Into the Black: On Videogame Exploration

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Electron Dance

Electron Dance

8 жыл бұрын

Twitter: / electrondance
BASED ON "Into the Black" [www.electrondance.com/into-the...] and "Chekhov's Collectible" [www.electrondance.com/chekhovs...]
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FEATURED GAMES
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Obsolete, Orihaus - orihaus.itch.io/obsolete
Proteus, Key & Kanaga - www.visitproteus.com/
Flight Simulator II, subLOGIC
GTA III, Rockstar Games
Fuel, Codemasters
Dear Esther, The Chinese Room - dear-esther.com/
TRIHAYWBFRFYH, Connor Sherlock - connorsherlock.wordpress.com/...
TIMEframe, Random Seed Games - randomseedgames.com/timeframe
Secret Habitat, Strangethink - strangethink.itch.io/secret-ha...
Bernband, Tom van den Boogaart - gamejolt.com/games/bernband/34864
Aeon, Orihaus - www.deadendthrills.com/forum/d...
Lumière, Orihaus - orihaus.itch.io/lumiere
Césure, Orihaus - cargocollective.com/Noctuelles...
Xaxi, Orihaus - orihaus.itch.io/xaxi
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FOOTAGE
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Scuba bubbles - • Video
Landing at Meigs Airport in a Piper Archer II - • Landing at Meigs Airpo...
Banksy takes over Springfield - • Banksy takes over Spri...
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MUSIC
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Jerry Goldsmith "The Cloud" (Star Trek: The Motion Picture soundtrack)
www.amazon.co.uk/gp/product/B0...
Rémy Bourgeois (prev. Aaren Reale) "Bal de Nuit"
www.jamendo.com/track/1235168...
Max Richter "Maria"
www.amazon.co.uk/dp/B00BADSXQ...
Andrew Hewitt "The Double Theme (Version 2)" (The Double OST)
www.amazon.co.uk/dp/B00JA5XSIC
Andrew Hewitt "A Boy Held Up By String" (The Double OST)
www.amazon.co.uk/dp/B00JA5XRRE/
Jerry Goldsmith "Ilia's Theme" (Star Trek: The Motion Picture soundtrack)
www.amazon.co.uk/gp/product/B0...
Max Richter "November"
www.amazon.co.uk/dp/B00BADT08...

Пікірлер: 77
@Madoc_EU
@Madoc_EU 8 жыл бұрын
Brilliant. I feel like you express something that I've found expressed nowhere else before, and I think it's important.
@Electrondance
@Electrondance 8 жыл бұрын
+Matthias J. Déjà Thanks! I'd written about Obsolete a few years ago and thought it would make a great video to actually show what I meant in the game. Errr... it turned out to be a lot harder than I expected! But, yes, I do think that exploration is often replaced with the developer dragging you around by the nose.
@Madoc_EU
@Madoc_EU 8 жыл бұрын
Electron Dance I wonder what is the reason why you left Mercenary unmentioned. Maybe it was too much of the same, and adding just another example of the same point did not improve the message?
@Electrondance
@Electrondance 8 жыл бұрын
+Matthias J. Déjà It did occur to me but... (1) The main reason is Mercenary is looks very similar to FS2 so wouldn't add much. (2) It's much faster and I wanted to capture the languid pace of exploration and sudden discover. You could argue by modern standards that Mercenary is pretty slow but compared to FS2 it's really fast! The FS2 section in the video is actually running at double speed. (3) I also once described Mercenary as FS2 but with the world "showered with stuff" which seemed kind of contrary to the original FS2 example.
@Madoc_EU
@Madoc_EU 8 жыл бұрын
+Electron Dance Oh, I didn't know about the slow pace of FS2. Thanks for explaining, now I understand it better!
