Favourite dev joke about a bug: In Baldur's Gate, if you kill a character that has lines in a cutscene, they're replaced by a character called Biff the Understudy who reads their lines so the game won't just screech to a halt. This occasionally lead to hilarious moments where the story would play out with multiple Biffs talking to themselves. As something of a "we know you noticed" to players, Biff makes an appearance as himself in Baldur's Gate 2 where he's understudying in a play in the Five Flagons basement. His terrible acting gets the production cancelled.
In WoW, a toy was introduced years ago. It was a kind of wooden train set: A small train driving in circles and making choo-choo noises. Actually quite nice, but soon this toy was used so often that you were constantly bothered by the choo-choo sounds. To reduce the nuisance Blizz did not simply remove the wooden train or made it mute. They introduced another toy instead: A small wind-up gnome with a hammer. If this toy was used near a wooden train, the gnome destroyed the train. I liked that idea very much.
Discovering something unintended was what birthed a mechanic for an entire genre. It wasn't intended in the original Street Fighter II to string attacks together to form combos, but people liked it so much that when Street Fighter II - Championship Edition launched, it became the mechanic we now know as the combo system that exists within the entire fighting genre to this day.
Combo-swapping weapons in shooter games started off as an exploit in games where players figured out that weapon swapping was quicker than simply letting a gun's firing animation play out fully. It was especially found to be very much possible in shooter games like Quake, Halo, and TF2, but later on Doom Eternal would end up popularizing the tactic a lot due to id Software embracing quick-swapping as a mechanic and building the game's learning curve around it rather than trying to patch it out.
The popularity and thus Capcoms ability to iterate really helped move the fighting genre forward. It should also be noted that pirate and hacked versions of the game also forced Capcom to release updated versions of Street Fighter 2 probably more quickly than intended. This helped the combo 'bug' become a more integral feature of not only Street Fighter 2 but also other games as they tried to keep up with Capcoms Titanic franchise.
@@PicksterTG i think the pirated versions were also faster because they hadn't been coded properly but one of the creators of street fighter tried a pirated version and realised that people wouldn't like going back to the slower official game after a faster pirated one so they sped it up.. i think it's something to do with why one version had ''Turbo'' added to the title
@@the_furry_inside_your_walls639 Hell, bunnyhopping, strafe jumping, and rocket jumping were unintended in OG Quake, and yet still come up, sometimes even intentionally.
@@PicksterTG Capcom also unintentionally created the concept of juggling in character action games through a bug in pre release Onimusha that let you juggle enemies. This allegedly inspired Hideki Kamiya to include it as a central feature in DMC. Which itself featured a jump canceling glitch that allowed you to continually bounce off an enemy's head in mid air, forming the basis for the Enemy Step mechanic in DMC 3, 4, DmC, 5, the currently China only mobile DMC game and Bayonetta 1 and 2. DMC 4 being rushed as hell led to a ton of glitch tech that adds a ton of mechanical depth to the game. 4 SE rushed Lady and Trish's movesets leading to Trish having all sorts of glitch tech like being able to retain momentum despite coming to a dead stop, which can be applied to drift around, frame perfect transformations massively increasing the size of her hitbox and causing it to linger and continue doing damage in some cases, even juggling enemies repeatedly without touching them if you know how. Zero's saber dash cancel in MMX 4-6 was a glitch originally that became a canon part of Zero's moveset, being directly acknowledged in the X6 manual and Zero actually uses the saber dash cancel when called as an assist in Project X Zone 2. Capcom certainly knows how to benefit from their fun glitches.
I remember playing Heretic and thinking "Hey, this game looks just like Doom. I wonder if Doom cheat codes work here" First I tried IDKFA... and it worked, but instead of giving me every weapon... it left me weaponless. Then I tried IDDQD... and it directly killed me.
Two words: Konami Code. Was a great help in about five games, after which about 95% of the time it did something horrible to you and the rest of the time it produced a corny Easter egg.
There's this design philosophy called "follow the fun", where basically the developers listen to what the game is doing best and improve upon it. Not all games are about that, though, some of the best games we had happened because the developers had a clear vision about what the game was supposed to be from the start.
Follow the fun is pretty much how I did my table top rpg games. If I a character absolutely needed to do something to keep the adventure interesting (within reason) I'd make sure to fudge the numbers a little or maybe add or remove some enemies etc. Mechanics and calculations are fine but my main goal was for everybody to have a good time.
The whole mobility system in Warframe. It used to be a more typical over the shoulder cover shooter type thing. But players found mobility fun and used a melee weapons "glitch" where repeatedly slide attacking with certain weapons allowed you to 'copter' around. Especially if you jumped in the air first.
I remember playing Neverwinter nights, and I was a rogue focused on trapping, stealing traps wherever I found them and using them where I could. There was this one dragon boss on the other side of the bridge. I opted to lay down dozens of high-level traps, then drag the boss to them. The boss was killed in literally seconds. Later I would find clues I was supposed to beat the boss through a lengthy side quest that weakened him. NGL, I felt pretty badass that the game allowed me to do that.
I used to kill the ones (the dragons) inside the caves and that big red one, Klaut I think his name was, that were guarding eggs (and Klaut a Word of Power) behind the door, just so that they got stuck on the door and couldn't hurt me, but I could hurt them... ahhh good times :P now I miss the old NWN... :') and having always pretty much stuck to rogue and ranger, I now want to try the trap thing you're talking about, sounds awesome haha :D it's funny how I haven't played that game in like... 10 or so years, and I remember the name of a silly dragon somewhere deep in the Creator Ruins... I even remember why you went to see him - to get the blue dragon inside the egg... haha... it took me hours to kill all of them, but when I was done, I was so happy... Back in those days you could also kill kids in Sims and carry a lot of guts and heads in your bags in some other games, and now that's not a thing anymore... ah well, do miss the old stuff... Regarding NWN - Just goes to show, no matter how much we can laugh now at the graphics and whatnot, some games are just forever, and there's no changing that :P
How did you endure the depressing environment and all that crying and begging of the pest victims? It was so goddamn annoying. I hated that sooo much, although I liked the game itself.
