How Disney Inspired a Generation of Designers

Поділитися
Вставка
  • Опубліковано 20 гру 2022
  • Enjoyed our Disneyland Design Heist breakdown? Then why not donate to GiveWell and get your donation matched (up to $100) through 12/31/2022. Go to www.givewell.org/ & before checkout, pick UA-cam from “How did you hear about us”, and enter Extra Credits.
    Would you believe us if we told you that game designers are constantly stealing open-world designs from Disneyland theme parks? From the moment you walk through the gates to the highly themed areas. Designers have been stealing these key points to find better ways to organize their own open world and help players feel more immersed in their content.
    * "Win a Console" Contest Rules
    To celebrate our new channel, for the span of our next 4 Extra Credits gaming videos, we’re running a raffle to give away gaming consoles. Watching each of the 4 videos above will give you opportunities to get raffle tickets.
    4 winners will be drawn in early February. Each winner will receive their choice of either a Nintendo Switch OLED, PlayStation 5, Steam Deck (256 gig), or Xbox Series X.
    And to kick things off, here are the rules for getting raffle tickets!
    1. Get the “secret phrase” from this video here ( • Extra Credits Has Move... )
    2. Use the Gleam link ( gleam.io/Kity3/win-a-gaming-c... ) and click on "Watch “Steal From Disney” video". Then, leave a comment here that includes the “secret phrase.” This will earn you 1 raffle ticket.
    3. You can also earn an extra ticket by typing the “secret phrase” into Gleam too!
    4. Good luck, and rock on!
    *Thanks for participating in this week's discussion!
    Check out our community guidelines so we can have MORE high-quality conversations: www.extracredits.site/extra-c...
    Want to support the people who make this show?
    Become a Patreon Member & get 24-hour early access to videos! bit.ly/EHPatreon
    Or show off your fandom with our merch! extracredits.store/
    Want more Extra Credits? Subscribe and follow us on social media!
    Extra History: / extracredits
    Twitter: bit.ly/ECTweet
    Facebook: bit.ly/ECFBPage
    Instagram: bit.ly/ECisonInstagram
    Twitch: bit.ly/ECtwitch
    Tiktok: / extracreditz
    Website: extracredits.site/
    Interested in sponsoring an episode? Email us: extracredits@standard.tv
    ♪ Intro Music: "Penguin Cap" by CarboHydroM - bit.ly/1eIHTDS
    ♪ Outro Music: "Dreaming in Pixels" by Tiffany Roman
    #ExtraCredits #Gaming #GameDesign
  • Ігри

КОМЕНТАРІ • 388

  • @extracredits
    @extracredits  Рік тому +38

    Thanks so much for watching! If you're interested in donating check out www.givewell.org/ and get your donation matched by clicking UA-cam from “How did you hear about us”, and entering Extra Credits.

    • @CollectvlyUnconsious
      @CollectvlyUnconsious Рік тому +1

      🤣went to Disneyland with family this year, resistance was a 3 hour wait, it was also worth it, IMO.

    • @kuriz7004
      @kuriz7004 Рік тому

      Have a happy day! And a Merry Christmas!

  • @TheInfernoSquid
    @TheInfernoSquid Рік тому +275

    I'd argue that Adventureland is actually designed well by being harder to find. Once you get to the central hub, the bridge to Tomorrowland is a very enticing direction to go, almost as if the park designers are directing you to start working your way around the wheel from there. However, if you want to go on an adventure, what thematic sense would it make for an unexplored jungle to have a massive, dramatic entrance? By using your guide map and exploring the park, you're rewarded by suddenly coming across the Adventureland attractions. That moment is made even stronger by using foliage and trees to completely block your view of the castle, making you feel like you're deeper in the jungle than you really are.

    • @halabackatchya
      @halabackatchya Рік тому +27

      This is absolutely right. Despite being physically only a few feet from Main Street, it feels nearly as secluded as Galaxy’s Edge!

    • @kevinsullivan3448
      @kevinsullivan3448 Рік тому +12

      I concur. You have to be adventurous to seek out Adventure Land, which was my favorite part of the park as a boy back in the late 60s and very early 70s. Enchanted Tiki Room, Jungle Cruise, Swiss Family Robinson tree-house, Pirates of the Caribbean, Tom Sayer Island... Even as a teen, after my family moved out of California, vising Disney Land (courtesy of the US Marine Corps) during the end of ticket books and the beginning of true open world Disney Land, Adventure Land was my favorite. Now you would have to PAY ME to visit Woke Land. Pay me a lot.

    • @KoruGo
      @KoruGo Рік тому +2

      lol lmao

    • @stevethepocket
      @stevethepocket Рік тому +5

      It's a shame the designers of more recent overseas Disneylands didn't take this to its logical conclusion by having their versions of Adventureland switch places with one of the "DLC" zones that by this point they were building in from the start, to make it even more out-of-the-way.

