There is also left to right bias for those who speak languages reading left to right for example, I bond Pokémon Sun and sword as my primary games to play
Yeah that's the other side of this that's easy to forget about. Designers are people too, not some sort of superhuman superintelligence. Sometimes things are intentional design choices. Sometimes it just worked out like that or was the easiest option for the developer in that moment, or maybe it's just the way they were taught to do it and they don't even know the theory behind it.
@@Jimera0 and some cases is just because that's how things settled, top-to-bottom menus are simple to make so sometimes the topmost option isn't the intended option, it's just the option on the topmost slot. it can be hard to truly present choices in a neutral way sometimes.
@@thatoneXman This was *not* the way to the meeting room, and Stanley knew that perfectly well. Perhaps he wanted to go to the employee lounge, just to admire it.
@@thatoneXmanAre you surprised? That entire game is based around psychology and mind games where you lose track of where the fourth and fifth walls were to begin with.
I remember a job I did once where I programmed a restaurant's cash registers and inventory systems. I noticed that the menus displayed to customers had no prices. I asked if I should correct this but was told to leave it. This was intended to get people interested in the product without thinking how expensive it would be. Apparently seeing the prices turns some people off buying, but if they show interest, they get pressured to buy. Then there was the tip system. They had easy tip buttons and wanted the highest tip percent front and center. Really taught me a lot how this works.
Ironically, the big flashy tip buttons make me less apt to tip. It just screams to me "Hey! Look! Our company is full of douches who refuse to pay our employees a liveable wage!" The rule is simple, tips should be a reward for exceptional service, I am not just gonna give my waiter $5 because they delivered my food.
@@arturoaguilar6002 And walking around today I saw another restaurant like that. I don't know this one, but the menu up on the window by the door had no prices, just listing items. Supposedly I only see the prices at the register. Where they pressure me to buy. I didn't go in the door.
I've ended up being conditioned to know that if a restaurant doesn't display prices, then it's likely that the food is expensive (like would be reflected as "$$$" or "$$$$" in the Google Maps listing), because I've seen lots of software and services where business subscriptions for large companies are often "call for pricing", similar thing for products and services only available to other companies.
Speaking of "tip culture". These companies are really pushing their luck. They're going to kill the tip culture by trying these manipulation tricks. Already Chicago is looking to change the rules.
I don't even look at RUclips Shorts... But the XP penalty thing just reminds me of what the FFXI devs that were temporarily in charge of FFXIV 1.0 tried to do, which was penalize your XP gain the longer you stayed playing, slowly refreshing when you signed out. When Yoshi-P took over, he instead made it that the longer you were offline the more combat XP would get multiplied for your character the next time you logged on.
@@shmookins Actually, more the other way. It was to ensure people took breaks.Known on TV Tropes as "Anti-Poop Socking," many different games will have things in them that are meant to get the player to stop playing and go have a food or use the toilet or something. The penalty in FFXIV 1.0 was divided in two: one was your character level's XP, the other was your various Job levels XP. The stated goal was that way casual and hardcore players would stay about the same character level.
@@Bardic_Knowledge Not just that you see mmos only have so much to do and getting the player to log off is meant to make them play slower and enjoy the ride
Which really is just a presentation change, isn't it? The mechanic itself actually hasn't changed at all (well technically it has because there used to be a hard cap that stopped you gaining ANY exp) but the *presentation* of the mechanic is simply inverted and suddenly it FEELS much more positive to players, and that's what really matters.
The most common use of framing everywhere, and especially politics, is limiting to few, often only 2 options : "You don't want XXX reform ? Would you prefer YYY (extreme option no one would want)" as if there aren't an almost infinity of options between the 2.
Same thing happened with Terraria and their Torch Luck mechanic. You used to get negative luck when placing torches that don't match the biome you're currently in. Players flooded social media with photos of hundreds of "wrong" torches in protest, and it eventually led to the mechanic being overhauled into a BONUS for using the "correct" ones.
