpact
    @iamnoimpact 3 роки тому +4

    Great video! As a creator by hobby, I love the idea you brought to light of “fail faster”. I will definitely take that to heart going into future work.

  • @Shefetoful
    @Shefetoful 3 роки тому +160

    GMTK videos since Mark has mentioned "Into the Breach": 000
    Sometimes I wonder why we bother installing two digits on the sign, let alone three! No hate on the game tho, sure it must be fun if it gets mentioned every other episode.

    • @Zackapo
      @Zackapo 3 роки тому +14

      Hey, it's an amazing game with a cool design.

    • @Rexodiak
      @Rexodiak 3 роки тому +12

      should be Spelunky, that game is Mark's weakness

    • @Ails1234
      @Ails1234 3 роки тому +2

      But he didn't mention Celeste!

    • @TheDrugSong
      @TheDrugSong 3 роки тому +1

      @@Rexodiak I hate Spelunky. Tried it many times and it always ends with a nervous breakdown xD

    • @ZacharyStiles
      @ZacharyStiles 3 роки тому +1

      Into the Breach is for chess nerds that enjoyed FTL but wish it was less RNG. Total fucking dweebs, really.
      (It's me, I am the nerd dweeb)

  • @kothemagica
    @kothemagica 3 роки тому +124

    So basically developers should understand "If it is not fun why bother"

  • @amrfadel
    @amrfadel 3 роки тому

    Mark, your channel is awe-inspiring. Not only do you offer the best video game content, but this is some of the best content on UA-cam. Your thoughts are very orderly and your intuitions, piercing and spot on. I am going through all your content in order. How time and time again you vocalize and expand profusely on issues that I pick up on but not always able to put them into words is magnificent. You are a true journalist and your ethic and talent are comparable to none. Thank you for sharing your vision and making the best possible use of this platform. All power to you.

  • @avimoses5956
    @avimoses5956 3 роки тому +3

    I think this is one of your best video's yet, up there with the talking instead of shooting video

  • @StoryToGo
    @StoryToGo 3 роки тому +3

    Love this. It's like taking advantage of the teachable moment. Just took a course on game design, and this adds perfectly to what we began to learn about game design there.

  • @civilwarfare101
    @civilwarfare101 3 роки тому +3

    I can relate to this more than ever. Sometimes, I just have days where nothing really goes as planned but something still came of it.

  • @elmori616
    @elmori616 Рік тому

    Been watching your vids for so long! What a fantastic creation methodology. Loved it. This how most artists draw, they start with few seconds long rough sketch, and start drawing over the lines they liked, for example.
    Great Vid!

  • @honeyway3104
    @honeyway3104 3 роки тому +2

    I love that your videos are totally applicable to so many other things than just games... like the teaching you give us all is very important to me for, character building, world building in general, like any form of art can be influenced by what you teach us... heck even life lessons are given in here.... thank you so much..

  • @djgautz
    @djgautz 3 роки тому +8

    This, for me and lots of thers, is almost exactly like making music, you start with an idea and try to sketch that down as much as possible, try new things, ask "whats happens if ?", and then see what comes up that is interesting and lean in on that. If you start with the endgoal in mind and only focus on that, your perfect song or game will never be finished, gotta learn to go with the flow. The final product can turn out completely different than the original idea was to start with.

  • @atymtimagames
    @atymtimagames 3 роки тому +6

    I was just making the devlog today about this level design concept, and suddenly this video pops up. Great to see so many examples of games with the similar approach, amazing video!

  • @eduardorpg64
    @eduardorpg64 3 роки тому +1

    Awesome job (as always)! This has actually helped me. I've been having many ideas on what kinds of games I want to make, both if I wanted to make an indie game, or a AAAish kind of game, and I've felt mentally blocked since none of my ideas convince me. My game ideas either sound boring to me, or sound too ambitious, so I've felt stuck. Thanks to your video, now I could try just makeing a quick and dirty prototype, and then I would "listen" to the game to see what works and which ideas are fun. That would be in a long time since I've been a bit busy and I'm still learning the basics of game programming. But still, thank you for making this video! You have helped me get a clearer idea on the kinds of games I want to make.

