So this is the hall of the intelligents. Ok. Imma increase the IQ too. It's not Juice, it's Soul. The game tells you multiple times that you're getting/harvesting the soul by hitting enemies and other things, and then using it as per your needs.
even it is "knight" but not "hollow knight" (hollow knight is one of the final boss that vessel who chosen by pale king as the protector of hallownest), you are right. Face of knight on map is really cute .d
I personally dislike how it works in practice, since it puts way too much focus on finding where Cornifer is hiding whenever you reach a new area. Several times I'd get several benches into a new area, before finally facing the fact that I must have passed him up a while ago. So then I'd have to backtrack and figure out where I hadn't explored, which is the time when I needed the map the most. I love that they tried something new, and I see what they were going for. But the implementation is just a little bit off. Something as simple as a really crude and disproportionate map you doddle yourself until you meet Corny would've felt less irritating.
I felt just as intrigued by Hollow Knight's map system. Was really caught off guard by it; you have to WORK for your map in this game, as opposed to how most games provide you with one straightaway.
Eh. I just found it refreshing, really. You can choose whether to have your position on the map actively available via a charm, or you can have it off and play without one in place of some other charm.
Not being able to see where you are will actually make you want to familiarise yourself with each room's layout instead of looking at it as a bunch of halls or shafts that you need to maze through. Instead of "I need to walk left", you could be like "I potentially need to walk left, but maybe I'm here instead" until you understand the map - that way you can opt out your compass later to make notch room for charms, which teaches people you should learn metroidvania maps ASAP without restricting them of the ability to easily traverse.
Can we just talk about how much of a unique game ARMS is? It took the world of fighting games and flipped it right on its head. Before ARMS, many people would argue that a fighting game with a behind-the-character camera perspective wouldn't work, because you wouldn't be able to judge space very well or see much of what's going on, but Nintendo remedies that in the best way they possibly could have with the stretchy arms mechanic. Not only does this solve a lot of problems gameplay-wise, but it also allowed Nintendo to let their minds flow free with the character designs. You've got characters with springs, ribbons, chains, snakes, noodles, and even DNA strands as their arms. The stretchy arms opened the pathway for so many great ideas, and there's going to be even more to come with the addition of DLC fighters very soon. I would definitely call ARMS my favourite innovation of 2017 so far.
Munkeeman For what it's worth, Street Fighter 4 for the 3DS had a beyond the back option that I believe was well received, and Dead or Alive 5+ for the Vita did a first person mode that I think also got relatively positive responses.
I wouldn't call this an innovation, but I've been really impressed with how Yacht Club has reimagined its familiar levels/screens to fit the movement of the different characters. There are familiar elements that have shown up in all 3 campaigns, but they are interacted with in vastly different ways. Seeing Yacht Club continue to use different assets and ideas from the original game but in new ways is super fascinating.
I would need to play it again to give you a great response, but I did not feel that way at all. Did you have issues with glitches and stuff? Or did you just not like the movement?
well, it was hard to kill short enemies that were too close to you, the potions don't cover that triangular space in front of the knight, there was also the problem of hitting enemies on a small area before landing (while jumping) but for this one, I feel like it needs more time to get used to
yes yes sure, maybe it wasn't really broken, but unlike the main Shovel Knight, I felt like it doesn't give you enough time to learn it, the tutorial level didn't really fit as a tutorial as you will beat it with some questions left about the controls. And I don't feel like everything in PoS fit the level design, take for instance the yellow dragon fight, you will get hit 90% because it's hard to fight back
Hey Snoman, my digital tech teacher actually showed my class your videos. We're learning how to make video games using game maker, so he showed us your good game design series/the principles of game design.
I have nothing against your face! But the contrast of HD gameplay footage and some guy in a tank top sitting on his couch with bad lightning and meh camera quality REALLY brings down the professionalism of these videos
Yes, please, you're not bad-looking or anything, but it just makes me feel uncomfortable. Please just talk over the gameplay or put some more clothes on.
I'm so happy to see Snake Pass on this list. I'm a huge fan of small experimental physics games, and it really resonated with me as a result. It reminded me a bit of Grow Home, with it''s cute art-style and a unique approach to movement.
Breath of the Wild, a game that is truly open world with no boundaries. Most of the time open world games have something blocking your path, keeping you from progressing until something important happens. Whether it be invisible walls or special moves you need to progress, it always halts your progress. That's not the case with BotW. It's the first open world game that I felt wasn't guiding me in a certain direction.
I absolutely agree. I'm trying not to praise the game too much because I'm afraid of hype backlash setting in amongst gamers, but it really did innovate open-world game design and ignited life back into Zelda, which had been rather stagnant for years.
Zer0dog Weapon repair would be awesome, but they would have to balance it well to avoid breaking the formula of the game. For example: -There would only be one location for repairs. This would prevent the player from constantly fixing their weapon, thus making them think on their toes when an item is about to break. -Items used would vary with the type of weapon being repaired (i.e. bundles of wood and korok leaves for forest dwellers' gear, different types of jewels with increasing rarity for travelers', soldiers', knights', royal, and royal guards' gear). -Repairing Champions' weapons stays the same.
Seeing NieR Automata in this video was a great surprise!! This game deserves more attention than it gets. It is an amazing experience that everyone should play.
Another way Hollow Knight encourages aggressive play is the way boss staggers work. If you hit a boss a certain amount of times within a certain time limit, the boss will stagger, allowing you to heal or unleash a stronger attack when they’re vulnerable
Did you even play Hollow Knight for more than an hour? It's explained very early what that "juice" is. It's called SOUL. Actually that game needs the players to figure out story details by themselves and requires many hours to fully understand it and be able to recognize and appreciate its brilliance. Would be neat if you invested more time in the game, it's really, really good.