People really exaggerated how bad negative torch luck was, when in reality at worse you're getting slightly less mob farm drops I liked the idea, but it wasn't a very well designed or thought out one
@mmmmmmmmmmmmmMicrowav in a game where the sought-after mob drops are what feels like a 1/1000 drop chance (1/20 obsidian rose damn you) i also wouldn't like it when those drops become rarer. Feeling more like a 1/1200 (1/24 obsidian rose damn you)
The menus with wildly different prices are very common in touristy areas and places with a lot of corporate travel. You see, when a salesman is taking a client out to lunch, they can impress them by putting the expensive meals on the company card. For the rest of us, there's the normal food at normal prices.
The prices for the normal food are not "normal lroces" they just seem so compared to the super expensive ones, but in fact they "cheaper" options are expensive af too.
When I used to travel for work we had a daily meal allowance, so I would always get the cheapest thing in the menu so I could have more left over to buy beer with. Needless to say I never turned in the itemized receipt with a burger and 8 beers, rather the credit card receipt that just showed the total 😂
Here because of that, really cool RUclips short that pointed out the full video button. I knew the full video button existed, but I rarely check it because creators often link it to their most recent video instead of the one the short actually goes with.
It also helps that if everything is a buff it's easier to parse/compare the information. Introducing negative numbers adds mental effort to convert information.
Plus ideally you can raise a bad character up rather than tear a good characdown. I can understand a broken character being nerfed, but I'd almost always rather a buff.
@jacklansdale77 and that's why powercreep isn't the problem people make it out to be. It's only nostalgia that makes it seem problematic. (At least in video games. In TCG's it's of course a massive problem)
Which is why the best choices are made ahead of time. Like, Free to Play must mean Free to Play, or I have less expensive things to do. Last time I bought something from a Free to Play game it was partly a thank-you for giving me over 5 years of reliable, quality experience. Hitting the "pay to continue" level on Candy Crush? Never touched it again. As for the restaurant example, remember to do your research ahead of time so you're not sitting there debating if going over budget on the $20 hamburger is worth it.
@@leoncaw326 Nono, it's that, at least in this aspect, people recognize that Nintendo is being honest and you don't have to enter and check if it will have microtransactions or not.
I must absolutely concur on this. The ONLY times I paid for something in a f2p game was when they provided me with a good product, and I wanted to reward them for their labor. I actually paid for all of the mobile games Dustland Design has made, just because they: 1. Weren't extortionate with the ads (seriously, only 1 ad every couple matches) 2. Offered games with great UI and comfortable UX 3. Paying for no ads was like a couple bucks per title (The same holds true for Risk, though I got it ad free because of a really lucky sale) As for the other end of the coin, we can look at tapped out and the MILIONS of games like it. I will play it for at most a couple of months, but the grind gets so annoying that I will rage uninstall the app. Also, I have spent not a SINGLE penny of them. Why? Simple, the UX was extortionate. Extortionate game design severs the trust I have in a developer, and makes me want to lock away my wallet.
Showing both bonuses and penalties in a game can actually be a good thing in some cases as it encourages creative thinking for players to experiment and find effective ways to use said item in interesting ways to compensate for it’s downsides.
Little fun fact about that arrow thing, the clickable area covers the whole screen on that horizontal line, at least on mobile. Even if, say, you were on a tablet in landscape mode and the text only ever covers like a quarter of the screen. So you don’t even need to click anywhere near the text to activate this feature! This makes it super easy to click, you don’t even have to try! Very hard to miss, even when you want to!
Interesting. I made a dating sim game and had people playtest it here and there. One of them came to ask me after playing it for a little bit why I made the best choice always be the top one? To which I only replied, Is it? What makes you think that? To which they said: Well it is pretty obvious. I took notes and kept checking how others experience this. Since I had designed the whole thing, I knew which choices would lead to which results and in some cases which was the "just best" choice of the bunch. And it was made on purpose sometimes the first choice, but most of the time, not the first but one of the others. I made sure that good choices and bad choices vary in position. Also sometimes none of the choice was the best, or you could say none was the right or wrong, but several lead to good things in different ways and some to bad things in different ways, as it should. Not all playtesters realized that. I assume, other dating sim games have conditioned them into thinking that there is one ideal path to take down. (Something I personally strongly dislike in games that are mainly narrative choices.)
