CaddieOpen in CaddieDownload for Mac

The Last Guardian and the Language of Games

Shared by Caddie Library · Updated
Game Maker's Toolkit11:36Open on YouTube
Chapters show their main points

The bottom line

The Last Guardian shows the bond between the boy and Trico through game mechanics and rules rather than cutscenes. Because interaction is the unique language of games, players feel the relationship themselves, even when meaningful systems cost some fun.

Key takeaways

  • Interaction is what makes video games a unique medium. 7:15
    • Painting uses shape and colour, music uses sound, and film uses moving images.
    • Games can use all of these, but mechanics, rules and systems you can poke at are their own language.
  • The roles characters take in combat show how they relate to each other. 3:08
    • In Ico, the invincible boy protects the frail Yorda. The Last Guardian mirrors this: the boy is helpless against the soldiers and Trico is invincible.
    • Invincible companions like Elizabeth in BioShock Infinite clash with the story, because she is called vulnerable yet protects Booker.
  • A bond feels stronger when both sides depend on each other. 3:55
    • Trico freezes in fear at stained glass eyes until the boy smashes them.
    • The boy cannot beat enemies without Trico, so these clear rules make each need plain.
  • Breaking an established rule at the right moment lands harder than a cutscene. 6:06
    • Trico overcomes its fear of stained glass shields to save the boy, which shows the bond has grown.
    • In The Last of Us, Ellie shooting a man to save Joel is strong storytelling, but it borrows from film instead of using the rules.
  • Trico ignoring commands makes it feel alive but is not always fun. 8:09
    • Players report that petting Trico, finding it food and tending its wounds make it more responsive.
    • Making systems both enjoyable and meaningful is a hard balance, like the difficulty in Dark Souls.

When the boy calls Trico, we could have made Trico come immediately, like clockwork. But if we did that, Trico would not seem like an independent creature.

Fumito Ueda

Chapter summaries

0:00 Ueda's games and the question

The Last Guardian is the last of three Ueda games about bonds, and it builds its bond through gameplay rather than cutscenes or dialogue.

  • Each Ueda game centres on a relationship. 0:09
    • Ico is about a friendship with a girl, and Shadow of the Colossus is about toppling giant beasts.
    • The Last Guardian joins the two by being about befriending a giant beast, Trico.
    • Reception was mixed, with complaints about clumsy controls, input lag, clunky physics, patronising hints and tedious puzzles.
    • Most players still agree it depicts the bond between the boy and Trico very well.

1:05 Combat and companions

Combat roles should match the story they tell
Escort companionInvincible companionThe Last Guardian
Companion in combatFragile, can dieCannot be killedTrico invincible, boy helpless
Who protects whomPlayer guards TripElizabeth protects BookerTrico protects the boy
Player feelsStressed, frustratedRelaxedVulnerable, then thankful
Play matches story?Yes, but tiringNo: 'vulnerable' yet saves himYes, roles tell the story
The Last Guardian flips Ico's roles: Trico is invincible and the boy is the one who needs saving.

The roles characters take in combat tell the story of their relationship, and Ueda reverses Ico's roles for the boy and Trico.

  • Escort missions and invincible companions both fail to match the story. 1:25
    • Escort missions make the player guard a weak partner, like Trip in Enslaved, which many players found stressful.
    • Invincible companions remove the stress but clash with the story, as with Elizabeth in BioShock Infinite.
    • Trip is one of the better escort partners because she hides well and survives one robot attack.
    • Elizabeth finds Booker ammo, pulls in machine guns from another dimension and even revives him, so she protects him despite being called vulnerable.
  • The Last Guardian mirrors Ico, putting the player in Yorda's role. 3:08
    • In Ico, Yorda is frail in combat and the invincible boy saves her at every turn.
    • Here the boy cannot defeat the magic soldiers, while Trico is invincible and strong in combat.
    • The player feels vulnerable alone and thankful when Trico saves them from danger.
    • In Ueda's games, combat is not filler between story bits, because the roles tell us what we need to know about the relationship.

3:55 Two-way dependence and clear rules

The boy and Trico each unlock what the other can't
Simple, fixed rules make each need easy to read in every room.

Trico and the boy need each other, and simple rules make that need easy to feel.