Reminds me of an exploit I discovered in Dragon Age Inquisition at the end of the Deep Roads expansion. Can’t remember the exact name right now. Anyway I found the final boss just about impossible before my Inquisitor ended up on one of the tiny ledges on the very edge of parts of the arena and I was totally and utterly safe there! The floors didn’t collapse there and none of the bosses attacks could reach me there. Best of all was that my Inquisitor was a Mage and that meant I could pepper the boss with ranged magic attacks and spells without fear. It took me a while to finally kill it because the three AI controlled party members were dead and it would take time for mana to regenerate or spell timers to count down but should of a real life power cut there was no way I could lose. And eventually I did and got to experience the dissatisfyingly vague ending to the expansion’s story. I remember the Tomb Raider rumour from my childhood although as a girl I was totally uninterested in it. But once whilst playing the second game my brother wanted to try it so I remember the exploding Lara. The funny thing was a few years later on one of the later ones my Dad befriended a co worker who knew a lot about computing and games. I got to play, enjoy and finish Final Fantasy 8 and 9 long before anyone else in the UK by getting my PS1 “chipped” to be able to play games already released in the US then burned onto discs. But I know Dad’s friend could also mod games because he created versions of some of the Tomb Raider games where a totally naked Lara was easily to select in non-gun areas like the tutorial maps, or Lara totally naked except for the gun harness in normal levels. I didn’t care, it didn’t affect me. I do remember a unique death the Devs put into one game. When the player got Lara to touch something gold and forbidden in one game she got a unique death animation of turning into gold. Heh, a long time ago.
Earth 2 was his best video from these that I watched. And yes, this is a topic not even related with gaming. Since no game was found in the Earth 2 scheme.
I remember in Everquest, alot of the GM functions were bound to an item on their character and someone pickpocketed the ring off of them and started just playfully doing GM stuff and they took the item back but gave him a little trinket of recognition for his moxy
That's almost exactly what happened in Runescape. Some guy found a bug where you were able to pickpocket other players and steal their stuff so he tried it on a mod to show them the glitch but ended up stealing a mod item and did some funny stuff with it for a few minutes. Except Jagex didn't think it was too funny and perma banned him.
@@Nick-ij5nt Jagex has a really weird history of perma banning some people for small stuff while simultaneously ignoring blatant botters or bug abusers.
GM back in the Planes of Power era to just after Lost Dungeons of Norrath. It was funny to us. Would warn new GMs and guides to not get pick pocketed and let them figure out they were immune to it.
Deltarune had an example like these as well. During one of the secret bosses you get a special mechanic were you can shoot and use a charge up shot. People found you could abuse the charge up mechanic by using two controllers to continuously fire charged shots. The dev seen this, and instead of removing the exploit he made it so the boss would become enraged and harder to fight if you used the exploit.
The bullet jump in Warframe was an unitended discovery back in the early days. INstead of removing the possibility to do it, DE gave it a proper animation and embraced it. This game wouldnt be the same without bullet jump
It was actually a completely different mechanic that was called helicoptering and had virtually no cap on how fast you could go. DE removed it and added the bullet jump to explain to new players how to go fast and cap the speed at which you could zoom through levels.
I'm an indie dev. In my most recent release, I found an unintended behavior where if the player aligned themselves with the terrain in specific ways and used the dodge/boost key, the physics system would launch the player high into the air doing flips. This wasnt a bug, per-se, more of a poor use of the physics system. My first reaction was to start thinking of ways to fix the bug, but I quickly remembered having studied advice like this many times (I specifically had been thinking a lot about skyrim giants during those days). So I went back and took another look at the behavior with the mindset of thinking of ways to integrate it into the gameplay. It turned out being such a satisfying mechanic, that I altered the entire level design so the platforming could be done through that "momentum flinging" instead of being a generic platformer. I'm very glad I thought of that.
One of the examples of this that come to my mind happened in Deep Rock Galactic, in the game there used to be a simple weapon skin system like in many others, where the more common skins were simple color palette swaps and the more rare ones were more complex model changes, however in one of the experimental releases there was a bug where if you changed skins in the weapon's menu fast enough you could end up combining one of the modified models from the rarer skins with one of the palete swaps of the common ones. So many users found this so cool and the devs found it so neat, that is got included into the game: the weapon skins got split into two types, weapons frameworks, which change the model, and weapon paintjobs, which change the colors, both of which can be used simultaneously in order to obtain a even greater range of weapon customization
Still find it funny that Warframe started out as a slow corridor shooter with stamina. Now it's a fiesta with bullet jumping purely because players found a glitch where they could similarly launch themselves through a glitch foregoing the need for stamina and sprinting then Digital Extremes in response just stripped stamina and turned the glitch into a core gameplay mechanic that we could not imagine the game without anymore.
Ah yes, back when a single slide attack with a max attack speed Tipedo makes you go mach 10 towards a wall in the 4th dimension Vertical movement was abhorrent unlike bullet jumping but hey, those were the days
While summoning monster to deal with cow hide farmer is an awesome feedback from the dev, imho the pure epic reply from CDPR is putting a tax officer chasing & questioning Gerald for his "undeclared" income... I literally rolling on the floor, laughing my arse off back then when the scene kicks in. Who've thought aside from the King of Wild Hunt, Geralt is quite petrified in front of a tax officer haha
The fun thing is he doesn't even track the things you're accused of, he just asks if you've been up to those things. It's just on your conscience after all.
I knew we had to mention him at some point, either in the video itself or in the comment section. To be fair, I immediately thought of him when I read the title, so....
One of my favorite examples of positive dev reactions to players was in FFXI. They released the ninja class, which was intended to be a puller (a class that could use ranged attacks to bring mobs back to the party camp to kill without taking damage in the process or pulling too many mobs) but the players started playing it as an effective blink evasion tank. It was so effective and people liked playing ninja as a tank so much, Square basically said "fuck it, here's some +emnity (tank gear) for nin, have at it."
I remember in GW2 when fighting the shatterer there was a safe spot where everybody was standing while fighting it. So developers changed it and now when standing there by spawning you will be instant killed and get an archivement for it. It was their way of response to the way players play the game.
