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5 Game Design Innovations from 2016

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Game Maker's Toolkit11:04Open on YouTube
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The bottom line

The most innovative 2016 games rebuilt one familiar part of play, such as replays, squad control, dialogue, time or repeat missions, into something new. Other developers will likely copy these ideas within a few years.

Key takeaways

  • Overwatch's Play of the Game teaches a computer to judge what is exciting. 1:04
    • Blizzard sets rules for four highlight types: High Score, Lifesaver, Sharpshooter and Shutdown.
    • Factors like enemy velocity and distance from the objective help pick the winner.
  • Darkest Dungeon makes a squad feel human by tracking its stress. 3:09
    • A stress meter that hits 100 triggers a random affliction, such as stealing treasure or skipping a turn.
    • The same breakdown can instead make a hero overpowered, which creates emergent stories.
  • Oxenfree makes conversation flow like a real chat. 4:48
    • Three buttons are reserved for talking, so you can answer while you walk and act.
    • Phrases like anyway let a character return to the topic you interrupted.
  • Superhot turns time control into the whole game. 7:07
    • Time moves only when you move, yet firing a gun makes time jerk forward, so the game stays hard.
    • The designers cut everything that did not serve this core idea, including exploration.
  • Hitman's elusive targets restore the tension that endless replays remove. 9:06
    • Each target appears for only a couple of days, with extra guards and unknown schedules.
    • You get one attempt, so the regular missions become training for the real hit.

We're asking a computer to do, essentially, the one thing it can't do: be subjective. We're asking a dumb robot to pick out something interesting.

Mark Brown

Chapter summaries

0:00 Overwatch's Play of the Game

Blizzard turns 'exciting' into four rules a computer can judge
Very different kinds of help get sorted into comparable categories, so a scoreboard-blind moment can still win.

Overwatch's replay feature rewards help that a scoreboard cannot show.

  • The best 2016 ideas were the risky ones, even when imperfect. 0:23
    • Doom, The Witness, Inside and Dishonored 2 made it a packed year.
    • New concepts deserve reward for their courage.
    • Rivals will likely pinch these ideas within a few years.
    • The other big games are praised, but not counted as innovations.
  • Play of the Game picks the one moment that mattered most. 0:44
    • Starring in it can feel better than topping the score.
    • Heroes help in different ways: Genji's kills, Mei's barrier, Mercy's resurrection, Roadhog's hook.
    • Blizzard will keep tweaking it in later patches.
    • It will almost certainly shape future multiplayer games.

2:42 Darkest Dungeon's affliction system

Stress builds predictably, but breaking point is a gamble
The visible number keeps the system fair, and the hidden outcome turns each breakdown into a story.

A squad feels human when you cannot fully control its mind.

  • Commanders in games are never fully in charge. 2:50
    • XCOM units panic and Pokemon monsters disobey orders.
    • Damage, dark travel, a dead teammate and nightmare monsters all raise stress.
    • Stress is shown as a number so the system stays clear and predictable.
    • What an affliction will do stays unknown.
  • Caring for your team's nerves becomes part of play. 4:14
    • Heroes need breaks between battles so quirks don't pile up.
    • The organic morality question: look after them, or crush their spirits and toss them away when too harrowed.
    • These choices create emergent stories, like chess pawns that act like people.

4:34 Oxenfree's talking system

Oxenfree lets conversation happen while you play.

  • Most games freeze play for dialogue, and Oxenfree does not. 4:34
    • Usual scenes flip the camera between speakers until it's your turn, sometimes on a timer.
    • You can interrupt anytime, to rescue a struggling friend or point something out.
    • While talking you can still fiddle with your radio.
    • Ren's line, The town is shut down and we, the Camena High junior class..., is where an interjection lands.

5:32 Oxenfree's talk system has rough edges

Oxenfree's interruptions make dialogue feel like a real chat, but their timing is still unreliable.

