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
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
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
| Regular missions | Elusive targets | |
|---|---|---|
| Attempts | Replay endlessly | One shot once engaged |
| Target | Predictable routine | Unknown schedule, extra guards |
| A mistake | Restart or reload | Final success or failure |
| Available | Always | A couple of days |
| Feels like | Planning and training | The real deal |
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.
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