Every dislike feeds a hungry child! ;D
Breath of the Wild, boundless freedom, creative enemy fights, environmental storytelling, a post apocalypse Zelda, so relaxing, etc. But all of that means nothing if you don't have basic game design, Nintendo knew this, and decided not to care. So let's analyze that.
TotK Live-ish Review: Tears of the Kingdom: A Live-ish Review
Discord Server: Discord: discord
A free book we wrote! https://www.royalroad.com/fiction/559...
Writing videos: Writing Stuff
I hope in watching this you can see some of the issues in this game, learn something, and maybe have some fun along the way. Thank you all for clicking this and spending some time watching the videos I want to make and I hope you have a great day!
***
Citations - https://docs.google.com/document/d/1F...
***
I only own, like, the stick figures I drew and any pictures or music or video I used that I don't specifically own was used just to make a quick point or because I simply don't have the time or ability to get the footage otherwise and I don't claim anything except like, those stick figures and some game footage.
***
Chapters:
00:00:00 Intro
00:03:51 Disclaimers
00:10:33 Part 2: Freedom - The Choicest Quotes
00:13:34 Comparisons and Freedom Intro
00:16:12 A Lack of Design
00:16:51 The Flow Channel
00:20:43 Indirect Control
00:24:18 No Level or Encounter Design
00:34:17 Repetitiveness is now Rote
00:43:49 Broken Skillchains
00:48:15 A Flat Interest Curve
00:55:07 A Broken Story
00:56:16 Memories
00:59:09 Main Story
01:07:38 Bad Things Made Worse
01:08:53 Sidequests
01:11:27 Empty World
01:15:12 Nothing to Collect
01:17:22 Korok Seeds and Shrines
01:18:32 Korok Seeds
01:21:22 Shrines
01:22:00 Outside the Shrines
01:23:12 Pieces of Heart Were Better
01:34:17 Inside the Shrines/Back to Citations
01:42:15 Degenerate Techniques and Player Types
01:48:45 Freedom Wrap Up
01:54:42 Part 3: Goals, Motivations, and Rewards - The Final Straw
01:58:55 What Did It Better?
02:02:21 Mission Statement
02:05:25 Here Comes Fallout-Zero Dawn
02:06:33 What is This Idea?
02:10:15 Here We Go: Overall Costs
02:11:56 Cost of Downtime
02:31:24 Cost of Busywork
02:44:33 Rewards and How They Scale
02:55:39 Effort/Reward Ratio Conclusion
02:59:54 Part 3.3: The Ruined World - The Intro Quotes
03:06:09 How We're Doing This
03:08:53 Good Ruined Worlds
03:15:21 Artbook Admissions
03:20:32 Specific Ruins
03:22:57 Gatepost Town Ruins
03:30:45 Hyrule Garrison Ruins
03:36:55 Maritta Exchange Ruins
03:40:15 Not A Ruined World
03:41:45 Oh Look It's Skyrim!
03:44:26 Past Zelda Games Don't Count
03:48:23 Ruined World Conclusion
03:50:56 Part 3.5 Serene Nature and Survivors: What's the problem?
03:55:10 Fallout/Lorule/HZD Comparison
03:58:22 Aesthetic Enjoyment
04:01:11 A Lack of Focus
04:08:58 So... Serene Good or Bad?
04:09:31 Rustic Survivors? Anchor!
04:11:42 What Even Is Rustic?
04:13:42 What Even Are Survivors?
04:15:33 Tell a Lie, There are a Few!
04:16:28 So... Rustic Survivors?
04:17:15 Adapting Survivors?
04:17:51 Interesting? That's subjective!
04:19:24 Part: 3.7- Fields, Forests, Mountains
04:21:43 Polish and Space Organization
04:28:12 BotW's Map v Skyrim, Horizon, Past Zelda
04:37:51 No Story Focus/Check or Not
04:41:42 What has Hyrule Become?
04:42:41 What They Wanted Checklist Wrap Up
04:43:57 The Big Places
04:45:08 Shrines, Story Skill Chains, and Fan Theories
04:51:17 The Zonai Ruins
05:01:17 Past Zelda Continuity (Feat: Skyrim)
05:09:41 Zonai Wrap Up
05:11:49 The Gerudo Heroine Statues
05:15:21 History and Other In-Game Locations
05:21:07 Lanayru Prominade
05:25:49 What They Wanted and Big Locations Conclusion
05:34:53 Part 3.9 Intro
05:38:47 The Enemies
05:43:14 The Dragons
05:55:41 The Regular Enemies
06:20:42 The Bloodmoon
06:27:39 The Yiga
06:42:59 The Music
06:53:25 Unchanging Game space/Conclusions So Far
07:18:07 Personal Worries...
