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Download "10 Game Features That Are EVOLVING BACKWARDS"

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00:00:01
- [Falcon] As time passes, we expect things to get bigger,
00:00:05
better, or at least develop in some way.
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But there are some things
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that are going in the wrong direction.
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Hi folks, it's Falcon
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and today on Gameranx, 10 game features
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that are evolving backwards.
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Starting off at number 10, it's Unlockables.
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Now lists like this can easily dip into old man yells at
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cloud territory, just a bunch of out
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of touch complaining about games these days.
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So let me just start off by saying that in general,
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gaming is better.
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You could even say it's better than it's ever been,
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from a technology standpoint, from a variety standpoint,
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from a possibility standpoint.
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There's just more a developer can do.
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There's also so much stuff out there,
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it's nearly impossible to play all of it.
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There's so much that for pretty much all
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of the complaints listed here, you'll be able to come up
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with a counter example from a modern game
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that didn't evolve backwards.
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So I wanna nip that right in the bud.
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I am completely aware that there's stuff
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that does things right.
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That said, video game Unlockables seem like they've kind
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of been on a downward decline.
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What used to be a bunch of bonus material, extra weapons,
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new costumes, stuff that rewards players for completion,
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and adds re playability to games.
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It's been replaced with Microtransactions
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and in-Game stores.
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All that stuff that used to be free has been ripped out
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and sold back to us.
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Ubisoft particularly bad about this.
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Take any recent Assassins Creed game,
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and you'll find a cash shop filled with stuff
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that older entries would've just had you unlock it by,
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you know, playing the game that you bought.
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There are counter examples, Insomniac's Marvel's
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Spiderman, gives you a ton of costumes
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that can all be earned in the game.
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There are a few pre order bonuses
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so it's not a perfect counter,
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but same time they give you a lot for free.
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Well maybe not free, time is money,
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and you get it with your time.
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But still fighting games,
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however, have really gotten hit hard with this.
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Take some of the older Dead or Alive games
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where you could unlock seven
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or eight costumes for each
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of the characters and it was all free.
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And then look at the most recent game, Dead or Alive Six,
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you don't even get a fraction of that for free.
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There's hundreds of other costumes,
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and you have to pay for them.
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And that's not even getting into multiplayer games
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where the Battle pass has taken over as the preferred form
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of Micro transaction.
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There's still the classic unlock track where you get rewards
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for leveling up, but now you get the privilege of paying
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to level up like it's a better system than Loot boxes.
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Not gonna say it's not, it is.
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And a lot of these cosmetics probably wouldn't even exist if
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not for the battle pass.
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But it's also hard not to look at the state of these games,
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and wonder if it really would be
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so bad if you could just buy a multiplayer game
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and play it, you know, without the whole getting nickel
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and dime at every single corner approach.
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Like I, it really does feel like that's a de evolution.
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So crack that whip.
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We're gonna continue on with number nine,
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multiplayer modes in single player games.
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Do you remember when for a while every single player game
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had attacked on multi-player component?
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There were a lot of bad ones,
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but there were a few that were actually pretty fun.
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Also, they would not exist in today's gaming landscape.
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I, I'm talking about stuff like
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Assassin's creed multi-player,
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or Last of Us factions, stuff like that.
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Both Last of Us remakes, cut factions
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even though it was in extremely popular mode for a while.
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Multiplayer games are just in
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general struggling at the moment.
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It seems like for a game to last, it either needs
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to be small enough to survive on relatively low player
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counts or be the biggest thing ever.
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So many multiplayer games have been canceled
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or had a beta then get quietly dropped.
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Not 'cause the game was bad, but
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because it wouldn't be profitable enough.
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It's not confirmed,
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but that's probably what happened to factions.
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Multiplayer games can't just be fun additions
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that add some value to the game, they have to be cash cows
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that will generate infinite wealth forever.
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Obviously that's not true of every game.
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There's still some games that have a pretty large amount
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of fun added via multiplayer,
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but there are so many games
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where single player is the focus,
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and multi-player is planned
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to split off, but it's just abandoned.
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And I know that like in all honesty,
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I've complained a lot about there not being
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enough single player games.
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But I'll also say this, this used to be something
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that you just thought about with single player games.
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How do they make this into a multiplayer game?
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Because so many single player games had a multiplayer
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component, even if you didn't necessarily
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think it was the best thing ever.
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And I know it's also odd
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to say something like this in a world
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where games like Fortnite, a free game brings in billions
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of dollars a year, and Call of Duty always tops the charts
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with multiplayer games, whether they're standalone or not.
