There are thousands of useless courses online costing hundreds or thousands a year filled with information you could search for yourself. Then there's Tim giving A+ advice day after day with care and thought, all delivered wonderfully. I wish the world had many more Tim's.
Been watching your content for days now after coming across it. This is gold for us new indie devs who have no professional AAA experience - appreciate all the content Tim!!
I found it interesting that Fallout 3-NV had a starting level and then asked if you wanted to edit your character before continuing. The player will have the opportunity to experience their character build and settings and then change them without disturbing the continuity of the game. As a player I like it when more opportunity of choice is added to a game without it making it too convoluted.
Oblivion had that as well, though with both Fallout 3 and Oblivion it's more that you're stuck underground and the exit that takes you into the game world will have that pop up before you go through it. Also I know myself and many others do the trick of keeping a save right before that so on subsequent playthroughs, you have the option of skipping through the (often lengthy and boring once you've seen and played through it the millionth time) intro. Which really makes me wish vanilla Skyrim had that as well
@@austinglueck2554 Weirdly it doesn't in vanilla, so it's probably something that's so oftenly modded that you forget it's not part of the base game (Also sorry for the late response, UA-cam didn't send me a reply notification)
It has long been my belief that mainstream game players are far more willing to navigate a complex game than they are typically given credit for, but it is key to introduce those complexities in a way that is approachable and doesn't feel like more trouble than it's worth.
I think Digital Extremes said they were worried that people wouldn't play Warframe because they would see all the complex systems in the game, and they knew their "new player experience" was not there. When the game was a success, they figured that if the game was fun in the first place people would look at the things they don't understand and just think there was even more to the game and that was good. If you see your game design as being you have to get to the top of the mountain before you can start having fun, then it is a real problem. Why are you so miserly with fun? Let the player do something fun the moment they hit new game, then promise more fun in the future.
I have friends who look at Path of Exile's skill "tree" and just nope out, even though they haven't actually played the game to see how it or any other systems are presented or how they work.
@@Revan_7evensee that’s the difference between POE and warframe that makes warframe have a better new player experience. Warframe has lots of different systems giving the player new skills, POE has the skill tree (HUGE) and equipables.
My Grandad passed this week. It made me want to pursue my passion/dream of game design because we only have so much time. I'm scouring all of your videos to help me with overarching concepts as I build my first game. Thank you for making these videos, Tim!
One addition to what Tim finishes saying at 8:30 is that NPCs also help define the player character based on how they react to them. Which is something that shows up in a lot of Black Isle and Obsidian games.
Your video content is absolutely golden. It's very rare to find people with quality information & experience in the games industry, especially for free from the internet. I currently do game dev as a pretty serious hobby and this content gives incredible encouragement 😁 Thanks for your work ✌
Timestamps for the Questions: 02:12 Is it easy to explain? 03:32 Can you tell an interesting story in that setting? 04:45 Is the setting reactive? 05:56 Can you come up with interesting quests to do in your world? 07:21 Do you have interesting characters in your world? 08:25 Is your setting evocative? 10:10 (Optional) How mainstream is your idea?
When you said you saw comments like "They don't do that anymore" about technical writing, it breaks my heart as a writer. So that's exactly why I'm unemployed! kkkkkrying
As someone who's struggling financially and can't afford to attend college for game dev, I really, truly appreciate that you offer your advice and guidance for free on an accessible platform! You're awesome!!
So I designed a ttrpg. It’s really short so it forced me to be really efficient and evocative with my world building. The biggest lesson I had to learn was to how to build the world around function. I had little space for “lore.” So most of my world building was done in the mechanics, in the gear choices and in the random tables. Essentially the point is that when world building think about how the world would be experienced through the players perspective. And how to express that world through the things the players regularly interface with.
I hate games where they just pile on hundreds of "choices" but the choices didn't matter. All the items boiled down to something like a single damage rating. You didn't feel the difference between an axe and a sword. One had more DPS so that's what you picked. There was no difference in play style.
Professor of gaming, obtained professorship by making the best games I've ever played. It is an honour and pure value listening to your thought process.
This is an amazing video, but I wholeheartedly disagree with your analogy at 11:26. The beauty of something is often because of the journey that led to it.
It's a common knowledge, however he is an industry worker now. He has to obey the business people. If they say that things should be "accessible" i.e. dumbed down, then they will be dumbed down. And you need to provide a monster truck with a mounted bazooka in it to the average player.
Hey TC. Would you be up to make a video about specific types of design documentation? Example: -A quest design doc. -Mechanic doc -Pitch doc -Level design -Dialogue -Characters -Etc Looking for structure, tips, layout and etc.
There's also that distinction between a setting that's good for a type of game and a setting that's good for a story, at least for me. Like there are settings that might work well for literature but their game space might be more limited, especially if player choice flexibility is key to the design. Making homebrew settings in RPGs I make sure to remember that players may not WANT to participate in the things I find the most interesting, so I have to have enough connective tissue to let it bear the weight of their decisions. Sort of wonder what the Dark Souls pitch would have been :)
2:53 Reminiscent of a great Star Trek legend. Roddenberry had to present it to the studios as "Wagon Train to the Stars," but in the end only Lucille Ball believed in it enough to give it a chance. Must be surreal for the artists and developers actually working on a project to have to liken it to something that already exists to invoke an image in the minds of others who aren't at all familiar with it.
these videos have been valuable beyond measure. I'll take those questions into consideration, the next time I set out to develop a new setting. Thank you.
With what you were saying about mainstream considerations, I've always thought of it as 'complexity vs. accessibility'. A complex game is not necessarily a deep game and vice versa, but complexity increases the time and investment required to learn the game. Accessibility means it's easy to pick up and play with little or no investment. You can have accessibility and depth coexist, as long as you as you say, "lower the slope". I think a lot of big RPGs in recent years really struggle with that notion the most. A great example of all sides of this is the Elder Scrolls series. Skyrim, which ditched a lot of its deeper mechanics and simplified others. It's accessibility was great, and created many new fans of the series, but it's often looked down upon by many as being too shallow or dumbed down, especially by fans of Morrowind and Oblivion. Once you get a feel for the game, there's nothing left to learn or master. Without depth of mechanics, it relies on the rest of the game to hold your attention, be it story content or challenging combat. On the other hand you have Morrowind; unforgiving, unstable, unbalanced... almost begging you to break the game's mechanics through deep knowledge and exploits of its systems. But it rewards those who do with an experience unlike any other to this day. Not an easy game for casual players to enjoy, but still highly regarded by fans and players who like to take the time to learn the mechanics of a game. I believe a great game should strive for both accessibility and depth, and it's one of the reasons I became a fan of your and Troika/Obsidian's works, as they tend to strike a good balance.
Yeah as much as I love Morrowind it isn't that accesible to new RPG players, which restricted the audience and potential sales. I can see why Bethesda leaned towards accessiblity with Oblivion and Skyrim. While lacking mechanical/lore depth, at least those games got new people to play RPGs. I would never have played Morrowind or isometric RPGs had I not played Oblivion first which helped ease me into the RPG genre.
About the appeal of exploring a post-post apocalypse touches on something that's similar to the appeal of horror, in seeing the familiar become unfamiliar. There's something uncanny about seeing the world that we know change terribly. It also invokes awe, both in the positive awesome and negative awful. Like, the world of Silent Hill is a hellscape set in a mundane resort town, something that I recognize but also find unknown, even horrifying, and yet, I cannot wait to explore it.
What you say about game design, narrative and world-building is 101 tenfold that peeps really need to listen and write down to make interesting games. I totally agree with you. That elevator pitch is so important.
As someone who has been toying with a game setting in the back of my mind for the last couple of years, writing thoughts and ideas in a text document as they come to me, slowly building and building (probably a mess), the questions you proposed seem obvious in hindsight but aren't something I had really considered until this video. So thank you, this is wonderful. On the subject of who games are made for, I find the idea of Arcanum being made without much regard for it's potential audience really fascinating as someone who loves that game to death. I also find the fact it wasn't made with an audience in mind to actually be a commonality among games that stick with me, or are games that I generally adore. There's just something about a game coming directly from the mind of an individual, or individuals that you can really feel permeate through every aspect the game, and it leaves a lasting impression, regardless of any flaws. Where as other games that are probably made to be generally accessible or to be fairly sound business decisions may not have anything wrong with them and are perfectly fine and fun games that you enjoy playing through well enough, but you find yourself 8 months later going "What was that game called again?" It's something I think about a lot when trying any new game, some games feel just fine to play, but somehow there is no semblance of soul.