  • @Leonardorth.
    @Leonardorth. 3 роки тому

    I have no idea how you do it but I truly needed this at this very moment. Thanks for another fantastic video !

  • @cameronvanhook7388
    @cameronvanhook7388 3 роки тому +3

    Another great video! There's something similar to 'follow the fun' in writing, or any kind of artistic medium I guess. Writers have to be very flexible and receptive to new ideas. You have to listen and feel what the story wants to be, and you often have to completely re-write scenes (that you often love) for the sake of the story to work as a whole.

  • @joebidengaming7709
    @joebidengaming7709 3 роки тому +11

    fun fact: sticky jumping was originally a bug in team fortress 2 but became one of the most fun tricks to pull off successfully

  • @RobotPlaysGames
    @RobotPlaysGames 3 роки тому +1

    Very inspiring. Creatives in many fields probably wrestle to keep their egos and their well-laid plans from snuffing out fun and spontaneity. These "happy accidents" came up a lot when I used to write songs, for example. Great video, as always!

  • @skarnl
    @skarnl 3 роки тому

    Love the video and also the huge list of sources with even more in depth examples how specific games were created. Thanks Mark!

    • @GMTK
      @GMTK  3 роки тому +1

      Glad you enjoyed it

  • @JustJohn43
    @JustJohn43 3 роки тому +3

    This is so true. I'm remaking the 8 bit version of Sonic 2 and even with a remake things can change when you listen to the game. For example, I had some square paper that I was going to use for level design but the engine I'm using has a level builder where you can test it Mario Maker style, so it felt a lot more fun to design the levels as I played them. Also my act 2 for UGZ changed from what what going to be a night time theme, to a sunset one after I received a new remix from the composer and I imagined a new environment. And it's a shame most "AAA" devs can't follow this ideology due to time and pressure.

    • @doctor_owl
      @doctor_owl 3 роки тому

      Hey, good luck with your remake! That sounds like a lot of work but very rewarding achievement in the end :)

  • @deadlandplacebo1695
    @deadlandplacebo1695 3 роки тому +3

    Love the animated psa style In thus video. This channel's editing is always top notch

  • @RicochetForce
    @RicochetForce 3 роки тому

    Another excellent video from Mark. And I just have to say, the audio in was just sumptuous. It was amazing to listen to.

  • @diro999
    @diro999 3 роки тому +1

    This was really inspiring. I really needed this as I've been in a bit of a design rut. Thanks again mark for the great content.

  • @lordhubble4819
    @lordhubble4819 3 роки тому +63

    Hey,
    the last few days I have been playing Horizen Zero Dawn on the PC and this game doesnt have the longest loading screens ever but its enough that random thoughts can pop up in your had. So a few days ago while I was waiting for the loading screen to go away the thought: Why do so many games have the same basic loading screen? poped up in my head.
    A few loadings screens later i thought that it would be a cool video idea for GMTK to see why these boring loading screens withmusic and maybe a "PRO-TIP" that is about stuff that everyone figers out after playing like 2 min and what other possible options there are.
    Just an idea, have a nice day/night/afternoon/meal/whatever you are currantly doing
    P.S. sorry for the grammar and spelling mistakes (English is not my first language)

    • @kcnq2245
      @kcnq2245 3 роки тому

      Bump

    • @lewa358
      @lewa358 3 роки тому +18

      There used to be full-on arcade games like Galaxan in games like Tekken--but Namco owned the US Patent for loading screen minigames, preventing other developers from using them.
      This patent expired in 2015, but by that point the precedent for boring loading screens had been set. And hopefully, upcoming consoles' use of SSD drives will make loading screens short enough that a loading screen minigame would be pointless.

    • @arogustus3984
      @arogustus3984 3 роки тому +9

      Yeah, I've been thinking the same thing. Tons of games have found ways to either make the time it takes for the game to load more interesting, or to simply outright disguise it.
      Lego Marvel Superheroes has the Loading between levels take the form of a mission briefing, giving you little nuggets of knowledge that may or may not come in handy in the level.
      Or Luigi's Mansion 3, that outright makes any loading completely unnoticable by having it happen in the middle of the elevator rides. You don't notice the time because your in an elevator, they're supposed to take time to arrive to their floors.
      An idea that GMTK should definitely go into.