  • @itskdog
    @itskdog Рік тому +16

    This also helped me think about some of the ways Pokémon misstepped with their trek into open-world. There was an over-reliance on expecting the player to use the map to help them find where they're going than using landmarks. You get the 18 main objectives marked on your map towards the end of the tutorial, but very few of those places (Levincia and the Glaseado Mountain are the 2 main exceptions I can think of) are visible until you get close, and if you just explore you can get interrupted with an intro cutscene if you get near to an objective without realising because you can't see that you're heading towards it as there's no landmark.

  • @DavidMDaut
    @DavidMDaut Рік тому +224

    I feel like it’s important to note that, in the original Disney terminology, large points of interest that draw you into certain areas of the park (like Sleeping Beauty Castle) are called-
    Wait for it…
    Weenies.

    • @Roxfox
      @Roxfox Рік тому +20

      And in modern level design parlance, the same is still true!

    • @AngelBolt
      @AngelBolt Рік тому +4

      Pfffffheheheheheheheheee

    • @koyore
      @koyore Рік тому

      Giggles 😅😃😅😋😃😋

  • @theboardop9633
    @theboardop9633 Рік тому +22

    Someone likely mentioned this already, but the Disneyland train system that runs around the park is very much like fast travel between significant or often visited locations.

  • @MrFoof82
    @MrFoof82 Рік тому +139

    Although the lands at Disney are hard themed, at least in the Florida park (which was to fix all the issues with the California park), you should really look at how those themes transition. The ground, the decor, the buildings… all carefully chosen to split the difference and gracefully and gradually transition from one themed area to the other. Extremely clever, thoughtful design.

    • @Julia_and_the_City
      @Julia_and_the_City Рік тому +6

      I too much prefer the gradual transitions, in both theme parks or MMORPG worlds. It feels more immersive, and like the act of journeying from one place to another is a little experience in and of itself.

    • @Oxtocoatl13
      @Oxtocoatl13 Рік тому +2

      @@Julia_and_the_City Yep. A hard line between zones is always a bit jarring. It's like wandering a desert in Minecraft only to suddenly find yourself stepping into a glacier.

    • @koyore
      @koyore Рік тому

      Thank you for posting. I played that clipped over several times, and never figured out what hee said. Hard theme. New term for me.

  • @GuardDogEvents
    @GuardDogEvents Рік тому +284

    Something you forgot to mention is that disneyland is modeled after Knott's Berry Farm. Walt visited the farm multiple times to speak with Walter Knott when Walt was designing Disneyland

    • @stevejakab274
      @stevejakab274 Рік тому +36

      Disney's entire career was taking other people's ideas, iterating on them, and turning them into massive successes.

    • @robrod7120
      @robrod7120 Рік тому +7

      So so many good childhood memories of Knotts

    • @ThisJustIn1516
      @ThisJustIn1516 Рік тому +7

      He also borrowed heavily from Greenfield Villiage in Michigan. Really cool place if you're ever near Detroit.

    • @GuardDogEvents
      @GuardDogEvents Рік тому +1

      @@ThisJustIn1516 I have been. Saw it when I visited my uncle in 2007

    • @mileskay7566
      @mileskay7566 Рік тому +1

      They didn't "forget." They either weren't aware, as it's not common knowledge, or they didn't feel there was time to go on an unrelated tangent which would thereby unfocus the video content.

  • @RakoonCD
    @RakoonCD Рік тому +56

    Disney actually gave a reason for ToonTown's opening. They said it was there the whole time, inspiring the location of disneyland and was the place the characters went to after closing time, that's why it's outside the tracks. In the 90's they decided to open it up to the rest of the guests.
    For the case of Galaxy's Edge, it actually is a world of its own, being a different canon. But that hasn't stopped disney from bringing the characters and story to Tomorrowland.

  • @RocketSlug
    @RocketSlug Рік тому +23

    I remember like a decade ago I saw a talk titled something like "Everything I Learned About Game Design Came From Disneyland" and it went into a lot of the same details

  • @griseldagimpel517
    @griseldagimpel517 Рік тому +29

    The city of Florence in Italy has a large central building that functions as a navigation landmark. It was even constructed to attract pilgrims -- the tourists of the time.

  • @LORDOFDORKNESS42
    @LORDOFDORKNESS42 Рік тому +73

    I really think Dark Souls 1 should be used as a great example of how to integrate DLC personally. It was extremely clever to use time-travel to basically 'layer' two areas above each other, letting you see a familiar place when it was in its heyday.
    That's not the sort of trick a physical park can pull of quite~ yet~, but in that game it works great.