Hey, Timothy! I've really loved the Fallout series. I've actually taken the New Vegas scripts and turned it into a tabletop game for practicing French. The branching dialogue trees and the complexity of the story makes it ideal for having players read and have to understand what they're being presented with to make decisions. It's a really engaging way to help learn a language. I really appreciate your work on the series. You helped make possible one of the best unintentional language learning tools in existence. Thank you! :D
@@mikeandmike6169 Thank you very much! I'm not sure how I could share photos, but I'd be happy to do so. I've created game pieces as the other players in the course progress through the game. They're in Primm right now, so I haven't made much beyond Nipton. I got a platinum chip, bottlecaps, NCR currency and a stand-in for Legion currency from Etsy and just print off paper standees for characters. Type up the French-translated version of the game and create some dialogue cards, and you've got an immersive and engaging world that demands an understanding of French in order to make decisions. :D
Me and my girlfriend watch your daily video every day. It's like a small thing we look forward to. I just hope you never run out of topics. Cheers and thanks for all your uploads
Some of the rules I follow when creating setting, story, characters or mechanics: 1. Give yourself restrictions that force you to creatively think around the limitations you've set on yourself. 2. Avoid tropes and reused cliches (or at least as much as possible) in EVERYTHING: the characters, story, music, UI, etc. 3. Hook the user so that they're constantly chasing after a valuable reward or goal. This can be done in every vertical of the game. It must feel valuable. 4. Don't be afraid to discuss your ideas with others. You're doing yourself a disservice trying to protect your ideas.
2. Avoid tropes and cliches Only to tie back to #1. It's just to force you to explore other things in the beginning. In subsequent review/edit, if something works WAY better with a cliche... it's better to use a cliche than an awkward/bad "kinda-original" idea. Game of Throne is full of cliche. Fallout is also full of cliche. Being fearful of cliche is ironically a cliche among young creatives.
@@alexfrank5331 I was going to point that out! You worded it really well. I see so many creators allergic to tropes and cliches that it easily hurts them, especially those that go too far down the "It must be completely different from everything that's out there" rabbit hole but simultaneously are creating something in a certain genre or whatever where it's extremely difficult if not impossible to create the stories they want to make without having those elements in them. Also you don't need to reinvent the wheel, I've seen some good series that are VERY trope-y but they use them to such great effect and execute them so well that you can't imagine those series without them. Plus I just wanna mention how Postfu said #2 applied to everything, not only writing related subjects. Yeah there's certainly generic music and UI out there but I feel as though it'd be much harder to avoid their equivalents of cliches and tropes, especially since these can quickly get in the way of the user experience if done incorrectly. Additionally, to add onto #3, I don't think it necessarily needs to be a promise of a reward or whatever, but instead the general advice of hooking your players by giving them good reasons and incentives. Maybe it is as simple and game-y as "I want to do this quest because you can get a cool sword that does lots of damage" but I find that the best reasons for completing objectives comes from getting your players engaged with what's going on and attached to _something_ Whether it's a plot beat, part of the setting, a particular character, a certain mechanic, or what have you, so long as it keeps your players coming back for more. Though be careful with your players getting attached to _something_ that's going to end up neglected as time goes on
Clichés are reliable, if anything. Being subversive for the sake of being subversive isn't just overdone at this point, it will almost always be seen through by the player - and it's never a good idea to insult the intelligence of the player, it instantly ruins their enjoyment.
I just discovered these videos and I am very grateful that they are here. I have picked up an old project I started in the 80s - a C64 assembly RPG and am at the point that I need to flesh out the setting. I feel like I am in a bit of a trap where I always define the story arc and thereby, the setting, by looking at an arc I want the players to experience rather than a concrete story. These videos are helping change my mindset!
I started watching this channel for the sake of interesting details about Fallout. But unexpectedly, it was pleasant for me to find just a storehouse of information that is interesting and useful to me. Of course, I'm not a programmer, not a game designer, not a game developer, but I'm a GM who comes up with stories, settings, quests, NPCs, and therefore I'm just glad that I can learn from the best in this business. I was looking for gold, but I found gold and diamonds. Thank you!
Thank you for all your videos. I am starting my journey the next moth I am trying to make a map for me to know what to do... I am finishing a course on art and this will be my next step... Thank you so much! 🙏🏻
These concepts are so complex to articulate and I'd find it hard to articulate them as well as you have. Thank you for all these amazing videos, I'm learning a tonne by watching them all.
Pure, straight to the point - 1:30 - 2:00 Unfortunately too many think too much of themselves, completely detached from reality, living in illusions. Egocentrism along with solipsism. Jailed in a cage of consciousness. Sad, but true.
I would appreciate counter-examples to the questions. In particular, what kind of setting you would consider too complex to describe for it to be a good video-game setting.
this is extremely helpful and informative!! I really appreciate you mentioning both the creative part but also legibility from outside perspectives, its so helpful for those who think they have an idea but aren't too sure how to go about making something out of it!!
Based on your words, I recently read Lord of Light. Even as an avid sci-fi reader it surprised me, especially the quasi-Indian setting and the way Zelazny uses all its tropes and mythology in a world of the far future. It also felt as if he wanted to make a sequel. But, speaking of target audience and its needs, I wonder how popular it proved, since I don't think I've ever seen it on any of the sci-fi top lists.
two of my favourite game & narrative settings particularly in the Fallout series are the Sierra Madre (villa) and The Island from Dead Money & Far Harbor respectfully. Both, despite being fairly short manage to completely out class the base games they were stitched onto.
Hit the nail on the head. My initial playthrough of Edgewater gave me such a different vibe than my friend had while we were playing Outer Worlds side by side.
Talking about Lord of Light starting as fantasy and ending up sci-fi, you might enjoy J. Negrete's Zemal books. It's Spanish, not sure if it's translated in English, but it's awesome. The first book sounds really magical and by the end you know how much of that magic was actually tech.
The primary thing about Fallout was the profound sense of ISOLATION. A sullen place amplified by its atmospheric music (eg, Desert, The Glow, The Caves). Yet out there in the wasteland there is still plenty of things to discover, and some areas where there's nothing except dangerous random encounters.
The best evocative setting for me that I can think of is No Man's Sky. When i first heard of the setting I really wanted to play it, i ran to steam to wishlist or preorder (i don't recall if i wishlisted it but I did preordered it) and that's something I never do. Thats the only game I've preordered in my life and ive been gaming since the NES when I was around 5 (im 35 btw, I've veen around here for a while now 😂) because the setting was so evocative for me at least. Now the execution is another theme.
Had no idea you did UA-cam videos. Games like the original Fallout titles are some of my all time favorites and I never have a hard time convincing myself to replay those every few years or so. Just recently played through New Vegas last year on my Steam Deck and had a blast. Might need to go back to the Og games soon. Peace and love Tim ✌️
It's funny because with The Outer Worlds I never really had a full view of the setting even after playing it for a bit. I would have said something "Pulp sci fi corporate satire in space". If they'd stuck to the aesthetics of "Fallout meets Firefly" stronger I'd have been a lot more excited to dive into that, there's a lot more of a clear fantasy to build a character around instead of feeling like you're skipping through character creation to play around and find out what world you're even playing in. I can understand however that since Fallout and Firefly are already really close in aesthetics that the project felt the need to diverge from them to stand out.