  • Interruptions give conversation the pacing of a real chat. 5:59
    • Other games force a rigid, turn-based debate.
    • The idea suits any game built around dialogue.
    • Ren picks his thread back up with Anyways, the town's youths keep the whole slink over and camp thing alive.
    • Phrases like as I was saying and so, yeah do the same job.
  • The timing of interruptions is inconsistent. 6:16
    • Alex sometimes butts in and sometimes waits for her turn.
    • Players end up watching the fading speech bubbles instead of the other characters.
    • A possible fix: press the button to speak at once, or hold it to queue a line for the next gap.
    • Other dialogue-focused games could learn from Oxenfree's smart parts.

7:07 Superhot builds a whole shooter on one idea

Superhot shows that a single time mechanic can carry an entire game when everything else is cut.

  • Frozen time lets you stage movie-style action. 7:16
    • Standing still freezes the game, and a step forward restarts it.
    • Fights happen in tight spaces, such as an elevator and a bar room.
    • You can punch an enemy, grab their gun mid-air and throw it across the room.
    • You can trick enemies into shooting each other or line them up for a chain kill.
  • The game stays hard and tiring. 7:48
    • You must wait between shots and predict where enemies will be.
    • Enemies swarm in from every angle.
    • Its battles are often more intense than shooters played in real time.
    • Two major games used time manipulation for one level each. Superhot used it for everything, and it also dropped realistic textures.

9:06 Hitman's elusive targets give one real attempt

Elusive targets turn rehearsal into a single real attempt
Regular missionsElusive targets
AttemptsReplay endlesslyOne shot once engaged
TargetPredictable routineUnknown schedule, extra guards
A mistakeRestart or reloadFinal success or failure
AvailableAlwaysA couple of days
Feels likePlanning and trainingThe real deal
The same mastered levels feel new once there is no restart after you engage.

Limited-time targets offer a style of play that the regular missions cannot.

  • Endless rehearsal removes spontaneity and tension. 8:36
    • A level you can predict like a choreographed dance needs no clever adapting.
    • A mistake costs nothing, since you restart or load an earlier save.
    • The game itself encourages replaying each mission until you can pull off the perfect hit.
  • Disposable targets offer what the base game can't. 10:00
    • Other developers use timed events like double XP weekends and Halloween skins.
    • Elusive targets appear in levels you have already mastered, so you start with an advantage.
    • You can still restart before you engage, but after that there is no second chance.
    • Lead online designer Torben Ellert calls it the purest possible experience of being the assassin.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Five 2016 games that tried new ideas show how to reward players, make a team feel human, loosen dialogue, build a game around one constraint, and use a temporary mode to offer play the base game can't. The Hitman Elusive Targets and Superhot examples are the most worth watching, because each shows how a limit creates a new kind of tension.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript150 lines
0:00

Hi! I'm Mark Brown and this is Game Maker's Toolkit, a series on video game design. 2016 has been a great year... well, for video games I mean. From the frenetic battles in Doom to the mysterious puzzles of The Witness. From the moody atmosphere of Inside to the intricate level design of Dishonored 2. This has been a packed year. But in this video, I want to celebrate the games that tried something a bit different. The concepts that we've never seen before, and the ideas that other developers will be pinching in a few years time.

0:33

They might not be perfect, but we should reward their courage and their dedication to moving the industry forward. These, then, are five of the most innovative ideas I saw this year. Video games have done replays before. But they've got nothing on Overwatch's Play of the Game. At the end of each match, the game manages to pick out the single most important moment and show it to all the players. And being the star of Play of the Game is more satisfying, sometimes, than actually getting the most points.

1:04

The reason why this system is so impressive, though, is because we're asking a computer to do, essentially, the one thing it can't do: be subjective. We're asking a dumb robot to pick out something interesting. So, basically, Blizzard has to set up a whole bunch of rules that tell the computer what is worth highlighting. And it's doubly impressive to see such a system debut in a game like Overwatch, because this game is filled with characters who can all be instrumental in the fight - but in very different ways.