I am quite happy you praised Snake Pass. It really is a solid game that is pretty different from what is out there at the moment but does play on that nostalgic feeling of collectathons. The music and presentation are the sweet cherrys on top of this great game.
the neir automata chip equipment reminds me of megaman battle network 5 (the only one ive played). as mid into the game you unlock the ability to customize megaman.exe through a tetrislike array of abilities. from one that allows you to survive a deadly blow with 1 hp left, to this obnoxiously big chip that transform's megaman's flavor dialog to be super macho. and one to make him be comedic.
yeah, Hollow Knight is the shit. My fav thing is path for secret ending with good challenge with meanboy-esque big level, strong bosses and second stage of a Final Boss. I love when games escalate like that and not just give you quick ending and that's it.
You started with a friendly Hollow Knight. If Hollow Knight gets elected for game of the year. I'm mashing it's vote button. BTW, It's not 'juice', it's "SOUL".
Great Video man.. I love this new wave of videos people are doing on game design.. especially when people cross reference other games.. its beautiful seeing how people pull mechanics from other games and improve upon them.. At this point it's never stealing, I feel like indie gaming and parts of the AAA world are all kinda developing hand in hand. what a beautiful Time in gaming.
Can we all talk about how awesome Hollow Knight's characters are? The game does a really great job on making characters that you can love, or hate A lot of the characters have really cool designs that you can tell a lot of thought was put into them, like the designs of the members of the Grimm Troupe, and Grimm himself How well written the character dialogue is. A lot of the characters are so lovable because they have well written dialogue that makes you want to hug them (except for Zote, go die Zote). Some of the characters that you can really get attached to are Myla, Cloth, Quirrel... (Wait aren't those some of the characters that die?). And also Hornet. Hornet is a very cool character, very strong and fast. At least for me in her fight in Greenpath, there she was hard to take down. The battle in kingdom's edge was a piece of cake, despite her having new attacks and being faster. All of these awesome characters make me really can't decide in a favorite! Guess I'll have three favorites then... Hornet, Grimm, and Quirrel.
2 things. 1. Great video, i was very immersed in you voice, what you decided to show, and what you said. and 2. There is this game called "Phage Wars 2" on Armor Games that (i believe) was the first to implement a "chip-like" up-gradable system
This video sold me on Snake Pass! Really loving it so far, I'm in the third set of levels. I don't like the punishing checkpoint system, but the controls are brilliant and make you feel like a snake. Super cool game.
1. Killer tank - I don't know why people are being so rude about it. Though, I do see that one person's point about the video quality of your segments with you speaking to the camera detract a bit from the professionalism - personally, this doesn't bother me at all, but something to consider, I guess. 2. BOTW's open world and interactiveness and Nioh's stance system and ki pulse mechanic (similar to but also importantly different from BB's 'rally' mechanic) are my favorite innovations of the year for sure. I loved lighting grass on fire to burn swarms of enemies and rolling a snowball down a hill to have it become a snow boulder that knocks open a door to a shrine in BOTW, and I loved the variety of each weapon type's movesets with light AND heavy attacks in three different stances, which caused me to evaluate how best to deal with each encounter and even specific parts of each encounter in Nioh. The ki pulse mechanic, I think, speaks for itself, but it's also cool to hold that much more accountability on how much energy you have to keep striking your opponent. Man, I love that game... I gotta try out Nier: Automata...
I do have a question for all of you though. How you encounter a game innovation or a unique thing about it, but at the expense of making the game worse?
English? Are you asking: -What do you guys think about innovations that make the game worse? or -Can you tell me examples of innovations that made the game worse? or -How do you detect if a feature makes the game worse? or something else...?
"Have you encountered innovation in a game which ended up making the game worse?" seems to be the question. My answer: I'm struggling to think of an innovation that ended up detrimental to a game but I can think of a lot of examples where games tried and failed to copy others' successes. For example: quick time events and button mashing are just awful in most games; developers tend to implement them as main mechanics rather than rare occurrences. In God of War, QTEs were for executing special moves that would not make sense in any other context, like grabbing a Hydra by the nostrils and slamming it down over a ship's mast. It makes sense to use a QTE rather than a combination of buttons for the moves because they're unique to that scene. Compare this to Tomb Raider, where you get QTEs for dodging, blocking, and grabbing on to ledges, you have button mashing for opening doors and fighting off wolves... things that you do throughout the whole game.
Some innovations I don't like. The punishments for death in games like Demon's Souls & Hollow Knight. The time/day sensitive events in Pokemon games. Almost any control gimmick.
Great video! I had to stop watching at Nier: Automata when you started talking about the different endings. Trying not to spoil it for myself but haven't had time to play it yet X_x.
For an upgrade system similar to Nier Automatas, look at the Navi Customer in Megaman Battle Network. Being a computer program, you can add extra programs for your health, damage or other beneficial effects. But if you don't follow the rules of the program, you get bugs. To which there is Bug Style form that fills your battles with glitches
I have a game idea with the use of lightning and electricity where your character can change into a spark of lightning and can only turn into that if there's any metal (or other) objects nearby. I've created different character where you use their power differently (like sonic games I guess) and it would be cool if you could use every character at the final boss battle. I don't know how to make a game tho and I'm not old enough to be a game designer. But I enjoy this idea and already making a story based off of it :)
I literally just finished Snake Pass 100% before watching this, and god damn I loved that game. Also, the bit you talked about in NieR actually reminds me of the navi customizer in Mega Man Battle Network 3, where you have to fit upgrades into a defined region, and there is a line where if some upgrade blocks do not cross the line, Mega Man can become bugged and actually develop a new Style (kind of a class system thing) that is bug related.
I think one of the best things about this year, is that it's been SUCH a GREAT YEAR for music in games! While this is hardly an innovation, per se, composers are really giving us a lot of variety and it's difficult now to find just one soundtrack that is awesome. I'm giving my votes for best composition for Q3/Q4 2016 and to current (Q3 2017) to 1) Rime (Composer David García Díaz gave us the best value, minute by minute of an ENTIRE, wonderful game score that absolutely not only lifts up the game when necessary but is wonderfully done - total score length 1:27:41), and 2) The Last Guardian (Composer Takeshi Furukaw let us feel everything and reminded us that an appropriately placed bit of emotional, musical WOW is sometimes better than a lot of unnecessary musical distraction.) I'm going to give an honorable 3) to Valley (per Steam credits, Composed and arranged by Aakaash Rao and Selcuk Bor, directed by Brenden Frank. This soundtrack DLC contains nearly 70 minutes of game music.)