Watching your videos has been very insightful and for that, I am deeply thankful for all that, Tim. As someone who is still learning the ropes to eventually make games, I have this passion project action roleplaying game that I'm in what I refer to as pre-pre-production (due to currently working on it's design doc and eventually prototype as a solo dev, when the game's scope requires a larger team to best execute it), I have the setting in mind that answers most of the questions properly but I think I'm having issues with a couple of those questions. Let me elaborate on what I mean by how this setting answers those questions: 1. Is it easy to explain? See, I don't know if "Fallout (New Vegas) meets Super Mario Galaxy in a solar system that's a mix between the UK, Japan and Brazil inhabited by robots" counts as that since it is a mouthful to repeat all that. But if I shorten it to "FNV + SMG" I fear that a lot of the unique appeal of the setting alluded to by the longer description gets lost, or at least the shorter description may lead folks to find the other details to be too surprising for the pitched shorter explanation. 2. Can you tell an interesting story in that setting? I think so, this highly dynamic world allows to tell the story that asks, what does it take to destroy the power structures that make us miserable, or put simply, how do you undertake a social revolution. Within this thematic core it explores different aspects of it such as the role of violence, how discrimination undermines social struggles, and the dangers of cult-like social dynamics among others. 3. Is the setting reactive? Very much so. In the main questline, with one of the main factions, the union you can do anything from coordinating solidarity strikes all over the star system to usher a general strike to sabotaging the union, having the more conservative factions within it to take the lead to, of course, killing them all. If you rack up enough negative reputation with the corporation or the state, (the two other main factions) the cops will arrest you and send you to the prison planet in which depending on how you leave prison could either mean, each time requires a different escape route, to having to bribe the warden to let you go, to the prison being covertly lead by the prisoners, in which case you can just leave. 4. Can you come up with interesting quests to do in your world? Absolutely, from unveiling the mystery of a murdered investigative journalist to determining the fate of the last shogunate (your boss) and his remaining army to being the catalyst in the uprising within the prison planet, and those are just the side quests; as the main quest is a civil war waged between the radical union, the state ruled by a king regent who's personality program is based on Jimmy Hoffa's and a foreign media corporate empire with its branding focused on the divine. So there is sure to be a lot of interesting things to do in this world. 5. Do you have interesting characters in your world? Hopefully the following characters count as such; like the prime minister who despite being a charismatic former samurai with a heart of gold, is as disappointing policy wise as most progressive politicians can ever muster to be; or the shrouded marquis of halberds in the council of lords who moonlights as a union boom mic operator or an elderly former businessman who heals squatters and the destitute. 6. Is your setting evocative? Much like the first question, I don't know. Is a world which rather than being defined by some sort of collapse of civilization, it is one in which its dystopian contradictions ceaselessly compound upon itself an evocative setting? In the specific combination of things intended for this setting, I'd imagine that there is this aspect of the unknown in there with maybe the oppressive horrors that are, well, evocative of the overwhelming oppressiveness of our own world; so maybe that could serve as this element of the scary brings people in. 7.(Optional) How mainstream is your idea? I mainly care about this because I want this game to have a larger reach, but I don't know to what extent it would be mainstream. On the one hand, it is broadly a space future dystopia, rather similar to be honest with The Outer Worlds, but the specifics of it are rather different; it is still a capitalist hellscape in space, but the government and unions are relevant forces in the world for instance, some intensifying the dystopia while others counterbalancing it; and the alien fungal biology brings to the world a certain fantastical uncertainty to that reality. I understand if this takes too much time to give any specific responses but either way, I hope the best for you, Tim.
I know you’ve stated you don’t have time for comments, but I’m just putting it out there anyway for discussion, review, whatever: 1. Fallout evolved into a type of accidental urban exploration simulator that I think intentional urban exploration simulators would fail to compete with in regard to effectiveness. Here effectiveness meaning the capturing and conveyance of the qualio-emotional experiences that define urban exploration and why it’s generally done. For myself, qualia-first design is kind of the ideal way to capture the unique strengths of interactive media. Which is a little different than your approach. I think qualitative experience, then the mechanics that can facilitate and support that experience through qualio-syntonic interaction, then narrative and setting to help flavor and contextualize both in such a way that the play experience is unique unto itself while still delivering the essence of the qualitative experience(s) that inspired it. I feel like that single aspect-urban exploration allegory-is the core strength of the 3D Fallout games above anything else. I would play the 3D Fallout games if they were built entirely around this single feature. I’d actually prefer they had been, since the running and gunning isn’t ultimately that rewarding or deep. People don’t often make videos about how awesome the PIP is, but there are entire channels dedicated to discovering the environmental, archeological stories buried in Fallout’s ruins. 2. Just a different way to consider your mountain analogy, from a medial perspective on design, rather than say a more commodifying perspective; is the goal to design a view, or a climb? The goals are medially exclusive in a lot of ways, I think. If the goal is to design a climb (figuratively or literally), the resulting view’s design is tertiary at best. It might serve as some kind of reward, but ultimately the experience is about the climb, and designing ways to make the climb feel more climby. This experience would likely be more ludic, and in essence probably more game-like. If the goal is to design a view, why do we really need the climb feature? It’s not really supporting or elevating the experience of the view, it’s impeding it if anything. The design and features of the view are the primary focus, and concepts that elevate or accentuate it should probably be where secondary elements come from. This experience would probably be more paidic, and more toy-like than game-like. Outside of money, there’s not a lot of good reason for something to be equal parts both. You kind of just end up with a thing that’s weaker than it would have been if it had been dedicated to one or the other. I wish the games industry could learn to say (again) “I’m making this experience for someone who likes climbing,” or “I’m making this experience for someone who likes views,” if there’s going to be targeting at all (which from a medial perspective I’d argue against), rather than “let’s figure out how to fit as many angles into this thing as possible to draw the greatest amount of launch date dollars.” There’s a lot that gets overlooked and ditched when games are looked at exclusively as a business. There’s not as much to leave behind when they’re viewed mostly, or exclusively, as an artistic medium that still have a lot to explore. (Sorry for any typos, this was posted via mobile)
In one of his videos he told to people like us that if we don't like some games than these games are not for us and we should go play other games instead. Industry doesn't really care what hardcore fans think. We have been treated as non-important because they were always chasing bigger crowds to make more sells. However they forgot their roots so much, that now lots of studios will go bankrupt and closed because they started to create bad games that doesn't sell well.
Thank you for doing these wonderful videos for us. You may want to give your voice a few days of rest though. All youtubers eventually learn that with all the recording and re-recording, your voice isn't the endless resource you assume it to be. 😀
Thanks for the videos! Great stories! Could you do a video about how does a ''bad'' game get developed? People are quick to say things like ''Devs were lazy'', but what are the background mechanics that actually bring about a bad game? Do the people working on the game realize it's bad as they're working on it? How is it that there can be huge budget games, with experienced people working on it, and a big company behind them to support the work, but in the end the game is ''bad''. (Just to throw out a random example: Anthem)
I would love to hear you talk at length about fallout new Vegas? What’s your opinion of it? To many it’s the closest to the original isometric fallout we’ve had out of the modern selection. What’s your opinion of Josh Sawyer and the other devs and where they took your story
Really useful questions, wow. I can definitely see how they apply, even in older games like Star Control II and Chrono Trigger. I’m curious how you might recommend indie devs to navigate them, especially reactivity - even with my smaller game concept (DBZ, planet Namek co-op scramble), having to script out a combinatorial explosion of dynamic situations sounds daunting.
Please give us a video on the changes of the Arkanum, the game is wonderful but so much feel incomplete, would be very illuminating knowing more about its production to fill in the gaps.
I really need to pick up Lord of Light! Based on what you're saying about it, Tim, I think you'd really like Gene Wolfe's Book of the New Sun series (if you haven't read it already). The style its written in also adds a lot to the mystery, and its largely debated what even happened in the series by fans to this day.
Unrelated but your Fallout 2 video just hit 100k views, your first o_O. Not that I didn't like it, but I didn't expect it to be this popular. Your channel's been around 1 month and already has 27k subs. Kind of impressive. Well-deserved imo
Very helpful info. here, Tim! Whatever can help a dev team understand and visualize a high level pitch seems key. Do you think the same is said for quest design? Or can we all expect another video on quest creation in the future?
About books having no choice: This funnily reminded me of some books I read as a kid that had you make decisions and jump to certain pages/skip pages when it was time to make them. Iirc you were a detective trying to solve a crime.😄
The quest part wasnt bery clear to me, you first said its a boring quest: "go talk to someone, bring an item to the other dude" but the next second you said: " you have to talk to a bunch of people, find something and bring it to someone." You added a couple options like finding a clue or killing somebody but they sound a lot like the same to me at the end. Maybe I missed something important? Maybe it's the last part that the quest should not lead you but rather let you figure out what to do next?
It’s the difference between being handed something to deliver versus having to explore and search for the thing(s) to be delivered. The former is hand-holdy, the latter is not.
You might love the Coldfire Trilogy books. Starts as a scifi, turns quickly into a fantasy that you almost forget it was a scifi first chapter. VERY evocative.
Hi Tim, would Bethesda ever consider taking Fallout back to its isometric roots given the success of a game like Disco Elysium? For classic Fallout fans we've been secretly hoping for another top down Fallout game for more than two decades
Not from any of the big studios. I think this is partly, as you can hear Tim say, they made Fallout for themselves, with no concern of the target audience. A moderately large studio, nowadays, wouldn't really take a risk like that. You gotta have to look at the indies. Kenshi is somewhat close, but it lacks the more focused narrative.