1:34

How do you weigh a big kill streak by Genji, against an all-important barrier by Mei, against a resurrection by Mercy, against Roadhog, who just pulled a nuisance opponent out of their hiding place? Well, behind the scenes, Overwatch is actually finding highlights that fit four different criteria. High Score tracks big kill streaks and Mercy resurrections. Lifesaver is for players who save a teammate from imminent death. Sharpshooter picks up on shots that were particularly tough to land. And Shutdown awards players who interrupt an enemy, just as they were about to do something big.

2:06

PHARAH: Justice rains from abo-urk! Different factors - like the velocity of the enemy you shot, or the potential impact of the player you shutdown, as well as extra modifiers like proximity to the objective - help Overwatch pick one of the four highlights and show that moment as the play of the game. It's still not perfect, and Blizzard will surely continue to tweak and improve the system in future patches. But as an extra way to reward players, in a game where a scoreboard wouldn't tell the full story, Play of the Game will almost certainly be influential in future multiplayer games.

2:42

When you play a character-based game, you expect the hero to react to your input immediately, as if they are an extension of your body. But when you're playing the role of a commander, you can't always rely on your troops to do exactly what you want. Simple systems like units panicking in XCOM, or overpowered monsters disobeying your orders in Pokemon, remind you that you're never fully in charge. But one game in 2016 put this idea front and centre, by really focusing on the psychological wellbeing of your team. It's Darkest Dungeon, and its affliction system.

3:15

So how does it work? Well, many actions in the game will increase the stress level of your heroes. Taking damage, travelling in the dark, watching a team mate die, or witnessing some nightmare monster will all sincerely bum your warriors out. This is represented as a number, as developer Red Hook Studios realised that it needed to make this part of the system clear and predictable for the player. But if an adventurer's meter hits 100, they'll take on some terrible affliction - and you have no idea what that will entail. They might turn selfish, and steal treasure for themselves.

3:47

Or they might become hopeless, and skip their turn. If you're especially lucky, the terrible situation might just be what your warrior needs to become an overpowered hero. But either way - affliction or virtue - these moments can lead to some of the best narrative beats in the story. By having your team act more like humans, rather than pawns in a chess game, Darkest Dungeon conjures up some incredible emergent stories.

4:10

And, it forces you to consider things that most games do not. You need to give your team members a break between battles, just to calm their nerves and stop psychological quirks from piling up. Plus, this plays into the game's organic morality system - will you look after your team's emotional wellbeing? Or will you ignore their plight, crush their spirits, and toss them away when they've become too harrowed to do the job anymore.

4:34

So, in most games, conversations take place in these static scenes. The camera flips back and forth between participants until it's finally your turn to talk. You then pick a response, sometimes under a time limit, and wait for your chance to speak again. Here's a game that chucks all of that, like, right in the ocean - the indie game Oxenfree. For one, you're almost never trapped in a conversation. Instead, you can just respond to questions while you're doing something else. Three buttons on the controller are dedicated to talking, leaving the others free so you can walk around, perform actions, and fiddle with your radio.

5:09

And secondly, you're free to interrupt other people... all the time. You might want to interject to save a friend who is struggling to answer a tough question. Or you might just want to butt in to point out something interesting you spotted. Best of all, the game handles your interruptions really well. Here, Ren is yabbering away... REN: The town is shut down and we, the Camena High junior class..." and you interject to say ALEX: Uhhh, if nobody lives here and the stores are all closed, whose car is this?

5:36

Jonas responds, and then Ren returns to his topic by saying... REN: Anyways, the town's youths keep the whole slink over and camp thing alive and well. With some creative scripting, and tiny phrases like "anyway", "as i was saying", and "so, yeah", the game lets you cut off other characters - but then can return to the useful information or character building stuff that you just talked over. The result of all this is more natural conversations, with the pacing and flow of a real chat - rather than the rigid turn-based debate you get in other games. It works especially well in an a story about excitable teens but these ideas would suit just about any game with a focus on dialogue.