@jackoneal2
@jackoneal2 5 жыл бұрын
This video is beautiful and reminds me of why i liked video games at first as a kid. Sure, the games i played had collectables, but as a child i never thought of them. I poked and prodded at the corners of digital landscapes because I wished to discover, and to meditate. I played pretend in false worlds, alone with my thoughts when I couldnt go outside to play. Games opened up whole new worlds to me, and now i realize i have a longing for those days, when moments didnt matter. When i could just be in a world, enriched and thoughtful.
@Electrondance
@Electrondance 5 жыл бұрын
Hi again jackoneal2! I recall when I used to discover e.g. a dead-end room and it woul d become a creative exercise where I wanted to determine the functional reason for the room; I'd be sure there was some hidden secret, something that needed an unlock, assuming they wouldn't be there just because. Knowing there was a designer meant every place had to have a reason for being there. Sometimes dead-end, deep rooms in ancient 2D Metroidvania before Metroid and Castlevania - games like Starquake, Draconus - those places would feel lonely and terrifying, so far from home.
@nommable
@nommable 3 жыл бұрын
What an incredible video. I feel like I'll be carrying it alongside me as I play video games for many years.
@Electrondance
@Electrondance 3 жыл бұрын
Thanks nommable. I still love this short film, although I obviously have plenty more examples I could have filled this video with today. Like the amazing Miasmata! (kzfaq.info/get/bejne/j9eAobh0q-DFlJ8.html)
@iam9991000
@iam9991000 7 жыл бұрын
You NEED to be bigger. This is amazing.
@Electrondance
@Electrondance 7 жыл бұрын
Thanks again! If I get any bigger we run the risk of my ego exploding. Ah well, at the very least I need to get a new film out...!
@GameDesignDan
@GameDesignDan 8 жыл бұрын
This is beautiful and perfect. Thank you.
@Electrondance
@Electrondance 8 жыл бұрын
+Dan Pearce (GameDesignDan) Thanks Dan, appreciated.
@MaurycyZarzycki
@MaurycyZarzycki Жыл бұрын
That was beautiful and this time I promise I'll try to stay on track with my comment. (addendum after the whole thing was written: Sorry for turning this into an essay!) Many years ago I've realized and accepted that there are very few things I can do for intrinsic reasons. I can't play goalless sandboxes for too long (Don't Starve is only interesting until I get to a point I can survive anything; I can't get into building pretty bases in games like Terraria/Dragon Quest Builders). I can't make games if I am not confident I'll later get attention and praise for it. I can't draw/play music for fun because I am not good enough to get external appreciation. And I remember when I was a kid, I was doing new game+ in G.I. Joe: A Real American Hero like 6 times in a row, just to see if there is maybe some additional hidden story content if you replay it long enough. I'd play around in Klik and Play or Backbone (this one was on Amiga) making small silly games just for the fun of it. I'd draw for fun crappy comics and play on my 30 key tiny piano because it was fun. It all got lost somewhere along the way. I can only remember a few times in the past few years where I did things in games only because I wanted to do them. In Unpacking I somehow got a lot of satisfaction from moving things around and creating a space that makes sense. In Zelda: Breath of the Wild I'd often try to climb or reach something that was difficult to do just for the sake of the challenge. In Outer Wilds I'd try doing weird stuff just to see how the world reacts. One could argue those weren't real exploration of my own, I don't have a good argument here. But I have a small observation towards the video - it essentially states that the exploration for the sake of exploration is a good thing. But do the examples really match? When you explore the void in Obsolete, do you do it because you want to fly in the darkness or because you expect to find something hidden there? You yourself said that the reason you explored the ocean in Proteus was because you wanted to find something. When you explored the world in the atari flight simulator you did some in hopes of finding something. It seems that exploration for exploration's sake is not really for exploration's sake but, rather, for the sake of finding something interesting. Though maybe it doesn't matter? It still doesn't change the fact that for me, there must be some external goals or rewards to actually do the exploration. So why do I *need* the goal? Why can't I just explore in the hope of finding something interesting? On one hand it's probably just how my brain was wired while growing up. On another, if I think about it, it makes me ask - what's the point? Getting to the end of a game makes my brain go happy when it sees the end credits. When I see an achievement completion popup my brain goes happy. When I a number goes up in an idler and I can buy yet another meaningless upgrade, my brain goes happy. So why can't my brain go happy when I, I dunno, fire up MGSV and start exploring weird corners of the place? Well, it can, for a very short time. Actually scratch that, when MGSV: Ground Zeroes was released (the short prequel to the main game) I completed its core mission like 15 times using various strategies, trying out different things just to see what happens. But I am also a great fan of the series, love the gameplay, and just playing it is fun for me... ...Wait, just playing is fun? Why isn't playing Don't Starve past the Point of Guaranteed Survival fun? At this point I throw my arms into the air, defeated. I could go on about fixations, adhd, growing up but that's probably not the best place to explore these. I've pretty much accepted that that's how I am and I can't do anything to change it much. It's not a problem in day-to-day life, unless I am trying to finish my game or find someone on the internet telling me I am an inferior human being because of that. Beyond that I just have to wait for the next Outer Wilds or Kojima's game to truly enjoy doing things without an achivement, collectible or objective me to do something. Great video!
@robotacid
@robotacid 8 жыл бұрын
When Proteus was released I became completely lost during the final phase of the game. I'd headed out into the sea, thinking perhaps it might present a bridge to somewhere else now. The reduced draw distance instead meant I wandered, increasingly anxious and annoyed. The view remained consistent. I turned left and right, trying to coax some kind of change in the scenery. Nothing. Endless bleak wandering for what seemed to go on for at least half an hour before I eventually went through a process of turning a bit, going for 5 minutes, turn a bit going for 5 minutes, and so on. Eventually I managed to stumble upon the island again. This was the second time I'd played Proteus. The first time I'd played it was whilst it was in beta. It locked me out of my keyboard and computer and I frantically cursed the game and my machine for this predicament. I resorted to hard-resetting the machine, one of the few people to report Proteus sending them into a flying rage. When people insist a state of failure is required to be a game, I don't think they understand the scope of what failure can mean. That it can be something much more unpleasant than having to start over.
@Electrondance
@Electrondance 8 жыл бұрын
+robotacid Thanks for sharing that. I think this is one of the anxieties developers have to deal with - that players will get lost and frustrated. It can happen in the most mundane way, like the UI e.g. trying to run Dishonored's DLC proved to be an annoyance in our home. And where the player ends up in this conversation ultimately depends on layers of context. If you're a natural wanderer and go off-piste all the time, you can be more accepting of such loss. Also you're more likely to plump for games which seem almost arrogant towards the player - like a harsh teacher. One of my exploring highlights of previous years, Miasmata, is excellent in this regard. It didn't feature in the video because exploration is very much it's key mechanic and it's a more nuanced example. But indeed. Failure can mean so much more than game over. Here's my own example from a few years ago where weeks of work were unexpectedly terminated in Mount & Blade: www.electrondance.com/the-consequences-of-consequences
@PyritedGoodes
@PyritedGoodes 7 жыл бұрын
So glad I have stumbled across your channel dude, very glad. Thank you! xxx
@Electrondance
@Electrondance 7 жыл бұрын
PyritedGoodes Always happy to see more friendly faces in the comments. Welcome and I hope my schedule of producing a new film every 7 years use not upsetting...!
@PyritedGoodes
@PyritedGoodes 7 жыл бұрын
Quality over quantity dude x
@TheBenbuh
@TheBenbuh 8 жыл бұрын
This is fantastic, thank you!
@Electrondance
@Electrondance 8 жыл бұрын
+Benbuh You're welcome!
@Lanzuelplop
@Lanzuelplop 8 жыл бұрын
this video is amazing in sooooo many ways
@Electrondance
@Electrondance 8 жыл бұрын
Thank you!
