Why Can Master Chief Only Carry Two Guns?
HTML-код
- Опубликовано: 6 ноя 2024
- Check out the Yogscast jingle Jam 2021: jinglejam.tilt...
Support the channel on Patreon!: / architectofgames
Follow me on twitter!: / thefearalcarrot
How does Mario remain so infamously creative, without ever having to tell you how its new ideas work? Why do platinum games make your dodge move so powerful? And how does Halo create interesting strategic decisions by taking your guns away? the answer is a little-known and abstract concept called Toolsets.
A videogame's toolset is the culmination of all of your abilities and all of your strategic options, and the way each component fits together can have a huge yet invisible impact on the way you play - and there is no better example of the power of a good toolset than Halo. By restricting players to just two weapons at a time, Halo didn't just use a toolset to shape the way you play, but to put players in charge and let them decide their own strategies, a decision that inadvertently changed the course of videogame history...
You Saw:
Halo: Combat Evolved - 2001
Doom - 1994
Quake 2 - 1997
Half Life - 1998
Halo Infinite - 2021
DOOM: Eternal - 2020
Blood - 1997
Halo 2 - 2004
Grand Theft Auto 5 - 2013
Titanfall 2 - 2016
Counter Strike: Source - 2000
Halo 3 - 2007
Psychonauts 2 - 2021
Eastern Front: 1941 - 1981
Asteroids - 1979
Human Resource Machine - 2015
Super Mario Odyssey - 2017
Hades - 2020
Wonderful 101: Remastered - 2020
Nier: Automata - 2017
Bayonetta 2 - 2014
Metal Gear Rising: Revengance - 2013
DUSK - 2017
Halo: Reach - 2010
Prey - 2017
Super Metroid - 1994
Metroid Prime Trilogy - 2009
Ori and the Blind Forest - 2015
Ori and the Will of the Wisps - 2020
Stardew Valley - 2016
The Eternal Cylinder - 2021
The Legend of Zelda: Breath of the Wild - 2017
King's Quest V - 1990
Dota 2 - 2013
Shovel Knight - 2014
Sonic Adventure - 1998
World of Warcraft - 2004
The Legend of Zelda: Ocarina of Time 3D - 2011
Castlevania: Symphony of the night - 1997
Super 3D Noah's Ark - 1994
Witch It - 2017
hello yes microsoft why is there a man crouching up and down on my corpse - is this a bug? what is happening? plz respond at the following address: www.patreon.com/ArchitectofGames
Want to tell me all about how another youtuber used the term Verb for something different (and wronger)? Take it to twitter!: twitter.com/Thefearalcarrot
Okay but let's talk real here for a second. Putting the gems in the honey to catch the little man is exactly where I got stuck in that game after getting locked in the woods. I promised myself I wouldn't google the answer, and I didn't, so thank you.
It's called teabagging dude it's fun to do especially to dead npc's
I think some of the language you're looking for is Player Agency
You too old school bruh
i verbed
Hands down best part of this video was "gernads"
me gud spel :)
Idk, Chao really carried the outro.
That along with "Castletroid"
Essay lover supproting other essay lovers
Love it
Enter and try to win a spelling bee contest after a head concussion and brain hemorrhage because you barely escaped with your live the detonation of a spike grenade ^^
I actually really like how Plague of Shadows recontextualized Shovel of Hope's levels. Feeling like you're cheating by flying over everything is fun, and it plays with the player's familiarity way more than Specter of Torment and King of Cards.
Probably the best example of this is the section in the Tower of Fate where you need to use that rainbow platform to cross a huge bottomless pit through fire-spewing flappy bird walls. It's easily one of the hardest sections of Shovel of Hope (if you don't think to go over it, anyway) so when you get to that section as Plague Knight, who _can't use the rainbow platforms,_ you get hit with a feeling of dread, like "wait, I have to cross this whole thing BY MYSELF?"
It would be one thing to simply have a huge gap that Plague Knight needs to cross. It's another thing to familiarize the player with the size of the gap and then ask them to cross it without any external assistance. And keeping the rainbow platform there to remind the player of what they can't use is icing on the cake.
They all work great in their own way, though the two latter ones also have tools that are simply incompatible with many parts of the original levels.
They probably could have made the characters work just in those, but then it's just one game with alternate characters. Which frankly would have been enough, but champs as the devs are they decided to throw 3 games at us instead. One with a side card game even.