Im so far the most excited for new RTS game that came out this year called NorthGard. Its often called a combination of Age of Empires and Banished, with Vikings and Norse mythology and some board-like elements. Im really excited for it and its still in Alpha so there's still a ton of potential for the game.
Honestly can you do a bad game design on basically all Bethesda games? They all have great design in certain areas, but are terribly lacking in others.
assholemon well, not all the glitches are bad or completely destroy the experience of the game. The glitches are so minimal that I don't think Bethesda needs an entire video on them.
Regulus its true that not all of them are terrible, but my last Skyrim playthrough was absolutely plagued by game breaking glitches. Alduin got hit to fast by a Storm attronach (i know i misspelled that) and made him invincible, I cant get the "one with the shadows." trophy because the objective "join the thieves guild." never goes away, amd a ton more.
Duelist Mudkip I've never had anything like that happen to me. But I do remember one time when I was playing fallout 4 and a character from a side quest died and went missing so I was unable to do the quest but that's probably the worst glitch I've ever had in a Bethesda game.
This was my first video I've seen from your channel, and although I started with my own pretentious "what is this kid going to say about "design"' I came out of this video with a really great impression of your thinking process and how you come to conclusions. +Sub can't wait for more.
I'm madly in love with my switch for one simple reason... two built in controllers! I hear people talking about, "I miss playing with a friend on the couch." Once my fanboy side stops laughing... (which can take some time) I tell them about fast rmx and offer them a joycon. It's just such an inclusive design and I can't get over it! :D
in an app called soda dungeon, instead of having a party that follows you the entire time, you have to hire your party members every time you go to the main dungeon
nah, Transistor's upgrades were done pretty differently. A fantastic system, to be sure, but nothing like Automata's.
7 років тому
I haven't even played it yet, but the new Zelda has some remarkable elements. Like beeing able to climb any surface or how elements of the game interact with eachother
There are so many things I enjoy about Hollow Knight and that I haven't seen in many games or any games before. Instead of mana, you use soul (not "juice" dude) to cast spells, which you gain from hitting enemies. When you die, a shade remains in the place you die and you need to kill it to gain back the gold and maximum soul storage, but the shade can also hit and cast your spells and it can kill you. You find out so much about the lore not by talking to people, but by hitting them with the dream nail. That is really cool especially when you see the last thoughts of a corpse. You can gain more health and soul storage by buyind and finiding mask parts. You can use charms you find, buy ans receive from NPCs, and those have such different effects, from increasing your health to dealing more damage when you are close to dying to spawning flies with your face that attack enemies. Every charm requires a number of notches and you can upgrade the number of notches too. You can get the map of any area from the bug that makes maps and then complete the map as you explore it. Hollow Knight is my favourite single player game
I've made a cute unique idea that is about an avocado named Guac James and it's a platformer and I made some maps and more but I'm not good enough to make it :(
It's cool and it's super weird. His super ability is his swagy shades that's makes him faster and shot lasers, the enemy's are spoons that you bend to kill, chips (all main boss guys are a type of chip) ehehehehe it's weird and a cool idea
The Rage mechanics in Tekken 7 are a very unique and exciting way of doing something that every game on that style did before. And the best thing about Hollow Knight is the charms system, there are many viable builds and you always have to sacrifice something in order to get something else. And then there's the overcharm possibilities...
The mechanic of gimping yourself for better upgrades like in nier can be used in Hollow Knight as well, as the compass is in fact just an upgrad that can be taken out for better things, if you desire to do so. The scope of it is just way smaller as nier
Breath of the Wild's exploration is the best thing in 2017. It doesn't tell you how to play the game you kinda just do your thing and find out how to do stuff as you play.
Could you post links that take people to pages that have more info about the games you talk about in videos like this? -- I.E. what consoles they are on/where we can potentially buy them?
It's a few years old at this point, but Child of Light's take on turn-based combat was pretty innovative, and I really wish other RPGs would try things like it. It's a lot easier to understand if you see it in action, but basically after you choose what you want a party member to do, you have to wait a brief moment before s/he actually does it. During this period, if that character is attacked, s/he is "interrupted", and misses his/her turn. This sounds like a bummer, but every enemy in the game can also be interrupted, and the game gives you a lot of tools to control how fast or slow your characters go, so if you're good at timing your attacks out, you can take a dozen turns in a row without ever letting an enemy get a turn, and that just feels awesome. Of course, it also means you can get wrecked pretty easily if you don't pay attention to when the enemies are about to attack.
Speaking of 2017?, have you tried Creepy Castle? I like it a lot but in term of game design, I like how it incorporate story in the free modes, modes that would otherwise just seems to be there for fun, to try the various characters you unlock.
Yo, jokes aside, my favorite Innovation from 2017 is how Friday the 13th: The Game handles Dynamic Win Conditions. I won't go too in-depth in this here comment because it's really long to explain, and because I'm working on a video for it, and I don't wanna spoil that, but basically, the fact that there's more than one way to win in that game makes it extremely unique; I can't think of any games that work like it does.
JUST ABOUT TO WRITE THIS. GET OUT OF MY HEAD CJ! I think the way audio works in that game is super innovative too, esp the proximity needed to hear other players.
Civilization is the closest comparison I can make, but those kinds of games take a really //really// long time. It's similar, but F13 stands out by being adaptive. You might be all set to win in one way, but need to change last second because that previous route is no longer an option, whereas it's uncommon for you to change from Diplomatic to Domination Victory in Civ.
Personally, I think Get Even's framing of player agency in a way that has players tangibly reflect on their past actions and the game's themes is nothing short of clever. The plot twist alone is worth the price of admission.
I knew it I fucking knew it when I was playing this game (Hollow Knight) I was like "I bet snowman gaming is gonna make a video about this" #HollowKnightBestGame2017
and The Watcher gangbang..... I'm still salty after beating them but no one will remember that one asshole whose name starts with a Z. Ogrim is fun to fight against.