@nifftbatuff676
@nifftbatuff676 4 жыл бұрын
I have a nostalgia of these "old" videos
@Electrondance
@Electrondance 4 жыл бұрын
Me too. I don't know whether to follow that with a smiley or a frowny face.
@GabrielOnuris
@GabrielOnuris 8 жыл бұрын
this is the most scientific explanation why collectibles sucks, and I loved it, great video you have there.
@Electrondance
@Electrondance 8 жыл бұрын
Thanks so much!
@Fangornmmc
@Fangornmmc 7 жыл бұрын
Great video! Very thoughtful.
@Electrondance
@Electrondance 7 жыл бұрын
Fangornmmc thank you!
@subspacesausage5918
@subspacesausage5918 3 жыл бұрын
This reminds me of NiesanceE. Although that game is fairly linear it really makes you feel like you are exploring a place where you are not supposed to be. I think its not just that rewards make the activity less satisfying, they are also a reminder thay you are staying within the boundaries of a predesigned space. Kinda like a kid whose parents let him go wherever he wants as long as he never leaves the house. Its can be fun, but it just does not convey that feeling of exploring the unknown.
@Electrondance
@Electrondance 3 жыл бұрын
Ooh Yes, naissanceE is a Something Else Entirely. I love the brutality of the game and often think about doing a video about it (this writing is all I've ever done on it: www.electrondance.com/why-youre-wrong-about-jumping-in-naissancee/) but I'm not sure I can put myself through it again! While I know videogame spaces are designed, it's offputting to be exploring the unknown and find a little sign saying "hey! here's a little reward! well done you!". It's like environmental un-storytelling.
@subspacesausage5918
@subspacesausage5918 3 жыл бұрын
@@Electrondance Exactly! Interesting read btw, glad there is more delicious content I can check out. I really think your videos have something special that is hard to find on youtube. I didn't see you mention it, but NaisanceE has a lot of references to the manga blame, where an architectural ai went out of control and filled the whole world with buildings. Just an interesting detail.
@chrissennfelder7249
@chrissennfelder7249 7 жыл бұрын
Your videos are great. Subscribed!
@Electrondance
@Electrondance 7 жыл бұрын
Thank you Chris. I can only apologise for not gettiing something new out for since The Drake Incident. I've not give up :)
@buzhichun
@buzhichun 8 жыл бұрын
Excellent video. Good choice of music too (there's no video that isn't improved by some Jerry Goldsmith in the background ;) ). I love a challenge or an engaging story, but exploration of the unknown is probably my favorite thing in games. Not even just sights and sounds, but also gameplay and the "rules of the world" itself. I sometimes find games lose some of their magic once you figure out the mechanics, what is possible and what isn't, the variables and the constants. When I try to think of my most memorable gaming experiences, most of them were not setpiece moments carefully crafted by a team of developers, but things that just... (seemingly?) happened by themselves. Like in my first game of Eidolon the game suddenly glitched (I think) so no berries or animals spawned anymore, so I kept travelling, desperately looking for something to eat. At one point I realized all hope was lost and I would soon run out of food, so I decided I would keep walking forward to my death. Slowly dying I traversed a mountain range, passed woods and lakes, and eventually ended up at a huge ocean, where I kept walking along the shore during the night. When the mist lifted and the sun started to rise I knew I would collapse very soon so I decided to wade into the water (the hunger would kill me before hypothermia anyway). In my final moments I noticed a small green glint at the horizon but I died seconds later. I quit the game and haven't played it since. It might sound strange but even though you rarely come across them, the game had a very different feel without the animals. Or maybe more accurately it wasn't the lack of animals, but _knowing there were no animals anymore_ that made the experience so surreal. Animals and food were a constant, the game had broken its own rules (or the rules I thought I knew at least). Also the feeling of an inevitable death (or loss) you can do absolutely nothing about (where it's not even mechanically possible to escape or 'win' I mean) is something I've rarely seen explored in games.