Fun Fact in Fallout 1 I never figured out how to enable a quest for saving the missing/abducted brotherhood of steel member. I always just sorta stumbled on him at that Church in the Hub with those dudes cocked and loaded, didn't have a clue about what it was only that they clearly meant business. Then I go over to the BOS bunker and without a clue - hey you're accepted.
An example of a good setting that's not evocative is the World of Darkness. It's the modern day, but Vampire clans secretly rule the world and you belong to one of them. We all know what vampires are and they're cool, but it's extremely difficult to make your first character for that game. You need to play it first and learn the politics and goals of different factions to even know where you can fit a new character in a way that would be interesting and expressive. It's a tabletop game, where the first campaign is usually the DM guiding players through an adventure - giving them somewhat linear stories and letting them be creative in the way they solve them rather than with what challenges they choose to face. You can see that in the way BLOODLINES plays out with a story of a new vampire who's just doing tasks for the good first half of the game, as compared to the immediate freedom offered in Arcanum. Vampire has a hook, but the water is very muddy.
I always feel like these games are like little simulations of reality; letting us know more about ourselves and our own world through contrast/similarity.
I'd be really interested to hear more about the choices that went into making the Outer Worlds. That's a game where I'd really like to know about the behind-the-scenes situation. Like, how much creative freedom did you have within the "Fallout Meets Firefly" premise? Were there ideas that were nixed because they fell outside that premise? What aspects were affected by the need to make the game more broadly appealing. (Personally, I felt that some of the choice-and-consequence aspects of the game felt more simplified - there was often an obvious best-of-both-worlds option to be taken - and the Board were so obviously the bad guys that I was never able to bring myself to side with them on any of my playthroughs, and those seem like the sorts of things that would have been done to appeal to a wider audience.) Also cut content. You've been pretty open about cutting quite a lot from the game, and I'd love to hear about it. (Also, I adore TOW, my complaints are minor things against how much I overall loved that game. Can't wait to see more of TOW2.)
Im planning to make a goofy game that does the opposite of immersion, maybe I shouldnt have you play the most oversimplified version of the bad guys, but if you took that setting stiously, point of that idea is to question what youre doing and whos telling you what to believe which forms what youre doing. It wont have a story it barely has a setting. Horde survival games like holocure or vampire survivors hinge entirely on gameplay. And part of it is not having any budget and it will have multiple oversimplified characters so voice acting is entirely out of the question. Icm not insane, I will probabaly start with 1/10 of the characters I concepted in first alpha release.
Tim, have you read The Book of the New Sun by Gene Wolfe? If you like fantasy that becomes Sci-Fi then those books are exactly that. Likewise, have you ever given The Age of Decadence a try? It's got a similar vibe
I enjoyed the outer worlds setting but I enjoyed it a lot more after reading and learning the setting is based on an alternate reality where the business trusts were never broken up under Roosevelt and corporate culture took over. They probably explain this in the game but I still missed it
While you were going through your points, I checked how well "Horizon Zero Dawn" did and in my view, it ticks all the boxes. I find it difficult to think of a more perfect setting than the premiss of Horizon Zero Dawn and the great story underpinning it.
I still think a post nuclear pirate setting is something not yet explored enough. Waterworld was a hit and even the Fallout manual hints at citys or people on floating houses out on the seas I think it can bring best of both worlds like a top down vessel/party management but landing somewhere allows you to explore it in first person. Also procgen could help make the coastal areas more interesting to explore while handcrafted locations here and there help support a feeling of diversity and it being alive rather than all procgen. Because again I feel its something thats either overused or underutilized. Either a game feels repetetive because it uses so much procgen or it feels small/empty because there is only a couple really nice locations with nothing inbetween. Unfortunally I have zero useful experience in software so thats something that will forever cook in my mind because I will never be able to make it but by putting it out here its at least not forgotten haha
I actually had fantasy about pillars game having similar gamplay to dragon's dogma, also the game is like japanese/eastern devs take on skyrim. Fun thing they were inspired by western games in the first place, i think lead designer is a japanese dnd nerd.
How well did you get along with Chris Avellone? He's always been my MvP video game writer, but I was wondering how he was to work with. I've heard he has very high standards and part of why the stuff he is involved in tends to do well is because he will criticize things which don't fit or which fit oddly.
On the topic of quests, i think big part of quest being good is just being hard to predict what will happen next. Jojo's bizzare adventures' cartoons like climactic turning the critical variables upside down style of writing a quest is defenitly a thing to look up to. If game is too accessible its easy to figure out and you lose interest faster, i mean there are good visual novels but its not like you play rpgs just to get the story. Some aspects of the game can be hard just for sake of being hard and waking up the player that been cruising the gameplay aspect with turned off brain. Making games for journalists is the worst thing you can ever do and it will only lead to the whole genre dying. Making difficult games right is a art of its own, making every combat encounter count and being memorable(like a good quest) is what truly differentiates good game and great. Lets be real, combat in outer worlds is its weakest point, your perks dont excite you because they wont matter since you wont feel a difference fighting with or without one(one system making other worse). And it only piles up on each other. Obviously tuning stats is super lazy and thus experimenting with enemy tactics(enemy forces surround you) and terrain(like mud that slows you), is a way better approach. Like add aim assist on lowest difficulty or something, even for casual dummy those games should give some sort of accomplishment for fighting each encounter and make players yearn for difficult ones. And fuck borderlands.
What would be the best way to get started with building open world RPGs? I've got some ideas itching for settings, but my programming skills are rather lacklustre (read non existent). I'm thinking about doing stuff with Unreal, but I've found it to be very difficult to get into so far.
Well, from my perspective, look at OpenMW, get to learning Lua, start to contribute to the dehardcoding, down the road, OpenMW will become the premier engine for supremely moddable indie open-world RPG games.
@@EnneaIsInterested While I love this idea, OpenMW doesn't really have a great physics system yet. Nor is it really made for open world in 3 dimensions, meaning it's very good at horizontal exploration, but not really large vertical structures.
I would go with something 2d or just an engine thats easier to use. Unreal doesnt really come with optimizations built in, and you probably will have to learn many many skills to make use of it's full potential. On the other hand, you could try making something simpler in Godot, which is a lot more beginner friendly
You could have made a masterclass, but you gave this to us all for free. Thanks so much for the great advice Tim.
Good point…. Tim you are the man for this!!! I’m very interested in good story in games(especially fallout) and this is very helpful!
There are thousands of useless courses online costing hundreds or thousands a year filled with information you could search for yourself. Then there's Tim giving A+ advice day after day with care and thought, all delivered wonderfully. I wish the world had many more Tim's.
Mind that this is coming from a guy responsible for such vapid cookie-cutter snoozefests as The Outer Worlds and Pillars of Eternity.
@@cadcad-jm3pfHe made 2 bad games. Okay. Your point?
@@jamesp6267 Those weren't even bad, not as good as some of his classic work but still solid. That other guy is an idiot.
Been watching your content for days now after coming across it. This is gold for us new indie devs who have no professional AAA experience - appreciate all the content Tim!!
I'm glad you like it. Now go make me a fun game to play! :)
exactly!
I found it interesting that Fallout 3-NV had a starting level and then asked if you wanted to edit your character before continuing. The player will have the opportunity to experience their character build and settings and then change them without disturbing the continuity of the game. As a player I like it when more opportunity of choice is added to a game without it making it too convoluted.
Oblivion had that as well, though with both Fallout 3 and Oblivion it's more that you're stuck underground and the exit that takes you into the game world will have that pop up before you go through it. Also I know myself and many others do the trick of keeping a save right before that so on subsequent playthroughs, you have the option of skipping through the (often lengthy and boring once you've seen and played through it the millionth time) intro. Which really makes me wish vanilla Skyrim had that as well
unfortunately I was never able to play past that starting level on any of the different copies of fallout 3 I bought. what a great game. -_-
@@TheNobleStar9075 doesn't Skyrim have that at the exit of the cave?
@@austinglueck2554 Weirdly it doesn't in vanilla, so it's probably something that's so oftenly modded that you forget it's not part of the base game
(Also sorry for the late response, UA-cam didn't send me a reply notification)
@@BlackMasterRoshi same :D I bought fallout 3 on steam and found out it is german only and forced low violence. so I dropped it.
It has long been my belief that mainstream game players are far more willing to navigate a complex game than they are typically given credit for, but it is key to introduce those complexities in a way that is approachable and doesn't feel like more trouble than it's worth.