The devs refused to acknowledge the real problem which is that the bosses deal too much damage to the players who lack any real form of long term damage mitigation or healing and have way too much hp. If the players are doing something unintended that might be because the game design is shit and needs to be fixed. Most players don't want to chew glass even if they claim they do. We know this is true by looking at players actually play the game and not how they claim they play the game.
@@GeorgeMonet I run a condi ranger in GW2. Basically a glass cannon. Those dragons don't do that much damage. Lol The exploit was just pure laziness. You park your character there, press auto attack and can pretty much walk away for the whole fight. The fight also wasn't bad, it was literally just laziness. Also, about difficulty. The game is nowhere near dead and also the HOT maps are still some of the most populated maps. They are also the hardest in the game.
It's always interesting to hear stories about stuff like this happening during game development and testing, too. Like the Spy class in Team Fortress came about due to a bug where players would sometimes show with the wrong team colors in the original game. Rocket jumping was also a happy accident in Quake.
I'd say if it's harmless, let it be it's fun, especially in singleplayer games if it severely impacts other players (like Team Fortress 2 exploits if you watch Delfy) then you might need to fix it for the people trying to play properly
And then single player games never get fixed and people say "how come Skyrim has been out for 10 years but it's up to modders to fix the bugs in the game?"
@@getsinged7631 The key word is 'fun'. I don't think anyone would complain about the ragdoll when giants smash enemies and send them into space, as that isn't a gamebreaking bug, not to mention pretty funny. However, things like AI glitching out breaking the storyline quests, clipping into objects causing players to get stuck, etc, these things aren't fun at all, especially when it affects gameplay negatively.
TF2 is a good example of both extremes. On the one hand, you have all the ways you can exploit the game's engine to move in all these wonderful ways. On the other hand, you have crap like the time the short-stop lagged the server whenever it was fired.
Man, John Strife Hayes is just one of the content creators that I could watch and listen to all day long. A warm smile, a relaxing voice and interesting topics. Thank you for making those videos! :)
Why woul he bring up bullet jumping? The new parkour system replaced coptering which was an engine exploit in a sense. I'm not sure but I think he wasn't even around for it. Not that I don't miss it enough that I want it back but the new system that replaced the old system was a step in the right direction for the game on the whole.
@@bastion8804 it's not a bug turned feature and all of the comments saying something to the effect of what you just said are off putting because of how off the mark it really is. The truth is that coptering was a different tech from bullet jumping in both maneuverability and top speed. Coptering has always been faster than bullet jumping without parkour mods and there was less control. Now for more control and consistency at a loss of speed we have bullet jumping which also can be chained with wall hopping for infinite height. In the old system wall running was a sort of magnetic and static animation and would run out quickly. In short before I start rambling, the new system has nothing to do with the old system as much as a lot of people in the comments seem to misremember.
@@Jayare175 you seem to miss the point. they could have removed coptering and not add bullet jumping. They didn't however. When fixing coptering they realized people wanted a way to get around the map fast so they added in an intentional system so as to help fill the void that removing coptering would leave.
One of the benefits of devs putting cheat codes in their (singleplayer) games back in the days was, that they enabled people to have fun their own way. It's a beautiful message and should still be followed.
My favorite one was the loot cave in destiny. Bungie (the developers) removed it and left a intractable pile of dead bodies that said "a million deaths are not enough for master ralhul". This is a reference to the fact when you have a price of loot when you bring it to ralhul he would sometimes gives you a lesser rarity of gear. At the time rare loot was RARE so everyone hated him.
@@griffentyndal3890 Yikes. Not sure if my first did, but fairly sure at least one turned into a blue for me at some point, yeah. SEVERAL purples. One of the many "evolutions" that took place in the game's now rich history.
Back in d1 my first exotic was the unlimited ammo sniper that I bought off Xur because every stinking time I got an exotic engram Rahul gave me a nonexotic back, Lil prick camping in the tower while us guardians are out blowing stuff up.
@@RedShadowOfSaturn I'd say I dodged a bullet by starting that game in Year 3 instead despite how starting late in most MMOs & pseudo-MMOs would usually be rough thanks to community stagnation.
They did in Skyrim. The Speech exploit you could do by talking to the guy in the Riften Brewery about Maven Blackbriar over and over got removed. They simultaneously made it so making a potion that's 10000 times more powerful would raise your Alchemy experience gained by an equivalent amount. I always felt it weird that they removed one exploit, but polished the other.
Meanwhile at Blizzard when a player figures out how to turn into a frog while mounted sirens begin to blare, red lights begin to flash, and a big sign says "FUN DETECTED" as the devs scramble down their firepoles to fix it.
The WoW story is quite interesting, considering Elder Scrolls Online team just recently banned a raid group for exposing an exploit, experimenting with it a little and then reporting it, when devs/GMs do this they only encourage people to use exploits even more when they discover them and NEVER report them, and we all know what that does to an MMO, it will end up with bugs and exploits that never get fixed for years because they are so many and people don't report any of them, they just see the mess, sigh and leave.
I just watched MMOByte's video on it and apparently what got them banned is that they abused the exploit for an undisclosed period of time before reporting it. I've seen it a few times in online games: someone finds an exploits, abuse it for a while and then when they no longer need it report it so others can't take advantage of it as well.
@@tiagolopes4383 Yeah, they can probably see exactly how many new instances were created by the group, how fast they were cleared/reset, loot drops, kill time...
@@Saieden the problem is the company didnt release that data, and thats bad, everytime you dont communicate pple assume the worst, so one side says they just experimented abit to be sure how to replicate it, other side say nothing and just bans, that looks bad for the company.
ESO is also the best example of "following the fun" and making the game worse in the process. Animation cancelling for skills was (is) a bug, and instead of fixing it, the game is balanced around that and they can't remove it because veteran players don't want to relearn the combat. For veterans who love their muscle memory, that's great. But for most players, combat in ESO feels like a chore because of animation cancelling being required in high end content.