@@insaincaldo It was originally going to be two games, with Specter of Torment's levels being designed around both Specter Knight and King Knight. King of Cards was eventually expanded upon greatly, but if you use hacks to put King Knight into Specter Knight's levels, he can beat most if not all of them.
This is why Plague of Shadows is still the best one, don't @ me
Very well put my guy, eloquent as shit. I felt so too
Finally someone who gives Plague of Shadows the respect it deserves.
Hi, I just wanted to say that "toolset" is a pretty good term for the players arsenal. Also used in the industry is "kit" or the just mentioned "arsenal". I've heard all three. Sometimes also "moveset" but that implies movement so less often used. And verbs usually are just called "actions", I haven't actually heard someone call them verbs except for maybe when I was introduced to the concept.
You said what I was going to say, and more.
Iirc verbs are used a lot in theatre
I heared it used often in GDC talks when talking high level theory. I think the term might originate in game theory.
16:15 Slight correction (well, nitpick): Halo Reach does NOT always start players off with a DMR in multiplayer. Every Halo game starts you off with automatic weapons by default, but certain game types will give you a marksman weapon instead. The Master Chief Collection calls these two settings, for example, Auto Slayer and Precision Slayer -- and these two basic variants exist in every Halo game to date. I've always preferred automatic starts for the same reasons you do, but discussing which gameplay variant is truly better has been a HEATED discussion topic since the 2000s lol. There's pros and cons to each.
The BR in halo infinite small arena levels is hard to use! Maaaan
"Castletroids".
Well played, sir.
Hollow knight is my favourite castletroid, yes!
Isn't "castletroids" just a less commonly used name for the genre? I think it's gotten more and more phased out as "metroidvania" became more popular.
the like comment subscribe bit was so good that it actually made me want to leave a comment for once LMAO
ikr
too bad you didnt leave a comment, i guess
Tm first time I've liked a video in timeeee
Yup, same here, so I'm leaving a comment now :D
Me too. It was way clever.
In Dusk, there is one alternative use for the melee, and that is shots from enemies get reflected if you time it right. This means a powerful hit to you just became your counter if you can get the correct skills to use it. This turns the melee weapon into another useful tool IF you are willing to put the time in.
I was wondering when you'd get to the DMR problem in reach. I agree it was definitely a breaking change that left reach a poorer experience in some aspects - however I think that the armour abilities were definitely a factor in making it work better than a similar arrangement would have in Halo 3
sprinting, sliding, and clambering do not belong in halo.
@@jimmythecrow clambering definitely feels bad, but because the sprint speed is just 9 or 11 percent faster than normal speed it doesn't feel that significant. Adding the sliding does add movement complexity (slide jumps feel great imo) that feels more grounded than halo 5's bs, but the game feels a lot sweatier and competitive than halo 3 and Reach. I think they're an overall acceptable addition to halo but they need to fix the damn melee bugs holy crap it feels so bad
I don't know if I mostly played wacky gamemodes on the 360, but I remember the DMR being predominant only in MCC (or if you played SWAT)
I actually really liked the DMR in Reach and the way that game played, at least in certain game modes like SWAT and a ranked 2v2 game mode i played with my friend that turned into plasma pistol and DMR and understanding maps to an intense degree
@@jimmythecrow The future is now, old man
Huge fan of “backpack” shooters like Doom and Quake because of how the combat is approached like a puzzle with all the pieces available to you and you play with intentionally in switching weapons and tactics, as the games enemies call for it. I just as much like Halo or Titanfalls systems of limited tool sets as well. It isn’t fixed so you’re constantly shifting your plans with whatever weapons you can get your hands on. Adds a layer of scavenging and and improvisation that makes it unique. Love both types. Great video!
It's just extra steps compared to the Scroll Wheel...
Although, I prefer using a machine gun and a rocket launcher in Halo (PvE). Snipers and swords are for special use. And pistols are too common while lacking in dps, especially against vehicles.
I think the cold coat/poison protect buffs should be looked at less as verbs and more like keys. They are here to remove an obstacle/barrier to your progress and not be thought about after and as such are basically doing the same thing as a keycard in doom.
A key is a verb, no?
Simply put: Limitation breeds creativity. Players can only do so much with what they can carry, so they must get creative/skilled with what they have.
