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What Made Psychonauts Special

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The bottom line

Psychonauts is special because each level is built from a character's mind, so what a level looks like and what you do in it reveal who that character is. This lets players understand and empathise with troubled people by playing, which a cutscene or dialogue tree can't do as well.

Key takeaways

  • Psychonauts puts a collect-a-thon platformer inside people's minds. 0:57
    • Tim Schafer wanted a peyote vision quest inside Ben's mind in Full Throttle, but LucasArts cut it, and the idea returned a decade later.
    • Where Banjo Kazooie had fairly random world themes, each Psychonauts level is set in one person's head.
  • Each level's look shows the character's personality and hidden pain. 0:35
    • Coach Oleander's mind is a battlefield, Milla's is a party, and Sasha Nein's is an orderly monochrome cube.
    • Hidden vaults expose what lies underneath, such as Oleander never having made it into the army.
  • What you do in a level mirrors the character's state of mind. 3:15
    • In The Milkman Conspiracy, you wear disguises and use clairvoyance to see how others see you, which echoes Boyd's paranoia.
    • In Gloria's Theater, a switch flips the mood between happy and sad, which echoes her bipolar disorder.
  • Collectibles, especially the mental vaults, turn the levels into puzzles to interpret. 4:36
    • Edgar Teglee's vault shows his girlfriend was taken by a football player, which explains the four wrestlers and the buried high school.
    • You end up doing archeology and psychotherapy and English lit while punching a giant fish.
  • The game treats its troubled characters with empathy, though its portrayal has limits. 6:35
    • It risks oversimplifying mental illness with stereotypes and easy cures.
    • It is genuinely funny, yet the asylum patients are rarely the punchline.

It uses level design in such a way that what the level looks like, and what you end up doing in that level, says so much about the character in question.

Game Maker's Toolkit

Chapter summaries

0:00 A cult classic from adventure game veterans

Psychonauts is a well-loved game that few people bought, made by a studio of LucasArts alumni.

  • Psychonauts is a cult classic that sold poorly. 0:05
    • It came out in 2005 as the first game from Double Fine Productions.
    • Tim Schafer formed the studio with a few friends from LucasArts.
    • Schafer's earlier work was point and click adventures: Grim Fandango, Day of the Tentacle and Full Throttle.
    • Many viewers have never played it and don't know why it is held in such high regard.
  • Raz can enter other people's minds, and the game plays as a platformer. 1:04
    • Raz is a circus runaway who bounces around in people's subconscious.
    • It still has some item puzzles, so it keeps a little of the adventure game DNA.

1:29 Minds as worlds, from tutorials to the asylum

Every mind hides pain beneath its surface theme
Coach OleanderMilla VordelloSasha Nein
SeemsGrizzled war veteranLively extravertStoic Psychonaut
Mind's surfaceConstant battlefieldNon-stop partyOrderly monochrome cube
Hidden beneathNever made it into the armyNightmares locked in a secret roomTroubled past bursts out as vignettes
Power taughtJumpLevitateShoot
The camp minds teach jumping, shooting and levitating, and they also teach you to dig for the vault.

The first minds teach the moves, and the minds in the asylum are where the game gets really good.

  • Under each tidy surface sit repressed memories and emotional baggage. 1:51
    • Milla keeps her nightmares locked away in a secret room.
    • Sasha's tightly packed mind explodes into vignettes from his troubled past.
    • Sasha shouts: Raz, what have you done? This is not control, this is chaos!
    • The reveals are hidden, so you have to dig to find them.
  • The three camp minds are only tutorials. 2:16
    • They teach you to jump, shoot and levitate.
    • Once you cross the lake to the mental asylum, the minds are unmoored from reality.
    • This is the point where the game starts getting really good.

2:33 The Milkman Conspiracy and Black Velvetopia

Every feature of Boyd's suburb is his paranoia made physical
Boyd is a gibbering mess outside, but playing his level shows how being watched all the time feels.

The most disturbed minds get the best levels, because their design and play both express the disturbance.

  • Boyd's level bends space and fills it with watchers. 2:37
    • His cozy suburb is skewed, tied in knots and folded over itself.
    • Cameras, prying eyes and agents in trench coats pose as housewives, plumbers and grieving widows.
    • An agent in widow's disguise says: The dead people are underground, and I have brought flowers because... I am sad.
    • Boyd warns: Be careful! They're watching. All... the... time.
  • Free-roaming nightmares and missing censors show how far his mind has gone. 3:30
    • Milla's nightmares are locked away, but Boyd's roam free and give you a scrappy boss fight.
    • Other stages have censors that block unhealthy thoughts, and Boyd's level has none.
    • Boyd is a gibbering mess in the real world, yet playing his level shows how he truly feels.
  • Black Velvetopia turns Edgar's rage into a bull. 4:15
    • The bull charges down narrow streets.
    • If it hits Raz, he is pushed back earlier in the level.
    • The setback may reflect Edgar's unending battle with this part of his psyche.
    • The level has loads of collectibles, probably too many.

