Why Truly Original Games Are So Rare | Semi-Ramblomatic

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Second Wind [Intro Music] Like about half a million other people I've  been playing a fair bit of Balatro lately,   the incredibly hard to explain to other people  poker-based deckbuilder, and its massive success   illustrates the kind of impact a truly original  gameplay idea can have. The old saying is true:   build a better mousetrap than your neighbour  and the world will beat a path to your door,   except for the parts of it  that like mice, I suppose. But it's very easy for us snobby media types  to say "come up with new gameplay ideas,"   it's a lot harder to actually DO that. For  example, I've been concerned that melee combat   mechanics in video games are basically  done innovating. Every single game now,   it's light attack, heavy attack, dodge  and parry. Even the shooters have parry   now. I don't know what the fuck a "parry  bullet" is or how it differs from the   regular kind and apparently Suicide  Squad didn't feel like explaining. So I was trying to think of some interesting  new idea for a core combat gameplay thread.   Specifically, I wanted to think of something  I'd be good at. When combat mechanics come   down to having the faster reflexes or  the better strategic planning ability   I tend to suck harder the older I get, but  what I am really good at is anagrams. It's   so disappointing that hardly anyone plays  Babble Royale anymore 'cos I could PUNISH   at that. I played it on stream once or twice  and inevitably got stream sniped but I'd just   take them apart anyway. It was like ants  trying to stream snipe a trapdoor spider. So I was envisioning an idea for a melee combat  system where encroaching enemies have seemingly   random letters floating over their heads, each  tied to a specific button on the controller, and   you damage and push enemies back by pressing the  buttons in an order that spells out words. Longer   words doing more damage. So it's anagrams crossed  with a sort of on the fly combo system. There's a   lot you could do to min-max for your personal  vocabulary strengths, too, like equip a weapon   that does double damage when you spell out words  relating to animals, or to toilet-related slang. That'd be something I'd absolutely slaughter  at because it rewards the players who can solve   anagrams the fastest. It'd make up for every time  I got the pangram in the Spelling Bee on the New   York Times app and looked around to see nobody  there to admire my cleverness. But then I realised   that if I wanted to prototype this out I'd need to  program a game with a list of every single word in   the English language. Maybe there's scripts and  databases I can download somewhere to make that   easier, but I'd still need to go through and flag  all the words that are animal and toilet-related. I powerfully couldn't be arsed to do that, so I  thought, okay, what if it wasn't about language?   It'd be a pain in the arse to translate,  anyway. What if it was maths equations   rather than anagrams? So there'd be numbers  and symbols floating around the enemies and   you'd have to arrange them in the right order  to make valid equations, like 2+4=6. But wait,   that'd be much less flexible than anagrams  in terms of being able to do more damage with   longer entries. And besides, maths? What, are  we an educational game now? Nobody thinks maths   is fun. Nobody you'd want to be trapped  in conversation with at a party, anyway. Alright then, I thought, let's strip numbers AND  language out and make it completely universal,   like how Rainbow Billy used colours and  shapes in place of numbers. So there'd   be a bunch of coloured shapes floating  around the enemy and you'd have a list   of combinations that translated  into different attacks - no, no,   no, now we've just reinvented fighting  game inputs! Or possibly Guitar Hero. You see how hard this is. And it's even harder  to come up with an interesting new combat system   if you overthink it. Overthink any game mechanic  and most of them will eventually boil back down   to "press the correct button next to the dude."  Ideas like Balatro don't come from sitting down   and thinking about it, it's a single spark  of genius that came by taking an established   game mechanic and reframing it through a unique  perspective rather than iterating or building   upon it. We start with card-based deckbuilding  such as in Slay the Spire or Marvel Snap, but   where such games use cards to represent fantasy  battles and are drenched in appropriate theming,   Balatro takes the standard mechanics of  a deckbuilder and applies it back to card   games in the classical sense. An act spiritually  akin to strapping a rocket booster to a donkey.   