Two of my favorite examples of devs playing along are from Street Fighter and Guild Wars. In Street Fighter, combos were a bug. It wasn't intended to work that. But people loved it. And the combo system of gameplay in 2D fighters was born. In Guild Wars, enemies gain xp and, subsequently, levels by killing you and/or your companions. People used to use this mechanic in pre-searing Ascalon to level to 20. Essentially gaining max level in the tutorial area of the game. Not only did the devs not punish this, they added a title: "Legendary Defender of Ascalon". Additionally, this title and the title "Legendary Survivor" were mutually exclusive, since dying to "death level" monsters for more xp per kill was required and the Survivor title required never dying on a character until a particular amount of xp was gained. So, the devs actually changed the mechanics of the Survivor title to be "xp since last death" rather than the lifetime of character, and then added repeatable quests in Ascalon City in pre-searing that would allow characters to level to 20 without having to use the death leveling mechanic. Absolute top marks to ArenaNet for these changes. One more reason (set of reasons I suppose) why they're one of my favorite game companies.
One notable thing that sticks in my mind was the Hamidon fight for City of Heroes. The devs had a particular strategy for beating it that they kept it a secret. During the efforts the players found odd combinations that caused an end run around what the devs intended. The response was "huh, I never knew you could do that." And left it in.
I find the whole thing odd, 'cos regardless of whether one is pro or against the censorship, it shouldn't matter to anyone, really. It's pixels on a screen. And if someone brings up the signals it'll send to kids, well... they're gonna get that elsewhere, then... It literally doesn't matter, even if you are for or against. :D But let them think it's a good idea, sure.... Wow is so dead currently, so meh.
One of the coolest features of Asheron's Call, strafe casting, was completely accidental. By pressing the movement keys in a certain fashion while casting, you were able to glide across the floor way more quickly than with conventional movement. Turbine could have addressed this, as they had with the glitch that allowed players to jump in the air, but left it in. Strafe casting (and speed casting) injected a level of technical skill that many MMOs at the time lacked, and was a key feature in attracting people to AC's PK combat.
im pretty sure slide casting (starting to move at just the right time so it doesnt cancel the skill but you can get out of the danger zone) in FFXIV is similar. there's quite a few bosses that you can't make it through as a caster without using it.
The under-the-floor bug reminded me of something in GW2. In the city Rata Sum, which is basically a giant cube with one of the points facing down, you're not supposed to be able to reach the ground without dying, instead remaining on the city. Prior to the first expansion which introduced the glider, it was difficult but still possible to do so. If you do, then after a while down there the game will teleport you inside of a jail cell within Rata Sum. The only way out is to use a waypoint, though using waypoints within a city is free so who cares. It was still pretty neat the first time I found out about it and I had a good time with others on the map by telling them I was in prison.
Locking every item with a fun effect to only be allowed to be used in regions noone ever goes to anymore. It's such toxic design, not to the player, but to the game itself, especially after they added the Toy menu, now you can see all these fun items you can never use
blizzards/wow's game design is incredibly short sighted and anti-fun. I can't understand what's going through their heads when they constantly make huge walls of parasitic systems that seem to serve no purpose but to limit players.
@@Reac2 Exactly this. I always love to use toys that change the appearance of your character. Faded Wizard Hat, for example. But most of them are like "Lasts one minute, 1 hour cooldown" or something ridiculous like that. Let the players have fun! Whats the point of having toys if you never use them?
@@powerbeard5653 Blizzard’s theme park mentality in WoW has always been short sighted. They are too busy micromanaging how players have fun then to understand the memo: _Expansions should be additive not subtractive._
Don't forget about how DE went against Data mining, they just release all the drop tables so they can prevent unintended leaks from Data miners looking for this kind of information.
I remember a couple of quest NPCs in Anarchy Online that where not ment to be killable by players, but if you had enough people you could kill them for massive XP reward. We camped one for an evening, killing it over and over, and gained several levels. We return the following week, but now the NPC had a reflect shield, and returned any damage back on you. The devs didn't make the NPC un-attackable. They just made it kill you if you did.
When I first started playing WOW it was just before the Wrath of the Lich King Expansion and at that time you could still taunt world bosses to cities or villages sometimes. It was funny as all hell.
In EQ there was a mid 20's orc zone right next to a starter zone and there was a dark elf NPC in there and in the tunnel between the zones people who were all beat up/trading would hang out and recover Then one day someone pulled a train to the zone and the NPC jumped zones He murdered dozens of players before he was dragged to the starter town but the guards weren't very high level so he took out a bunch of them before a GM showed up lol
@@alihorda I hate to be a spoilsport, but I'm calling you out on the claim to have done this yourself. It's nice to wish we were the pioneers that originally did this, but your story is full of holes. It was only one boss that could be enslaved (not bosses, as you claim) and if you had done it, you would simply have called him by name. Also, this was fixed on the PTR, well before the dungeon was ever released.
The most fun I think I've ever had in an MMO was a chicken zerg in Warhammer Online. If a high level player came into a much lower zone to kill newbies they would turn into chickens. Guilds shortly organized 'chicken zergs'. Where groups of high level players would travel to low level PVP zones, turn into chickens, then run around. It was hilarious and lots of fun.
Some of my greatest gaming memories were in WoW and with GMs. We ran 50-60 druids and rogues to stormwind through the deeprun tram, we farmed a bunch of kills and as we started to get low would run through to the tram again to load in and heal up, well, a GM saw all this and decided to turn us all into small diablos and we couldn't cast. As the alliance started to phase in they turned them into sheep and silenced them too and its probably the most fun I've had with a GM
"DM, are our characters aware that the dragon lives in this mountain? Yes? Okay. I don't watch to check if it's in there. I just want to blow the mountain and hope for the best."
Eve Online. Back before the company lost it. For the first few years when CCP was an embryonic company that had never produced anything other than a board game, there were tons of incidents with bugs and issues. The devs met all of this with great interaction. One of my favorites was the players figuring out to jet-can mine which allowed for a large amount of material to be grabbed with very little grinding compared to the approved methods. The devs interacted...they were so shocked that it been developed/discovered, they left it in. Your video took me back, as I was one of the ones involved with doing it shortly after launch. Good stuff!