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Like the big fish, you're doing just fine,
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but everybody else is struggling to keep up.
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I wish more multiplayer games came out
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that were just creative and clever,
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and were less about trying to find new
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and exciting ways to extract money out of the player base.
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And, and maybe that's the real problem here.
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And number eight is in-game level editors
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and mod support.
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As gaming on the PC grew,
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one thing developers did to build community, which
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to include mod support,
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and give players access to a level editor.
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Of course some of the biggest games right now do have this.
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I mean that's basically what ROBLOX is
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and Fortnite's creative mode keeps getting bigger.
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Hell, Halo Infinite's Forge mode got a big update recently
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that puts AI into the maps.
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So it's not like level editors are dead,
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they're just not what they once were.
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Games like Duke Nukem 3D, Crysis, Far Cry two
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and five, at the list it goes on.
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These games had some really amazing tools
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that let the community run wild
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with their creations.
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Some games remain relevant just because of level editors.
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Like the Doom community is still going strong 30 years
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later, three decades in, because of fan created content.
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At a certain point though, many developers just started
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to give up on including editors in their games.
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For a lot of reasons too.
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Some devs wanted a curb rampant cheating.
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Others maybe not necessarily entirely on the dev side,
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maybe on the publishing side realize there isn't a lot
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of value in editing tools.
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Kind of gives the player infinite content
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that they don't have to buy.
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So that kind of gave up on 'em.
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These days the only games that have level editors are kind
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of specifically made for level editors.
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They're games that are still heavily modded,
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but it just requires some extremely dedicated fans
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reverse engineering code to do it.
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Games like ROBLOX and Fortnite are closed systems as well.
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It's not like the golden era
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of PC game Modding in the late nineties,
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where games like Half Life had entire communities
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extensively modding the game
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to essentially create new games.
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So many amateurs were able to take their creations,
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and build a career out of it from there.
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With games like ROBLOX, you make something to the game,
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and it's the property of the developer.
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You can make some money off of it,
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but I, I, it is a really exploitative business model
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that's actually arguably employing child labor.
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I don't know, if you wanna go look into that one.
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It's, it's depressing.
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And number seven, damage in realistic physics.
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This one is a sore spot,
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and you'll find out why immediately.
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In the Xbox 360 slash PSS three era,
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there were some truly reactive worlds.
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We had games like Red Faction Guerrilla, Battlefield
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Bad Company two, I mean we really had potential.
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Rockets didn't leave a black scorch mark on the wall,
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they blew the wall the hell up,
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chunks flew off of walls, ground deformed.
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Red Faction Guerrilla let me destroy
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buildings with a hammer.
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It was so good.
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But even so there was room for improvement,
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and then it all just stopped.
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Instead of trying to make more destruction
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or more realistic destruction, games stopped.
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Everything became static, less reactive.
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Like look at Far Cry,
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like look at the second game versus the later games.
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At some point developers were just like, you know what?
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I don't really care what happens
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to the tree when you shoot the tree.
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They gave up on what happens,
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and focused on what it looks like.
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Which yeah, a focus on fidelity definitely does result in
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everything looking more realistic when
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you're taking a screenshot.
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But I mean it's a play set. Big old plastic play set.
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Like not to say that, games don't have
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impressive destruction now.
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When they feel like it,
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this stuff usually only happens in like scripted events
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or in places where they decided to put in the effort.
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But it's always selective and limited.
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There's just been no other game that it has attempted to do
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what Red Faction Guerrilla did with its destruction physics.
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And that's a huge shame.
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Some, some will say, ah, there was a Red Faction Armageddon.
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It, it's no, for whatever reason
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that is an extremely limited game versus Guerrilla.
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First off, it's not open world.
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It's based almost entirely in corridors.
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And you'd think that that would mean,
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oh well the destruction physics can be ramped up.
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They were not, they were actually not as good.
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They were there but not as much.
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I don't know if it was a hardware thing or what,
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but it just felt like less than Guerrilla.
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Nowadays games are so busy looking good,
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running in 4K,
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and having Ray tracing that a lot
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of immersive elements like this have fallen
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to the side and it's a shame.
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Yeah, Ray tracing does look great,
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and there are instances where I will definitely agree
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that it adds to immersion.
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When a mirror doesn't look like a
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big slop but rather it looks like a mirror.
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I don't know that does actually help the world,
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but it's expensive,
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and destruction clearly is less expensive.