I remember being pitchforked out of forums because I exposed the scam the "new" resting bonus was. I was way younger, and used pretty harsh words, so it was deserved. It was still maddening seeing people gobble that reframing, liquid, ice, and glass as well, so easily.
@@Hezkun Depends on the context. Lets say a person was right about something but was insulting and cussing you out for not knowing it beforehand. No matter how right they might be, you're probably inclined to not listen to them if you have any sort of self respect for yourself.
I have legit quit games while still having "premium" currency in my inventory, because I might need it for later! (I am literally never playing the game again)
I feel like this is one of those business/financial education topics, like what a financial type person would learn in university, but reformatted and taught in a way that we creative types can understand (instead of having to read pages of boring plain text and graphs).
The most manipulative choice in a game is the option you are given to hug Asriel or not at the end of Undertale. Nobody alive would could ever say no to that, even if it doesn't do anything.
Perhaps, yet even seemingly redundant choices can have purpose in simply being a choice by technicality. The fact that players can choose to offer that hug gives it value, the player CHOSE it, rather than being FORCED to do it in a cutscene (which is especially meaningful in a game like Undertale that hinges its themes on player choice).
So my options are eat dirt, get my taxes audited or get a discount to a subscription service where I already have a lifetime subscription for? All of those sound like they’d suck tbh
I guess the difference between a bonus and penalty is how many types of enemies it effects. If the higher damage is just against one or two enemy types (out of, say, 10-20) it's clearly a bonus. But if it's against the majority, the weapon has a _penalty_ against a few. It depends where you draw the line 'average' line.
Choice architecture was first proposed by Thaler and Sunstein as a government role to aid in people making the “best choice”. Coming from their book “Nudge” and, for a political economic philosophy, it’s a great read.
4:02 very confused here, these 2 are not the same you went from +10to werewolves And +0 to everything else To +0werewilves -10to everything Unless the weapon itself does less/more damage than the default then this example doesnt make sense Also +10% is not the same as -%10 When you get -10% and a 10%you don't get 100% you get 99%(100->90->99 if -10% applied first and 100->110->99 if 10% is first). So not only is it wrong, even with context it's still wrong
3:58 I didn't embrace it, I truly hated leveling with a passion. One of the reasons was the xp penalty for not being rested, whilst it was being dishonestly represented as a bonus for being rested. In effect you got penalized for playing more, as the "slackers" that played only in the weekend needed less ingame hours to reach max level compared to someone who just wanted to blast through asap and get to the endgame. Regardless of what something states, I look at the distilled version and practical application: call it whatever you want, the truth doesn't care. I don't have to be called an "interior manager" when I have a job cleaning houses, you can call me a toilet lady for all the fudge I care, just pay a million bucks per month and we're all good. A fancy sounding title with absolutely zero substenance makes literally no difference to anyone except mentally challenged people. So that +10 to Werewolves or -10 to non-werewolves makes no difference either; the "bonus" to werewolves means it's probably garbage to anything else, which means you'll only use it if you really have nothing better like just non-magic weapons to start off with, or you're running a campaign with a heavy focus on werewolves.
I get to be one of the few that isn't compelled by those offers in "F2P" games, so it's not that bad. The rest of the time IRL I just pick an option I already like most of the time so price is often irrelevant.
And, while I can see that the $99.99 deal has the best per unit price, I just can't get over paying $100 for a quickly lost digital resource for a free to play game. The few games I play where buying this type of resource item would be helpful, I figured out that purchasing that 100,000 units for $99.99 could easily be acquired through normal gameplay over time and at a relatively fast pace. And not just that, but the 100,000 units get spent in seconds when the cost of the desired items are in the millions of units. So what is my time worth? Well, in my particular case, I was already playing the game, so it was worth the time I put into it.