    • @EpicZombie92
      @EpicZombie92 Рік тому +3

      I was thinking exactly the same thing! Dark Souls 1 separates the DLC into a totally different map for gameplay easy, but it stays thematically tied, as if you could walk from one place to the other and not feel like they're entirely unconnected. Fromsoft does a pretty good job (for the most part) of masking up the stitches when then tie a new DLC world onto the original game.

    • @alexis_electronic
      @alexis_electronic Рік тому +1

      That's a trick from Sorcery, the Choose Your Own Adventure Game, actually!!! :D

    • @EvilPaladin11
      @EvilPaladin11 Рік тому +1

      Give Disney time and they'll eventu-
      Dude, didn't you read the news?
      They started that experience last month!

  • @captainnicehd5768
    @captainnicehd5768 Рік тому +22

    It's not just open-world games. I recall the developers at Cyan saying that they took a lot of inspiration from Disneyland when they designed the layout of the original Myst.

  • @DaStopher1
    @DaStopher1 Рік тому +12

    I have to disagree on the design of Adventureland. It's actually one of my favorite design features of the park. It gives the park a distinct maze-like feel while making it difficult to get lost. As a result the park seems much larger than it actually is to anyone who starts out in that direction.
    Think about it, you can get to Rivers of America via Frontierland (boring since it just looks like another section of the park), or you can wind your way through an exciting jungle and get to Rivers of America via New Orleans Square, and in doing so discover a whole "new" hub away from the main hub.
    Probably my only gripe with this area is that it crams an Amazon theme in between three western frontier themes, but it does at least keep the conflicting themes out of sight from each other fairly well.
    Also, I really enjoy how the "DLCs" of Disneyland were done. Having them at the edge but inaccessible from the main hub gives the reward of a unique experience to those who explore deeper into the park. Critter Country is the same way (or was before Galaxy's Edge opened). It's almost like a Stanley Parable mechanic where you don't feel like you have completed the game until every last corner is sought out.

  • @JDBriceProductions
    @JDBriceProductions Рік тому +18

    The World of Warcraft example is also cool because the lay of the map depends on your faction. Some maps have two of these map layouts blended together, with some areas working for both factions. Pretty cool to see it evaluated like this.

    • @AaronOfMpls
      @AaronOfMpls Рік тому +4

      Furthermore, vanilla WoW (especially pre-Cataclysm) had some undeveloped and under-developed areas that left space for future expansion content. ...Much like how RL theme parks often open with extra space for future rides and attractions. It costs less time and money up front than building everything right away. And it gives their customers all the more reason to spend money on the place again later.

  • @shadowdart
    @shadowdart Рік тому +10

    There are also Parkour towers all over disneyland that you can climb to get your map updated to find all the Disney collectibles nearby.

  • @Ava_luvsu
    @Ava_luvsu Рік тому +24

    Now I not only know how Disneyland affects open world games but I now also know how to get around the place! Now that's a good deal

  • @StealthATK
    @StealthATK Рік тому +8

    All the folks from Extra Credits are a LOVABLESORT !

  • @LiveAI
    @LiveAI Рік тому +1

    Disneyland being the precursor of open-world game design is the lovablesort of notion I come to this channel for.

  • @innocentBystander19
    @innocentBystander19 Рік тому +16

    Some additional thoughts: WDW in Florida was designed after Disneyland in CA, and had some design upgrades that learned from the more lackluster elements of CA. Plus they carried these mentalities forward into 3 new parks. I feel like you only scratched the surface.
    Disney also completed the circle of life by learning from video games in exchange!! Different areas of different parks have quests and adventures for kids (or adults) that have CLEARLY been modeled on video game quests. The pirate maps in adventure land are a really fun way to kill some time.

  • @crowonthepowerlines
    @crowonthepowerlines Рік тому +1

    One idea for DLC that doesn't feel like an add on is to build up and into the existing structures in the game and story. Have a new guild move into the building that used to be a quiet home at the center of town. Have a group of mercenaries take up refuge in a dark alley you've explored many times before. Have an alien invade a previously peaceful section of a space station.

  • @grahamkristensen9301
    @grahamkristensen9301 Рік тому +5

    One of my favorite things to do in open world games is to find one of those big landmarks, climb to the top and see how much of the map I can see. I'd probably get kicked out if I tried to climb to the top of Cinderella's Castle, but imagine the view.

    • @juliahenriques210
      @juliahenriques210 Рік тому +4

      Parking lots galore... It would probably suffer from the same problem WoW had when they introduced flight to the whole game. It had been built to be seen from the ground, and much had to be redesigned to be accessible or even rendered. The park was probably not designed to be seen from there. That said, I'd do the same and certainly get kicked out as well.

  • @projectnightfall6882
    @projectnightfall6882 Рік тому +6

    As a Theme Park designer and long time watcher of this show I love that you've made this episode. It's true and vice versa there's a lot games are doing now that can inspire the story telling in parks.