1.- I wouldn't call the map system of hollow knight unique, but a twist on the eternal odyssey system of you making the map, but unlike hollow knight where someone will make a sketch of a map and you still need to learn the stage if you want to keep a track on your location in eternal odyssey you have to do it all on your own and keeping track of almost everything if you want to have a proper map. However, the health system is very appreciated and it's a good way to encourage offensive gameplay and timing. I don't know if another game did this too but it reminds me a bit on wario land 4 where you collect small red orbs to refill your health, but in that game you can't use them at will. 2.- Yep, it's very unique to see how you control the seed and how you can use the other characters while playing the stage. While tilting the stage, dying making parts of the game easier and changing characters on the fly aren't unique on their own the combination of them is. I didn't had interest in the game, but after this video now I have. 3.- I don't recall seeing a game with this mechanics besides snake pass, but it's a very interesting and unique one that is worth playing and does makes it stand out to the rest of the games. 4.- I still need to play nier automata, while I do recall seeing the chip mechanic being played in other games, I don't recall them having to remove the HUD if you want to stack up more skills or other abilities. Which is an interesting ability and does give you the choice on how to play the game. Since someone who already has played the game multiple times won't need the minimap if he/she remembers the places. And it's a nice touch how everything has an ingame explanation, while not 100% necessary and a game can work without it's nice to see how much care they put in the lore to make it believable.
I'm mostly still catching up on 2016. My best find in a long time has been Sunless Sea. I guess I would call it a simulation game? It's all about story and aesthetic! The mysterious setting really draws you in (though the pacing really isn't for everybody).
Man, I loved de Blob 2. It's dynamic music was a perfect example of innovation, and I've yet to see any other game do anything like it. I used to just wander around each area after I completed it, performing some jazz. Best part is that was usually a pretty good method of finding collectibles, too.
so this was made in late 2016 but its also on the Nintendo switch,goNNER is a rogue like which is super difficult,the best way to describe it is down-well and Spelunky,its incredibly cheap on the E-shop and is definently a must have
Breath of the Wild's climbing system. It's such a subtle change, but by making nearly every surface climbable, Nintendo effectively eliminated the issue of invisible walls that's plagued open world games for so long.
My favorite game design innovation was Mass Effect Andromedas facial animation system.
"Pretty challenging difficulty"
Hello good sir, do you have a momen to talk about the *path of pain?*
or pantheon of hollownest, and beating all bosses on radiant.
@@danger_1189 Notice the publish date of this video
So this is the hall of the intelligents.
Ok. Imma increase the IQ too.
It's not Juice, it's Soul. The game tells you multiple times that you're getting/harvesting the soul by hitting enemies and other things, and then using it as per your needs.
I love Hollow Knight's take on maps and exploration
I refuse to buy the compass!
I haven't bought it on any playthrough after my first. I remember all the maps so well now
I like to buy it because Hollow Knight's face on the map is cute.
even it is "knight" but not "hollow knight" (hollow knight is one of the final boss that vessel who chosen by pale king as the protector of hallownest), you are right. Face of knight on map is really cute .d
I personally dislike how it works in practice, since it puts way too much focus on finding where Cornifer is hiding whenever you reach a new area. Several times I'd get several benches into a new area, before finally facing the fact that I must have passed him up a while ago. So then I'd have to backtrack and figure out where I hadn't explored, which is the time when I needed the map the most.
I love that they tried something new, and I see what they were going for. But the implementation is just a little bit off. Something as simple as a really crude and disproportionate map you doddle yourself until you meet Corny would've felt less irritating.
when someone says hollow knight is Pretty defficult i don't belive they played godmaster or the grimm troupe
I've played well over 200 hours on hollow knight and STILL can't even get past phase 2 of absolute radiance
@@ItIsSasha The trick is the unbreakable strength and quick slash charms. Basically just beat it up as soon as it teleports near you.
Cries in Nightmare King Grimm
@@jakeread9668 well, you need a massive amount of Geo to upgrade Fragile Charms
@@Bighomie39 It's worth it for +50% damage though. Also by that point in the game you'll generally have way too much geo anyway.
I felt just as intrigued by Hollow Knight's map system. Was really caught off guard by it; you have to WORK for your map in this game, as opposed to how most games provide you with one straightaway.
Saint Bidoofus I don't mind having to work for the map in general, but I see having to work for the icon of your position is needless padding.
Eh. I just found it refreshing, really. You can choose whether to have your position on the map actively available via a charm, or you can have it off and play without one in place of some other charm.
Not being able to see where you are will actually make you want to familiarise yourself with each room's layout instead of looking at it as a bunch of halls or shafts that you need to maze through. Instead of "I need to walk left", you could be like "I potentially need to walk left, but maybe I'm here instead" until you understand the map - that way you can opt out your compass later to make notch room for charms, which teaches people you should learn metroidvania maps ASAP without restricting them of the ability to easily traverse.
The fog canyon map took me ages to get to because of the shade cloak, which is an ability I obtained MUCH LATER in the game
@@CrimCrim You don't need the shade cloak. Isma's tear also works.
Can we just talk about how much of a unique game ARMS is? It took the world of fighting games and flipped it right on its head. Before ARMS, many people would argue that a fighting game with a behind-the-character camera perspective wouldn't work, because you wouldn't be able to judge space very well or see much of what's going on, but Nintendo remedies that in the best way they possibly could have with the stretchy arms mechanic. Not only does this solve a lot of problems gameplay-wise, but it also allowed Nintendo to let their minds flow free with the character designs. You've got characters with springs, ribbons, chains, snakes, noodles, and even DNA strands as their arms. The stretchy arms opened the pathway for so many great ideas, and there's going to be even more to come with the addition of DLC fighters very soon. I would definitely call ARMS my favourite innovation of 2017 so far.
Munkeeman
For what it's worth, Street Fighter 4 for the 3DS had a beyond the back option that I believe was well received, and Dead or Alive 5+ for the Vita did a first person mode that I think also got relatively positive responses.