I love ZZZ, is the only gacha that managed to get my intrest; that being said, the most expensive boundle cannot garanty the drop of the character you want, and that feel... Like the reason I will never put mony in a gacha game
I just had an idea for a story game Imagine a game like Skyrim where if you take the right route, you won’t even be able to make the dialogue choice - the game just chooses for you after about 7 seconds
I never understood the "best deal" or default options when buying currency, every time I wanted to purchase a thing, I only bought the amount of currency needed. Although most games were scummy and priced things at 7 dollars when all currencies you could buy were either 5 dollars or 10 dollars, it either bothered me not to buy or the very few rare times I actually coughed up the amount.
Then there's me, who didn't know that top choices were the default option and meant to be picked so I never considered them more important than all the other options.
Looking to help the show? go.nebula.tv/extracredits
Nuh uh arechi better
There is also left to right bias for those who speak languages reading left to right for example, I bond Pokémon Sun and sword as my primary games to play
Your short actually taught me about the triangle thing indeed
Your short worked 💀
The short worked now I'm curious
I always find it amusing when we think some design choice is a very purposeful manipulation, then in a dev interview they reveal it wasn't. 😂
Yeah that's the other side of this that's easy to forget about. Designers are people too, not some sort of superhuman superintelligence. Sometimes things are intentional design choices. Sometimes it just worked out like that or was the easiest option for the developer in that moment, or maybe it's just the way they were taught to do it and they don't even know the theory behind it.
@@Jimera0 A timely example is the original Silent Hill 2. So much of what makes that game brilliant were the result of technical limitations.
@@Jimera0 Or even that was the design that felt good to them.
@@Jimera0 and some cases is just because that's how things settled, top-to-bottom menus are simple to make so sometimes the topmost option isn't the intended option, it's just the option on the topmost slot.
it can be hard to truly present choices in a neutral way sometimes.
@@TheJacobG any examples? Haven't played the game
When coming upon a set of two doors, Stanley entered the door on his left.
*right.
... Wait.
Was that entirely Choice Architecture the entire time, twisted and bent to be a core part of the entire experience?!
@@thatoneXman This was *not* the way to the meeting room, and Stanley knew that perfectly well. Perhaps he wanted to go to the employee lounge, just to admire it.
@@thatoneXman yes?
@@thatoneXmanAre you surprised? That entire game is based around psychology and mind games where you lose track of where the fourth and fifth walls were to begin with.
I remember a job I did once where I programmed a restaurant's cash registers and inventory systems. I noticed that the menus displayed to customers had no prices. I asked if I should correct this but was told to leave it. This was intended to get people interested in the product without thinking how expensive it would be. Apparently seeing the prices turns some people off buying, but if they show interest, they get pressured to buy.
Then there was the tip system. They had easy tip buttons and wanted the highest tip percent front and center.
Really taught me a lot how this works.
Personally, if I see a restaurant with a menu without prices, I don't even bother putting a foot inside.
Ironically, the big flashy tip buttons make me less apt to tip. It just screams to me "Hey! Look! Our company is full of douches who refuse to pay our employees a liveable wage!"
The rule is simple, tips should be a reward for exceptional service, I am not just gonna give my waiter $5 because they delivered my food.
@@arturoaguilar6002 And walking around today I saw another restaurant like that. I don't know this one, but the menu up on the window by the door had no prices, just listing items. Supposedly I only see the prices at the register. Where they pressure me to buy.
I didn't go in the door.
I've ended up being conditioned to know that if a restaurant doesn't display prices, then it's likely that the food is expensive (like would be reflected as "$$$" or "$$$$" in the Google Maps listing), because I've seen lots of software and services where business subscriptions for large companies are often "call for pricing", similar thing for products and services only available to other companies.
Speaking of "tip culture". These companies are really pushing their luck. They're going to kill the tip culture by trying these manipulation tricks. Already Chicago is looking to change the rules.
I don't even look at RUclips Shorts...