@Electrondance
@Electrondance 8 жыл бұрын
+DOOT DOOT Hey, Eidolon is one of those games I've got on my radar! Lovely glitch. Sometimes those glitches do bestow such wonderful little experiences. As featured in the film, TIMEframe and Rapture are titles which offer limited time before "death". I'm not *exactly* sure whether I like it (collectibles or not) because it turns exploration into a bit of a race against time - what can I find before the world blows?? It's not solemn, it's frantic. One of the essays behind this article was Chekhov's Collectible which goes into a lot more about how we might trace collectibles back to the idea of finding a developer's secrets which, in itself, is a pretty important thing.
@andreasghilardi1619
@andreasghilardi1619 8 жыл бұрын
I couldn't agree more. Collectibles and "stuff to do" can easily rob spaces of their wonder and "dignity", even if they happen to be beautifully designed.
@Electrondance
@Electrondance 8 жыл бұрын
+Andreas Meier Thanks Andreas!
@sliut1
@sliut1 8 жыл бұрын
Dayoscript loves your videos
@Electrondance
@Electrondance 8 жыл бұрын
Thanks for letting me know!
@thedrellum
@thedrellum 3 жыл бұрын
I guess I want to think of collectibles as making the world richer, enhancing the story and the meaning of that story because that's often what I play games for: a constructed story and world. And I've never really liked sandbox games. Does that mean my enjoyment/understanding of games was poisoned too early? Anyway, I really love the exploration of exploration here. It reminds me of how I don't really like way-points or plotpoint indicators in games like Fallout 4, since what I really love is venturing out and mapping the world in my head and finding those bits of story that exist without being told where they are.
@Electrondance
@Electrondance 3 жыл бұрын
I've definitely had my collectible romance period. I *loved* them in GTA III, trying to figure out where I hadn't explored - and places that seemed out of reach. Once GTA got bigger, I felt like it was a joke, that these cities were too big for fine toothcomb exploration. You don't play hide and seek in a giant city for good reason. I was also attracted to the original "narrative trigger" adventures but eventually it felt overused. I actually didn't mind too much finding logs to further story as an extra layer to another game, but over time I started to think less of the developers who were meant to be edgy yet kept adding collectibles - perhaps the most basic mechanic of all games - to titles which were meant to be genre-busting. So I wouldn't think of yourself as "poisoned too early". I'm pretty sure some players never escape, assuming these activities are core - that games can't live without collectibles or nav markers - but others will probably get bored when they realise the games are making you do the same things again and again. I still play games where collectibles are part of the mix, although I will privately tut under my breath while playing them :)
@Warstub
@Warstub 8 жыл бұрын
This is simultaneously what I loved about Far Cry 3 and hated about Far Cry 3. I just wanted the missions to piss off and let me jump in a vehicle, drive as straight as possible, and then drive off a high cliff and see if I could survive the ensuing crash. But at the same time, the sandbox that we run around in and make our own fun in has to be filled with something. I wish designers would focus on systems that enhanced that feeling of exploration. I think Skyrim and Far Cry 3&4 have to some extent allowed that to happen with random dragon or wild animal attacks. Collectibles are generally stupid as there's rarely any relevance to them within the game world.
@Electrondance
@Electrondance 8 жыл бұрын
A game I should have mentioned but was a fool to omit is Miasmata which is one of the finest exploration games I've ever played. I don't know if any other games have copied its template of navigation-as-game since. It does have a little bit of the collectible/fetch quest about it, but it works so well that I can forgive that entirely. I think Miasmata was my game of 2014. Well, the game of my 2014, because it had been out some time already...
@MasterKakkoSan
@MasterKakkoSan 8 жыл бұрын
Te amo.