I think Digital Extremes said they were worried that people wouldn't play Warframe because they would see all the complex systems in the game, and they knew their "new player experience" was not there. When the game was a success, they figured that if the game was fun in the first place people would look at the things they don't understand and just think there was even more to the game and that was good. If you see your game design as being you have to get to the top of the mountain before you can start having fun, then it is a real problem. Why are you so miserly with fun? Let the player do something fun the moment they hit new game, then promise more fun in the future.
I have friends who look at Path of Exile's skill "tree" and just nope out, even though they haven't actually played the game to see how it or any other systems are presented or how they work.
@@Revan_7evensee that’s the difference between POE and warframe that makes warframe have a better new player experience. Warframe has lots of different systems giving the player new skills, POE has the skill tree (HUGE) and equipables.
Treat this video blog as a video CV for a big corporation like Bethesda and then you will understand why he is saying such things.
My Grandad passed this week. It made me want to pursue my passion/dream of game design because we only have so much time. I'm scouring all of your videos to help me with overarching concepts as I build my first game. Thank you for making these videos, Tim!
One addition to what Tim finishes saying at 8:30 is that NPCs also help define the player character based on how they react to them. Which is something that shows up in a lot of Black Isle and Obsidian games.
Your video content is absolutely golden. It's very rare to find people with quality information & experience in the games industry, especially for free from the internet. I currently do game dev as a pretty serious hobby and this content gives incredible encouragement 😁 Thanks for your work ✌
Timestamps for the Questions:
02:12 Is it easy to explain?
03:32 Can you tell an interesting story in that setting?
04:45 Is the setting reactive?
05:56 Can you come up with interesting quests to do in your world?
07:21 Do you have interesting characters in your world?
08:25 Is your setting evocative?
10:10 (Optional) How mainstream is your idea?
When you said you saw comments like "They don't do that anymore" about technical writing, it breaks my heart as a writer. So that's exactly why I'm unemployed! kkkkkrying
My thought was, "Oh, so _you're_ the ones responsible for the decline of the gaming industry...". I'm joking, of course. Mostly.
As someone who's struggling financially and can't afford to attend college for game dev, I really, truly appreciate that you offer your advice and guidance for free on an accessible platform! You're awesome!!
So I designed a ttrpg. It’s really short so it forced me to be really efficient and evocative with my world building.
The biggest lesson I had to learn was to how to build the world around function.
I had little space for “lore.” So most of my world building was done in the mechanics, in the gear choices and in the random tables.
Essentially the point is that when world building think about how the world would be experienced through the players perspective. And how to express that world through the things the players regularly interface with.
I hate games where they just pile on hundreds of "choices" but the choices didn't matter. All the items boiled down to something like a single damage rating. You didn't feel the difference between an axe and a sword. One had more DPS so that's what you picked. There was no difference in play style.
Professor of gaming, obtained professorship by making the best games I've ever played. It is an honour and pure value listening to your thought process.
This is an amazing video, but I wholeheartedly disagree with your analogy at 11:26. The beauty of something is often because of the journey that led to it.
It's a common knowledge, however he is an industry worker now. He has to obey the business people. If they say that things should be "accessible" i.e. dumbed down, then they will be dumbed down. And you need to provide a monster truck with a mounted bazooka in it to the average player.
Hey TC.
Would you be up to make a video about specific types of design documentation?
Example:
-A quest design doc.
-Mechanic doc
-Pitch doc
-Level design
-Dialogue
-Characters
-Etc
Looking for structure, tips, layout and etc.
6:30 it’s like hearing someone summarise Starfield’s “quests” 💀
There's also that distinction between a setting that's good for a type of game and a setting that's good for a story, at least for me. Like there are settings that might work well for literature but their game space might be more limited, especially if player choice flexibility is key to the design.
Making homebrew settings in RPGs I make sure to remember that players may not WANT to participate in the things I find the most interesting, so I have to have enough connective tissue to let it bear the weight of their decisions.
Sort of wonder what the Dark Souls pitch would have been :)
2:53 Reminiscent of a great Star Trek legend. Roddenberry had to present it to the studios as "Wagon Train to the Stars," but in the end only Lucille Ball believed in it enough to give it a chance. Must be surreal for the artists and developers actually working on a project to have to liken it to something that already exists to invoke an image in the minds of others who aren't at all familiar with it.
these videos have been valuable beyond measure. I'll take those questions into consideration, the next time I set out to develop a new setting. Thank you.
With what you were saying about mainstream considerations, I've always thought of it as 'complexity vs. accessibility'.
A complex game is not necessarily a deep game and vice versa, but complexity increases the time and investment required to learn the game.
Accessibility means it's easy to pick up and play with little or no investment. You can have accessibility and depth coexist, as long as you as you say, "lower the slope".
I think a lot of big RPGs in recent years really struggle with that notion the most. A great example of all sides of this is the Elder Scrolls series.
Skyrim, which ditched a lot of its deeper mechanics and simplified others. It's accessibility was great, and created many new fans of the series, but it's often looked down upon by many as being too shallow or dumbed down, especially by fans of Morrowind and Oblivion. Once you get a feel for the game, there's nothing left to learn or master. Without depth of mechanics, it relies on the rest of the game to hold your attention, be it story content or challenging combat.
On the other hand you have Morrowind; unforgiving, unstable, unbalanced... almost begging you to break the game's mechanics through deep knowledge and exploits of its systems. But it rewards those who do with an experience unlike any other to this day.
Not an easy game for casual players to enjoy, but still highly regarded by fans and players who like to take the time to learn the mechanics of a game.
I believe a great game should strive for both accessibility and depth, and it's one of the reasons I became a fan of your and Troika/Obsidian's works, as they tend to strike a good balance.
Yeah as much as I love Morrowind it isn't that accesible to new RPG players, which restricted the audience and potential sales. I can see why Bethesda leaned towards accessiblity with Oblivion and Skyrim. While lacking mechanical/lore depth, at least those games got new people to play RPGs. I would never have played Morrowind or isometric RPGs had I not played Oblivion first which helped ease me into the RPG genre.
About the appeal of exploring a post-post apocalypse touches on something that's similar to the appeal of horror, in seeing the familiar become unfamiliar. There's something uncanny about seeing the world that we know change terribly. It also invokes awe, both in the positive awesome and negative awful. Like, the world of Silent Hill is a hellscape set in a mundane resort town, something that I recognize but also find unknown, even horrifying, and yet, I cannot wait to explore it.
What you say about game design, narrative and world-building is 101 tenfold that peeps really need to listen and write down to make interesting games. I totally agree with you.
That elevator pitch is so important.
As someone who has been toying with a game setting in the back of my mind for the last couple of years, writing thoughts and ideas in a text document as they come to me, slowly building and building (probably a mess), the questions you proposed seem obvious in hindsight but aren't something I had really considered until this video. So thank you, this is wonderful.
On the subject of who games are made for, I find the idea of Arcanum being made without much regard for it's potential audience really fascinating as someone who loves that game to death. I also find the fact it wasn't made with an audience in mind to actually be a commonality among games that stick with me, or are games that I generally adore. There's just something about a game coming directly from the mind of an individual, or individuals that you can really feel permeate through every aspect the game, and it leaves a lasting impression, regardless of any flaws.
Where as other games that are probably made to be generally accessible or to be fairly sound business decisions may not have anything wrong with them and are perfectly fine and fun games that you enjoy playing through well enough, but you find yourself 8 months later going "What was that game called again?" It's something I think about a lot when trying any new game, some games feel just fine to play, but somehow there is no semblance of soul.
What would be your good setting for next Fallout if it was up to you to decide ?
Obviously can’t speak for Tim, but I personally hope for Chicago or New Orleans. As a Tennessean, I’d also love to see Nashville
@@audellaroque4730 Chicago would me my choice no1 as well :) . I wonder what Tim has to say...
I found all of this advice to be equally profound for rethinking the design of my campaigns for DnD and Starfinder! Thanks a bunch Tim :)
Hey, Timothy! I've really loved the Fallout series. I've actually taken the New Vegas scripts and turned it into a tabletop game for practicing French. The branching dialogue trees and the complexity of the story makes it ideal for having players read and have to understand what they're being presented with to make decisions. It's a really engaging way to help learn a language. I really appreciate your work on the series. You helped make possible one of the best unintentional language learning tools in existence. Thank you! :D
Wow, that's really cool! Would be awesome to see it when it comes out.
@@mikeandmike6169 Thank you very much! I'm not sure how I could share photos, but I'd be happy to do so. I've created game pieces as the other players in the course progress through the game. They're in Primm right now, so I haven't made much beyond Nipton. I got a platinum chip, bottlecaps, NCR currency and a stand-in for Legion currency from Etsy and just print off paper standees for characters. Type up the French-translated version of the game and create some dialogue cards, and you've got an immersive and engaging world that demands an understanding of French in order to make decisions. :D
Me and my girlfriend watch your daily video every day. It's like a small thing we look forward to.