But the XP penalty thing just reminds me of what the FFXI devs that were temporarily in charge of FFXIV 1.0 tried to do, which was penalize your XP gain the longer you stayed playing, slowly refreshing when you signed out. When Yoshi-P took over, he instead made it that the longer you were offline the more combat XP would get multiplied for your character the next time you logged on.
Interesting. But why is that mechanic there at all? Is it to get you to log back in faster?
@@shmookins Actually, more the other way. It was to ensure people took breaks.Known on TV Tropes as "Anti-Poop Socking," many different games will have things in them that are meant to get the player to stop playing and go have a food or use the toilet or something.
The penalty in FFXIV 1.0 was divided in two: one was your character level's XP, the other was your various Job levels XP. The stated goal was that way casual and hardcore players would stay about the same character level.
@@Bardic_Knowledge Not just that you see mmos only have so much to do and getting the player to log off is meant to make them play slower and enjoy the ride
plus it gets folks logging in day to day
Which really is just a presentation change, isn't it? The mechanic itself actually hasn't changed at all (well technically it has because there used to be a hard cap that stopped you gaining ANY exp) but the *presentation* of the mechanic is simply inverted and suddenly it FEELS much more positive to players, and that's what really matters.
The most common use of framing everywhere, and especially politics, is limiting to few, often only 2 options : "You don't want XXX reform ? Would you prefer YYY (extreme option no one would want)" as if there aren't an almost infinity of options between the 2.
The other most common use is to frame two dissimilar options as no different from each other (the false equivalency)
I never knew that little text would take you to a FULL video!? That’s incredible
I also just realized I was on RUclips shorts instead of TikTok I HATE when that happens >:(
@@the-bad-opinion-ator I could never make that mistake
Same thing happened with Terraria and their Torch Luck mechanic. You used to get negative luck when placing torches that don't match the biome you're currently in.
Players flooded social media with photos of hundreds of "wrong" torches in protest, and it eventually led to the mechanic being overhauled into a BONUS for using the "correct" ones.
And Torch God's favor was added
People really exaggerated how bad negative torch luck was, when in reality at worse you're getting slightly less mob farm drops
I liked the idea, but it wasn't a very well designed or thought out one
@mmmmmmmmmmmmmMicrowav in a game where the sought-after mob drops are what feels like a 1/1000 drop chance (1/20 obsidian rose damn you) i also wouldn't like it when those drops become rarer. Feeling more like a 1/1200 (1/24 obsidian rose damn you)
Actually the bonus was always there, they just removed negative torch luck.
The menus with wildly different prices are very common in touristy areas and places with a lot of corporate travel.
You see, when a salesman is taking a client out to lunch, they can impress them by putting the expensive meals on the company card.
For the rest of us, there's the normal food at normal prices.
Are you paying separately, or are you buying his influence?
The prices for the normal food are not "normal lroces" they just seem so compared to the super expensive ones, but in fact they "cheaper" options are expensive af too.
When I used to travel for work we had a daily meal allowance, so I would always get the cheapest thing in the menu so I could have more left over to buy beer with. Needless to say I never turned in the itemized receipt with a burger and 8 beers, rather the credit card receipt that just showed the total 😂
@@henke37 they said it's a business meal, so of course they are buying influence.
0:10 "Was it really warpole?" it was warpole. It was always warpole. Everything that happens is because of warpole
Here because of that, really cool RUclips short that pointed out the full video button. I knew the full video button existed, but I rarely check it because creators often link it to their most recent video instead of the one the short actually goes with.
@6:51 We're like moths. This is as helpful in lighting emergency escape routes as it is to enticing people to casinos or something.
This is why I feel fighting game buffs are more common than nerfs
It also helps that if everything is a buff it's easier to parse/compare the information. Introducing negative numbers adds mental effort to convert information.
Plus ideally you can raise a bad character up rather than tear a good characdown. I can understand a broken character being nerfed, but I'd almost always rather a buff.
@jacklansdale77 and that's why powercreep isn't the problem people make it out to be. It's only nostalgia that makes it seem problematic.