@raulguerrero7071
@raulguerrero7071 8 жыл бұрын
toma todo mi loffff
@BerkeHitay
@BerkeHitay 6 жыл бұрын
I really would love to meet you in person and exchange ideas. Wonderful! About around 6:03, I'm really curious what would you think about the new Zelda game? Would you consider featuring it perhaps? People (myself definitely included) are hungry for your videos!
@Electrondance
@Electrondance 6 жыл бұрын
Hi Berke, I'm afraid I haven't played Breath of the Wild as I don't have - and never have had - any Nintendo hardware! I may have done everything I wanted to say about exploration, at least for now, although never say never. However some discussion of exploration will be necessary in the next film A Field of Flowers, which focuses on No Man's Sky...
@BerkeHitay
@BerkeHitay 6 жыл бұрын
Electron Dance Then I will be looking very much forward to that... I was interested in No Man's Sky but see; I don't have neither a PC nor a PS4. Much respect from this corner of the world to you. Keep it coming please :)
@Electrondance
@Electrondance 6 жыл бұрын
Thanks! Hopefully something new in the next couple of months...
@caesarali7191
@caesarali7191 3 жыл бұрын
I think a games world should be crafted in such way that allows you to not just see and hear but also to interact with it. When I go to someplace new in real life, I explore but I also interact, sit at a place, buy something, eat something, touch stuff etc. I didn't like Proteus or Dear Esther because I believe what these games offer to the player is limited but yes, I do respect and appreciate these games more than those who aim to waste the player's time with collectables. Players generally need to find purpose in the virtual world they are interacting with and in most cases exploration by itself is simply not enough.
@Electrondance
@Electrondance 3 жыл бұрын
Certainly there are some games that benefit from providing some form of interactivity in exploring games (my perma-love Miasmata is a perfect marriage of wandering and player agency) but I also find a well-crafted wandering game really grabs me, from the relaxing Proteus to the stressful glitch aesthetic of I AM NOT WHAT REMAINS [ompuco.itch.io/i-am-not-what-remains]. At the end of the day, it is each to their own - If you don't like these types of experiences, no worries!
@jiratrello
@jiratrello 8 жыл бұрын
hell yessssssssssssssssssss
@wasdwasdwwasd
@wasdwasdwwasd 8 жыл бұрын
Nice use of the soundtrack for Star Trek TMP. It was probably the only part of the film I liked.
@Electrondance
@Electrondance 8 жыл бұрын
+Randy Cockshipes Thanks! At least I'm assuming "the only part of the film I liked" was referring to ST:TMP :) I'm pretty sure I watched it in the cinema when I was 6. I think I got up out of my seat a lot, but it still earned good memories. Everything at that age is good memories.
@MurasakiBunny
@MurasakiBunny 7 жыл бұрын
We are told we have freedom and where to go and how to solve things, only to be shown it was all laid for us as one singular path (Bioshock) They then told us our decisions and conversations open up different ways and mattered, but we found those 'dialog trees' were nothing but narratives we were telling ourselves, of which made next to no relevance to the story or our journey (Mass Effect) Agency, a time limit in disguise, made us afraid to explore the surroundings freely when we felt like it. It put us in conflict as to what to do. What part of our exploration cuts us off from the rest of the world (Deus Ex: Human Revolution) The more freedom we're told we have, the more constricted the experience really was.
@Electrondance
@Electrondance 7 жыл бұрын
Yes, a lot of the "freedom" is the addition of more heavily mapped out verb paths. In this game, you are free to VAULT all VAULTABLE objects. In this game, you can choose explore the finite decision tree. "Made us afraid to explore our surroundings" I will defend the games a teensy-weensy bit. Some of these games are meant to be role-play games, where you feel like you're a secret dude doing secret dude things in a secret dude's world, but if you start wandering around the environment and throwing desks out of windows just for a laugh then it breaks the spell. So they try to add some artificial drivers to stop you meandering off plot and keep your head in the narrative. This tension is at the heart of most AAA games. We've given you freedom to improvise... inside these concrete role-play walls.