  • @Anonimohiperbolio
    @Anonimohiperbolio Рік тому +2

    Always happy to see more Extra Credits videos. You guys are truly loveable sorts!

  • @JamesSmith-fm6pd
    @JamesSmith-fm6pd Рік тому +4

    Oblivion did this really well. All of Cyrodiil spokes around the Imperial City

  • @cicisstormshelter1076
    @cicisstormshelter1076 Рік тому +13

    I enjoyed this video. If the people who think Pokemon Scarlet and Violet aren't open world saw this video, they would redact their complaints as Paldea really hit all the notes in this video. Just like how the DLC in Pokemon Sword and Shield was similar to Disneyland's extra areas, shoved off to the side and requiring a ticket to get to them.

  • @archsteel7
    @archsteel7 Рік тому +1

    New Vegas is one of my favorite examples of the “Big Looming Monument” style of play orientation. The big glowing towers of New Vegas, the T-Rex of Novac, the giant statue of two rangers handshaking, even just a roller coaster outside of the first area.

  • @HorseheadsProduction
    @HorseheadsProduction Рік тому +3

    Great video. I grew up going to Disney World and one of my favorite parts was just walking or exploring the park and seeing secrets and references from movies, cartoons, cancelled, or replaced attractions. I think people are so focused on getting to the attraction which is kind of like steamrolling through the main plot of an open world game when I think a part of the fun. Look at Animal Kingdom and try to find all the references to the canceled Beastly Kingdom section is one of my favorite discoveries such as an abandoned dragon cave that can still be viewed. I know that for as creepy and dystopian people make Disney out to be (and rightfully so sometimes), they feel like giant sets that are unlike anything in my regular life and I have an appetite to just explore and find out about it. Shame modern games also look at Disney to see how they can get more money out of the consumers

  • @jaibishop1587
    @jaibishop1587 Рік тому +1

    Hey guys, I loved this video from an educational perspective. I work at a school that has a focus on gamification and we are constantly considering how to evoke a sense of mystery and wonder through our curriculum. It has also lead to some very interesting conversations about the need for a new type of educator that links games and game thinking to curriculum and pedagogy. They would be a bridge between students and teachers. Would be more than happy to talk more about it if you are ever interested in creating more content about games in education (loved your previous videos on the topic).

  • @invisiblegrif42
    @invisiblegrif42 Рік тому +1

    Idk if they can be used often, but GiveWell is a great sponsor, I've used them in the past to research charities and I'm glad to see them being pushed to encourage more giving

  • @Julia_and_the_City
    @Julia_and_the_City Рік тому +3

    What a fascinating analogy! This is gonna turn circles in my head for a while more. One thing I have to note: I thought the comparison with park additions to DLC was very apt. Two things that video games however can do that theme parks cannot: you can move existing world features around (try dismantling Space Mountain only to build it right back up again elsewhere), as well as warp space in non-euclidian ways. So this really begs the question (perhaps for commenters to answer, perhaps for a future video): why do addons to MMORPG's frequently feel so tacked-on?
    Anyways, food for thought. Loved the vid, and love where the new channel is going!

  • @dawnknightx
    @dawnknightx Рік тому

    In Scott Rogers’ book, level up, he says you can learn everything about game design from Disneyland and he is pretty much right. I read that book in my 3rd year of college and took several trips to the park to learn.
    Everything from the design of the park to the design of the queues and rides build curiosity, anticipation, and excitement. Rides are themed very appropriately and their designs are masterful examples of telling a story with physical space.
    For example, Splash Mountain (I would say RIP but I’m excited for the retheme) has one big highlight, that tremendous drop.
    Natural flow of traffic in either direction entices people with the drop and it’s front and center as the selling point of the attraction. Once you get on the ride, it’s one of the first things you really see as you turn a corner, and you’re more than likely to see people taking the drop. You have several smaller moments where you go up and take a drop prepping the rider to actually get incredibly anxious as the final slope up takes forever, all with ominous music and you approach the climax of the (literal) rising action. Then you take the giant drop and immediately met with catharsis and a happy ending celebration.

  • @ArtamisBot
    @ArtamisBot Рік тому +5

    It's kind of amazing how do many fields can learn from other completely different topics.

  • @BombOmbBuddy
    @BombOmbBuddy Рік тому +3

    I love this topic! I've thought about the similarities that theme parks and game design, and this scratched that itch perfectly. I wonder if Disney understands this relationship and is implementing game design (or broader UX design) in its park design for the future!

  • @AngelBolt
    @AngelBolt Рік тому

    Heya, had a weird moment when I saw this video in my feed last night, but don't remember watching it. Pulled it up today and the watch bar in the thumbnail said I had watched it already. It must have been so good I wished to see it for the first time again!

  • @rockbreaker7350
    @rockbreaker7350 Рік тому

    You're such a lovablesort for making these videos.