(At least in video games. In TCG's it's of course a massive problem)
Which is why the best choices are made ahead of time. Like, Free to Play must mean Free to Play, or I have less expensive things to do. Last time I bought something from a Free to Play game it was partly a thank-you for giving me over 5 years of reliable, quality experience. Hitting the "pay to continue" level on Candy Crush? Never touched it again. As for the restaurant example, remember to do your research ahead of time so you're not sitting there debating if going over budget on the $20 hamburger is worth it.
Nintendo uses "free to start" for that reason. They don't hide the fact there are going to be microtransactions.
@@llSuperSnivyll So Nintendo gets fewer complaints by saying "free to start?" I'm not very in touch with how this issue has been progressing.
@@leoncaw326 Nono, it's that, at least in this aspect, people recognize that Nintendo is being honest and you don't have to enter and check if it will have microtransactions or not.
I must absolutely concur on this. The ONLY times I paid for something in a f2p game was when they provided me with a good product, and I wanted to reward them for their labor. I actually paid for all of the mobile games Dustland Design has made, just because they:
1. Weren't extortionate with the ads (seriously, only 1 ad every couple matches)
2. Offered games with great UI and comfortable UX
3. Paying for no ads was like a couple bucks per title
(The same holds true for Risk, though I got it ad free because of a really lucky sale)
As for the other end of the coin, we can look at tapped out and the MILIONS of games like it. I will play it for at most a couple of months, but the grind gets so annoying that I will rage uninstall the app. Also, I have spent not a SINGLE penny of them. Why? Simple, the UX was extortionate. Extortionate game design severs the trust I have in a developer, and makes me want to lock away my wallet.
So many restaurants don't bother making their menus accessible without being IN the restaurant.
Showing both bonuses and penalties in a game can actually be a good thing in some cases as it encourages creative thinking for players to experiment and find effective ways to use said item in interesting ways to compensate for it’s downsides.
I literally didn't know I could click that link in shorts, it's like matpat moving the closed captions all over again.
Little fun fact about that arrow thing, the clickable area covers the whole screen on that horizontal line, at least on mobile. Even if, say, you were on a tablet in landscape mode and the text only ever covers like a quarter of the screen. So you don’t even need to click anywhere near the text to activate this feature! This makes it super easy to click, you don’t even have to try! Very hard to miss, even when you want to!
Interesting.
I made a dating sim game and had people playtest it here and there. One of them came to ask me after playing it for a little bit why I made the best choice always be the top one?
To which I only replied, Is it? What makes you think that?
To which they said: Well it is pretty obvious.
I took notes and kept checking how others experience this. Since I had designed the whole thing, I knew which choices would lead to which results and in some cases which was the "just best" choice of the bunch. And it was made on purpose sometimes the first choice, but most of the time, not the first but one of the others. I made sure that good choices and bad choices vary in position. Also sometimes none of the choice was the best, or you could say none was the right or wrong, but several lead to good things in different ways and some to bad things in different ways, as it should. Not all playtesters realized that. I assume, other dating sim games have conditioned them into thinking that there is one ideal path to take down. (Something I personally strongly dislike in games that are mainly narrative choices.)
You could avoid that by randomizing the order of the choices
I remember being pitchforked out of forums because I exposed the scam the "new" resting bonus was.
I was way younger, and used pretty harsh words, so it was deserved.
It was still maddening seeing people gobble that reframing, liquid, ice, and glass as well, so easily.
It's not deserved, it just kinda highlighted how dumb they were 😭😭😭
@@Hezkun Depends on the context. Lets say a person was right about something but was insulting and cussing you out for not knowing it beforehand. No matter how right they might be, you're probably inclined to not listen to them if you have any sort of self respect for yourself.
@Hezkun nah, not really. It's a natural and usually healthy impulse to not listen to what an abrasive speaker jas to say.
OP learned that lesson! 💁
Choice Architecture is a question of Ethical Game Design.
It is a tool. It is all about how you use it.
More likely hell will freeze over before i take that potion. I NEED IT FOR LATER.