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They were doing it a long time ago with much worse hardware,
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and realistic destruction doesn't just look cool.
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It makes the games that have it way more fun.
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At number six, commanding allies in FPS
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or third person shooter games.
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Almost every game has an ally tag along with you nowadays.
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And there's usually two options for how you can control 'em.
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Either you get full control of your allies at all times,
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and it's an RPG or it's a hybrid and something else
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and you get zero control.
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At Balder's Gate three full party control.
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But what about Final Fantasy 16, they just do whatever.
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Ashley, and the Resident Evil four remake
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requires less babysitting.
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And I'm gonna say that in a way it's an improvement,
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but the loss of control also does feel
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a bit like a regression.
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I, I feel like the Resident Evil four remake maybe has a bit
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more of a both sides discussion merited than
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we have time for here.
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But like the original Gears of War, it allowed you
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to command your allies and move to certain locations.
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It gave it a little bit more of a tactical feel,
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and no other Gears Game had it or, or the mass effect games.
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You could order your teammates to positions.
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Use special abilities,
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and it made these games more fun.
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There's just enough tactical depth here
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to make these fights more interesting
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than, if it was just a first person shooter.
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Andromeda took those games away much
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to the game's detriment, and also look at these people.
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Oof. Another perfect example of this kind
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of de evolution is in the Rainbow Six games.
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They started off as hardcore tactical shooters,
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where half the mission was just planning out your teams
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and movements, giving them orders, you know,
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well later games kept dumbing it down more
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and more until we got to Siege, which might
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as well be a completely different game.
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A good game. I'm not gonna say Siege is a bad game,
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it just has nothing to do with where the series started.
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So many games used to give us control of our allies,
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but it, it not a lot anymore.
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Now they're mostly just there to let you know
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that they exist, but don't do a lot other than that,
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at least that's the way it is in most games now.
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And number five is enemy AI.
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Early stealth games put a lot of emphasis on enemy AI.
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They weren't just dummies for your main guy to brutalize.
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Each enemy was meant to be a challenging puzzle
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the player had to overcome.
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The AI in games like Thief were hardly it's,
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it's not genius stuff,
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but they reacted differently to light levels.
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The sound of footsteps on different surfaces.
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Like in Metal Gear guards would notice your footsteps in the
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snow and metal gear solid two,
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they wouldn't give up just if they lost sight of you.
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They'd go through and check, see if you're hiding.
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Maybe that's not the smartest thing to do in terms
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of staying alive,
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but like in terms of the job description,
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they're doing what they're supposed to do.
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No one lives forever Two was a game
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with some really clever guards.
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They would notice if doors were left open,
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they'd go and close them.
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If the lights were off, they'd try to switch 'em back on.
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If lights were shot out for instance,
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they'd react appropriately to that.
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It was cool seeing AI evolve in all these games.
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And at a certain point they just kind of stopped,
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and they didn't just stop actually, they regress.
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They got dumber.
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At a certain point, a lot of developers
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recognize smarter guards didn't
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automatically equal more fun.
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And yeah, you get a game like Batman Arkham Asylum
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that had fun reactive enemies that raised the bar,
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but everything else had brain dead enemies.
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You could just run circles
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around basically, most Assassin's Creed games
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is what I'm pointing at here.
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As stealth games have gotten more forgiving,
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guards have become nearsighted, slow witted,
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dinguses, ding guy.
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No, that sounds like dingoes now.
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Stupid people that are easily fooled
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by the most obvious tricks.
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It makes stealth seem easier and smoother,
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but what are you really accomplishing when you
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sneak by Simple Jack?
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(tense music)
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(swords clanging)
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(gun firing)
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And number four is Easter Eggs in oddball modes.
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Gaming used to have all this like nerdy outcasty
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type stuff in it.
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And it's because it used to be for nerds
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and outcasts, it wasn't quite the billion
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dollar industry it is today.
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That's not a bad thing either. I'm not, I'm not saying that.
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I actually like that games are made with some consideration
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for the idea that normal people might play them,
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but it has taken quite a bit of personality out
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of a lot of modern games.
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(techno music)
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One of my favorite optional modes in games
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was the Wild Wasteland in Fallout New Vegas.
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A totally optional perk,
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that you can take the start of the game.
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It adds a bunch of jokes, Easter eggs,
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and weird encounters in the game that aren't normally there.
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The old Fallout games too filled with Easter eggs.
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In Fallout Twos case,
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maybe too many of them.