4:43 Vaults and mechanics in two more minds

Edgar's and Gloria's levels turn backstory into scenery and into things Raz does.

  • Edgar Teglee's level is built from the memory in his vault. 4:57
    • Heartbroken, Teglee loses his next wrestling match.
    • Raz uses paintings as doorways and magic props.
    • The four wrestlers stand for his bitter team mates.
    • Bits of a high school lie buried in the sewers, deep beneath a black velvet city.
  • Gloria's Theater stages her troubled upbringing as a play. 5:37
    • Gloria is a fallen actress with severe mood swings.
    • Her mood switch makes enemies appear on the stage.
    • The play includes the line She doesn't have time for an ugly little girl like you.
    • Raz needs both sides of her personality to reach the rafters and beat her inner critic.

6:29 Level design as storytelling

Showing a character through play makes players think about what each element means, and the same approach works well beyond Psychonauts.

  • Each asylum level ends with fixing the character's disorder so Raz can bypass it. 6:29
    • Psychonauts is a genuinely funny game, and its patients are rarely the punchline.
    • Players have to work out what each element represents and link it to the clues they find.
    • This works better than a cutscene or a dialogue tree.
    • The cure is a game goal, not a medical one.
  • Other games tell character through level design too. 7:39
    • BioShock portrays Sander Cohen through his level and its tasks, photography and dance.
    • That portrait of mental illness is much less successful.
    • Many games use environmental storytelling and mechanics that double as metaphors.
  • Psychonauts earns its cult status by teaching its characters through play. 8:09
    • It may not be the greatest platformer or puzzle game.
    • Understanding the troubled cast simply by playing is the main reason it deserves its status.
    • The weaving of level design and characterisation is what sets it apart.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Shows how Psychonauts uses level design to express each character's personality, so that what a level looks like and what you do in it tells the story. The Milkman Conspiracy, where a paranoid mind becomes a twisted suburb of spies and perception-based play, is the example that makes it worth watching.

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

Transcript119 lines
0:01

Let me tell you about a game called Psychonauts. It came out in 2005 and it is a cult classic. Which means it's really good - but also that nobody one actually bought it. And that means there will be plenty of people watching this video who have no idea why this game is held up in such high regard. And that is what I, internet video man, am here to explain. But first, some background. Psychonauts was the first game by Double Fine Productions - a studio formed by Tim Schafer, and a few of his friends from LucasArts, which is where he made point and click adventures like Grim Fandango, Day of the Tentacle, and Full Throttle.

0:42

And in that last one, Schafer wanted to have a section where biker hero Ben would take peyote, and go on a psychedelic vision quest inside his own mind. But, Lucas wasn't really into the whole hallucinogenic thing, and the vision quest got scrapped. Until, a decade-or-so later, when that idea got reworked for Psychonauts. In this game, circus runaway Raz has the power to enter other people's minds and bounce around in their subconscious.

1:11

But this isn't a point and click adventure - though it does have some item puzzles. Instead, it's a 3D collect-a-thon platformer, like Banjo Kazooie. Though, where games of that nature generally had pretty random world themes, in Psychonauts, because every level is set inside someone's noggin, each world gives the player a unique insight into that character's personality. The mind of grizzled war veteran Coach Oleander, for example, is a constant battlefield, while extravert Milla Vordello has a lively party playing in her head.

1:45

And the brain of stoic Psychonaut Sasha Nein is a well organised, monochromatic cube. Dig a bit deeper, though, and you'll find repressed memories and emotional baggage lurking beneath the surface. A hidden memory vault reveals that Oleander never actually made it into the army. Milla keeps nightmares looked away in a secret room. And Sasha's tightly packed mind explodes out into vignettes from his troubled past. SASHA NEIN: Raz, what have you done? This is not control, this is chaos!

2:16

Those three brains are just the tutorials, though, teaching you how to jump, shoot, and levitate. As you leave the camp, enter the mental asylum across the lake, and start exploring minds that are, let's say, unmoored from reality, things start getting really good. A fan favourite level is The Milkman Conspiracy. This level takes place in the twisted mind of Boyd Cooper. And I mean twisted - his brain space is a cozy suburbia, that has been bent and skewed, tied in knots and folded over on itself.

2:51

Boyd is also rapt by paranoia, and so, his level is filled with cameras, prying eyes, and government agents in trench coats, who are poorly hiding as housewifes, plumbers, and grieving widows. AGENT: The dead people are underground, and I have brought flowers because... I am sad. Because Boyd feels like he is being watched... BOYD: Be careful! They're watching. All... the... time. The actual gameplay of the level has you obsessing over how other characters see you. You need to find disguises to infiltrate the agents' groups, and can use the level's new power-up, clairvoyance, to see how other characters perceive you.