  • @wp12mv
    @wp12mv Рік тому +1

    There are multiple theme parks world wide who did this whole design before Disney did, and they honestly deserve the real Credits

  • @-Commit-arson-
    @-Commit-arson- Місяць тому

    Just replace the boss fights with having the worst verbal argument with your family and then driving home awkwardly
    Disneyland is basically already a video game

  • @PabloZuniga-sp1cv
    @PabloZuniga-sp1cv Рік тому

    Longtime EC & Disney fan here! Thanks for the video! You guys are loveable sorts!

  • @abigfavor
    @abigfavor Рік тому +1

    I had a strange thought about DLC. The magic portal problem or edge of the map seems unavoidable if you want a NEW area (personally my favorite is time-travel) BUT the one way you could have new area that isn't just at the end of the map would be a subterranean map where there are entrances ways that connect back to the main world in a way that makes sense. I suppose you could have the same in the sky but that would probably feel like a magic portal to have a sky world, as it would be literally disconnected.

  • @superspider64
    @superspider64 Рік тому +7

    One thing I feel you missed out on big time was the connection between collectibles both in Open World games and in Disneyland, just like how games like Breath of The Wild has little korok seed locations scattered all over the map that you don't really need to look out for to fully enjoy the game, so too does Disneyland have its little Hidden Mickeys, small things that you can keep an eye out for as you're looking around the park and giving your money and soul to our disney overlords lmao

  • @Ozpawn
    @Ozpawn Рік тому +9

    2:00 Genshin with Dragonspine for Mondstadt and Liyue, Grand Narukami Shrine for Inazuma, the Akademiya and Deshret's mausoleum for Sumeru's jungle and Desert respectively, I like how they add one for each new region where they're large enough to need it's own landmark. Seems every entrance to a new region also follows the small area leading up to the landmark, very cool

    • @Oberonjames
      @Oberonjames Рік тому +1

      There's also smaller ones, like Mondstadt itself being elevated and emphasized with the windmills and Liyue having Wangshu Inn near the entrance from Mondstadt, or Sangonomiya Shrine dominating that island.

    • @AngelBolt
      @AngelBolt Рік тому

      Great example! I do find I tend to look at the map more than anything, and kind of wish I could turn the map off. Though considering how the landmarks need to be readable on computer monitor and mobile screen, the 'composition' of the land is one of my favorite things.

  • @jasonu463
    @jasonu463 Рік тому

    Really enjoyed this video, very creative and insightful angle.

  • @Dehedroth
    @Dehedroth Рік тому +1

    Disney is just one of the places that attracts all kinds of "loveable sorts!" to it. It's been a while since I've been but I loved it.

  • @JDBriceProductions
    @JDBriceProductions Рік тому +1

    Oh, and a local park, King's Island, as a replica 1/4 scale Eiffel Tower. It sits in the middle of the park, where it can be seen from almost everywhere in the park. Many paths can be followed from the tower to major park areas.

  • @JustALVGuy
    @JustALVGuy Рік тому

    Thanks for keeping up with them great videos you loveable sorts!

  • @wellurban
    @wellurban Рік тому +1

    This all makes perfect sense, and highlights good game design principles that help guide players through a world that could otherwise be overwhelming, but it also reinforces the problem I have with most open world games. The first open world game I played was No Man’s Sky, and I naïvely assumed that all open worlds would be like that: unfathomably vast, often hostile or bizarre, and fundamentally indifferent to the player. It’s up to you to find your way and discover the strange workings of the universe. But as I’ve learned more about AAA open worlds, I realise that this is an exception, and for all the problems that NMS has (current technology makes it hard for procedural generation to remain convincing and interesting beyond a few hundred hours), it feels a bit like a real, organic, messy world, rather than a theme park that has been painstakingly designed for my entertainment. I know a lot of people love theme parks, but I’d much rather explore a real wilderness than an “Adventure Land”, and I’d love to see more games that follow that philosophy.

  • @swman3
    @swman3 Рік тому +1

    these videos are all kinds of loveable sorts!

  • @furrystarcat
    @furrystarcat Рік тому +3

    I can't even count how many open world games are just Manhatten Island...

  • @thanatos_kai42
    @thanatos_kai42 Рік тому +3

    Unconnected dlc open world areas I think work better in games that already have disconnected areas in the base game like Dragon Age: Inquisition and Witcher 3. You already know you will have to leave your current area to get to later areas so it isn't jarring and because of that it make sense that the area is vastly different than where you were before. I always felt that the ice dlc in Horizon: Zero Dawn didn't make much sense with how the rest of the layed out.

  • @zerobudgetgamer
    @zerobudgetgamer Рік тому

    Allow me to thank you Loveable Sorts for always making such entertaining videos!

  • @shaider1982
    @shaider1982 Рік тому

    4:24 yup, the changing theme and even how cast members are called ("cast members", "miners", "crew", etc.) can be seen in Tokyo Disneyland and DisneySea.