  • Stained glass eyes make the boy protect Trico. 4:28
    • Trico freezes in fear at a stained glass eye and will not move until the boy smashes or removes it.
    • The two are strong in different ways, with Trico in combat and the boy in platforming and puzzles.
    • Enslaved narrowly escapes the escort trap because Monkey relies on Trip to make distractions and hack things.
    • Other acts of care include petting Trico's back after a fight to calm it, and finding it barrels of food.
  • Clear rules let players read each room. 12:57
    • The boy cannot beat enemies without Trico, and Trico cannot advance until the eye is destroyed.
    • In a room with an eye, you know to fight past the enemies alone, which feels tense and then rewarding once Trico joins in.
    • A later room has soldiers holding shields made of stained glass, and the narrator knew to leave Trico, sneak around and shove them off the ledge.
    • The narrator rushed in instead and was ambushed by the soldiers.

5:48 A broken rule lands harder than a cutscene

Breaking a learned rule beats any cutscene
The rescue lands because the player had learned to expect that Trico couldn't come.

A rule the player has lived with tells the story better than a film-style scene.

  • The rescue works because the player expected to lose. 5:51
    • The boy can't fight the soldiers and the shields stop Trico.
    • The player thinks Rules are rules. It's over.
    • Then Trico breaks the rule, and the player's reaction is a quiet "Oh."
    • The rule had been a fixed part of play, so breaking it carries weight.
  • The Last of Us tells the bond with film, while The Last Guardian plays it. 6:24
    • Joel refuses Ellie a gun, and she answers I can handle myself.
    • The scene is excellent storytelling, but it borrows from cinema.
    • After the cutscene, Ellie becomes more formidable in combat, which earns bonus points.
    • The Last Guardian is an artistic work in the medium of games.

7:49 Making a creature feel alive costs some fun

Trico's independence makes it feel real, but meaningful systems can be less enjoyable.

  • Trico's lifelike behaviour is meant to sell it as a creature, not a tool. 7:49
    • Its animations are lifelike, and it hesitates to jump into the water.
    • The player must learn Trico's sounds and body language.
    • Removing spears is one of the interactions that can make Trico a better companion.
    • The system lets players feel what it is like to love or mistreat an animal.
  • Meaning and fun pull against each other, and Ueda takes the risk. 9:14
    • The idea is cool But isn't always fun.
    • Every system must be both enjoyable and charged with meaning.
    • Whether Ueda succeeds is up to each player.
    • Combat roles, puzzles and rule-based vignettes all carry the relationship.

10:50 Other games that speak through mechanics

Indie games often tell their stories through play.

  • Undertale, Papers, Please and Brothers say things through their systems. 10:55
    • Undertale shows its cast's personalities through the way they fight.
    • Papers, Please lets players poke at a system to reveal a message about bureaucracy and corruption.
    • Brothers tells the story of two siblings almost entirely through gameplay.
    • Its best moments are spoilers.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. It teaches that games say the most through their mechanics and rules, not cutscenes, using Fumito Ueda's Ico and The Last Guardian to show how combat roles, rules and bent rules can express a relationship. The moment worth watching is Trico breaking the stained glass eye rule to save the boy, which hits harder than a cutscene.

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

Transcript154 lines
0:05

The Last Guardian is the third game to be directed by this clever chap. He's called Fumito Ueda and he's the Japanese designer responsible for three pretty important games. There's Ico, which is about forging a friendship with a girl. Next came Shadow of the Colossus, which is about toppling giant mythological beasts. And now there's The Last Guardian, which cleverly rounds off this triptych by being a game about forging a friendship with a giant mythological beast. Called Trico.

0:33

Now, the reaction to this game has been, shall we say... mixed, with plenty of disagreement about the clumsy controls, annoying input lag, clunky physics, patronising hints, omnipresent button prompts, tedious puzzles, and so on. But one thing most gamers can agree on is that this game does a pretty stellar job of depicting a bond between the boy, and Trico. And in this video, I want to show how Ueda, and his team at genDesign, achieved this relationship not through lengthy cutscenes or dialogue - but, instead, through the unique language of video games.

