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Patreon Newsletter - January 2016

🕑 Added 2016-01-31 16:30:43 +0000 UTC
Patreon Newsletter - January 2016

Comments

LostEcho

I am extremely interested in what you do have to say about Zelda dungeons since Zelda is my favorite game franchise ever. So here's my take on it, since you're interested in Skyward Sword dungeons I would like to point out the Ancient Cistern. What makes a Zelda dungeon amazing in my opinion is how it makes you think through its puzzles to advance but also through its hidden signs to uncover what it might have been used for in the past, the history of the dungeon which is never directly given, its hidden lore. I like the Ancient Cistern in the aspect that it shows a golden looking utopia at first, but as you travel the dungeon you uncover the nightmarish underground which looks like hell with zombie like enemies and a significantly harder gameplay sequence compared to the surface. In addition to the dungeon boss which is a golden set of armor possessed by dark matter, it suggests that this place might have been once a prosperous place guarded by this automaton but when this very guard was corrupted everyone fled and darkness started rising. Maybe the Ancient Cistern is a seal to this hellish place and this seal is weakening, in the image of the Sealing Grounds. Other dungeons that execute this concept well are the Temple of Time in Twilight Princess which ties to the one from Ocarina of Time, and the Shadow Temple from Ocarina of Time which explores the dark history of Hyrule while giving away a unique feeling similar to a horror game. Speaking of horror games, I'd like to talk about your other question: "There are puzzles and traversal - but have you played a game where talking to someone was as tense as being in a firefight with them (I have - but I'll save that for the video!)?", horror games I played typically do that, the game I'm thinking of is Corpse Party: Blood Covered - Repeated Fear. In this game, the menace of loosing someone of the cast is constantly present, some of them will die no matter what others won't but some of them can die if you get caught in certain chase sequences in the game or if you neglect exploring a room or if a ghost talks to you and you make it angry, which makes the player feel tension constantly throughout the game in fear of doing something wrong and be greeted with a game over which is basically an atrocious alternative ending which the game calls "Wrong End", or worse you could find yourself in a dead end because you missed something and you can't finish the game and have to restart the chapter, which happened to me and it filled me with desperation honestly because there was no way to go forward, until I checked a walkthrough. Another game that nails this is Shin Megami Tensei IV, in which you have to recruit demons in fight by persuading them and more often than not, you find yourself deep in a dungeon with low hp and resources, several of your demons dead and the only way to get out of this is negotiate with the enemy demon in order for him to join you and survive, which leads to pretty stressful moments. Finally about mental health, if I recall correctly, the ending in Corpse Party would differ according to how well the cast gets along with each other and the player has a hand in this. What I am sure of though is in the game Ib *spoilers alert*, the main antagonist is part of the player party for most of the game and depending on how much she's friends with the main character the ending would be good or bad. And an important sequence in the measuring of this "friendship" is this: <a href="https://www.youtube.com/watch?v=quS2jNzbN4A." rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=quS2jNzbN4A.</a> If Garry fails to get out of the room it wouldn't have a direct consequence but the ending would most definitely be a bad ending, in which Garry dies if I recall correctly. So this is what I have to say about the elements you suggested, I know this comment was pretty long but you got me really hooked here, , I hope what I had to say was helpful. Hoping for a great month and great videos and keep up the wonderful work Mark!

Laurence

For your question about mental health and gameplay, I think the Clock Tower series is a good starting point. In its spin-off, Haunting Ground, stalkers will chase Fiona (the main character) around the castle she's trapped in and while she has her dog hewie to help her defend herself as well as a few moves, ultimately she can never kill any of them outside of a "boss fight" (for lack of a better term), meaning she always has to outrun her pursuer and hide to survive. This isn't an unusual idea, but what makes Haunting Ground unique is that its core mechanic is a panic system around which most of the game's design revolves. When chased by a stalker, Fiona will become more and more nervous and if she takes enough damage or encounters one of the game's other "stressors", she enters panic mode. During panic mode, the screen becomes black and white, Fiona can be heard breathing heavily and screaming, the screen pulses in rhythm with the sound of her heartbeat and it's very hard to control where she runs. If Fiona takes damage in full panic mode, it's game over. Outside of a cutscene the only ways to know that a chase is about to start are by listening to audio cues such a Hewie growling, footsteps or the soundtrack fading out. Of course sometimes the soundtrack will just fade out by itself, just to make you a little more on edge because why not. So, instead of only being scared when pursued, the player is on edge at all times. To keep Fiona alive, they need to keep her sane first and foremost, especially since an attack could come from almost anywhere and anytime. When Fiona hides, it's not guaranteed that the stalker will not find her. If a stalker happens to find Fiona while she's hiding, it will not longer be possible for her to use that hiding spot in the future without being found by the stalker right away. This creates the illusion of a time limit the player has to explore a section before reaching the main objective and moving on as they start to run out of hiding spots. That's scary. The skill and determination to find Fiona when she's in hiding partially depends on the stalker's personality, which forces the player to be quicker on their feet as they get know the enemy and adapt their survival strategies. That's also scary. There are also lots of other stress factors that I won't get into here (including traps and an item that can make the Fiona deaf, nothing less), but basically this game is trying really hard to scare the player (it is a survival horror game after all), which in turn will change how they play and manage to preserve Fiona's sanity. So there you go, I'm sorry if this comment a bit long but I think it's a really good example of how a game deals with sanity without trivializing it!

Gordon Freischlad

(AAak pressing enter keeps sending my response instead of letting me start a new line and paragraph) Day9 also mentions the frustration and learning leads to Flow which is one of the most amazxing parts of action oriented gameplay. Anyway looking forward what you have to say, Mark!

Gordon Freischlad

I am excited to hear your thoughts about easing frustration through difficult parts. I watch a streamer called Day9 and he has spoken at length on frustration being one of his favorite parts of video games. The persistence needed for success drives the learning making the success feel that much better and the feeling of improvement is great too. Sometimes playing through an RPG that doesn't have gameplay difficulty increasing throughout the game doesn't feel very great towards the end because you just have powerful gear/spells/etc. Feeling powerful is nice, but I think feeling smart or skilled feels better. Day9 also mentions

Gordon Freischlad

I absolutely adore Keep Talking and Nobody Explodes. My tip is to find 2-4 other people to play with instead of just one. It behaves a lot more like a tabletop game than most games due to it's asymmetry. I had the pleasure of playing this at PAX South last weekend with the guy who has THE youtube video(<a href="https://www.youtube.com/watch?v=5BhHkvHcUfo)" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=5BhHkvHcUfo)</a> that went viral on reddit and other places, popularizing the game.

XanderHD

Thanks for the newsletter!

Martin Baláž

I would love to see a video about Darkest Dungeon or The Witness, with some analysis about why these games work so well. Thanks for January videos and keep up the good work!


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