  • @aaront9809
    @aaront9809 Рік тому

    I truly believe that all open world games developed to help the horse get the credit they deserve in human history

  • @blackmagemasher4031
    @blackmagemasher4031 Рік тому +2

    My mom hated Disneyland/world, it was the weirdest counterpoint when we went to Disneyland when I was in 3rd grade. Nothing like a kid from Colorado going to a place they dream of, just to have their parent complaining about how little it has changed since they were kids... the lines, the shitty castle, and the pricing....
    Really dampened the experience, didn't even want a souvenir.

  • @claylenor6629
    @claylenor6629 Рік тому

    Hey I'm here watching this and the last video from you loveable sorts! Good luck on the new channel!

  • @DavisCentis
    @DavisCentis Рік тому

    Best DLC Ever: Mass Effect 3 Citadel DLC. Did exactly what you said; added context to the existing world. Accessed from the same zone as other Citadel-related zones, the Silver Strip is a joy to walk through.
    Something not touched on that Disney does amazing: Fixing you when things go wrong. My wife was suffering from really bad blisters one day to the extent that her feet were bleeding. We found a medical clinic almost instantly, walked in, no line, no questions beyond "what's wrong?", got cream, sunscreen, and bandaids that were the best I've ever seen (fit perfectly, no slippage, didn't wear off all day of more walking around), all at no cost, and within 15min we were back out in the park. Not sure how it relates to gaming, but it was yet again just another point of how Disney has the best customer service of anything I've ever seen.

  • @UrdnotChuckles
    @UrdnotChuckles Рік тому

    One nifty thing game designers can learn from all this is to plan for future content right from the start. Leave space in your hubs for future natural linkages off to XYZ location, be it new fast travel options opening up, or buildings finishing construction, or whatever it takes. Or in something like a MMO, have roads under construction leading to some other region we hear about but can't access yet, then have said roads or whatever open up when the time comes. Alternately, don't be afraid to renovate. :)

  • @artistpoet5253
    @artistpoet5253 Рік тому +1

    Yep, yep and HECK YEAH!! it's how I design adventures for my table top games and even how I teach new rule systems to my players complete with the occasional themed snack like how you come across those carts you in Disneyland.

  • @ScarabD
    @ScarabD 3 місяці тому

    You know how a lot of these open world games have like, seasonal themes? Like little events for different holidays that in some way or another add mostly cosmetic changes to the world around you? Like, there'll be a humungous Christmas tree in the hubworld square throughout December, a bunch of spooky pumpkins and bats flying around at Halloween, you can buy seasonal accessories, etc?
    But it's almost always focussed primarily in the HUB area - aka the Mainstreet/Hub of the world, with very little overlap in the other areas beside maybe a few small cosmetics or outfit changes for the npcs and enemies?
    Yeah, I think they got that from Disneyland too.

  • @pierce7993
    @pierce7993 Рік тому +2

    It's also worth looking at the different designs of each Magic Kingdom park. Disneyland was not perfect, and was limited by its space and design philosophies of the 1950's. Study the evolution of the various Disneylands in Florida, Tokyo, Paris, Hong Kong, and Shanghai to see how different designers directly built off of/reimagined Disneyland for a new era.

  • @erikb3799
    @erikb3799 Рік тому

    These are the videos that loveable sorts love to sort through and enjoy.

  • @hallamhal
    @hallamhal Рік тому +1

    Fallout New Vegas does the landmark signage trick so well. I'm walking towards the Lucky 38 beacon - Oh, look, there's a huge dinosaur and a massive dome!

  • @pixiegirl9
    @pixiegirl9 Рік тому +1

    I found Ragnarok online did a good job with adding new places to the map when they dealt with the Satan Morroc storyline. They "destroyed" a main town (changed the map) and moved some maps around to add in new spaces. Yes they did add new expanded towns and pushed them to the side of the world map, but at least with this one particular instance I felt they did a good job circumventing the problem.

  • @ikebeckman1074
    @ikebeckman1074 Рік тому +1

    6:30 I think another DLC that adds a lot of backstory and at least tries for some sort of emotional connection is The Champion’s Ballad. Best pay-to-play experience I’ve paid for, without a doubt

    • @BonaparteBardithion
      @BonaparteBardithion Рік тому

      On a gameplay level it's more of the same with a couple cool toys and odd challenges. Like going around the park again with a wand that interacts with features. The cutscenes on the other hand are like the big light up parades.

  • @pierce7993
    @pierce7993 Рік тому +46

    Also, Breath of the Wild actually wasn't based on Disneyland. It was based on a map of Kyoto. Himeji Castle was used as the stand-in for Hyrule Castle in earlier builds of the game. I guess the idea of a central icon to navigate a city goes back even further than Walt Disney?