1:16

I'm going to start by looking at combat because while it's not a significant part of the game it offers a convenient way of comparing The Last Guardian to other games that feature a companion character Now, back in the day, a companion often meant a dreaded "escort mission", which is where the player has to protect another character. Like how Monkey needs to keep Trip alive in Enslaved, because... TRIP: If I die, you die MONKEY: Argh!

1:44

This means the player has to do everything. Monkey has to look after himself, and kill all the robots, and look after Trip, who can't attack enemies and can be killed if you don't look after her. It makes for an interesting dynamic, but a lot of players found this style of gameplay stressful and frustrating. Trip is, I should say, one of the better ones because she hides well and can survive one robot attack. But anyway, in an attempt to fix this frustration, a more recent trend has seen the rise of invincible companions, like Elizabeth in Bioshock Infinite who cannot be killed in combat, so you only need to look out for yourself and the enemies.

2:20

It's a very simple fix, really. And it certainly avoids any frustration. But it does create a nagging disconnect between what's happening in the story, and what's happening in the gameplay. BOOKER: You think people like that are just gonna let you walk away? You are an investment, and you will not be safe till you are far away from here. I think she'll be fine, dude. I mean, going by the combat, Elizabeth is not only invincible but is actually protecting Booker, as she finds him ammo, offers up her ability to pull in machine guns from an alternate dimension, and even brings him back from the dead.

2:52

Of course, we can just write this all off as goofy video game logic but what Fumito Ueda has always understood is that video games speak most loudly through their design. And he uses this to explore themes and tell stories, almost entirely through gameplay. The game Ico doesn't need to tell us that it's a game about a boy protecting a girl. We get to experience it ourselves, as Yorda is frail and vulnerable during combat, and the invincible Ico has to save her at every turn.

3:21

The Last Guardian is the mirror image of Ico, effectively putting you in the role of Yorda. The boy can't defeat the magic soldiers, and will die if he's taken into a spooky door. Trico, on the other hand, is invincible and massively effective in combat. And so, we feel vulnerable when we're alone, and thankful for Trico's company when he saves us from danger. In all of Ueda's games, combat is not just something to do to pass time between the story bits. The roles that the characters take in combat tell us so much of what we need to know about their relationship to one another.

3:55

Outside of combat, The Last Guardian shows us that this is, actually, an interdependent relationship, where Trico needs the boy, just as much as the boy needs Trico. And I think a stronger bond is forged when both parties help each other. That's why Enslaved narrowly escapes the escort mission trap, as Monkey ultimately relies heavily on Trip, to create distractions and hack stuff. There are lots of examples of this in The Last Guardian, such as the boy petting Trico's back after a fight to calm it down, or him finding it barrels of food. But let's focus on these stained glass eyes.

4:31

Whenever Trico spots one, the creature becomes paralysed with fear, and it won't move forward until the boy has found a way to smash or remove the eye. This gives the boy a chance to protect Trico. And it shows how the two characters are strong in different ways. Trico is powerful in combat, while the boy excels in platforming and puzzle solving. But this also establishes some pretty clear-cut rules: the boy can't defeat enemies without Trico, and Trico can't advance until the boy destroys these stained glass eyes.

5:02

Rules like this help you understand how the game works. So when you reach a room like this, you know exactly what it all means. There's a stained glass eye, which the boy needs to remove, but he's going to need to go through these enemies, without Trico, to approach it. It's tense and nerve-wrecking, but it feels good when the glass has been smashed and Trico can join the fight. And then I got to this bit. Two soldiers are blocking this window by holding up shields, made from stained glass. I knew what it meant, and I knew what to do. I needed leave Trico, sneak around, shove the baddies off the ledge, and let the beast through.

5:39

Except, I rushed in, dropped down, and got ambushed by soldiers. I struggled free, and ran up the slope, and shoved one soldier down before being grabbed again. I knew, at that moment, that I was screwed. The boy can't fight these soldiers and Trico can't help because of the shields. Rules are rules. It's over. And then this happened. Oh. Yeah. The game wanted to show me that the relationship had advanced to the point that the boy's safety was more important to Trico, than its own fear of the stained glass eyes.