    • @andrewp6738
      @andrewp6738 3 роки тому +13

      I don't think this is a juicy enough topic for a GMTK video. Unloading a level and loading another takes time. Displaying assets from the game is a pretty efficient way to get mileage out of your artwork/models, and displaying a tip takes very little writing time compared to the potential benefits of players learning new info they may have missed out on in your AAA game's insanely bloated tutorial.

    • @meerkat_4660
      @meerkat_4660 3 роки тому

      Andrew I think there is definitely something to delve into there for a video. Maybe he can talk about how some games give you tips based off of your own gameplay, or how games can give useful tips on mechanics without fully robbing the player of the chance to discover them

  • @ge789
    @ge789 3 роки тому +5

    I have some gameplay gimmicks in mind for when I eventually learn to code. I’ll certainly keep this information in mind when I try to make them reality.

  • @maciejocicki2492
    @maciejocicki2492 3 роки тому

    I love every single one of your videos Mark but i feel like this one, by far, is the most important one. Thank you sir!

  • @TheAlison1456
    @TheAlison1456 3 роки тому

    I deeply appreciate you talking about Gunpoint as that is one of my first PC games and is to this day a favorite.
    Games are truly beautiful. Also thank you even more for putting the sources in the description!

  • @SlightlyInDepthGaming
    @SlightlyInDepthGaming 3 роки тому +5

    Dang this video has such high production value especially the animations I wish my videos could look as good as this

  • @arogustus3984
    @arogustus3984 3 роки тому +4

    You always manage to impart a valuable lesson in every video you make. Well done.
    With Crash 4 coming out in a month, why not make a video analysing what made the original level design of the first three Crash games so beloved? Seeing that Toy's for Bob have managed to figure that out, I'd like to see it put into words of someone like you.

  • @lachlanrussell8283
    @lachlanrussell8283 3 роки тому

    Oh my god, the editing in this video is SO good. so stylish and awesome

  • @DavetheTurnip
    @DavetheTurnip 3 роки тому

    Wonderful episode. That tip about getting started and seeing where it leads is the most important!

  • @prithviproduction4412
    @prithviproduction4412 3 роки тому +48

    This is basically just-
    "Ok I made the prototype, Now gotta fix the bugs"
    "Wait, that bug wasn't intentional but it fits the theme so I'm gonna leave it be"
    And that little bug changed the whole aspect of game, thus, creating a unique famous game!

  • @Scerttle
    @Scerttle 3 роки тому +4

    I don’t want to make a game but I still needed to hear this advice. Fail fast, follow the fun.

  • @yiyas444
    @yiyas444 3 роки тому

    Wow, I've been watching this channel for years and this has to be hands down the best video I've watched from you. Keep up the fantastic work.

  • @isaaccreswell483
    @isaaccreswell483 3 роки тому

    Great video Mark! I love the Ape Out style animations you've got there

  • @snipez4269
    @snipez4269 3 роки тому +10

    Great job getting Notch’s twitter account removed it was so necessary

    • @danielson2347
      @danielson2347 3 роки тому

      Lmaoo wdym

    • @xViper
      @xViper 3 роки тому

      Facts

    • @tyroneropata558
      @tyroneropata558 3 роки тому +2

      @@danielson2347 They made a deal. EVen though it wasn't this guys fault he took one for the team

  • @K31R616
    @K31R616 3 роки тому +13

    Just like music; writing a song. The best ones often "write themselves"... :)

    • @Rexodiak
      @Rexodiak 3 роки тому +3

      any creative work really, some stories/books write themselves as the author follows the flow, several good scenes in movies came from improvisation (like "I'm singing in the rain" in Clockwork Orange), while painting or drawing you may discover something different that brings new opportunities ("no mistakes, just happy accidents" as said by Bob Ross).
      I think it's something that can apply to most things, even life