I luv Nintendo, they make family-friendly games that are still super addictive
True. I also mention Zeno Clash as it did its fair share of innovation back in 2009
Tell that to Power Stone's Rear Camera mode
I wouldn't call this an innovation, but I've been really impressed with how Yacht Club has reimagined its familiar levels/screens to fit the movement of the different characters. There are familiar elements that have shown up in all 3 campaigns, but they are interacted with in vastly different ways. Seeing Yacht Club continue to use different assets and ideas from the original game but in new ways is super fascinating.
Plague of shadows battle felt a little broken though
I would need to play it again to give you a great response, but I did not feel that way at all. Did you have issues with glitches and stuff? Or did you just not like the movement?
well, it was hard to kill short enemies that were too close to you, the potions don't cover that triangular space in front of the knight, there was also the problem of hitting enemies on a small area before landing (while jumping) but for this one, I feel like it needs more time to get used to
Ahhh. Yeah, I dunno that I would go as far to say that any of it feels broken, but it definitely has a pretty steep learning curve.
yes yes sure, maybe it wasn't really broken, but unlike the main Shovel Knight, I felt like it doesn't give you enough time to learn it, the tutorial level didn't really fit as a tutorial as you will beat it with some questions left about the controls. And I don't feel like everything in PoS fit the level design, take for instance the yellow dragon fight, you will get hit 90% because it's hard to fight back
Hey Snoman, my digital tech teacher actually showed my class your videos. We're learning how to make video games using game maker, so he showed us your good game design series/the principles of game design.
"hollow knight has a pretty spooky art style"
shows footage of smol circle bugs and grassy roads
I have nothing against your face! But the contrast of HD gameplay footage and some guy in a tank top sitting on his couch with bad lightning and meh camera quality REALLY brings down the professionalism of these videos
Yes, please, you're not bad-looking or anything, but it just makes me feel uncomfortable. Please just talk over the gameplay or put some more clothes on.
I just found this channel and after the clean intro I was only expecting a background voice, bam guy in a tank top, ptsd.
I am so tired of people doing this kind of filming. I don't come to these videos for how good the channel owner looks.
he mad thicc
Idgaf, its not that big of a deal really
I'm so happy to see Snake Pass on this list. I'm a huge fan of small experimental physics games, and it really resonated with me as a result. It reminded me a bit of Grow Home, with it''s cute art-style and a unique approach to movement.
I'm pretty sure we all know the most innovates shooter we've all played in years is SuperHot
Breath of the Wild, a game that is truly open world with no boundaries. Most of the time open world games have something blocking your path, keeping you from progressing until something important happens. Whether it be invisible walls or special moves you need to progress, it always halts your progress. That's not the case with BotW. It's the first open world game that I felt wasn't guiding me in a certain direction.
I also love how BotW is completely open. Open world games should be 100% open.
Anas Manassra I think it's good that some games are somewhere between openworld and linear.
I absolutely agree. I'm trying not to praise the game too much because I'm afraid of hype backlash setting in amongst gamers, but it really did innovate open-world game design and ignited life back into Zelda, which had been rather stagnant for years.
What about Minecraft?
Zer0dog Weapon repair would be awesome, but they would have to balance it well to avoid breaking the formula of the game. For example:
-There would only be one location for repairs. This would prevent the player from constantly fixing their weapon, thus making them think on their toes when an item is about to break.
-Items used would vary with the type of weapon being repaired (i.e. bundles of wood and korok leaves for forest dwellers' gear, different types of jewels with increasing rarity for travelers', soldiers', knights', royal, and royal guards' gear).
-Repairing Champions' weapons stays the same.
Seeing NieR Automata in this video was a great surprise!! This game deserves more attention than it gets. It is an amazing experience that everyone should play.
Another way Hollow Knight encourages aggressive play is the way boss staggers work. If you hit a boss a certain amount of times within a certain time limit, the boss will stagger, allowing you to heal or unleash a stronger attack when they’re vulnerable
Did you even play Hollow Knight for more than an hour? It's explained very early what that "juice" is. It's called SOUL. Actually that game needs the players to figure out story details by themselves and requires many hours to fully understand it and be able to recognize and appreciate its brilliance. Would be neat if you invested more time in the game, it's really, really good.
it explain that right before you enter the Hallownest main entrance... the healing tips exactly, and yeah I doubt that too
I am quite happy you praised Snake Pass. It really is a solid game that is pretty different from what is out there at the moment but does play on that nostalgic feeling of collectathons. The music and presentation are the sweet cherrys on top of this great game.
Owlboy is a great game. it's asthetic is very pleasing.
the neir automata chip equipment reminds me of megaman battle network 5 (the only one ive played). as mid into the game you unlock the ability to customize megaman.exe through a tetrislike array of abilities. from one that allows you to survive a deadly blow with 1 hp left, to this obnoxiously big chip that transform's megaman's flavor dialog to be super macho. and one to make him be comedic.
yeah, Hollow Knight is the shit. My fav thing is path for secret ending with good challenge with meanboy-esque big level, strong bosses and second stage of a Final Boss. I love when games escalate like that and not just give you quick ending and that's it.
Man i really get happy every time you upload. I hope that you continue doing your videos as good as you do them right now.
You started with a friendly Hollow Knight. If Hollow Knight gets elected for game of the year. I'm mashing it's vote button. BTW, It's not 'juice', it's "SOUL".
"Pretty challenging difficulty" Team Cherry:"hold our beer" **releases path of pain and NKG**
aahhh sno, I'm so glad you finished NieR: Automata!
You don't finish NieR; it stays with you forever.
You don't finish NieR; NieR finishes you.
in this world, NieR finishes you.
in soviet russia, NieR finishes you.
Now if only he could pronounce it correctly...
My favorite "innovation" of 2017 was finding your channel. I will be in touch in the coming months.
*YOU ARE TAKING THEIR SOUL*
That's what happens in Hollow Knight
Notice how 3/4 of these are indie games. Indies are the future of video games!
Preach
Great Video man.. I love this new wave of videos people are doing on game design.. especially when people cross reference other games.. its beautiful seeing how people pull mechanics from other games and improve upon them.. At this point it's never stealing, I feel like indie gaming and parts of the AAA world are all kinda developing hand in hand. what a beautiful Time in gaming.