@JohnGottschalk
@JohnGottschalk 8 жыл бұрын
Great video essay once again Joel! Could you connect these concepts to Voidscapes? They also seem to be fairly focused on exploration and light on mechanics or collectibles, and multiple of your examples I think could be classified as voidscapes.
@Electrondance
@Electrondance 8 жыл бұрын
+John Gottschalk So it turns out this is the first time I've heard the term "voidscape"! I will go in search of enlightment...
@JohnGottschalk
@JohnGottschalk 8 жыл бұрын
Killscreen had an article on them a little bit ago: killscreen.com/articles/voidscapes/
@JohnGottschalk
@JohnGottschalk 8 жыл бұрын
I also put together a small collection of Voidscapes here, or at least my interpretation of the term: padlet.com/JohnGottschalk/Voidscapes
@Electrondance
@Electrondance 8 жыл бұрын
+John Gottschalk Ah that was the first hit I got from Google :) I'm excited now! I want to have a go at these. I think there's definitely some connection here but not going to be drawn just yet. Stay tuned...
@Electrondance
@Electrondance 8 жыл бұрын
+John Gottschalk Oh that page is definitely going in the scrapbook. I'm pleased to say I've played seven of the titles. Will follow up on the others when time allows.
@JDsenrandir
@JDsenrandir 4 жыл бұрын
The orihaus download links are all dead! Where can I get obsolete, aeon, lumiere, cesure and xaxi now??! Can anybody upload it somewhere? I really want to play these games.
@Electrondance
@Electrondance 4 жыл бұрын
Xaxi: orihaus.itch.io/xaxi -- Lumière orihaus.itch.io/lumiere -- Aeon was never publicly available (I used trailer footage only) -- Can't seem to track down Obsolete or Césure right now...
@joshuawilson1616
@joshuawilson1616 8 жыл бұрын
Have you ever considered getting into game development?
@Electrondance
@Electrondance 8 жыл бұрын
I was a game developer in my teens and twenties, one commercial release on the 8-bit Atari! I often think about going back, but I don't really have the time at the moment (well, not while I'm writing and doing the films...) www.electrondance.com/learning-to-walk/
@ThirstyJuicebox2
@ThirstyJuicebox2 6 жыл бұрын
Mystery + choice + beauty = exploration game? You can drop beauty and still make a great exploration game, but you can't drop the other two. Is there anything you can add to make an even better exploration game? Maybe risk? And, how do you engineer mystery? Most of the best moments of exploration in games, at least for me, have been moments in which I am obviously breaking the rules and going places the developer did not intend. Tough problem!
@Electrondance
@Electrondance 6 жыл бұрын
I think my greatest fear is that once people work out "how to make the perfect exploration game" it will instantly fail. I used to really like collectibles when I was running around GTA III, making me feel like the developers cared that I was scouring their world. Once I saw them turn up in Assassin's Creed, they were dead to me, like the developers didn't actually care and making me run around to keep me occupied. It went from secret conversation with the developer to a parent trying to fob their child off with a few cheap toys. But there are always surprises out there. The apparent core of Miasmata is a giant collectible hunt, but in truth it is one of the best exploration games I have ever played. Rarely has exploration felt so earned.
@arminnath4995
@arminnath4995 8 жыл бұрын
Well, you sir are awesome, great job and huge props to you! By the way, do know that the only reason I was able to watch your vídeos is a great youtuber by the name Dayoscript, dont be surprised if there is a spike in views, he has a decently big. loyal audience.
@Electrondance
@Electrondance 8 жыл бұрын
Yes I think I have a lot of Spanish subscribers today! I would love to watch Dayscript's videos but I cannot speak any Spanish...
@arminnath4995
@arminnath4995 8 жыл бұрын
You deserve every one of them, just keep up the good work!
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She ruined my dominos! 😭 Cool train tool helps me #gadget
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Haha😂 Power💪 #trending #funny #viral #shorts
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