Heard in TESO a raid got banned indefinitely for discovering and reporting to the devs an exploit to skip mechanics on a boss. Makes people not want to report bugs at all. Thanks zenimax.
This is the kind of shit that pisses me off. Bugs are the sole fault of the developer and now we're fine with devs banning players for using these parts of the game? When did that become the norm?! Because I remember some 7+ years ago in CSGO's esports scene exploits were used regularly and no one was getting banned, Valve would just promtly patch them or leave them as part of the game.
And we still don't the entire story, only the raiders side of the story. I've reported bugs in TESO before and didn't get banned. Edit: For example when I refunded a dlc and I still had it on my account after receiving the money, I reported it WITHOUT playing that dlc during that time. Exploit the bug and you get the bonk.
except A: we dont know the full circumstances of the ban or if it will be overturned or not; and B: they used the exploit, filmed it, and according to some streamed it on twitch. in their defense they said they did this to re-create the bug and get more data on it, but the rules are simple, dont exploit it, report it. ....maybe we need to let this play out a bit before jumping to the "banned for no reasons" quotes.... for all we know they milked a cow
i love that you asked people in Runescape if they wanted to do the box dance (i think) and they went with it. i saw in the chat that you needed footage.
There was an mmo a while back that had an event where in order to progress the event each server had to kill the stage boss for everyone to move forward. One such bos had a mechanic that made it stronger every time it killed someone. So one of the servers decided to repeatedly kill themselves making the boss incredibly powerful. The developers first made their own characters, gave themselves the best gear and recruited the best players from the server to help them kill it. Well the recruited players quickly switched sides and started getting killed too. They s forced the developers hands so they tried to use a kill switch so to speak to kill the boss. This didn't work the first time. The game actually seemed to join in the revolt for a time. Unfortunately it worked the second time. Afterwards the developers decided to reward the server with a statue of what they did. The statue was only on their server
That was Asherons Call, and it was the third time that it worked. No kill switch, the first time the devs logged in with their over powered toons and lost, they left powered up their toons even more and lost again. Then they they spammed a serverwide announcement that at a certain time they were going to try again and asked the population of the server to help as once you went into the area that the crystal was it turned into a pvp zone. There was an entire guild that were powering up the crystal in order to avoid the demon trapped inside from being released so it wasnt just a case of defeating the crystal it was also a case of beating the guild that were protecting it. The subsequent statue had all of that protecting guilds characters names listed on it when you double clicked it. That story (which I was around for although on a different server) is still one of the reasons that AC holds a dear place in my heart and I wish it hadnt been killed.
By far my favorite examples of a good change is in destiny 1 & 2, there is a cheeky nod to an old loot cave and if you are an old destiny player you should know who Randal the vandal is as well as Randal perfected
Y'know, with two mentions of runescape I was kind of expecting to talk about a certain OSRS player named Rendi, who exploited a whole series of bugs in order to complete the "Priest in Peril" quest without getting the prayer experience in order to stay 1 prayer or when he did the complete opposite thing and duplicated the "Death Plateau"'s quest rewards of 3k attack xp (and humorously, steel claws) enough times to get 99 attack in 2 hours. That account is the only account is the only true 99 attack pure in the game and Jagex has yet to ban it, despite them banning the 1 prayer account as well as several others not involved with any glitches.
I was actually hoping he'd mention it in this video. Especially since the whole reaction by Jagex feels really dodgy and from what I've seen from him, I don't think he used exploits to actually dupe and crash worlds. I'm curious about Josh's opinion on that topic
SWTOR had daily zones rewards in rease due to a bug. But players loved that and old daily zones suddenly became populated again, and devs did not removed it completely, but shifted massive rewards to a weekly quest, acknowledging that players loved that and that was a success.
Discovering new ways to break the game is so fun. I'm not talking bug exploiting but finding sweet combos make you feel powerful like in Final Fantasy Tactics and Skyrim. Using saronite bombs to bug out Lich King is a bug and not something that should have let be.
Favourite example of the developers embracing this kind of thing is from Starsiege: Tribes. It was originally meant to be a normal paced shooter with vehicle mechanics. But a quirk in the physics made "skiing" possible. When you were going down a hill, if you continuously jumped, you would start going faster and faster and be able to launch yourself long distances. That was skiing. The devs could have patched it out. But they didn't. They realised that it completely changed the flow of the game and made it more fun. In Tribes 2, they would even teach how to ski in the tutorial because it had become such a defining Tribes experience.
The idea of devs responding to the playerbase was actually something that tipped me off early on that Anthem wasn't going to be handled well post launch. The 95% bug in the betas, where you'd get stuck in a loading screen at 95% and it would never finish loading, became a bit of a joke in the community. But the devs got super mad whenever it got brought up, and seemed to take it personally, instead of allowing it to be an in joke. I knew then that the game wasn't going to get the fixes and content it needed, and I should have taken that hint
Same kinda thing with Blizzard but this is a weird comparison. A while ago, Blizzard trying taking down NSFW OW art for... no discernible reason. It hadn't been done for Warcraft, Starcraft or any other games of theirs (at least to my knowledge, please enlighten me if they did) so why start with OW? This should have been our first warning OW was gonna go to shit. If the Devs were willing to try and go against a natural law of the Internet which cannot be stopped no matter how hard you try, what else were they going to do to assume control over their players?
In Anthem's case, I imagine some memo prohibited anyone on staff from tolerating "enjoyment" of bugs. Plus the team was exhausted and under incredible pressure by the time development wrapped up. In my limited experience, developers expressing anger at discussion of bugs is a result of upper management saying, "make PR cover this up or you're not working here anymore." It's unfortunate because it always backfires.