Which you'd have to admit would be spectacular  to watch, however the donkey might feel about it. It's the kind of innovation that seems obvious  in retrospect and after it does gangbusters   causes a lot of people to kick themselves for  not having thought of it first. It makes me   wonder what other new concepts we could come  up with by applying the same thinking. Like,   Dungeons and Dragons uses d20s to represent  fantasy battles, let's make a version of   Yahtzee with d20s and deckbuilder elements. Or,  expand upon the idea of fantasy versions of casino   games. Soccer involves kicking a little white ball  around, and on that level at least is spiritually   akin to Roulette. Imagine a soccer game on  a giant roulette wheel. So you think you're   kicking towards your goal but then whoops, the  wheel spins and now it's the other team's goal. I just made those up, but then I did a search  and there is indeed a Balatro-inspired Yahtzee   game on Steam slated for a quarter four release  called Pimp My Dice, which is about as clever a   title as could be expected. So yeah, the vultures  are going to be circling. I'm glad Balatro has   announced they're doing a mobile version 'cos I'm  sure there's going to be about fifty knockoffs of   it on mobile by the time I finish my next  blink, but I wouldn't even be mad. It'd be   like contentedly watching seagulls fight over my  discarded sandwich crust. I'm not bothered because   I've already gotten what I wanted out of the  sandwich. The satisfaction of knowing that indie   games are still the trendsetters, the starting  point, the very beating heart of this industry. Because, to zero back in on the point I'm trying  to make, indie games are really the only place   where innovation CAN happen. It's easy to be  pessimistic about the future of video games if   you only pay attention to all the layoffs  and cuts we've been seeing lately in what   I'm increasingly hesitant to call the "AAA"  industry. I've heard gloomy voices talking   about being in the midst of another video  game crash and everything is ruined forever,   but we've always known the big money industry as  it's been in the last few years is unsustainable,   the bubble had to burst some time, and the  reason for that is because triple-A development   overthinks too much. How can it not overthink when  you have a hundred plus dudes on the development   team all thinking about stuff and trying to look  busy. So on the off chance that an original idea   does come up it's drowned by obligations to  monetize and push the spectacular graphics and   make sure to include gear grinding so the armour  polishing department can have something to do. I really enjoyed the indie  game Pacific Drive recently,   and what I liked about it is that it focusses  on driving and doesn't really have combat. Do   you think that would still be the case if,  say, Ubisoft were making it? I doubt it,   they'd probably copy paste their usual Far Cry  first person game template, do a quick find and   replace and end up having guns just because the  gun department made a whole bunch and nobody   specifically told them not to. Even Ubisoft's  recent lower scoped things like Prince of Persia   and Skull and Bones couldn't resist the urge to  pump in some RPG or crafting bullshit because   that's easier than explaining to the C-suite  that the game works perfectly well without it. Video games aren't going to crash or die  anytime soon, don't you worry about that,   they might have to wean themselves off their  addiction to enormous amounts of scope and money,   but Balatro should illustrate that video games  will be just fine as long as mad people are   still having mad ideas. Nothing's going to get  in the way of that, except perhaps Lexapro. Are you a fan of Alien? The Thing? Or True Detective Night Country? Want a chilling story to listen to on those cold winter nights? Then you need to tune into The White Vault, a fully-voiced horror fiction podcast from the folks at Fool and Scholar Productions. The award-winning found footage show centers around an international rescue and repair team sent to discover the source of a mysterious signal at a remote Arctic research station. The weather takes a turn for the worst, the team becomes trapped, and you guessed it, spookies ensue. Check out The White Vault, available for free on YouTube or wherever you listen to podcasts. Subscribe now and discover the unimaginable horrors that await beneath the ice.
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Channel: Second Wind
Views: 185,166
Rating: undefined out of 5
Keywords: Balatro, Semi-Ramblomatic, Second Wind, Yahtzee, Yahtzee Croshaw, Video Essay
Id: 44t7Lw8d4KU
Channel Id: undefined
Length: 8min 2sec (482 seconds)
Published: Thu Mar 28 2024
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