I've heard it somewhere before, and I don't remember where, but limitation breeds creativity.
A lot of games tout the "play your way" horn, and a majority of them end up feeling bland because they're made to account for all possible courses of action instead of just making a single course really engaging. Far Cry gives you up to 4 weapon slots, meaning you can have an all rounder, a close range, and a power option available at the same time, alongside your sidearm backup. Doom Eternal does allow you to walk around with the entire arsenal, but because of the low ammo total, you can't just walk around with the Ballista or Super Shotgun like you could in Doom 2016, so you're forced to work around that.
and in the latest Far Cry, you can even swap out your weapons at any time (even during combat iirc) like in Doom Eternal
I always end up putting self imposed restrictions on myself when playing most modern games. I realize this is a patch for bad game design but if it makes something more fun I'll do it.
Examples:
stop leveling at level 25
Use only these 2 weapons
Switch weapons after each stage
Die means start over
Etc
I find most (open world) games are too easy without these.
I have fond memories of the DMR. Reach's map design uses good overlooks and power weapons to corral you into tight spaces where the DMR becomes unwieldy and grenades/melee are king. It also has the armor abilities as an extension of the toolset, almost all of them being extremely useful when you're trying to close the distance or survive a long-ranged engagement. I think those two things play well with a default mid-long ranged weapon, but it definitely becomes noticeable on big maps that you can kinda just get beanbagged down by a DMR.
In Artificial Intelligence game research (Reinforcement Learning), they simply call verbs "actions" and toolset is "action space".
I knew there had to be a better term for it!
Leave a like on the video for Adam's brilliant use of "Castledroid"
Can't decide between liking it and reporting it for hate speech
Everything in this video felt so obvious that I can't tell if it provided no new insight at all, or if it was revolutionary but incredibly well explained.
I'm pretty sure the last few good games have been making firm and continuous use of designing around toolsets, but it's nice that we're actually talking about it.
It can be hard to tell when your enemy placement was just not designed for varying kits, and this is a good wakeup call for people who thought they knew what they were working with.
Risk of Rain 2 has an interesting example of this. In addition to the characters you can select at the start of a run (RoR2 is a roguelike third-person-shooter), there is a secret character: the Heretic.
You can turn into the Heretic during any run. But, only a little bit at a time. First, you change out your primary ability by picking up Visions of Heracy. Then, you can change out your special ability, for example, by picking up Essence of Heracy. It's always only one ability at once so it isn't overwhelming.
There was that glitch that let master halo carry 3 guns in the first stage of the first game.
That was pretty cool.
Not that Chief ever needed more then a pistol in CE. Donno what weakness he was talking about.
@@insaincaldo Yeah the only possible drawback comes from playing with the Tilt Skull active, and even then... 💀
@@CapnShades Which was never in Anniversary.
@Chris East Well, it can't quick camo, has the worst melee, and in general loses to specialist weapons...
Oh you mean in the story?
...Elites? Ammo limitations? Not so much a weakness as just a Not-Strength.
Honestly one of my biggest issues with the halo series overall is the limited toolkit.
Because in most of the games, there is a "best" all round weapon, that is also very common in most maps. Whether it be pistol, battle rifle, or dmr. You're kind of stuck having to use said weapon for most of the game, even if you don't particularly enjoy using it. Because of the limited inventory of only 2 guns, and, assuming it's your first run through the game, literally everyone I know ended up reserving half the inventory for the'best' gun, and the other ended up being a: your favorite gun if you could find ammo for it, or b: whatever random weapon you could pick up just in case you ran out of ammo for the better gun.
The limit of different guns could cause you to handle different fights differently.. but because of most players' over reliance on something powerful and common. It also led to most of the levels feeling quite samey and repetetive if those options were available, quite similar to the issue you mentioned with pvp
This is farther compounded by most of the difficulty levels being so punishing that shorter ranged weapons are all but useless due to enemies being very tanky and very damaging. Which limited player options even more. Even if a combat encounter was indoors with short sight lines that didn't allow for long range, if enemies can kill you faster than the shotgun can shoot... Well there's not much point in using it, ever.
Oh my god, that connect to internet icon there at the end brings back a lot of memories. Well, bad ones, of the dreaded 56k modem and the lag I had so often when playing multiplayer. It's incredibly to think how far we've come, from an internet speed of 56k to a giga or even more.