    • @Ariaelyne
      @Ariaelyne Рік тому +12

      Umm, Himeji Castle is in Himeji not Kyoto. I don't really understand how BotW's map corresponds to Kyoto in the first place but Himeji is definitely not the best supporting evidence.

    • @sekh765
      @sekh765 Рік тому +6

      That... isn't what the video is about.

    • @augustusaurelius2628
      @augustusaurelius2628 Рік тому

      Are you really so ignorant to assume the Japanese wouldn't base their every single breath in imitation of American splendor?
      Lemme guess, you're a Russian bot...

    • @jjbarajas5341
      @jjbarajas5341 Рік тому +4

      The video isn't saying things are based directly from Disneyland....

    • @kevinschultz6091
      @kevinschultz6091 Рік тому

      @@jjbarajas5341 - it's technically in the title: "All Open Worlds are Disneyland". BotW is an open world, but not based on Disneyland (assuming the OP's source is valid). Therefore, the title is incorrect.
      Which is a bit pedantic, considering the video goes into detail regarding what it's actually saying. However, technicaly: yes, saying "open world game X is not based on Disneyland" is a valid critique.

  • @Eeraschyyr
    @Eeraschyyr Рік тому +1

    I feel it's necessary to point out Elder Scrolls had one of the first 'open worlds,' and that the size of the map in Arena has yet to be hit again.
    It also doesn't follow any of this, but that's due to computational limitations at the time, and almost everything aside from the towns being procedurally generated.

  • @koyore
    @koyore Рік тому

    Hi! Just found your channel. New sub. I being a geriatric non gamer, I still found your video fascinating. I just got lost on some gaming terms you used. It would help.if you defined a couple once in awhile. Thank you. It a great video. I never been to Disney, but watched numerous videoes.about the parks. Nine have ever described it the way you did. I know think back to some parks I have been to, and yes they were designed same way! Amazing!

  • @EfrainMan
    @EfrainMan Рік тому +3

    Lovable Sort!

  • @LunaGirl196
    @LunaGirl196 Рік тому

    “Sleeping Beauty’s castle is massive!” *snorts in Floridian*

  • @RaindropWorksPDX
    @RaindropWorksPDX Рік тому

    For what it's worth, from my understanding of the design of Fallout New Vegas, it was explicitly stated that things like the Novac dino, the Lucky 38 and the NCR Ranger Statue were explicitly designed to do a lot of these same things

  • @renderXR
    @renderXR Рік тому

    These videos are the best kind of loveable sorts!

  • @NomeDeArte
    @NomeDeArte Рік тому +1

    Amazing video, thank you! I'm from Argentina and literally, today I found that Disneyland and Disney World are 2 different things hahaha.

  • @Sasquatch_sightings
    @Sasquatch_sightings Рік тому +9

    Lovable sort!

  • @mattisvov
    @mattisvov Рік тому

    Man.
    I am watching this while replaying Skyrim for the umpteenth time. At least in the early game, it follows this pretty closely.
    With Whiterun in place of the Hub/Sleeping Beauty's castle.
    It just hit me. The tutorial part of the start is rightly held up as how NOT to start a game. However, from the point where you leave Helgen until the first Dragon Fight, the game does a pretty good job of starting an open experience up with a semi-linear path that sets up the basics.

  • @olafmeiner4496
    @olafmeiner4496 Рік тому

    I wonder how much of that game designer pilgrimage to Disney Land and its influence on open world design in video games was due to Jesse Schell's book "The Art of Game Design". It is, as far as I know, one of the most-read introductory books on the topic, and has shaped a generation of game designers. And in his book, the author often shares stories from his time working at Disney Land and the challenges he faced there.

  • @josephattwell1006
    @josephattwell1006 Рік тому

    On the topic of Disneyland inspiration, Disneyland also had easter eggs. Both the famous hidden Mickeys as well as many other in jokes, such as various rides defunct rides being listed in the Haunted Mansion's graveyard.

  • @WarlordWulf
    @WarlordWulf Рік тому

    Keep up the amazing videos you Lovablesort crew!

  • @vapertainment5313
    @vapertainment5313 Рік тому +3

    You guys are loveable sorts!

  • @etbme2k
    @etbme2k Рік тому +2

    These videos are the best kind of loveable sorts

  • @matthewanderson7824
    @matthewanderson7824 Рік тому +1

    Although obvious, it’s nice to watch this video and find pieces of it that are parts of games like Hollowknight, Outerwilds, and especially Subnautica

  • @XRaym
    @XRaym Рік тому +1

    2009 Conference: Everything I Learned About Level Design I Learned from Disneyland, by Scott Rogers, should be referenced here. One of the most impactful GDC conf as far as I know'

  • @-jeff-
    @-jeff- Рік тому +1

    Having seen it myself, you missed the miles and miles of tunnels, roads and rooms of Disney Worlds underground. Talk about dungeon dives!