And for good reason! The frost daemons spawned does a lot more damage than normal red flamin ones
I have legit quit games while still having "premium" currency in my inventory, because I might need it for later! (I am literally never playing the game again)
The short info will be so helpful in the future as I’ve always had videos I wanted to see but it takes a while to find the original. Thanks.
I feel like this is one of those business/financial education topics, like what a financial type person would learn in university, but reformatted and taught in a way that we creative types can understand (instead of having to read pages of boring plain text and graphs).
The most manipulative choice in a game is the option you are given to hug Asriel or not at the end of Undertale.
Nobody alive would could ever say no to that, even if it doesn't do anything.
Equally the toughest moral choice in gaming is also in Undertale:
Deciding whether to tell Undyne that anime isn't real or not.
Perhaps, yet even seemingly redundant choices can have purpose in simply being a choice by technicality.
The fact that players can choose to offer that hug gives it value, the player CHOSE it, rather than being FORCED to do it in a cutscene (which is especially meaningful in a game like Undertale that hinges its themes on player choice).
Except speed runners.
$300 for Nebula? That’s one Hell of an anchoring point.
Makes that 30 dollars look good. Point proven 😅
Walpole! Walpole! Oh, that wasn't the right answer?
I wanted the answer for all but the first question. 😢
Thank you for telling me about the triangle in the short.
"The burger's only there to anchor your price"
my basic ass that always get a burger
He was just too cheeky with the short. I had to come to this video
Yooo your shorts video explaining how to go straight to the video is a god send TYVM extra credits!!!
So my options are eat dirt, get my taxes audited or get a discount to a subscription service where I already have a lifetime subscription for? All of those sound like they’d suck tbh
0:34 I'd rather eat the dirt
Same
Same
Lycanthrowing knives was a nice touch
Solid video guys! Appreciate the work you put into these 😊
Editing was especially good too ❤
The intro of this episodes feels like it would be a food theory episode. Thank you for creating.
Thanks for teaching me about that YT short fact!
Ditto. I actually did not know about that feature. 😂
Yes this helped with the weird short links.
help im being manipulated, my free will is vanishing by the second
I guess the difference between a bonus and penalty is how many types of enemies it effects. If the higher damage is just against one or two enemy types (out of, say, 10-20) it's clearly a bonus. But if it's against the majority, the weapon has a _penalty_ against a few. It depends where you draw the line 'average' line.
It also depends on how dangerous the creature is. If it only affects a few, but those few will murder you brutally without the buff...
Incredible video! Very informative and easy to comprehend!
I love your awareness of morality in game design. Thanks!
Choice architecture was first proposed by Thaler and Sunstein as a government role to aid in people making the “best choice”. Coming from their book “Nudge” and, for a political economic philosophy, it’s a great read.
But that $30 pizza sounds good 1:52
Still convinced it was Walpole
Thanks For this! Love your content guys ❤❤❤❤
Didn't know the little triangle was a thing
4:02 very confused here, these 2 are not the same you went from
+10to werewolves
And +0 to everything else
To
+0werewilves
-10to everything
Unless the weapon itself does less/more damage than the default then this example doesnt make sense
Also +10% is not the same as -%10
When you get -10% and a 10%you don't get 100% you get 99%(100->90->99 if -10% applied first and 100->110->99 if 10% is first). So not only is it wrong, even with context it's still wrong
0:11 about question 3 the quick and simple answer is yes
I only liked and subscribed 'cuz u taught me to use the go to video from a short feature. A pretty good first impression should I say
I was not ready for suggestive Garrus offering me the best experience. I feel violated.
Got called out in the first second. Amazing
7:00 As I plan on making a horror game I must thank you for showing me these techniques. I will exclusively use them in scummy and nefarious ways.
Never knew it is spelled Recieve instead of receive. Learning English with RUclips works!
Wow i didnt know you can do that on shorts that actually really cool
oh, will you look at that, it works! - the line next to the arrow :D
Just the perfect thing to procrastinate to.