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But it gave the games a sort of scrappy character
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that you just don't see nowadays, this willingness
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to pull back the curtain and make a joke about stuff.
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Another thing you don't see a a lot
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of anymore is developer rooms or even developer messages.
00:14:34
I I guess with the internet making
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devs more accessible than ever.
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They don't feel the need to include this sort
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of thing in their games, but to me at least, it's kind
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of a shame that this sort of thing isn't
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as popular as it used to be.
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It's nice to be reminded that devs realize it's just a game,
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especially inside of the game.
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I don't know, as far as these things go,
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it's not super important, but
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after Star Field's, mostly dry Easter eggs.
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I kind of long to go back to the days
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of the Wild Wasteland in a Bethesda game,
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although that is also an obsidian game.
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We don't have to get into,
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how much more I think obsidian gets Bethesda than Bethesda
00:15:08
does, yet again.
00:15:10
But yeah.
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And number three is graphic settings.
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And maybe this isn't super fair,
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but it feels like recently PC games have been not better,
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with performance actually worse.
00:15:22
And you'd think tools like DLSS, FSR, and frame generation,
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frame rates should be overall improving
00:15:29
rather than getting worse.
00:15:30
But yeah, this isn't everyone,
00:15:33
but instead of taking tools like DLSS as something
00:15:36
that could be used to improve frame rate
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but isn't a requirement, developers are kind of using it
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as a necessary part of getting their games
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to run at stable frame rates.
00:15:46
Sometimes it's worse too.
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The whole thing is, umm, I don't know,
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and there's these really bad in game settings
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that forced ray tracing on higher graphical
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settings, et cetera, that kind of thing.
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I don't know, it just feels like lately frame rate,
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and graphic settings have gotten more complicated
00:16:01
and yet also limited.
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It's very frustrating.
00:16:03
You'd think now that PC ports are so common,
00:16:06
developers would have this thing figured out.
00:16:08
But I mean we've made videos about that not being true.
00:16:12
I search gameranx, PC ports,
00:16:15
and you'll see what we're talking about.
00:16:17
But even though like a lot
00:16:18
of the time games are clearly running on superior hardware
00:16:21
with the PC, they're ported in a bad way
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and do not run well,
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and it's not 'cause there's a hardware issue,
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they're just not optimized well.
00:16:29
For at least a little while,
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things like DLSS was a net positive for PC gamers,
00:16:34
but lately it feels a bit like an albatross.
00:16:37
Developers, I don't wanna say are skimping
00:16:39
because a lot of the times it's not really their decision.
00:16:43
They're given a certain amount of time
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and money to complete a task,
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and optimization ends up kind of falling by the wayside
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'cause they can fall back on DLSS,
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but it's not a silver bullet solution.
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It's become exceedingly clear that it is not that
00:16:57
like, also can we just say it's not even designed
00:17:00
to be a solution at all.
00:17:02
It's designed to be a thing
00:17:04
that makes games run better on top
00:17:07
of already being optimized and running well.
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It's not good.
00:17:11
And number two is the camera in
00:17:12
RTS or Top down games.
00:17:14
It's one of those things that's extremely specific,
00:17:16
and maybe I'm the only one who caress.
00:17:18
But seriously, why does every modern RTS
00:17:21
or top down game have a camera that's so close to the ground
00:17:24
and you can't zoom out.
00:17:26
It's not StarCraft anymore. These are not sprites.
00:17:28
They're 3D, and you can move the camera wherever you
00:17:31
want, but you also can't.
00:17:33
Games like Supreme Commander,
00:17:35
and World in Conflict solve these
00:17:36
problems more than a decade ago.
00:17:38
You could zoom out the camera and rotate it.
00:17:40
Players had control over how they saw the battlefield,
00:17:43
and ultimately that helped you see everything
00:17:46
very easily and well.
00:17:47
But for some reason, every new game that comes out now wants
00:17:50
to be StarCraft two, which means the camera's locked down
00:17:53
for no reason other than it's like that in StarCraft two.
00:17:57
It adds nothing to the experience,
00:17:58
and it makes these games more frustrating to play,
00:18:01
and it's just a case
00:18:02
to follow the leader rather than innovating.
00:18:04
I know that's harsh, but it is not so hard
00:18:07
to have a functional camera in a top down game where
00:18:11
to be frank, angle is not something you're
00:18:14
really worrying about a lot.
00:18:15
It's 2023. I think we can push the camera back a bit.
00:18:19
I know everybody wants to be the next pro MLG eSports king.