07:23:37 Coming ... Maybe?
***
Investigations by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/...
――――
Five Card Shuffle by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/...
#zelda #botw #breathofthewild
Every dislike feeds a hungry child! ;D
Breath of the Wild, boundless freedom, creative enemy fights, environmental storytelling, a post apocalypse Zelda, so relaxing, etc. But all of that means nothing if you don't have basic game design, Nintendo knew this, and decided not to care. So let's analyze that.
TotK Live-ish Review: Tears of the Kingdom: A Live-ish Review
Discord Server: Discord: discord
A free book we wrote! https://www.royalroad.com/fiction/559...
Writing videos: Writing Stuff
I hope in watching this you can see some of the issues in this game, learn something, and maybe have some fun along the way. Thank you all for clicking this and spending some time watching the videos I want to make and I hope you have a great day!
***
Citations - https://docs.google.com/document/d/1F...
***
I only own, like, the stick figures I drew and any pictures or music or video I used that I don't specifically own was used just to make a quick point or because I simply don't have the time or ability to get the footage otherwise and I don't claim anything except like, those stick figures and some game footage.
***
Chapters:
00:00:00 Intro
00:03:51 Disclaimers
00:10:33 Part 2: Freedom - The Choicest Quotes
00:13:34 Comparisons and Freedom Intro
00:16:12 A Lack of Design
00:16:51 The Flow Channel
00:20:43 Indirect Control
00:24:18 No Level or Encounter Design
00:34:17 Repetitiveness is now Rote
00:43:49 Broken Skillchains
00:48:15 A Flat Interest Curve
00:55:07 A Broken Story
00:56:16 Memories
00:59:09 Main Story
01:07:38 Bad Things Made Worse
01:08:53 Sidequests
01:11:27 Empty World
01:15:12 Nothing to Collect
01:17:22 Korok Seeds and Shrines
01:18:32 Korok Seeds
01:21:22 Shrines
01:22:00 Outside the Shrines
01:23:12 Pieces of Heart Were Better
01:34:17 Inside the Shrines/Back to Citations
01:42:15 Degenerate Techniques and Player Types
01:48:45 Freedom Wrap Up
01:54:42 Part 3: Goals, Motivations, and Rewards - The Final Straw
01:58:55 What Did It Better?
02:02:21 Mission Statement
02:05:25 Here Comes Fallout-Zero Dawn
02:06:33 What is This Idea?
02:10:15 Here We Go: Overall Costs
02:11:56 Cost of Downtime
02:31:24 Cost of Busywork
02:44:33 Rewards and How They Scale
02:55:39 Effort/Reward Ratio Conclusion
02:59:54 Part 3.3: The Ruined World - The Intro Quotes
03:06:09 How We're Doing This
03:08:53 Good Ruined Worlds
03:15:21 Artbook Admissions
03:20:32 Specific Ruins
03:22:57 Gatepost Town Ruins
03:30:45 Hyrule Garrison Ruins
03:36:55 Maritta Exchange Ruins
03:40:15 Not A Ruined World
03:41:45 Oh Look It's Skyrim!
03:44:26 Past Zelda Games Don't Count
03:48:23 Ruined World Conclusion
03:50:56 Part 3.5 Serene Nature and Survivors: What's the problem?
03:55:10 Fallout/Lorule/HZD Comparison
03:58:22 Aesthetic Enjoyment
04:01:11 A Lack of Focus
04:08:58 So... Serene Good or Bad?
04:09:31 Rustic Survivors? Anchor!
04:11:42 What Even Is Rustic?
04:13:42 What Even Are Survivors?
04:15:33 Tell a Lie, There are a Few!
04:16:28 So... Rustic Survivors?
04:17:15 Adapting Survivors?
04:17:51 Interesting? That's subjective!
04:19:24 Part: 3.7- Fields, Forests, Mountains
04:21:43 Polish and Space Organization
04:28:12 BotW's Map v Skyrim, Horizon, Past Zelda
04:37:51 No Story Focus/Check or Not
04:41:42 What has Hyrule Become?