Can we all talk about how awesome Hollow Knight's characters are?
The game does a really great job on making characters that you can love, or hate
A lot of the characters have really cool designs that you can tell a lot of thought was put into them, like the designs of the members of the Grimm Troupe, and Grimm himself
How well written the character dialogue is. A lot of the characters are so lovable because they have well written dialogue that makes you want to hug them (except for Zote, go die Zote). Some of the characters that you can really get attached to are Myla, Cloth, Quirrel... (Wait aren't those some of the characters that die?). And also Hornet. Hornet is a very cool character, very strong and fast. At least for me in her fight in Greenpath, there she was hard to take down. The battle in kingdom's edge was a piece of cake, despite her having new attacks and being faster. All of these awesome characters make me really can't decide in a favorite! Guess I'll have three favorites then... Hornet, Grimm, and Quirrel.
So glad you mentioned HK man, awesome section on it. One of the best 2017 games, and one of my favourite games of all time.
2 things.
1. Great video, i was very immersed in you voice, what you decided to show, and what you said.
and
2. There is this game called "Phage Wars 2" on Armor Games that (i believe) was the first to implement a "chip-like" up-gradable system
Can you please do an video on the benefits of having a fantastic sound track to accompany a game?
NieR:Automata is probably going to be my GotY 2017, it's truly phenomenal.
Those hacking segments in Nier reminded me a lot of the hacking mini-games in Sly Cooper.
2017 truly was an amazing year for gaming, hopefully the rest of the year, as well as years to come, continue to be amazing.
This video sold me on Snake Pass! Really loving it so far, I'm in the third set of levels. I don't like the punishing checkpoint system, but the controls are brilliant and make you feel like a snake. Super cool game.
“Knight-mare before Christmas” I see what you did there, my good sir 😎
I clicked on this for an informal short documentary on game design.
I got this guy with a singlet on.
I'm home.
E3 2018 brings Hollow Knight to the Switch. I'm here to feel 0% guilty for spending $20 of my trip savings on it :3
if anyone was wondering what the end song is called, "Tony's Belated Breakfast"
1. Killer tank - I don't know why people are being so rude about it. Though, I do see that one person's point about the video quality of your segments with you speaking to the camera detract a bit from the professionalism - personally, this doesn't bother me at all, but something to consider, I guess.
2. BOTW's open world and interactiveness and Nioh's stance system and ki pulse mechanic (similar to but also importantly different from BB's 'rally' mechanic) are my favorite innovations of the year for sure. I loved lighting grass on fire to burn swarms of enemies and rolling a snowball down a hill to have it become a snow boulder that knocks open a door to a shrine in BOTW, and I loved the variety of each weapon type's movesets with light AND heavy attacks in three different stances, which caused me to evaluate how best to deal with each encounter and even specific parts of each encounter in Nioh. The ki pulse mechanic, I think, speaks for itself, but it's also cool to hold that much more accountability on how much energy you have to keep striking your opponent. Man, I love that game...
I gotta try out Nier: Automata...
I do have a question for all of you though.
How you encounter a game innovation or a unique thing about it, but at the expense of making the game worse?
English? Are you asking:
-What do you guys think about innovations that make the game worse?
or
-Can you tell me examples of innovations that made the game worse?
or
-How do you detect if a feature makes the game worse?
or something else...?
"Have you encountered innovation in a game which ended up making the game worse?" seems to be the question.
My answer: I'm struggling to think of an innovation that ended up detrimental to a game but I can think of a lot of examples where games tried and failed to copy others' successes. For example: quick time events and button mashing are just awful in most games; developers tend to implement them as main mechanics rather than rare occurrences. In God of War, QTEs were for executing special moves that would not make sense in any other context, like grabbing a Hydra by the nostrils and slamming it down over a ship's mast. It makes sense to use a QTE rather than a combination of buttons for the moves because they're unique to that scene. Compare this to Tomb Raider, where you get QTEs for dodging, blocking, and grabbing on to ledges, you have button mashing for opening doors and fighting off wolves... things that you do throughout the whole game.
Some innovations I don't like.
The punishments for death in games like Demon's Souls & Hollow Knight.
The time/day sensitive events in Pokemon games.
Almost any control gimmick.
This was a really great video! One of your best in my opinion!
Thank you for promoting Furi. It's quickly becoming one of my favorite things.
Great video! I had to stop watching at Nier: Automata when you started talking about the different endings. Trying not to spoil it for myself but haven't had time to play it yet X_x.
For an upgrade system similar to Nier Automatas, look at the Navi Customer in Megaman Battle Network. Being a computer program, you can add extra programs for your health, damage or other beneficial effects. But if you don't follow the rules of the program, you get bugs. To which there is Bug Style form that fills your battles with glitches
I have a game idea with the use of lightning and electricity where your character can change into a spark of lightning and can only turn into that if there's any metal (or other) objects nearby. I've created different character where you use their power differently (like sonic games I guess) and it would be cool if you could use every character at the final boss battle. I don't know how to make a game tho and I'm not old enough to be a game designer. But I enjoy this idea and already making a story based off of it :)
This is awesome! Keep at it and someday you might make something great :D
Snoman Gaming oh shoot I didn't see your comment but thank you so much for your reply!
Great video as always. Keep up the good work!
I literally just finished Snake Pass 100% before watching this, and god damn I loved that game. Also, the bit you talked about in NieR actually reminds me of the navi customizer in Mega Man Battle Network 3, where you have to fit upgrades into a defined region, and there is a line where if some upgrade blocks do not cross the line, Mega Man can become bugged and actually develop a new Style (kind of a class system thing) that is bug related.