Aaah. The Runescape quest references 😆I absolutely love it when you bring all them quest items with you before you start and the NPC goes something along the line of "Why on earth would you randomly be carrying those things around?" or similar x)
warframe is actually one of the best subjects for this topic. Number of game systems were built on top of "broken game mechanics" that players were abusing lol EDIT: That sick movement that you like ? made cos of "coptering" :D
i still am sad and liked the old Movement system more in my opinion it rewarded skillfull movement more then the current and looked "better" sur ethe current looks more fluid, but the small hops during wallruns where far more appealing
@@weberman173 that's kinda true... for new players that need to keep up to more experienced ones, it's a game dropping movement to have. But for older players it's essential to go "guns abalzing" to the objective. Anyway, that's missions/party finder problem
In Disgaea games starting with the third, some major bosses have a special ability: "Can't Fool Me." it stops you from picking them up. Thats a mechanic in the games, you can pick up and throw units around. So why that name? Well If you pick up an enemy and end your turn, the enemy won't get a turn. Instead they'll deal a massive amount of damage to the unit holding them. when doing it to major bosses, it was almost always enough damage to instantly kill you. But it also means the enemy does not get a turn. So you would spend a turn carefully planning out huge combos to deal ridiculous damage. Then at the end of the turn you'd have one of your units pick the boss up. it would kill them, but the boss wouldn't get to use one of its incredibly powerful attacks that target multiple units. This would completely subvert the hardest battles and make them super easy. So the devs could've just removed the option to lift bosses and leave it at that. But no, they decided to make it an ability, and give it a name that says "Yeah, we know ;3"
I’m glad you mentioned the Fally massacre. They banned the abusers, fixed the bug, then eventually added the actual massacre as a historical event into the games lore.
i have to say that normally when i watch your videos i just casually watch how u play games, like in your series worst mmo, i also really love hearing your opinions on subjects and i have to say i mostly agree with you. but this time u have done it, you can put things to word in such a 'spiffing' way. ive always been somewhat of an exploiter myself but as you say i thinks it adds onto the game culture and gives it some myths and taboos, in the end giving the game more depth and life! i think josh is a real asset to the culture and for that we thank you. josh the game connoisseur
I was wondering if he would mention bullet jumping in Warframe. It was originally an exploit with a particular weapon but players loved it so much the devs implemented it properly in game. And now it's an iconic part of the game.
That's being way too sparse with what actually happened. Warframe is a game that has iteratively updated many systems in response to player action. Zoren-coptering was an exploit that had to do with how slide attack momentum worked with increases to melee attack speed, and while the Dual Zoren were the first weapon discovered to have this property, it wasn't the only one. It got changed because it did two things: the first was that it resulted in melee weapons being put into two categories: you could copter with it, or you couldn't, and the second was that it made players who didn't know about it being both targets of abuse (for "holding up" the mission) and incredibly unsatisfied with playing in groups. So DE changed it by removing coptering entirely-- well, kind of, some weapons can still copter, but they are incredibly few in number, and are not anywhere as powerful as they were-- and enhancing player movement through stuff like the Bullet Jump. As a result the top end of player speed went down but the average went up much much more.
@@ZefulStarson Ahhhhhh i didn't know about that is that why the chakram styles have that really sweet slide/spin attack and like nothing else I use does
Another good example of this is when Battlefield 3 players discovered that the USAS-12 shotgun with frag ammo was ludicrously overpowered, even culminating in an episode of Battlefield Friends highlighting it. The devs eventually nerfed the gun to an acceptable level. But when Battlefield 4 was launched, the devs decided to bring it back in all of its overpowered glory as a battlefield pickup weapon, that is, the players had to find it on the map. A nice homage to the past and to the culture of their community :)
This is an idea that I as a gamer absolutely subscribe to. I love breaking games. And there is few things more frustrating than your exploit that you were actually kinda proud of gets plainly patched because "this isn't how it is supposed to work".
11:45 - You forgot to mention that this piracy mode was eventually patched in as an official toggle option for players looking for a challenge. An anti-piracy measure that became a fan favourite.
Regarding the "follow what the players like," in the Sims, originally it was supposed to be about architecture, and building houses, the family just there to live in the house. But when they play tested, EA saw how much they enjoyed playing with the family and having them do day to day activities, more than the designing and building of the house, and based on that changed the focus of the game.
It's so interesting seeing the stories of how game staples came about from devs embracing bugs and exploits. I'm also reminded of another angle i saw discussed somewhere in game development with the speed running community and how the bugs and exploits affect them and their fun with runs.
"When a player breaks the game: say thank you" I'm still reminded of how GW2 devs banned Kripp for using the ingame merchants to make money, because the price of an item was messed up. I see it as a "feature" of the game until it was patched out, and it's the dev's responsibility to not have a broken game, not the player's responsibility to avoid using it as it was made. I love gw2, but that response from the devs is still my biggest gripe about it.
I recently had a chance to play through a beta version of a game (not telling what game) and the developer thanked me for both finding multiple different bugs, big and small, and for thinking of novel strategies in combat that showed missing aspects for some things.
If a player finds a bug and decides to use it, that's a problem. The responsibility is both on the player that found the bug/exploit and the game company to cooperate so the game is stable and remains a good game. People who abuse exploits and bugs deserve their punishment.
It is disgusting. Worst case remove the money the player made from the exploit. Best case let him keep the money and thank him for finding a bug in your shitty buggy game that you were too lazy to properly test yourself.
@@Jovisstfan No, it is NOT the player's responsibility to determine what is and is not intended by the developer. Cheating and using 3rd party modifications are certainly different. But if it's something you can cause during the normal course of the game, it is NOT the player's fault if they do not realize it's unintended. It is the developer's responsibility to make a functioning game, and it is the developer's responsibility to maintain a fair and even playing field for everybody, this includes responding quickly when new exploits/bugs are found - to prevent more than the first who've discovered it from being able to use it, and it includes fairly compensating players who've been affected. Developers punishing players for playing the game the way it was created&released is such an anti-player issue, you should really watch the video on this topic before commenting. Why is it fair to require players to interpret what the developers 'actually' intended, rather than simply interacting with what they've been given.
As an aspiring game dev myself, the very notion of punishing players that used a bug is stupid. PvP bugs need to be stopped, but banning players over using an existing thing that's the game dev's fault reeks of ego. I don't care even if they exploited it prior to reporting it really. At worst if it is proven they were being scummy in tactics, roll back some of their progress or something. An outright ban is unreasonable since, I cannot stress this enough, IT WAS IN THE GAME. Anyone could have, and probably did, discover it. I've seen numerous times in WoW where a cutting edge guild accidentally discovered a bug on their attempt and got banned for it....despite them having no way to know it was a bug. And this was always streamed so folks knew.