04:42:41 What They Wanted Checklist Wrap Up
04:43:57 The Big Places
04:45:08 Shrines, Story Skill Chains, and Fan Theories
04:51:17 The Zonai Ruins
05:01:17 Past Zelda Continuity (Feat: Skyrim)
05:09:41 Zonai Wrap Up
05:11:49 The Gerudo Heroine Statues
05:15:21 History and Other In-Game Locations
05:21:07 Lanayru Prominade
05:25:49 What They Wanted and Big Locations Conclusion
05:34:53 Part 3.9 Intro
05:38:47 The Enemies
05:43:14 The Dragons
05:55:41 The Regular Enemies
06:20:42 The Bloodmoon
06:27:39 The Yiga
06:42:59 The Music
06:53:25 Unchanging Game space/Conclusions So Far
07:18:07 Personal Worries...
07:23:37 Coming ... Maybe?
***
Investigations by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/...
――――
Five Card Shuffle by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/...
#zelda #botw #breathofthewild
Two criticisms of Formal methods:
The machinations diagrams and the pattern language formalize the practice of game design to a certain extent; they are tools that we hope will enhance and complement your existing skills. However, not everyone in the game industry sees value in such methods. Game designer Raph Koster gave a lecture at the Game developers’ conference called “a Grammar of Gameplay: Game atoms—can Games Be diagrammed?” (2005), in which he discussed game mechanics at some length and proposed a method for diagramming them. Later he noted that the audience reaction was quite mixed (Sheffield 2007). From our own discussions on game design methodology with various people in the game industry, we have noticed a similar split. Some designers dislike the premise of design methodology and argue that they are academic toys with little relevance for real, applied game design. Others recognize the value of these tools and are happy to experiment with them to improve their designs.
Another common argument against game design tools and methodology is that they can never capture the creative essence that is the heart of successful game design. According to this view, no formal method can replace the creative genius of the individual designer (Guttenberg 2006). Supporters of this argument fear that the tools will ultimately limit designers because they tend to view game design only through the lens of formal methods.
Design tools can be Worth the investment.
We cannot deny that the current vocabularies and frameworks for formal methods have a poor track record within the game industry. There are a number of them in existence, but many were designed by academics with little hands-on game design experience. Often it takes a considerable investment to learn their tools, while the return value of using them is not particularly high. This is especially true of tools designed primarily to analyze games. Formal game analysis is done more often in universities than in industry.
The criticism is valid, but it does not mean that there is no point in trying to create game design methodologies. It simply suggests that we should adopt criteria for evaluating them: They should help designers to devise, understand, and modify their designs, not just to analyze other people’s games. We hope that by now, you see that the design patterns and the machinations language are not simply tools for analysis; they can actually help you improve your mechanics and offer the opportunity of experimenting with your designs at an early stage during development. Chapter 9, “Building economies,” features an extensive case study. In that chapter, we’ll show you how to use these tools to design game mechanics in a way that goes beyond the typical brainstorming techniques. (We do encourage you to use the brainstorming opportunities that design patterns offer, however.)
Any design tool requires some investment to master, but we feel that learning machinations will pay back this investment. Your design will be better because the tools offer you an efficient way to test your mechanics quickly.
Design tools support creativity.
The second argument, that no formal design method can replace the instinctive creative genius of the individual designer, is more problematic. People who subscribe to this opinion dismiss the whole idea of design methodology. However, this opinion is often informed by a rather naive conception of art. Art is, and always has been, the combination of creative talent, practiced technique, and hard work—a lot of hard work. There is no point in denying that one artist has more talent than another, but pure talent rarely makes up for the other two aspects entirely. Especially within an industry where much money rides on the success of each project, investors simply cannot afford to gamble on creative talent to deliver all the time.
The image of the artist as a creative genius extemporaneously devising brilliant works with raw talent is a romantic vision that rarely fits reality. To create art, artists must learn the techniques of the trade and work hard. This has always been the case for all forms of art, and there is no reason to assume that games are any different. The artist’s tools and techniques are many. They range from the practical to the theoretical.
Painters learn how to use a brush with different types of paint and learn about the mathematical principles of perspective and the psychological principles of cognition. The invention of geometric perspective—a seemingly scientific rather than aesthetic innovation—revolutionized renaissance painting. The development of abstract art throughout the nineteenth and early twentieth century has been a gradual and deliberate intellectual process. none of these changes would have happened if painters treated intuition and individual skill as their only source of progress.
We feel that skeptics of design methodologies are missing the point. Formal design methods are created to support the creative genius, not to replace it. No matter how good a method or tool is, it can never replace the vision of the designer, nor can it replace the hard work involved in designing a game. At best it can ease the burden and refine a designer’s techniques. The best methods do not restrict a designer’s vision. Rather, they enhance it, enabling the designer to work faster and create better results. Machinations diagrams also facilitate teamwork and collaboration. Instead of arguing about how their proposed mechanics will behave once the code is written, a design team can diagram and simulate them before a line of code is written.