The youtube short got me, fucking good advertising man.
Thank you for teaching me about the play button link
One free Will, supported by twitch ads. Nice intro segment.
Came in from the short. Thanks for that info.
You got me, I clicked in from the short.
3:58 I didn't embrace it, I truly hated leveling with a passion. One of the reasons was the xp penalty for not being rested, whilst it was being dishonestly represented as a bonus for being rested. In effect you got penalized for playing more, as the "slackers" that played only in the weekend needed less ingame hours to reach max level compared to someone who just wanted to blast through asap and get to the endgame. Regardless of what something states, I look at the distilled version and practical application: call it whatever you want, the truth doesn't care. I don't have to be called an "interior manager" when I have a job cleaning houses, you can call me a toilet lady for all the fudge I care, just pay a million bucks per month and we're all good. A fancy sounding title with absolutely zero substenance makes literally no difference to anyone except mentally challenged people. So that +10 to Werewolves or -10 to non-werewolves makes no difference either; the "bonus" to werewolves means it's probably garbage to anything else, which means you'll only use it if you really have nothing better like just non-magic weapons to start off with, or you're running a campaign with a heavy focus on werewolves.
Nice tips in the yt-short
I came from the short.
Did not know you could click on the button to go to the video. Thanks for the tip
That was super effective.
Love the music!!!!
I did now that thing you mentioned in the short :)
Restaurants also offer a choice of two side dishes from a list. Some may justify the cost of the meal.
Great video!
OMG, I had no idea you could click something on a short to get to a full video!!
I get to be one of the few that isn't compelled by those offers in "F2P" games, so it's not that bad.
The rest of the time IRL I just pick an option I already like most of the time so price is often irrelevant.
It worked!
And, while I can see that the $99.99 deal has the best per unit price, I just can't get over paying $100 for a quickly lost digital resource for a free to play game. The few games I play where buying this type of resource item would be helpful, I figured out that purchasing that 100,000 units for $99.99 could easily be acquired through normal gameplay over time and at a relatively fast pace. And not just that, but the 100,000 units get spent in seconds when the cost of the desired items are in the millions of units.
So what is my time worth? Well, in my particular case, I was already playing the game, so it was worth the time I put into it.
Bro, you made a move with that short
I love ZZZ, is the only gacha that managed to get my intrest; that being said, the most expensive boundle cannot garanty the drop of the character you want, and that feel... Like the reason I will never put mony in a gacha game
Nebula: the choice we want you to make
I just had an idea for a story game
Imagine a game like Skyrim where if you take the right route, you won’t even be able to make the dialogue choice - the game just chooses for you after about 7 seconds
Hey the little triangle thingy worked
I guess i fell for the short
I never understood the "best deal" or default options when buying currency, every time I wanted to purchase a thing, I only bought the amount of currency needed. Although most games were scummy and priced things at 7 dollars when all currencies you could buy were either 5 dollars or 10 dollars, it either bothered me not to buy or the very few rare times I actually coughed up the amount.
2:07 "chicken or beef?"
I remember the wow beta fondly
I love dirt
I did not know that triangle thing worked.
Same.
nebula indeed is cool!
well i learned something new today
The pre selected option may also be the “cannon”
It worked.
Hey EC, would it be possible for you to share some of the sources youmve used for these videos? I'd love to go deeper on this topic!
Then there's me, who didn't know that top choices were the default option and meant to be picked so I never considered them more important than all the other options.
Why does the intro sound like emerald coast from soonc adventures?
I will show these men of will what will really is.. - Keyser Söze. I am with Mr. Söze
I did in fact, come here from your RUclips short
Thumbs up if you don't let stupid pricing decide what you're going to eat.
I’m here cause I clicked on the text next to that little triangle in the RUclips Short.
shorts ruin me but that brought me back
Oh lol I found the short before I checked my notifications
There's "The Truth." -_- And, "THE TRUTH!" :D
I’m only here cause you asked so nicely
Now that was excellent 🙂↕️
i did NOT know you could press on that triangle