Just discovered your channel. Great video! I love it how you covered alot of cool indie games. Subscribed :)
I think one of the best things about this year, is that it's been SUCH a GREAT YEAR for music in games! While this is hardly an innovation, per se, composers are really giving us a lot of variety and it's difficult now to find just one soundtrack that is awesome. I'm giving my votes for best composition for Q3/Q4 2016 and to current (Q3 2017) to 1) Rime (Composer David García Díaz gave us the best value, minute by minute of an ENTIRE, wonderful game score that absolutely not only lifts up the game when necessary but is wonderfully done - total score length 1:27:41), and 2) The Last Guardian (Composer Takeshi Furukaw let us feel everything and reminded us that an appropriately placed bit of emotional, musical WOW is sometimes better than a lot of unnecessary musical distraction.) I'm going to give an honorable 3) to Valley (per Steam credits, Composed and arranged by Aakaash Rao and Selcuk Bor, directed by Brenden Frank. This soundtrack DLC contains nearly 70 minutes of game music.)
Im so far the most excited for new RTS game that came out this year called NorthGard. Its often called a combination of Age of Empires and Banished, with Vikings and Norse mythology and some board-like elements. Im really excited for it and its still in Alpha so there's still a ton of potential for the game.
Honestly can you do a bad game design on basically all Bethesda games? They all have great design in certain areas, but are terribly lacking in others.
In other words the amount of glitches that they have.
assholemon well, not all the glitches are bad or completely destroy the experience of the game. The glitches are so minimal that I don't think Bethesda needs an entire video on them.
Bethesda's official motto is "Playtesting is for losers"
Regulus its true that not all of them are terrible, but my last Skyrim playthrough was absolutely plagued by game breaking glitches. Alduin got hit to fast by a Storm attronach (i know i misspelled that) and made him invincible, I cant get the "one with the shadows." trophy because the objective "join the thieves guild." never goes away, amd a ton more.
Duelist Mudkip I've never had anything like that happen to me. But I do remember one time when I was playing fallout 4 and a character from a side quest died and went missing so I was unable to do the quest but that's probably the worst glitch I've ever had in a Bethesda game.
You should also try the previous NiER title, its also very touching and inspiring, a heavily overlooked game for sure.
This was my first video I've seen from your channel, and although I started with my own pretentious "what is this kid going to say about "design"' I came out of this video with a really great impression of your thinking process and how you come to conclusions. +Sub can't wait for more.
I really enjoyed this video! I'm most interested in Tumbleseed, it looks really fun!
I'm madly in love with my switch for one simple reason... two built in controllers! I hear people talking about, "I miss playing with a friend on the couch." Once my fanboy side stops laughing... (which can take some time) I tell them about fast rmx and offer them a joycon. It's just such an inclusive design and I can't get over it! :D
could you list the games you feature in the description? I didn't catch the name of the seed game
Great video good selection
there's was a game at a bar/arcade called ice cold beer and it played the same as tumbleseed but you had to get into special holes but dodge others
in an app called soda dungeon, instead of having a party that follows you the entire time, you have to hire your party members every time you go to the main dungeon
My favourite innovation has to be how freely you can customize your shots in Mighty Gunvolt Burst.
NieR:Automata is a whirlwind of unhinged genius.
The upgrade system is just the tip of the ice caps.
If I remember right Transistor did the upgrades Nier Automata had first, but I agree it's fantastic.
Transistor did, but I think he was talking more about how EVERYTHING in Automata has an in-game reason for existing than just the upgrades.
nah, Transistor's upgrades were done pretty differently. A fantastic system, to be sure, but nothing like Automata's.
I haven't even played it yet, but the new Zelda has some remarkable elements. Like beeing able to climb any surface or how elements of the game interact with eachother
There are so many things I enjoy about Hollow Knight and that I haven't seen in many games or any games before. Instead of mana, you use soul (not "juice" dude) to cast spells, which you gain from hitting enemies. When you die, a shade remains in the place you die and you need to kill it to gain back the gold and maximum soul storage, but the shade can also hit and cast your spells and it can kill you. You find out so much about the lore not by talking to people, but by hitting them with the dream nail. That is really cool especially when you see the last thoughts of a corpse. You can gain more health and soul storage by buyind and finiding mask parts. You can use charms you find, buy ans receive from NPCs, and those have such different effects, from increasing your health to dealing more damage when you are close to dying to spawning flies with your face that attack enemies. Every charm requires a number of notches and you can upgrade the number of notches too. You can get the map of any area from the bug that makes maps and then complete the map as you explore it. Hollow Knight is my favourite single player game
Great video and awesome tank bro!
Looking at the comments and I'm being serious about the tank. Screw the haters and losers. You do you.
I think the most impressive innovation in 2017 is blue car smoke for prepurchasing new NFS. Nothing can beat that.
I've made a cute unique idea that is about an avocado named Guac James and it's a platformer and I made some maps and more but I'm not good enough to make it :(
It's cool and it's super weird. His super ability is his swagy shades that's makes him faster and shot lasers, the enemy's are spoons that you bend to kill, chips (all main boss guys are a type of chip) ehehehehe it's weird and a cool idea
@@kalvus5270 Nice! Seems interesting.
AfraidRacer broooo i haven’t remembered this idea in so long that’s for reminding me
@@kalvus5270 XD lol
The Rage mechanics in Tekken 7 are a very unique and exciting way of doing something that every game on that style did before.
And the best thing about Hollow Knight is the charms system, there are many viable builds and you always have to sacrifice something in order to get something else. And then there's the overcharm possibilities...
Maybe check out Trawler Trouble (Android and Apple, I think) - It's kinda like an infinite runner version of Snakepass
Thanks for the content!
good video bro. I like roguelite platformers too!
Good tastes with the Birocratic music my friend
The mechanic of gimping yourself for better upgrades like in nier can be used in Hollow Knight as well, as the compass is in fact just an upgrad that can be taken out for better things, if you desire to do so. The scope of it is just way smaller as nier
Breath of the Wild's exploration is the best thing in 2017. It doesn't tell you how to play the game you kinda just do your thing and find out how to do stuff as you play.
Sooo... Dark Souls?
Pedro Passuello
Stop comparing everything to Dark Souls.
Dark Souls exploration is clearly inferior to Zeldas and the tutorial is different.
you could say Dark Souls, but DaS took that aspect from Zelda, not the other way around.