  • @jarse1991
    @jarse1991 3 роки тому

    Dude, why is youtube recommending your videos to me only now! your contect is right up my alley :D I should'v been working for an hour already but your video's are great for my procastination!! You got yourself new subscriber, I hope you're hitting the 1million subs landmark soon, you deserve it :D

  • @elliotmarcus1482
    @elliotmarcus1482 3 роки тому

    This is such a great video. I know that it’s about game development, but the lessons hold true for the creative process in general. You can substitute the word ‘game’ in this video for just about anything, and it still is applicable - writing, filmmaking, drawing. Just start, try, fail and try again. Review what you’ve done and see what works and what doesn’t. I love GMTK videos, but I think this is the best one ever. it’s the first one I’ve ever really felt inspired by.

  • @Lovuschka
    @Lovuschka 3 роки тому +40

    There was this really bad bug in Street Fighter II: The World Warrior. You could use some exploit to hit an opponent multiple times.
    Obviously, that bug nowadays is a feature.

  • @onedeadsaint
    @onedeadsaint 3 роки тому +6

    2:19 BUTTERSCOTCH SHENANIGANS! huge fan of theirs! very happy to see them included in this video!

    • @Bayb0b
      @Bayb0b 3 роки тому +1

      Yep, I love those guys. They have a great podcast as well!

  • @retsapb6319
    @retsapb6319 3 роки тому

    This channel gets a lot better with every video, love it

  • @AaditDoshi
    @AaditDoshi 3 роки тому +68

    "The True Game is the Fun you find along the way"

  • @Stirdix
    @Stirdix 3 роки тому +10

    Sounds kinda like the improv maxim of replying "yes, and..."
    Take what you're given, not what you "want to have"

  • @jgperes
    @jgperes 3 роки тому

    Yeeeees gmtk video! Really like this topic, it was kind of mentioned in another videos, and it's nice that it was explored further

  • @intellimello3433
    @intellimello3433 3 роки тому

    Really great video.... Love to hear about stories of indie developers especially those which games have exceptionally great mechanics, graphics, concept or others. These breakdowns are really inspiring.

  • @treverberryman6298
    @treverberryman6298 3 роки тому +6

    I’d love to see some examples of narrative games using this type of approach, most of the games shown were based heavily in systems

    • @hauntedshadowslegacy2826
      @hauntedshadowslegacy2826 3 роки тому +3

      I think the method itself is more oriented to system-focused games. Remember, the methodology works heavily on play testing. It's easier to play test systems rather than dialogue.

    • @dr.3998
      @dr.3998 2 роки тому

      This can be applied to writing. Just keep throwing ideas till they stick/evolve. Since narrative are writing it also applies to them.

  • @docmnc8010
    @docmnc8010 3 роки тому +84

    Subnautica is set in the sea there's no way it wasn't going to be scary

    • @Chris-mc2dt
      @Chris-mc2dt 3 роки тому +34

      Finding Nemo (PS2) gave silent hill 3 a run for its money

    • @Table53
      @Table53 3 роки тому +14

      @@Chris-mc2dt You should try sneaking through the apothecary in HP & the Chamber of Secrets for the PS2..
      Terrifying.

    • @Jolgeable
      @Jolgeable 3 роки тому

      The best water level. XD

    • @fi4re
      @fi4re 3 роки тому

      Spongebob Squarepants is also set in the sea.

    • @gabork5055
      @gabork5055 3 роки тому

      @@fi4reTwo words: 'Handsome Squidward'.

  • @andrewp6738
    @andrewp6738 3 роки тому +1

    Great job on the animations! So charming and effective.

  • @samp.2641
    @samp.2641 3 роки тому

    This is one of the best videos I've ever watched on UA-cam. Seriously.

  • @Shefetoful
    @Shefetoful 3 роки тому +4

    Feels like after watching this video that the most amazing game creation skill to have would be able to simulate your ideas mentally, without having to create them, you could fail and iterate extremely fast that way. Can probably be learned to a decent extent with practice, try to simulate, actually prototype, were your predictions correct? Etc.