I love how you went from thinking Halo was no good to understanding the mechanics of the game better than the current developers so quickly. Very switched on human!
The idea of a character's "kit" comes up a lot in fighting games.
I’ve always appreciated halo and known it was “good” overall, and I’ve seen a lot about it’s combat cycle and more advanced mechanics, but I really appreciate this breakdown of its core philosophy. Knowing what it’s production cycle was like for CE makes me appreciate the result event more, establishing a permanent niche in the FPS world.
It's a relief to finally see this design choice talked about analytically and not used as a half brained reductive talking point by boomer shooter exclusivists.
the choice to limit the active inventory to two slots puts a lot more weight into how different enemy types are deployed throughout encounters. Enemies ARE your extended inventory.
I'm an RGP'er more than an FPS'er, but I love limited inventories for gear - for me, it was Mass Effect 2 very limited weapon slots that are the prime example, but watching this, feels like they picked that up from Halo possibly...also an honourable mention to Far Cry 3 and its limited weapon slots - wish skyrim had something that it instead
exactly why the extra abilities adds more weight into running away and jumping over raw shooting and engagement. Shooting is secondary now.
@@Kalosj You wanna try your hand at that last line again? Also why? Skyrim has its own limitations with carry weight. Sure you can over level stamina, or have some ridiculous enchantment, but generally you have no reason to carry around 10 swords for use anyway. So if you carry around an arsenal it's really just pocket change weighing you down.
@@insaincaldo yeah for skyrim you really only have a few choices, your best melee weapon and your best bow. Shouts/spells weigh nothing, but are probably the most fun you can have with the game's combat due to their variety
@@mr.b89 On top of that you don't wanna menu surf all the time, so you probably already limit your favorites list. Even with the hotkey implementation on computer.
I think I have had a few instances of using summoned weapons for soul capturing, or having a silver sword as secondary, till I outgrew them. I can also see someone carrying backups while they can still be disarmed, or if they go between dual wielding.
Other then that it's not a question of what you can carry, but what you actually wanna drag along with you.
Another good thing about thinking of your game as a set of verbs (as a designer) is the fact that it allows you to easily check that each of your verbs is easily understood by players/ explained in your tutorials.
"The beloved castletroid genre"
*blinks*
*processes*
Oh you little-!
"Verbs are doing words, like run, jump, wiggle, Like, comment, Subscribe."
That was the smoothest call to action integration in the history of RUclips, and I got a kick out of it.
Well played, sir. 😹
Another game that does this really well imo is Nuclear Throne, a roguelike where you can also only hold only two weapons, and you constantly have to strategize about which ones to take to the next level as it depends on the enemies that you will face, whatever upgrades you currently have as some only buff a certain weapon type, how much of their ammo type you still have vs how much they consume, and even stuff like which ones could potentially kill you. Also, inside this system the game rewards taking risks as it lets you pick up weapons and instantly use them so you can consider trying that in the middle of a heated fight.
Amazing video as always
Despite first appearances, Halo is more of a tactical shooter than earlier titles. The fact that you are constantly making decisions on what weapons to use helps elevate that part of the game.
I think that Plague of Shadows is actually a testament to how extremely well thought out the level design of the original game is - they barely had to adapt the levels at all for a completely different character with a vastly different move set.
finally, a game design youtuber who shows some fucking respect to the genius of IceFrog.
Even if it still just an AOE rip-off
IceFrog is goated
Everyone knows the answer: To make the game more easy to handle on a controller. Not to say it doesn't work with Keyboard and Mouse, in fact, IT TOTALLY DOES.
Can I just point out how great all these silly edits are? This video would have been perfectly fine without “gernads”, for instance, but including it makes this video a little more … majestic.
2:33 You sly dog, I'll like and comment... but the joke's on you, I'm already subscribed
This perfectly explains why I was so disappointed with the sexy brutale. None of the items really expanded your toolset.
I think especially in multiplayer a limited loadout exemplifies the puzzle aspect. You can chose any of the weapons, but not all at once. So you have to choose what to pick.
A shotgun might be totally devastating up close, but is neigh useless at range, a sniper rifle is the opposite. A minigun might be good at suppressing enemies, but the actual damage is low. A rocket launcher does massive damage, but the rockets travel slowly (and can be dodged) and the splash damage doesn't differentiate between you and your enemies.