I just hope you never run out of topics. Cheers and thanks for all your uploads
Some of the rules I follow when creating setting, story, characters or mechanics:
1. Give yourself restrictions that force you to creatively think around the limitations you've set on yourself.
2. Avoid tropes and reused cliches (or at least as much as possible) in EVERYTHING: the characters, story, music, UI, etc.
3. Hook the user so that they're constantly chasing after a valuable reward or goal. This can be done in every vertical of the game. It must feel valuable.
4. Don't be afraid to discuss your ideas with others. You're doing yourself a disservice trying to protect your ideas.
2. Avoid tropes and cliches
Only to tie back to #1. It's just to force you to explore other things in the beginning.
In subsequent review/edit, if something works WAY better with a cliche... it's better to use a cliche than an awkward/bad "kinda-original" idea.
Game of Throne is full of cliche. Fallout is also full of cliche. Being fearful of cliche is ironically a cliche among young creatives.
@@alexfrank5331 I was going to point that out! You worded it really well. I see so many creators allergic to tropes and cliches that it easily hurts them, especially those that go too far down the "It must be completely different from everything that's out there" rabbit hole but simultaneously are creating something in a certain genre or whatever where it's extremely difficult if not impossible to create the stories they want to make without having those elements in them. Also you don't need to reinvent the wheel, I've seen some good series that are VERY trope-y but they use them to such great effect and execute them so well that you can't imagine those series without them. Plus I just wanna mention how Postfu said #2 applied to everything, not only writing related subjects. Yeah there's certainly generic music and UI out there but I feel as though it'd be much harder to avoid their equivalents of cliches and tropes, especially since these can quickly get in the way of the user experience if done incorrectly.
Additionally, to add onto #3, I don't think it necessarily needs to be a promise of a reward or whatever, but instead the general advice of hooking your players by giving them good reasons and incentives. Maybe it is as simple and game-y as "I want to do this quest because you can get a cool sword that does lots of damage" but I find that the best reasons for completing objectives comes from getting your players engaged with what's going on and attached to _something_
Whether it's a plot beat, part of the setting, a particular character, a certain mechanic, or what have you, so long as it keeps your players coming back for more. Though be careful with your players getting attached to _something_ that's going to end up neglected as time goes on
Clichés are reliable, if anything. Being subversive for the sake of being subversive isn't just overdone at this point, it will almost always be seen through by the player - and it's never a good idea to insult the intelligence of the player, it instantly ruins their enjoyment.
I just discovered these videos and I am very grateful that they are here. I have picked up an old project I started in the 80s - a C64 assembly RPG and am at the point that I need to flesh out the setting. I feel like I am in a bit of a trap where I always define the story arc and thereby, the setting, by looking at an arc I want the players to experience rather than a concrete story. These videos are helping change my mindset!
I started watching this channel for the sake of interesting details about Fallout. But unexpectedly, it was pleasant for me to find just a storehouse of information that is interesting and useful to me. Of course, I'm not a programmer, not a game designer, not a game developer, but I'm a GM who comes up with stories, settings, quests, NPCs, and therefore I'm just glad that I can learn from the best in this business. I was looking for gold, but I found gold and diamonds. Thank you!
i love waking up and seeing one of your new videos tim.... you are great at story telling
Thank you for all your videos. I am starting my journey the next moth I am trying to make a map for me to know what to do... I am finishing a course on art and this will be my next step... Thank you so much! 🙏🏻
These concepts are so complex to articulate and I'd find it hard to articulate them as well as you have. Thank you for all these amazing videos, I'm learning a tonne by watching them all.
Pure, straight to the point - 1:30 - 2:00
Unfortunately too many think too much of themselves, completely detached from reality, living in illusions. Egocentrism along with solipsism. Jailed in a cage of consciousness.
Sad, but true.
Tim quietly having one of the best channels on UA-cam
I would appreciate counter-examples to the questions. In particular, what kind of setting you would consider too complex to describe for it to be a good video-game setting.
this is extremely helpful and informative!! I really appreciate you mentioning both the creative part but also legibility from outside perspectives, its so helpful for those who think they have an idea but aren't too sure how to go about making something out of it!!
Based on your words, I recently read Lord of Light. Even as an avid sci-fi reader it surprised me, especially the quasi-Indian setting and the way Zelazny uses all its tropes and mythology in a world of the far future. It also felt as if he wanted to make a sequel. But, speaking of target audience and its needs, I wonder how popular it proved, since I don't think I've ever seen it on any of the sci-fi top lists.
I can't wait for the Arcanum video! Great video as always!
Hey tim! i got a question how do game developers go about setting difficulty settings in their game? What do you look for and what do you tweek?
two of my favourite game & narrative settings particularly in the Fallout series are the Sierra Madre (villa) and The Island from Dead Money & Far Harbor respectfully. Both, despite being fairly short manage to completely out class the base games they were stitched onto.
Hit the nail on the head. My initial playthrough of Edgewater gave me such a different vibe than my friend had while we were playing Outer Worlds side by side.
The first 2 minute is already the most profound lesson that most people never learn, but should've.
Talking about Lord of Light starting as fantasy and ending up sci-fi, you might enjoy J. Negrete's Zemal books. It's Spanish, not sure if it's translated in English, but it's awesome. The first book sounds really magical and by the end you know how much of that magic was actually tech.
The primary thing about Fallout was the profound sense of ISOLATION. A sullen place amplified by its atmospheric music (eg, Desert, The Glow, The Caves). Yet out there in the wasteland there is still plenty of things to discover, and some areas where there's nothing except dangerous random encounters.
Tim I love ya man, your team made Arcanum my favorite RPG. Inspirational stuff my dude.
The best evocative setting for me that I can think of is No Man's Sky. When i first heard of the setting I really wanted to play it, i ran to steam to wishlist or preorder (i don't recall if i wishlisted it but I did preordered it) and that's something I never do. Thats the only game I've preordered in my life and ive been gaming since the NES when I was around 5 (im 35 btw, I've veen around here for a while now 😂) because the setting was so evocative for me at least. Now the execution is another theme.
Can't believe we live on the timeline where Tim Cain made a youtube channel and is making awesome and interesting videos every day.
Had no idea you did UA-cam videos. Games like the original Fallout titles are some of my all time favorites and I never have a hard time convincing myself to replay those every few years or so. Just recently played through New Vegas last year on my Steam Deck and had a blast. Might need to go back to the Og games soon. Peace and love Tim ✌️
Your videos are amazing, please keep making things!
It's funny because with The Outer Worlds I never really had a full view of the setting even after playing it for a bit. I would have said something "Pulp sci fi corporate satire in space". If they'd stuck to the aesthetics of "Fallout meets Firefly" stronger I'd have been a lot more excited to dive into that, there's a lot more of a clear fantasy to build a character around instead of feeling like you're skipping through character creation to play around and find out what world you're even playing in. I can understand however that since Fallout and Firefly are already really close in aesthetics that the project felt the need to diverge from them to stand out.
Watching your videos has been very insightful and for that, I am deeply thankful for all that, Tim.
As someone who is still learning the ropes to eventually make games, I have this passion project action roleplaying game that I'm in what I refer to as pre-pre-production (due to currently working on it's design doc and eventually prototype as a solo dev, when the game's scope requires a larger team to best execute it), I have the setting in mind that answers most of the questions properly but I think I'm having issues with a couple of those questions. Let me elaborate on what I mean by how this setting answers those questions:
1. Is it easy to explain? See, I don't know if "Fallout (New Vegas) meets Super Mario Galaxy in a solar system that's a mix between the UK, Japan and Brazil inhabited by robots" counts as that since it is a mouthful to repeat all that. But if I shorten it to "FNV + SMG" I fear that a lot of the unique appeal of the setting alluded to by the longer description gets lost, or at least the shorter description may lead folks to find the other details to be too surprising for the pitched shorter explanation.
2. Can you tell an interesting story in that setting? I think so, this highly dynamic world allows to tell the story that asks, what does it take to destroy the power structures that make us miserable, or put simply, how do you undertake a social revolution. Within this thematic core it explores different aspects of it such as the role of violence, how discrimination undermines social struggles, and the dangers of cult-like social dynamics among others.