One of my favorite breaking of an MMO that I've read about is in Final Fantasy 11, the older MMO... In one of their many expansions, they introduced the Ninja class, the developers fully designed the class to be a DPS class and all, but amongst it's many abilities it had one that allowed it to completely dodge attacks, and it worked against anything at all.. Players realized what it could do, so the players worked the class into a tanking class. And the most ironic thing, it was introduced alongside another class, Samurai, which was actually meant to be a tank, but it did more damage than the Ninja did...
For me it is these 2: 1) The skiing bug in the first Tribes game. Everyone was equipped with a jetpack to move around in very vertically designed bases but moving in the no man's land between the bases was a slog. Someone figured out that pressing a certain combination of keys would make your character slide. This allowed you to maintain speed going downhill and use your jetpack to move uphill. As far as I remembered the devs wanted to fix the bug but realized the added value. Later Tribes games would simply not be Tribes unless skiing was fully implemented into the game. 2) The reverse thrust maneuver in Planetside 2. Planetside 2 is a combined arms MMOFPS. Every aircraft in the game is designed as a VTOL. Devs expected that players would use its VTOL capabilities to land for repairs and rearmament and regular flying techniques for combat. However, players found out that you could fly backwards while maintaining your VTOL mode. This opened up an air to air combat like no other game before. Just like in Tribes, devs wanted to remove it but kept it in after all.
I miss the old blizzard that would do this stuff we got a brief taste of them returning in legion with the famous Rogue''s road to obtain the thunderfury skin , but its gone again
One of my favorite examples is actually in Overwatch, what's known as the Mercy Superjump. At some point they decided to redo the physics in the game, but when the redo went on the PTR Mercy players realized that combining Mercy's Guardian Angel ability (fly to an ally) with jumping in a specific timing, it would greatly increase her flying speed. And if you crouched + GA with perfect timing, it would launch you straight into the air for like, 8 meters. Very finicky, and obviously a bug. But the Mercy players absolutely LOVED the mobility, so the devs made a post saying that they were patching out the bug (because bug), but added in a way for Mercy to replicate the effects with slightly easier timing and more predictable results. As I recall they added that as a "we'll see how it goes" thing, but it's been there ever since.
The game Celeste has this trick you can do If you jump in a specific height then dancing diagonally in to the ground and then jump you will get a lot of horizontal momentum while refilling your dash this was not intended by the devs and it makes some bits of the game really easy, they left it in and the last chapter is built around this and a couple of other tricks, a similar situation was with Warframe's bullet jump it was a non intended way to move around fast that the devs just made it the way to move around fast.
My favorite video of yours so far, keep up the great work. Absolutely one of my favorite RUclipsrs, so glad i discovered you recently with the "most insane mmo" series.
another example is the movement system in Warframe. At first it was just a bug with the melee system, but people loved it (and I think the devs did too) so it was converted into the fancy parkour system we know & love now.
This reminds me of the people that did the remakes of Crash Bandicoot and Spyro, and how they were aware of most speedrunning strats and kept most of them intact. Or when Scott added the Golden Freddy Easter egg to FNAF1 because of the rumours of putting "1987" into the custom night mode would give you a secret "Golden Freddy" mode. Now it gives you a jumpscare and crashes the game XD
Love the video. Warframe had one of those moments. It birthed the fast pace movement system you see today. at the time warframe was much slower, players abused a then movement bug which allowed you to cover more ground by twirling staff weapons in mid air, it was called "coptering". Devs eventually worked it out of staves but created the moment system based on player feedback as a result.
The best part of the Game dev game was these pirates actually came to the forum complaining about not being able to move forward due to people pirating the game.
Thats not the best part. It's been proven dozens of times across multiple forms of media, piracy unless it's easier then actually acquiring the product legitimately, is never a problem. Those who would pirate a title likely pirate all titles, and you cannot defeat them. They may become customers though if they enjoy your title. They are also very often from India and China, a good 90% of global piracy happens in those two nations. No fucking way is someone in India gonna spend 2-700$ for your shitty movie or game. Get my drift? They are largely NOT lost sales. The west those who can likely afford the games are not even a micro fraction of torrents. And nearly all of it are youths. According too Comcast studies. So again not lost sales. So when game devs try too be cute like that, it's border line offensive bare minimum. Plenty of developers have sited piracy stats and movies love too claim lost sales, but then they list it in USD. Which is so fucking disgusting. Maybe if you matched a titles cost too the currency in the country you wouldn't lose so many sales. You total morons. Thats one of the only reasons steam as a platform still exist as an example. They price match, 60$ cad is 60$usd is 60$ rupees
Funnily enough, I pirated a fixed version of that measure, all of the people who complained on the forums must have downloaded a cracked version that didn't remove the anti piracy measure in it.
iirc, Witcher 3, at the year of its release, had extremely high piracy rates but is also one of the very best selling games at the time as a pirate myself, I wasn't able to buy games because of 3rd world conversion rates plus the lack of a good "allowance", but now I have 63 games in my steam library and i'm glad i'm now able to support the devs
@@Static-EN- Same here. Due to non-existent conversion rates, I cannot afford to buy games, especially on release. So I resort to piracy to try out games. Then those games I enjoyed are added to my wishlist to be bought at a later time to support the developer.
I love Jagex and Runescape for those little details. So many differnent conversations and dialogues you can have if you have some random amulet from another quest and talk to someone else in another. Their writing is creative and funny, very oddball without taking itself seriously. Personality done right. The game is so massive you'll never stop finding little intricacies and flavor texts and such.
Another good example of this is Minecraft. I remember from back in the day that there were a lot of bugs that actually gave you some really cool building possibilities. Every time a new patch came out you were worried it might break your awesome new project. I once spent 3 months on a giant guardian farm with the items going into the chests through glass tubes ( a bug where items moved upwards through glass blocks if you set up the right items at the bottom). 2 Months later I had a giant hall that was, though aestatiscly pleasing, very much useless...thanks Mojang...