  • @FarimaNadejda
    @FarimaNadejda Рік тому

    You're all a superb, lovablesort team. Have a good one!

  • @zendikarisparkmage2938
    @zendikarisparkmage2938 Рік тому

    "They make using their... truly nightmarish disease... a really awesome feeling." Matt, as misheard as I skipped through the sponsor read.

  • @agilegs
    @agilegs Рік тому

    I think hellfire peninsula has scared me because at 5:18 I waiting for miss gnome to get squashed by a fel reaver or at least hear the noise of one!

  • @redstoneparadox
    @redstoneparadox Рік тому

    I think Disneyland has influenced design in non-open-world games as well; for example, Hollow Knight and Rain World, being non-linear, also have a sort of main-street area. In Hollow Knight, you have the tutorial area in King's Pass which leads into Dirtmouth and the main hub, Forgotten Crossroads. Rain World also has a linear tutorial area that leads into a hub, though it's not the main one.

  • @mebrychi6504
    @mebrychi6504 Рік тому

    It’s cool how even the gates change

  • @stevejakab274
    @stevejakab274 Рік тому

    Star Wars Galaxies, especially in its original incarnation, deliberately tried to avoid the Disney model, as it was intended that players would create their own content. And instead of "attractions" being at specific places on the map, we tried to create it so that they would spontaneously appear wherever the player happened to be at the time. Unfortunately the tech and computing power needed just wasn't there yet, and the massive success of WoW showed that players preferred the Disney model.

  • @Pendragondnd
    @Pendragondnd Рік тому

    Speaking of Open World DLC, I loved Outer Wilds : Echo's of the Eye. I can't say more, because I don't dare spoil it. Other than the initial drop, when the music first kicks in, oooooo, that got me.

  • @Devadas44
    @Devadas44 Рік тому

    I can't remember ever being to disneyland, this makes me wanna go and see the design. Though the nearest one is 1200 km away

  • @Vicioussama
    @Vicioussama Рік тому

    I remember learning this in my college course about game design :P good times.

  • @cohomologygroup
    @cohomologygroup Рік тому

    The first game I noticed felt like an amusement park was World of Warcraft during Burning Crusade. It probably felt like that during vanilla as well, but I hadn't noticed it yet until experiencing launch day for the first expansion.

  • @kendelsmith
    @kendelsmith Рік тому

    Such loveable sorts!

  • @PhazonMage
    @PhazonMage Рік тому

    And just like Disneyland, large games need some easy way to get around, but only to certain areas, like a horse drawn carriage or something.

  • @BrazenBard
    @BrazenBard Рік тому

    Surprising bonus from this episode: it can be applied to playing MMORPG Tycoon 2...
    Not sure how well the game will support this sort of deliberate design, but worth testing.

  • @armelior4610
    @armelior4610 Рік тому +1

    I've never been to any Disney park. Do you have to climb some kind of tower to get access to new parts of the park, and are there a bunch of icons everywhere on the map ?

  • @KingBobXVI
    @KingBobXVI Рік тому +1

    7:30 - the fastpass video already exists, it's just over on the Defunctland channel :P

  • @typemasters2871
    @typemasters2871 Рік тому +1

    The main issue with open world DLC is that when people are buying an open world game, there is a somewhat of a promise of there being a full world, and if there isn’t a full world then it’s obvious to the player that the full world will only be unlocked after DLC
    Pokemon Sword and Shield actually demonstrates this DLC issue in both forms, before release, when looking at the map people could see that the bottom half looked to be cut off, when Crown Tundra released it filled the missing space that was noticeable missing, meanwhile when isle of armour was released, it was a separate section to the side of the main region.
    I’m short, the only way for DLC areas to be seamlessly integrated into an open world would be if the actual open world changed to make room for those areas, like if Mt Moon in Red and Blue was converted into “Lunar Town” for DLC

    • @MiseFreisin
      @MiseFreisin Рік тому +1

      I feel like it's very difficult to properly handle DLC that is technically already integrated into the open world like this
      You could indeed have a secret tunnel revealed in Mt. Moon that leads to Lunar Town
      Or given the everlasting love for sewers and sluices, have an underground ruin that is accessed by draining a waterway
      But it really limits what you're able to satisfactorily achieve in this manner

  • @jbearstudios7215
    @jbearstudios7215 Рік тому

    So this was what you were talking about on the Arkham stream, I remember asking about an open world episode

  • @artmanadvanced
    @artmanadvanced Рік тому +1

    Ok, I am definitely interested in what game mechanic you are comparing Fast Pass to. I have an idea, but I'm not 100% sure.

  • @thomaseames5016
    @thomaseames5016 Рік тому

    Fallout 4’s Nuka-World DLC was an amazing parody of Disney land and it was a mini version of everything you mentioned in this video