3. Is the setting reactive? Very much so. In the main questline, with one of the main factions, the union you can do anything from coordinating solidarity strikes all over the star system to usher a general strike to sabotaging the union, having the more conservative factions within it to take the lead to, of course, killing them all. If you rack up enough negative reputation with the corporation or the state, (the two other main factions) the cops will arrest you and send you to the prison planet in which depending on how you leave prison could either mean, each time requires a different escape route, to having to bribe the warden to let you go, to the prison being covertly lead by the prisoners, in which case you can just leave.
4. Can you come up with interesting quests to do in your world? Absolutely, from unveiling the mystery of a murdered investigative journalist to determining the fate of the last shogunate (your boss) and his remaining army to being the catalyst in the uprising within the prison planet, and those are just the side quests; as the main quest is a civil war waged between the radical union, the state ruled by a king regent who's personality program is based on Jimmy Hoffa's and a foreign media corporate empire with its branding focused on the divine. So there is sure to be a lot of interesting things to do in this world.
5. Do you have interesting characters in your world? Hopefully the following characters count as such; like the prime minister who despite being a charismatic former samurai with a heart of gold, is as disappointing policy wise as most progressive politicians can ever muster to be; or the shrouded marquis of halberds in the council of lords who moonlights as a union boom mic operator or an elderly former businessman who heals squatters and the destitute.
6. Is your setting evocative? Much like the first question, I don't know. Is a world which rather than being defined by some sort of collapse of civilization, it is one in which its dystopian contradictions ceaselessly compound upon itself an evocative setting? In the specific combination of things intended for this setting, I'd imagine that there is this aspect of the unknown in there with maybe the oppressive horrors that are, well, evocative of the overwhelming oppressiveness of our own world; so maybe that could serve as this element of the scary brings people in.
7.(Optional) How mainstream is your idea? I mainly care about this because I want this game to have a larger reach, but I don't know to what extent it would be mainstream. On the one hand, it is broadly a space future dystopia, rather similar to be honest with The Outer Worlds, but the specifics of it are rather different; it is still a capitalist hellscape in space, but the government and unions are relevant forces in the world for instance, some intensifying the dystopia while others counterbalancing it; and the alien fungal biology brings to the world a certain fantastical uncertainty to that reality.
I understand if this takes too much time to give any specific responses but either way, I hope the best for you, Tim.
Thank you so much for the information you share with us ❤
Another awesome vid thanks so much! Your vids bring so much joy.
I know you’ve stated you don’t have time for comments, but I’m just putting it out there anyway for discussion, review, whatever:
1. Fallout evolved into a type of accidental urban exploration simulator that I think intentional urban exploration simulators would fail to compete with in regard to effectiveness. Here effectiveness meaning the capturing and conveyance of the qualio-emotional experiences that define urban exploration and why it’s generally done.
For myself, qualia-first design is kind of the ideal way to capture the unique strengths of interactive media. Which is a little different than your approach. I think qualitative experience, then the mechanics that can facilitate and support that experience through qualio-syntonic interaction, then narrative and setting to help flavor and contextualize both in such a way that the play experience is unique unto itself while still delivering the essence of the qualitative experience(s) that inspired it.
I feel like that single aspect-urban exploration allegory-is the core strength of the 3D Fallout games above anything else.
I would play the 3D Fallout games if they were built entirely around this single feature. I’d actually prefer they had been, since the running and gunning isn’t ultimately that rewarding or deep. People don’t often make videos about how awesome the PIP is, but there are entire channels dedicated to discovering the environmental, archeological stories buried in Fallout’s ruins.
2. Just a different way to consider your mountain analogy, from a medial perspective on design, rather than say a more commodifying perspective; is the goal to design a view, or a climb?
The goals are medially exclusive in a lot of ways, I think.
If the goal is to design a climb (figuratively or literally), the resulting view’s design is tertiary at best. It might serve as some kind of reward, but ultimately the experience is about the climb, and designing ways to make the climb feel more climby. This experience would likely be more ludic, and in essence probably more game-like.
If the goal is to design a view, why do we really need the climb feature? It’s not really supporting or elevating the experience of the view, it’s impeding it if anything. The design and features of the view are the primary focus, and concepts that elevate or accentuate it should probably be where secondary elements come from. This experience would probably be more paidic, and more toy-like than game-like.
Outside of money, there’s not a lot of good reason for something to be equal parts both. You kind of just end up with a thing that’s weaker than it would have been if it had been dedicated to one or the other.
I wish the games industry could learn to say (again) “I’m making this experience for someone who likes climbing,” or “I’m making this experience for someone who likes views,” if there’s going to be targeting at all (which from a medial perspective I’d argue against), rather than “let’s figure out how to fit as many angles into this thing as possible to draw the greatest amount of launch date dollars.”
There’s a lot that gets overlooked and ditched when games are looked at exclusively as a business. There’s not as much to leave behind when they’re viewed mostly, or exclusively, as an artistic medium that still have a lot to explore.
(Sorry for any typos, this was posted via mobile)
In one of his videos he told to people like us that if we don't like some games than these games are not for us and we should go play other games instead.
Industry doesn't really care what hardcore fans think. We have been treated as non-important because they were always chasing bigger crowds to make more sells. However they forgot their roots so much, that now lots of studios will go bankrupt and closed because they started to create bad games that doesn't sell well.
Thank you for doing these wonderful videos for us.
You may want to give your voice a few days of rest though. All youtubers eventually learn that with all the recording and re-recording, your voice isn't the endless resource you assume it to be. 😀
this is a good channel. i'm glad you're making these
Thanks for the videos! Great stories!
Could you do a video about how does a ''bad'' game get developed?
People are quick to say things like ''Devs were lazy'', but what are the background mechanics that actually bring about a bad game?
Do the people working on the game realize it's bad as they're working on it?
How is it that there can be huge budget games, with experienced people working on it, and a big company behind them to support the work, but in the end the game is ''bad''. (Just to throw out a random example: Anthem)
I feel like we've had quite a few bits on this shared across multiple videos. It could be interesting to have them all compiled into one video.
Thanks Tim! Your videos are very informative and thought provoking.
I would love to hear you talk at length about fallout new Vegas? What’s your opinion of it? To many it’s the closest to the original isometric fallout we’ve had out of the modern selection. What’s your opinion of Josh Sawyer and the other devs and where they took your story
Really useful questions, wow. I can definitely see how they apply, even in older games like Star Control II and Chrono Trigger.
I’m curious how you might recommend indie devs to navigate them, especially reactivity - even with my smaller game concept (DBZ, planet Namek co-op scramble), having to script out a combinatorial explosion of dynamic situations sounds daunting.
Please give us a video on the changes of the Arkanum, the game is wonderful but so much feel incomplete, would be very illuminating knowing more about its production to fill in the gaps.
I'm so glad you're not trying to sell people an online course.
Love you matey. Your knowledge on gamedev is so valuable.
I really need to pick up Lord of Light! Based on what you're saying about it, Tim, I think you'd really like Gene Wolfe's Book of the New Sun series (if you haven't read it already). The style its written in also adds a lot to the mystery, and its largely debated what even happened in the series by fans to this day.
Unrelated but your Fallout 2 video just hit 100k views, your first o_O. Not that I didn't like it, but I didn't expect it to be this popular.
Your channel's been around 1 month and already has 27k subs. Kind of impressive. Well-deserved imo
As a home baker, I really loved that bread analogy. There’s some sort of sense - writers of any kind develop it - when you know something is ready.
Loving these videos. I hope you make some videos on the South Park rpg, that game has not received the credit it deserves.
Very helpful info. here, Tim! Whatever can help a dev team understand and visualize a high level pitch seems key. Do you think the same is said for quest design? Or can we all expect another video on quest creation in the future?
I always saw it as: A good setting is one that's interesting on a shallow surface level, and it's still interesting when you delve deeper into it.
About books having no choice: This funnily reminded me of some books I read as a kid that had you make decisions and jump to certain pages/skip pages when it was time to make them. Iirc you were a detective trying to solve a crime.😄
I'd say the choose your own adventure books are a bit of an exemption.
@@TheOneBearded There's still a linearity to them though.
The quest part wasnt bery clear to me, you first said its a boring quest: "go talk to someone, bring an item to the other dude" but the next second you said: " you have to talk to a bunch of people, find something and bring it to someone." You added a couple options like finding a clue or killing somebody but they sound a lot like the same to me at the end. Maybe I missed something important? Maybe it's the last part that the quest should not lead you but rather let you figure out what to do next?
It’s the difference between being handed something to deliver versus having to explore and search for the thing(s) to be delivered. The former is hand-holdy, the latter is not.