You chose what toolset you use before the match and have to control the fights to benefit your toolset and disadvantage the enemies. And the only way to change the loadout is by succeeding with what you have and taking stuff off fallen enemies.
I've been playing halo for as long as I car remember, but I finally got good at its multiplayer when I realized that the maps are designed around control. Either you control a strong map point, or you control the good weapon spawns, or you control the vehicle spawns. If you don't do at least one of those things you will lose every time, if you can do 2 you'll probably win, and if you do all 3 you will destroy that Crimson Team of Coward Reds!
You've heard of Game Maker's Toolkit, now get ready for: Game Player's Toolkit
6:10 there's also Transformers: Devastation Platinum of course combined the ability to transform with this defensive game design by making the dodge button the same as the transform button, allowing players to seamlessly avoid incoming attacks and switch to the offensive by including a vehicle attack.
Not that it detracts from the long and thought-out essay, but the irony of 17:37 is that Super Noah's Ark 3D was originally released as an unlicensed SNES game. It was later ported to MS-DOS.
I don't think the concept of a toolset, or whichever term you use, is that rare for players to think about. It's frequently discussed in any game with many characters with distinct toolsets, like fighting games, mobas, hero shooters, etc.
button limitations on an xbox controller still present today
The 2 weapon principle was so strong that they got rid of some of the earliest features like putting away dual wield combos in Halo 2. Originally if you were dual wielding and switched weapon you would still have both the dual wielded guns, and could switch back to them.
Grounded also has a great fighting system, as different insects have different types of attacks and involve different strategies to combat them. The fighting also involves perfect blocking, where parrying at the perfect time neglects all damage, encouraging the player to practice timing with each insect
You can deflect projectiles with scythes in Dusk. That's pretty far from useless.
I think the "correct" term for toolsets is "modes of interaction" or something like that
15:34 the sniper rifle and pistol both one shot hunters and the sniper is godlike at taking care of elites easily, but it sucks at killing flood.
"Run, jump, wiggle, like, comment, subscribe." Legendary
Plague Knight's campaign is my second favorite out of the 4 because the levels aren't made for him. Blasting through the same levels (pun unintended) with his moveset is so fun at least to me.
As a guy who finished the whole of Blood 100% with 0 deaths: You still deal with phantasms better than I do
From the sounds of it, what you call the "toolset" Bungie called the "sandbox"
loved the dislodge pun at 15:45
Got to say, I really hated the 2 weapon limitation in Bioshock Infinite.... In fact I'm pretty sure I've hated it in most games I've found it in.
Liked what you did with those verbs there. Liked.
At 9:13 I really expected you to say the drawback of dual wielding the plasma pistol and smg was getting cussed out on Xbox live for using the noob combo
He is dual wielding a Plasma Rifle not pistol. And it wouldn't be the noob combo anyway.
Noob combo is blasting charge bolt of plasma pistol at a spartan to get rid of his shield then immediately switching to a weapon capable of one shotting him with one bullet to the head (generally Battle Rifle or Covenant Carabine).
Toolsets something good game devs knew of but never had a word for till now thanks! For exemble an easy to learn hard to master game may have few verbs but a ton of option in a toolset.
As in you could make a game with just move, jump and use item verbs. But the items could intect with each other and the world it speical ways that could get complex but ignorable if you just want to have fun.
I felt physical pain when you shot the hunters with the charged plasma pistol shot twice
Watching your videos is by far the most entertaining way to learn game design!
The triangle you mentioned is called the golden triangle by the devs which leads into what they call the dance
A big difference between Automata and Bayonetta is how much further the camera is. That's the main reason witch time works like it does. With the camera so zoomed out it's super easy to lose sight of bayonetta herself and the slowdown gives you a moment to see her again and get your bearings.
I would kill for Yacht Club to remake Plague of Shadows. Plague Knight’s moveset is my favorite of the bunch, but his campaign is probably the worst because it’s just not made for him.
Also, I didn’t know the bit about Reach. Whenever I hear Halo purists talk about how much they hate it, it’s all armor abilities & bloom. Hearing about the gun swap, it does make a little more sense.
I think moveset is fairly well established compared with toolset.
At least I have heard it used quite a bit in fighting games.