00:18:23
But is having the exact same camera,
00:18:25
as a game from 1995 necessary for that.
00:18:28
I don't think it is.
00:18:30
- Reach the last way point.
00:18:31
(explosion booming)
00:18:42
- [Falcon] And finally at number one, the interfaces.
00:18:45
This is one of the most common complaints I hear about
00:18:48
so many games that are released lately.
00:18:50
The menu and interface.
00:18:52
You'd think at this point menus would basically be a solved
00:18:55
problem, but it's not even close.
00:18:57
Like Windows has remained basically the same
00:18:59
since the mid nineties.
00:19:01
You could argue it, it looks better now,
00:19:04
but maybe not as good as it did a couple years ago.
00:19:07
But I, I mean if Windows is like that,
00:19:09
what hope the video games have,
00:19:11
the latest innovation is basically copy Destiny two,
00:19:15
which is basically a PC menu
00:19:16
with a cursor that you control with the stick.
00:19:18
Aesthetically it can look okay,
00:19:20
but for a lot of players these are clunky, awkward, crowded,
00:19:23
and slow in terms of actual use.
00:19:27
And I am very much in that Camp.
00:19:30
Bethesda games require a ton
00:19:31
of menu navigation and inventory management.
00:19:34
And although I, I, I don't want to like say
00:19:36
that there's no improvement on that front.
00:19:38
Fallout 76 sucks ass,
00:19:40
but they added this new items thing to your inventory,
00:19:44
so that you had a chronological way of accessing items,
00:19:48
so you could toss out something you didn't want to pick up.
00:19:50
They included that in Starfield. That's great.
00:19:53
I like that. Good feature.
00:19:54
But like somebody came out with a mod
00:19:57
for Starfield almost day one,
00:19:58
that greatly improved the menu UI.
00:20:01
And unsurprisingly, a lot of players swear by it.
00:20:04
Like why do developers still struggle so much
00:20:07
with crafting a usable set of menus?
00:20:09
We're talking about AAA game development here.
00:20:12
Millions of dollars and decades of experience to draw from.
00:20:16
Like we've seen menus for decades!
00:20:19
Now, I'm not gonna claim to be like a professional
00:20:21
graphic designer or anything.
00:20:23
I probably shouldn't be asked what makes a good menu,
00:20:26
but I'm also not a game developer.
00:20:28
That being said, let's say I am for whatever reason, allowed
00:20:33
to hire staff to make a game.
00:20:35
Do you know how easy it is to look at resumes,
00:20:39
and hire UI slash UX people?
00:20:42
I have never been in charge of hiring anybody,
00:20:45
so maybe I'm wrong about this.
00:20:47
But I feel like you could put it out there
00:20:49
that you want somebody who's good at this
00:20:51
and get submissions.
00:20:53
'cause you're, I don't know, like Bethesda or something
00:20:56
and people want to work at Bethesda
00:20:58
because then their name goes into the credits,
00:21:00
the Bethesda game, that a million people see.
00:21:02
Even if it's only for that reason,
00:21:04
many people are gonna be huge fans of Bethesda games,
00:21:07
and have intimate experience with the UI,
00:21:10
possibly having many thoughts on how it could be improved.
00:21:13
It seems to me like this is a viable path,
00:21:15
and yet why have no developers taken it?
00:21:18
It's confusing to me to say the very least,
00:21:20
why this is devolved in such a way.
00:21:23
But that's all for today.
00:21:24
Leave us a comment, let us know what you think.
00:21:25
If you like this video, click, like,
00:21:27
if you're not subscribed, now is a great time to do so.
00:21:29
We upload brand new videos every day of the week.
00:21:31
Best way to see them first is a course
00:21:33
of subscription, so click subscribe.
00:21:35
Don't forget to enable notifications.
00:21:37
And as always, we thank you very much for
00:21:38
watching this video.
00:21:39
I'm Falcon, you can follow me on Twitter at Falcon Hero.
00:21:42
We'll see you next time right here on Gameranx.

Description:

Some video game features don't quite hit like they used to. Here are some examples of game mechanics and features that feel like they're moving backwards for various reasons. Subscribe for more: https://www.youtube.com/gameranxTV?sub_confirmation=1 0:00 Intro 0:17 Number 10 2:56 Number 9 5:00 Number 8 7:01 Number 7 9:39 Number 6 11:28 Number 5 13:22 Number 4 15:12 Number 3 17:11 Number 2 18:19 Number 1

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