3:30

Also, where Milla's nightmares are locked away, Boyd's roam free, and take you on in a scrappy boss fight. And while other stages feature censors, who block out unhealthy thoughts, Boyd's level is missing these enemies, showing just how far his mind has gone. Both the disorientating design of the level, and the perception-based gameplay we perform, reveal that Boyd's mind has been twisted by delusions of persecution and paranoid conspiracy theories.

3:58

And so, while Boyd is just a gibbering mess in the real world, we get to understand how he truly feels, by playing his level. The Milkman Conspiracy is certainly the best level in Psychonauts, but other stages offer similar treasures. In Black Velvetopia, we explore the mind of tortured artist Edgar Teglee, and Raz must contend with a rampaging bull - a manifestation of Teglee's rage - who charges down narrow streets. If Raz gets hit, he's pushed back earlier into the level, perhaps showing Edgar's unending battle with this part of his psyche.

4:36

To really understand this level, you need to get these mental vaults. Now, each level in Psychonauts features collectibles. Like, loads of collectibles. Probably too many, including figments of imagination, emotional baggage, and mental cobwebs. But the vaults are the key, as each one reveals more about the characters on screen. Teglee's vault show that this guy's girlfriend was pinched by a football player. Heartbroken, Teglee ends us losing his next wrestling match.

5:06

With the vault in mind, we can understand why Raz must fight four wrestlers: they represent Teglee's bitter team mates. And we can see how Edgar has buried his high school memories beneath a delusional bullfighting drama - by literally burying bits of a high school in the sewers, deep beneath a black velvet city. Raz must also use art to help overcome Teglee's troubles, by using paintings as doorways and magic props - which reflects Edgar's actions back out in the real world.

5:37

And let me show just one more level, Gloria's Theater. Gloria Von Gouton is a fallen actress who suffers from severe mood swings, caused by bipolar disorder. The level, of course, takes places in a theatre, with a play that recreates the story of her troubled upbringing. ACTRESS: Your mom has a career and a boyfriend to think about. She doesn't have time for an ugly little girl like you. To match the bipolar disorder, Raz can whack a switch, to change the mood from happy to sad and back again, which changes the mood of the play and can make enemies appear on the stage.

6:15

To finish the level, Raz must use both sides of Gloria's personality, to finish a puzzle based around the play and its set, so he can get up into the rafters, beat up Gloria's inner critic and, uh, cure her. Yes. In each of these mental asylum levels, the end goal is to fix that character's disorders so Raz can bypass them. And yes, Psychonauts does run the risk, at times, of representing mental illness in too simple terms, with stereotypes and easy cures.

6:45

But it's notable that it doesn't turn these characters into villains, or even jokes. Psychonauts is a rarity in that it's a genuinely funny video game, but these asylum patients are rarely the punchline. In fact, the game allows us to empathise with these people, by letting us see what it's like to be inside their head. And I think that's what makes Psychonauts special: it uses level design in such a way that what the level looks like - and what you end up doing in that level - says so much about the character in question.

7:14

And it's also more interesting, I think, than just getting these stories through a cutscene or a dialogue tree. Instead, you need to think about what each element represents, and how it ties into the secret clues you've found scattered throughout the level. You're doing archeology and psychotherapy and English lit - all while punching a giant fish in the face. The point is, level design can tell a story. And you don't have to go inside someone's brain to see this: as I talked about in my episode on Fort Frolic, Bioshock explored the character of Sander Cohen - a much less successful portrait of mental illness, I should note - through the design of the level, and the tasks that you're asked to perform, specifically photography and dance.

7:58

Loads of great games are packed with this sort of narrative, with environmental storytelling and mechanics that double up as metaphors. So I'll definitely be exploring more of this stuff in the future. For Psychonauts, though - it might not be the world's greatest platformer. Or puzzle game. But the way it weaves level design and characterisation together, so you can better understand the game's troubled cast of characters simply by playing the game - is perhaps the main reason why it deserves its cult classic status.

8:29

RAZ: They may come for me Dogan, but they'll be looking for Raz, the boy. What they're going to find, what they don't expect, is Raz, the Psychonaut. DOGAN: And then you'll make their heads explode? RAZ: No! Do you do that? DOGAN: No! Well, once... kidna. Hey there. Game Maker's Toolkit is funded over on the crowd-funding website Patreon. These are my ultra-special top tier supporters. Psychonauts was actually the first game we played as part of our new GameClub, which is where Patrons and I vote for a game, play it, and then chat about the game's design.

9:09

Thanks to everyone who joined in and gave their thoughts, and definitely helped me sound more smart in this episode than I actually am. More smart? Smarter? See, that's what I'm talking about.