As an old fogie who lived through shooters before, during and after Halo I must admit that 20 years later I still don't thing the 2 weapon limit improved anything over the shooters before it. Same with regenerating health and phasing out multiplayer bots. In fact I still think Halo regressed console shooters a lot more than it advanced them, when you look at, say, the great strides Perfect Dark was making for example.
As an avid fighting game player, I feel like this idea easily extends to fighting games. Each character should have a toolkit that has specific strengths and weaknesses that makes them play differently from other characters and if they have too many options then they are considered to be broken or overpowered because they aren't forced to think about situations or matchups differently
i really enjoy the minigame of finding the visual puns alongside watching the video
oh... oh jesus... Castle-Troid threw me off SO much. I never ever thought to think of the genre name in that direction.
It's actually one of the names used when the genre first got named. It just got used less and less as "metroidvania" became the preferred name.
15:30 Is he saying the sniper is bad against Hunters? Does he not know that any shot into their orange flesh kills them instantly? The sniper makes it the easiest.
A lot of the things he said about Halo seem weirdly out of the loop.
Yeah, he definately hasn't put too many hours into the games and/or watching good walkthroughs (like Hokiebirds) or pros play. He said DMRs discouraged gernades. Um, no. Long range weapons encourage gernade throwing to drive people out of cover. Throwing gernades in vlose quarters combat is unwise.
9:11 that flying hunter got me rofl 🤣
Technically Master Chef can hold 3 weapons, 2 holstered and the .50 cal from a turret.
Another interesting thing with Halo pistols, the pistol in Halo Reach is about as accurate as the sniper rifle at range and has some of the highest damage per shot for non-sniper weapons. The result is that the pistol effectively a semi-automatic sniper in skilled hands.
Its funny and interestin seein someone figure somethin out that Halo players have alr been aware of for a long time but the verb thing was somethin cool to learn abt
20:28 video
Me: Because he doesn't have the quantum buttocks of the Slayer
Oh god this bring me the nightmare from Bioshock Infinite. They did this too but way worse. The game let you upgrade weapon you are holding in your hand and nothing else. And you could go through multiply 'areas' without seeing the weapon you just upgrade being drop again because you need to switch it to a pistol because you ran out of bullet.
They also designed enemy with DOOM/Bioshock mentality where player has access to the whole arsenals of gun at any given moment.
Vocabulary would have been a better term to describe a collection of verbs.
I'd suggest the word you're looking for when you came up with "toolset" would probably be "interface". This term is suitable from both an object-oriented programming, and user-centric perspective. When applied to your Mario example, "Move, Jump, Attack" would all be members of the interface that defines the forms Mario can take
But doesn't the word "interface" refer to how the player interacts with the game rather than how the character interacts with the game world? Or maybe it can refer to both, in which case it's not specific enough.
RIP plasma pistol - now even worse in combat, and completely ineffective at EMPing vehicles.
Listening the the closing remarks, and I realize that this is one of the first videos of 2022 that I've watched. 😆
Finally, someone who knows about the "spectacle fighter" genre.
As someone who grew up with Doom, Quake, and especially Unreal Tournament , I will always utterly loathe the two weapon carry limit. When I played the first Halo, I felt like I was trying to walk through molasses when I moved... it just felt awful. I did stick with it and ended up beating the campaign on Legendary on the PC version and played the Multiplayer for a little while, but I lost interest when it became clear that it was basically nothing but pistol headshots. Haven't touched a Halo game since, but I did buy the Master Chief collection recently.
My first ever FPS was a Halo game, but I've come to prefer the older style of many weapons and fast movement. Halo just feels sluggish after playing Quake.
@@spiceforspice3461 Sadly, arena shooters are practically dead at this point, some arguable exceptions like the new Doom reboots aside.
Even if they weren't, I'm not a high school kid who has nothing but time on his hands anymore. I've got a backlog in the hundreds so I tend to avoid multiplayer in general, as I'd rather just beat a game and move on then sink hundreds of hours into a single game 😅
The fast movement made combat feel like a dance which was fun for a fantasy type of shooter.
As you mentioned the fun goes away when it just becomes a battle of athletic ability with the mouse, but that applies to any shooter with a hitscan precision weapon.