Nintendo Software presents:
Dark Rupees: Prepare to play a flutelike instrument every once in a while edition
Ryan Ellinger ^^ hollow knight is actually game of the year 2017
DAVID WIIIIIIIIIIIIIIISE! I NEED TO PLAY THAT SHIT!
Tumbleseed looks like it was made by Kurzgesagt. :o
Could you post links that take people to pages that have more info about the games you talk about in videos like this? -- I.E. what consoles they are on/where we can potentially buy them?
Liked for the rain world bit. I fell in love with this game!
It's a few years old at this point, but Child of Light's take on turn-based combat was pretty innovative, and I really wish other RPGs would try things like it. It's a lot easier to understand if you see it in action, but basically after you choose what you want a party member to do, you have to wait a brief moment before s/he actually does it. During this period, if that character is attacked, s/he is "interrupted", and misses his/her turn. This sounds like a bummer, but every enemy in the game can also be interrupted, and the game gives you a lot of tools to control how fast or slow your characters go, so if you're good at timing your attacks out, you can take a dozen turns in a row without ever letting an enemy get a turn, and that just feels awesome. Of course, it also means you can get wrecked pretty easily if you don't pay attention to when the enemies are about to attack.
Speaking of 2017?, have you tried Creepy Castle?
I like it a lot but in term of game design, I like how it incorporate story in the free modes,
modes that would otherwise just seems to be there for fun, to try the various characters you unlock.
Did you play TumbleSeed before or after the patch?
Yo, jokes aside, my favorite Innovation from 2017 is how Friday the 13th: The Game handles Dynamic Win Conditions. I won't go too in-depth in this here comment because it's really long to explain, and because I'm working on a video for it, and I don't wanna spoil that, but basically, the fact that there's more than one way to win in that game makes it extremely unique; I can't think of any games that work like it does.
JUST ABOUT TO WRITE THIS. GET OUT OF MY HEAD CJ! I think the way audio works in that game is super innovative too, esp the proximity needed to hear other players.
Man, I got like 4 videos planned on this game, it does so many unique things and it does them all so well cause they all intermingle. Good stuff.
To bad the game is trash
HMU if you need help or whatever!
Civilization is the closest comparison I can make, but those kinds of games take a really //really// long time. It's similar, but F13 stands out by being adaptive. You might be all set to win in one way, but need to change last second because that previous route is no longer an option, whereas it's uncommon for you to change from Diplomatic to Domination Victory in Civ.
Suns out guns out!
MAN I LOVE HOLLOW KNIGHT
Snoman, fuck the haters. Wear as many goddamn tanktops as you want.
Jack Hendrickson ^^
Jack Hendrickson Please don't use the term hater. It's stupid and childish.
Free Ware
Hating is childish
+
Next episode: 50 tanktops
Personally, I think Get Even's framing of player agency in a way that has players tangibly reflect on their past actions and the game's themes is nothing short of clever. The plot twist alone is worth the price of admission.
I knew it
I fucking knew it
when I was playing this game (Hollow Knight) I was like "I bet snowman gaming is gonna make a video about this"
#HollowKnightBestGame2017
and The Watcher gangbang..... I'm still salty after beating them but no one will remember that one asshole whose name starts with a Z. Ogrim is fun to fight against.
"Definitely not best game of any genre" so what is your goty
7:39 what is this game? It looks cool and strategy
Top comment: "No tanktops."
Second place: "Wear tanktops if you want to."
Who should I believe???
Project Overturn *choose your faction*
1.- I wouldn't call the map system of hollow knight unique, but a twist on the eternal odyssey system of you making the map, but unlike hollow knight where someone will make a sketch of a map and you still need to learn the stage if you want to keep a track on your location in eternal odyssey you have to do it all on your own and keeping track of almost everything if you want to have a proper map.
However, the health system is very appreciated and it's a good way to encourage offensive gameplay and timing. I don't know if another game did this too but it reminds me a bit on wario land 4 where you collect small red orbs to refill your health, but in that game you can't use them at will.
2.- Yep, it's very unique to see how you control the seed and how you can use the other characters while playing the stage. While tilting the stage, dying making parts of the game easier and changing characters on the fly aren't unique on their own the combination of them is.
I didn't had interest in the game, but after this video now I have.
3.- I don't recall seeing a game with this mechanics besides snake pass, but it's a very interesting and unique one that is worth playing and does makes it stand out to the rest of the games.
4.- I still need to play nier automata, while I do recall seeing the chip mechanic being played in other games, I don't recall them having to remove the HUD if you want to stack up more skills or other abilities. Which is an interesting ability and does give you the choice on how to play the game. Since someone who already has played the game multiple times won't need the minimap if he/she remembers the places.
And it's a nice touch how everything has an ingame explanation, while not 100% necessary and a game can work without it's nice to see how much care they put in the lore to make it believable.
I'm mostly still catching up on 2016. My best find in a long time has been Sunless Sea. I guess I would call it a simulation game? It's all about story and aesthetic! The mysterious setting really draws you in (though the pacing really isn't for everybody).
I just noticed that you have no video on the game "OneShot". If you missed that game you should definitly look into it. It's really great
When are you going to do good game design of de blob 2 it kind of old but it's a great example of inavation
I played that game too! it's a pretty cool platformer. I really like the color-mechanic
Not your account Now leave I personally like the first De Blob more, it just felt better and more "natural"
Man, I loved de Blob 2. It's dynamic music was a perfect example of innovation, and I've yet to see any other game do anything like it. I used to just wander around each area after I completed it, performing some jazz. Best part is that was usually a pretty good method of finding collectibles, too.
I need to get Hollow Knight... It looks great.
so this was made in late 2016 but its also on the Nintendo switch,goNNER is a rogue like which is super difficult,the best way to describe it is down-well and Spelunky,its incredibly cheap on the E-shop and is definently a must have
*goes to the beach to swim with friends*..*New vid*.."Welp guess im not swimming today"
What's your thoughts on hohokum
Breath of the Wild's climbing system. It's such a subtle change, but by making nearly every surface climbable, Nintendo effectively eliminated the issue of invisible walls that's plagued open world games for so long.