6:16

And to do that, it broke a clearly established, mechanical rule. Which are supposed to be these unbreakable, static... well, rules. And to me, this made it more impactful than, say, the bit in The Last of Us where, after establishing that Ellie, another invincible companion, shouldn't use a gun JOEL: Uh uh. ELLIE: What? I need a gun JOEL: No you don't. ELLIE: Joel. I can handle myself. JOEL: No She then shoots a guy to save Joel.

6:48

That's a really good cutscene and strong storytelling. ELLIE: I shot the hell out of that guy, huh? But I think the moment in The Last Guardian is actually stronger. Because, and this is gonna get a bit arty farty but stick with me. It's clear that each artistic medium has its own unique language. Painting uses the language of shape and colour. Music is an exploration of sound. Literature uses the language of, well, language. And film is about moving images.

7:15

And video games can, of course, use all of this stuff. But what makes the medium unique is interaction. Things like mechanics, rules, and systems you can poke at are the language of video games - and so where Naughty Dog is largely borrowing from film to tell the story of Joel and Ellie, by using mechanics and rules to tell their story, The Last Guardian is an artistic work, in the medium of video games. The Last of Us does gets some bonus points for making Ellie become a more formidable character in the combat sequences, following that important cinematic.

7:47

ELLIE: You're welcome. Anyway. This moment is all part of Ueda's plan to sell Trico as a real creature, rather than a predictable and flawlessly programmed video game tool. We can see this in the incredibly lifelike animations and in familiar moments where, say, Trico hesitates to jump into the water. But this is also where the game's most controversial decision crops up, as Trico does not immediately and reliably listen to the player's commands.

8:18

Ueda says "When the boy calls Trico, we could have made Trico come immediately, like clockwork. But if we did that, Trico would not seem like an independent creature. It wouldn't seem like it was alive and making its own decisions." Instead, you have to be patient, and learn to understand Trico's sounds and body language. Plus, according to players on Reddit, the way you interact with Trico can impact its loyalty and responsiveness. All of those wonderful interactions with Trico, like removing spears, tending to its wounds, finding food, and petting it can all make the creature a better companion.

8:53

In a way, this all sounds like another great decision to use gameplay mechanics to show the relationship between the boy and Trico. We see that this is an animal, and that the boy can't rely on Trico like he could a human. And by building a system where certain interactions change Trico's behaviour, we can explore, as players, what it's like to love or mistreat an animal. And that is cool. But isn't always fun. And this is a unique challenge of being a games designer who is interested in making a game that says something interesting. Similar to our discussion on Dark Souls, where Miyazaki has to sacrifice certain players because those games wouldn't be as meaningful without their intense level of difficulty.

9:34

In this instance, making systems and mechanics that are both enjoyable and charged with meaning is a brutally difficult balancing act, and one that Fumito Ueda boldly attempts with every game he makes. Whether he succeeds or fails is ultimately, up to each individual player. Sorry, that's a cop out. But for my money, I'm glad there are developers like Ueda out there, at least willing to take these risks to do something a bit... different.

9:58

The Last Guardian is about a relationship - and not just in the cutscenes, or in tiny scraps of dialogue between fights. Everything, from the roles in combat, to the way you solve puzzles, to vignettes that are set up by the game's rules - it's all there to say something interesting, and we get to explore that as players - because it's said through the unique language of video games. Hi everyone. Thanks for checking out this video. I'd love to hear your thoughts on The Last Guardian in general in the comments below. This has been a very divisive game and I'm curious to know how it's landed with all you guys out there. Game Maker's Toolkit is now entirely powered by Patreon, which is fantastic. The people on screen are those who have pledged five bucks or more.

10:46

While these names are scrolling past, I wanted to take a moment to talk about a few more games that do an excellent job of speaking through their mechanics. Indie games are especially brilliant at this. Undertale is a game that tells us a lot about the game's wacky cast of characters through the way they fight. Papers, Please lets us poke and prod at a system to reveal a message about bureaucracy and corruption. And Brothers tells an amazing story of two siblings pretty much entirely through gameplay that I wish I could say more about but all the good stuff is in spoiler territory so just go buy it.

11:20

Also, while you're here, check out my earlier video on Fumito Ueda's philosophy of Design by Subtraction, where he removes everything that doesn't contribute to the game's core idea. You can definitely apply that to The Last Guardian. so maybe give that a rewatch now you've played his third game.