You never disappoint with the shirt choice Tim
You might love the Coldfire Trilogy books. Starts as a scifi, turns quickly into a fantasy that you almost forget it was a scifi first chapter. VERY evocative.
Hi Tim, would Bethesda ever consider taking Fallout back to its isometric roots given the success of a game like Disco Elysium? For classic Fallout fans we've been secretly hoping for another top down Fallout game for more than two decades
Gonna have to ask Todd Howard cause TIm wouldn't have any info about what Bethesda are doing.
Not from any of the big studios. I think this is partly, as you can hear Tim say, they made Fallout for themselves, with no concern of the target audience. A moderately large studio, nowadays, wouldn't really take a risk like that. You gotta have to look at the indies. Kenshi is somewhat close, but it lacks the more focused narrative.
They will bring isometric roots back only for an atrocity like mobile game with grind and loot boxes casino.
Your face has been an icon on every computer I've ever owned for close to thirty years.
Fun Fact in Fallout 1 I never figured out how to enable a quest for saving the missing/abducted brotherhood of steel member. I always just sorta stumbled on him at that Church in the Hub with those dudes cocked and loaded, didn't have a clue about what it was only that they clearly meant business. Then I go over to the BOS bunker and without a clue - hey you're accepted.
An example of a good setting that's not evocative is the World of Darkness. It's the modern day, but Vampire clans secretly rule the world and you belong to one of them. We all know what vampires are and they're cool, but it's extremely difficult to make your first character for that game. You need to play it first and learn the politics and goals of different factions to even know where you can fit a new character in a way that would be interesting and expressive. It's a tabletop game, where the first campaign is usually the DM guiding players through an adventure - giving them somewhat linear stories and letting them be creative in the way they solve them rather than with what challenges they choose to face.
You can see that in the way BLOODLINES plays out with a story of a new vampire who's just doing tasks for the good first half of the game, as compared to the immediate freedom offered in Arcanum. Vampire has a hook, but the water is very muddy.
I always feel like these games are like little simulations of reality; letting us know more about ourselves and our own world through contrast/similarity.
I'd be really interested to hear more about the choices that went into making the Outer Worlds. That's a game where I'd really like to know about the behind-the-scenes situation. Like, how much creative freedom did you have within the "Fallout Meets Firefly" premise? Were there ideas that were nixed because they fell outside that premise? What aspects were affected by the need to make the game more broadly appealing. (Personally, I felt that some of the choice-and-consequence aspects of the game felt more simplified - there was often an obvious best-of-both-worlds option to be taken - and the Board were so obviously the bad guys that I was never able to bring myself to side with them on any of my playthroughs, and those seem like the sorts of things that would have been done to appeal to a wider audience.) Also cut content. You've been pretty open about cutting quite a lot from the game, and I'd love to hear about it. (Also, I adore TOW, my complaints are minor things against how much I overall loved that game. Can't wait to see more of TOW2.)
Whoops. Should have watched your very next video.
I would love to get your opinion on Lies of P
Im planning to make a goofy game that does the opposite of immersion, maybe I shouldnt have you play the most oversimplified version of the bad guys, but if you took that setting stiously, point of that idea is to question what youre doing and whos telling you what to believe which forms what youre doing.
It wont have a story it barely has a setting. Horde survival games like holocure or vampire survivors hinge entirely on gameplay. And part of it is not having any budget and it will have multiple oversimplified characters so voice acting is entirely out of the question.
Icm not insane, I will probabaly start with 1/10 of the characters I concepted in first alpha release.
Tim, have you read The Book of the New Sun by Gene Wolfe? If you like fantasy that becomes Sci-Fi then those books are exactly that. Likewise, have you ever given The Age of Decadence a try? It's got a similar vibe
I enjoyed the outer worlds setting but I enjoyed it a lot more after reading and learning the setting is based on an alternate reality where the business trusts were never broken up under Roosevelt and corporate culture took over. They probably explain this in the game but I still missed it
So I have been watching these and sometimes there is like really good advice for a ttrpg
How do you make a good and interresting villain? Love the vids!
oof you made me think of fallout 4 when you went over the whole "talk to mary then talk to bob, kill this kill that and report back" part.
While you were going through your points, I checked how well "Horizon Zero Dawn" did and in my view, it ticks all the boxes. I find it difficult to think of a more perfect setting than the premiss of Horizon Zero Dawn and the great story underpinning it.
I still think a post nuclear pirate setting is something not yet explored enough.
Waterworld was a hit and even the Fallout manual hints at citys or people on floating houses out on the seas
I think it can bring best of both worlds like a top down vessel/party management but landing somewhere allows you to explore it in first person.
Also procgen could help make the coastal areas more interesting to explore while handcrafted locations here and there help support a feeling of diversity and it being alive rather than all procgen.
Because again I feel its something thats either overused or underutilized.
Either a game feels repetetive because it uses so much procgen or it feels small/empty because there is only a couple really nice locations with nothing inbetween.
Unfortunally I have zero useful experience in software so thats something that will forever cook in my mind because I will never be able to make it but by putting it out here its at least not forgotten haha
the fallout soundtrack goes hard
I'm interested in what your opinion is on myst :o
It's got all of 3 NPCs and you don't meet anyone until quite far in
Tim you should play Dragon's Dogma. I think you'd like it based on your videos. It has a lot of reactivity with its quests
I actually had fantasy about pillars game having similar gamplay to dragon's dogma, also the game is like japanese/eastern devs take on skyrim. Fun thing they were inspired by western games in the first place, i think lead designer is a japanese dnd nerd.
How well did you get along with Chris Avellone? He's always been my MvP video game writer, but I was wondering how he was to work with. I've heard he has very high standards and part of why the stuff he is involved in tends to do well is because he will criticize things which don't fit or which fit oddly.
Man, the Lord of Light is one of my one of my favourite sci-fis
"They create something and they think it's perfect and wonderful"
Who are these people and how can I siphon off that self confidence. :')
On the topic of quests, i think big part of quest being good is just being hard to predict what will happen next. Jojo's bizzare adventures' cartoons like climactic turning the critical variables upside down style of writing a quest is defenitly a thing to look up to.
If game is too accessible its easy to figure out and you lose interest faster, i mean there are good visual novels but its not like you play rpgs just to get the story. Some aspects of the game can be hard just for sake of being hard and waking up the player that been cruising the gameplay aspect with turned off brain. Making games for journalists is the worst thing you can ever do and it will only lead to the whole genre dying. Making difficult games right is a art of its own, making every combat encounter count and being memorable(like a good quest) is what truly differentiates good game and great.
Lets be real, combat in outer worlds is its weakest point, your perks dont excite you because they wont matter since you wont feel a difference fighting with or without one(one system making other worse). And it only piles up on each other. Obviously tuning stats is super lazy and thus experimenting with enemy tactics(enemy forces surround you) and terrain(like mud that slows you), is a way better approach. Like add aim assist on lowest difficulty or something, even for casual dummy those games should give some sort of accomplishment for fighting each encounter and make players yearn for difficult ones. And fuck borderlands.
Kind of an oddball question, but who's idea was it to include a banana bread recipe in arcanum's manual? It was a very good idea.
Working through Imposter Syndrome and Killing the Ego (aka Killing your babies) are the two hardest lessons of Game Design. :)
What would be the best way to get started with building open world RPGs? I've got some ideas itching for settings, but my programming skills are rather lacklustre (read non existent). I'm thinking about doing stuff with Unreal, but I've found it to be very difficult to get into so far.
Well, from my perspective, look at OpenMW, get to learning Lua, start to contribute to the dehardcoding, down the road, OpenMW will become the premier engine for supremely moddable indie open-world RPG games.
@@EnneaIsInterested While I love this idea, OpenMW doesn't really have a great physics system yet. Nor is it really made for open world in 3 dimensions, meaning it's very good at horizontal exploration, but not really large vertical structures.
@@EnneaIsInterested Say I do decide on OpenMW though, what's the most beginner friendly way to start learning Lua?
I would go with something 2d or just an engine thats easier to use. Unreal doesnt really come with optimizations built in, and you probably will have to learn many many skills to make use of it's full potential. On the other hand, you could try making something simpler in Godot, which is a lot more beginner friendly
@@genderfr3ak 2D doesn't really fit the settings I've got in mind, but I guess I could give Godot a shot, thanks!
Tim, you mentioned in another video that you had an unpaid position on another game development. Would this happen to be Underrail 2?… just my hunch.
Needed this, thank you!