6:16

Now, while the ideas in Oxenfree are largely new, the execution isn't perfect. It's inconsistent whether Alex is going to butt in... REN: Really? Just... ALEX: Jonas, come on. I vouched for you sight unseen and you're already acting super weird. ... or wait for her turn to deliver her next line... JONAS: You can bum one off me if you're empty. ALEX: Oh, ah, no thanks. I don't smoke. And sometimes you know what you want to say but you're waiting for your chance to speak - and you're more concerned by the fading speech bubbles than what the other characters are saying.

6:44

A potential fix might be that you can press the button to immediately deliver the line, or hold the button down to queue the line up and then automatically deliver it when there's a gap in the conversation. I dunno. The point is: we're seeing a bunch of games at the moment that are focused on dialogue, and they could do well to look to Oxenfree and see the smart stuff it's doing to make more free-flowing conversations.

7:07

You can't have a list of innovative games without mentioning Superhot - the inventive first-person shooter where time moves only when you move. Stand still, and the game's practically frozen. But take a step forward and time flows normally. You can use this supernatural ability to dodge bullets, to consider what to do next - and also to pull off the sort of bombastic action sequences only seen in a tightly-choreographed movie.

7:31

The premise allows for close-quarter battles, including a gunfight in an elevator and a classic bar room brawl. You can also do more than just shoot - you can punch a enemy, grab their gun from mid-air, and then throw it halfway across the room. And you can trick enemies into shooting each other, or line them up for an chain kill. You might think this would all make the game too easy - but that's not the case. Because time doesn't completely freeze, you've got to keep moving. And firing a gun will make time jerk forward, which can get you killed. Plus, you need to wait between shots, and judge where enemies will be. Enemies, might I point out, who swarm in from every angle.

8:07

It makes for a surprisingly exhausting experience. Despite having time to plan and to breathe, Superhot's intoxicating battles are often more intense than shooters played in real time. The game's designers say they removed everything that didn't speak to this core idea - including exploration and realistic textures. And so where two major games this year toyed with time manipulation for a single level each, Superhot went all in - and came up with, yes, the most innovative shooter I've played in years.

8:36

Hitman thrives on repetition. You'll know that if you saw my video earlier this year. The game encourages you to replay each mission, over and over again, until you have enough experience to pull off the perfect hit. But this obsessive level of rehearsal does have some drawbacks. For one, there's no longer any spontaneity. When you can predict the events of each level like a well choreographed dance, you don't need to cleverly adapt to the circumstances.

9:00

And there ain't much tension either. If you make a mistake you can just start again, or load an earlier save. And this is why you need to play the elusive targets. Every couple weeks, io Interactive gives you a new assassination target, and they only stick around for a couple days. They'll be somewhere in a level that you've already played, and likely mastered, so you'll have a huge advantage. But the targets themselves are unpredictable, as they bring extra guards and have unknown schedules.

9:27

And, of course, you only get one attempt to kill your man. Or woman. Or Gary Busey. You can restart the mission anytime before you engage, which is a bit of a bummer. But once you begin your assassination attempt it's either a success or a failure. And there's no second chance. Playing Hitman's regular missions feels you're like planning and training. And then the elusive targets feel like the real deal: you have to be creative and adaptable. And you only get one shot, so you better make it count.

9:54

As lead online designer Torben Ellert puts it, they offer the "purest possible experience of being the assassin". So where other devs offer cheeky time-limited events just to get you back in the game, like double XP weekends and Halloween-themed skins, Hitman uses the disposable nature of its elusive targets to offer a style of gameplay that's just not possible in the base game. So there we have it. Five innovations from five impressive games.

10:19

But, actually, there's one more. Just like last year, with my video on Her Story, the next episode of Game Maker's Toolkit will be a deep dive on the most innovative game I played in 2016. Put your best guess in the comments below. Until then, please subscribe to the channel to get new videos every few weeks. Here's a special shoutout to GMTK Patrons who all suggested ideas for this episode. And here, as ever, are my top tier supporters.