@@studiesinflux1304 Hitscan is fine - I prefer it, like the Sniper Rifle / Lightning Gun and the Shock Rifle of UT. Halo 1's problem was that the starting weapon was a powerful enough Hitscan weapon instead of being crap. It was good enough that it was virtually all anyone used, and that's boring to me. UT's starting weapon is garbage, which means you have to scour the map for other weapons, and it felt like more variety.
this channel has gotten sooooo good... from a cussing gmtk with a few different ideas to a unique channel with amazing videos. great job man
Halo plays super sluggish and is a complete casual game(on PC at least). It is still fun though!
Honestly, limited weapon capacity forces you to make a choice on what weapons to carry. This gives replayability, and alternative playstyles.
As a player I have favourite weapons, and can still mix up a second weapon. Although I would prefer a rifle, a pistol and a slot for either.
Limitations, within reason, result in player creativity and heightens immersion.
I’m gonna call Metoridvania Castledroid now.
That was the smoothest "like, comment, subscribe" ever. It got a comment out of me at least lol.
Your question in this case is answered by ,' You only have 2 hands, and no pockets'.
And a magnetic back.
The eternal cylinder reminds me q-bert trehbum even looks like q-bert
The real trick on Truth and Reconciliation is to conserve ammo on the sniper so you can no-scope the elites and hunters when you finally get into close quarters on the ship.
0:15
Doom 3 pistol sneaking along with the doom 2 weapons, this seems fine.
(I know I know there's no pickup sprite for the pistol don't @ me)
Damn he waited for 343.000 Subscribers to geht the Video out.
*suspiciously* well timed!
oh *that's cheeky*
scythes are op in DUSK, you can reflect projectiles with it, so its a two faced weakness :D
Because it makes you approach a situation differently.
The was easily the slickest request to like comment and subscribe I've ever seen, it actually got me to do it.
i watched a 20 minutes video at 4 am and i feel like i absorbed more knowledge than i have in the last 20 years
I hope your enjoying the campaign of infinite ATM. Do a vid on the weapon and her character and how she's different from Cortana and how she's evolved throughout the story and what her evolution has to look forward to as DLC and updates for infinite come out.
I think a lot of the discussion about limited vs unlimited arsenal games misses the fact that they're simply different valid approaches to giving the player a problem-solving experience.
Always having the right tool for the job is a significant strength of the "armory in your pocket" style of games, but also a significant drawback. Because the player will always have the expected tools available, the developers can tighten up the combat mechanics to really double down on the weapon switching this can encourage, but at the same time the player being able to carry around a power weapon constantly threatens to trivialize encounters, and over-specialized weapons and enemies can railroad an encounter into being a puzzle with one solution.
Restricting the number of weapons the player can carry has many of the opposite consequences - levels need to be designed so the player can't easily leave themselves stuck with weapons hopelessly ill-suited for the task, but at the same time it introduces consequences for carrying around power weapons "just in case" and creates scenarios where the player must learn to fight using suboptimal weapons in order to get their hands on better ones - or decide to tough it out and win the fight with the "wrong" tools.
Good video. Seeing Prey (2017) I wonder what you think about highly systemic games with a limited arsenal. Something like Dishonored where you can only have three ammo types and two powers or such? I think Prey (2017) kind of got to this with the inventory, heck, even Dishonored had (loose) ammo limits. I know Deathloop has you start with one power and gain others as you assassinate the visionaries, so that looks like a step in the right direction, but I'd have to play it... Maybe I should...
Anyway good video. I don't know if you play rts games, but there's an upcoming game called Immortal: Gates of Pyre, that looks to have plenty of different ways to *verb*. For example, they've got normal artillery, like a siege tank (only without the splash) but one of their commanders replaces that with a "artillery" unit that makes your troops really tough, allowing them to kill enemies far from it. And they've only got two factions in out of a planned five for launch.
Deathloop actually does have pretty major inventory limits! You only equip 2 powers at once, can carry 3 different guns, and grenades are borderline impossible to replenish in the field.
Though most of that is mostly to account for the multiplayer invasions, which informs a lot of other design decisions that IMO make Deathloop a stealth action FPS _as opposed to_ an immersive sim. Still liked it, though.
Wouldn't a better name for game-verbs, in terms of "what you can do, like Move, Jump, Attack"
be...
Actions?
im surprised you didn't mention the best triangle of verbs attack, block and grab from fighting games because they counter each other like rock paper scissors
Castletroid... lol.