Players should never be reprimanded for creative use of game mechanics. Developers should, instead, make the decision whether to patch said mechanics or leave them as is. It is, ultimately, the sole responsibility of the developer.
Games aren’t developed in a vacuum. Smart developers _listen_ to player feedback. The entire point is to have fun while balancing risk:reward. Bad developers that micromanage everything while ignoring player feedback shouldn’t be making player decisions; they don’t always understand What or Why players find X fun. There are TONS of games where bugs became game defining features. “Horking” in _Terraria_ is a perfect example of devs listening, seeing it doesn’t harm anyone, and leaving in a fun mechanic for more advanced players. WoW is a perfect example of out of touch devs. They micromanage and disrespect your time. You can only do that for so long before players get sick of the theme park mentality. Blizzard never got the memo: _Expansions should be additive not subtractive._
Favourite dev joke about a bug: In Baldur's Gate, if you kill a character that has lines in a cutscene, they're replaced by a character called Biff the Understudy who reads their lines so the game won't just screech to a halt. This occasionally lead to hilarious moments where the story would play out with multiple Biffs talking to themselves.
As something of a "we know you noticed" to players, Biff makes an appearance as himself in Baldur's Gate 2 where he's understudying in a play in the Five Flagons basement. His terrible acting gets the production cancelled.
That is the most hilarious thing I ever heard. Among other things.
Dayum, as if I needed another reason to start playing this type of RPGs. The first Baldur's Gate of course being the first one in line.
Nice! Thanks for sharing, hahahahhaa, that's quite ingenious.
Perfect.
@@meltingzero3853 wtf does this even mean?
In WoW, a toy was introduced years ago. It was a kind of wooden train set: A small train driving in circles and making choo-choo noises. Actually quite nice, but soon this toy was used so often that you were constantly bothered by the choo-choo sounds.
To reduce the nuisance Blizz did not simply remove the wooden train or made it mute. They introduced another toy instead: A small wind-up gnome with a hammer. If this toy was used near a wooden train, the gnome destroyed the train. I liked that idea very much.
Man, that must have made Civil War look like a 2 minute spat.
I'm sure there are tons of other examples from WoW, but the one I remember was the Piccolo of the Flaming Fire
Smart move!
Agree & Amplify
alegedly guilds were destroyed by these 2 toys
Discovering something unintended was what birthed a mechanic for an entire genre. It wasn't intended in the original Street Fighter II to string attacks together to form combos, but people liked it so much that when Street Fighter II - Championship Edition launched, it became the mechanic we now know as the combo system that exists within the entire fighting genre to this day.
Combo-swapping weapons in shooter games started off as an exploit in games where players figured out that weapon swapping was quicker than simply letting a gun's firing animation play out fully. It was especially found to be very much possible in shooter games like Quake, Halo, and TF2, but later on Doom Eternal would end up popularizing the tactic a lot due to id Software embracing quick-swapping as a mechanic and building the game's learning curve around it rather than trying to patch it out.
The popularity and thus Capcoms ability to iterate really helped move the fighting genre forward. It should also be noted that pirate and hacked versions of the game also forced Capcom to release updated versions of Street Fighter 2 probably more quickly than intended.
This helped the combo 'bug' become a more integral feature of not only Street Fighter 2 but also other games as they tried to keep up with Capcoms Titanic franchise.
@@PicksterTG i think the pirated versions were also faster because they hadn't been coded properly but one of the creators of street fighter tried a pirated version and realised that people wouldn't like going back to the slower official game after a faster pirated one so they sped it up.. i think it's something to do with why one version had ''Turbo'' added to the title
@@the_furry_inside_your_walls639 Hell, bunnyhopping, strafe jumping, and rocket jumping were unintended in OG Quake, and yet still come up, sometimes even intentionally.
@@PicksterTG Capcom also unintentionally created the concept of juggling in character action games through a bug in pre release Onimusha that let you juggle enemies. This allegedly inspired Hideki Kamiya to include it as a central feature in DMC. Which itself featured a jump canceling glitch that allowed you to continually bounce off an enemy's head in mid air, forming the basis for the Enemy Step mechanic in DMC 3, 4, DmC, 5, the currently China only mobile DMC game and Bayonetta 1 and 2. DMC 4 being rushed as hell led to a ton of glitch tech that adds a ton of mechanical depth to the game. 4 SE rushed Lady and Trish's movesets leading to Trish having all sorts of glitch tech like being able to retain momentum despite coming to a dead stop, which can be applied to drift around, frame perfect transformations massively increasing the size of her hitbox and causing it to linger and continue doing damage in some cases, even juggling enemies repeatedly without touching them if you know how.
Zero's saber dash cancel in MMX 4-6 was a glitch originally that became a canon part of Zero's moveset, being directly acknowledged in the X6 manual and Zero actually uses the saber dash cancel when called as an assist in Project X Zone 2.
Capcom certainly knows how to benefit from their fun glitches.
I remember playing Heretic and thinking "Hey, this game looks just like Doom. I wonder if Doom cheat codes work here"
First I tried IDKFA... and it worked, but instead of giving me every weapon... it left me weaponless.
Then I tried IDDQD... and it directly killed me.
I can't even remember what Heretic's codes are so my brain defaults to DOOM's codes, this trap still gets me.
Same thing happened to me. I never found out what Heretic's cheats were, if it even had any. I love that game.
Two words: Konami Code.
Was a great help in about five games, after which about 95% of the time it did something horrible to you and the rest of the time it produced a corny Easter egg.
I think IDDQD also ejects you in Mechwarrior 2 and says "This isn't Doom, bub."
There's this design philosophy called "follow the fun", where basically the developers listen to what the game is doing best and improve upon it. Not all games are about that, though, some of the best games we had happened because the developers had a clear vision about what the game was supposed to be from the start.
So like Skiing in Tribes.
Follow the fun is pretty much how I did my table top rpg games.
If I a character absolutely needed to do something to keep the adventure interesting (within reason) I'd make sure to fudge the numbers a little or maybe add or remove some enemies etc. Mechanics and calculations are fine but my main goal was for everybody to have a good time.
Cheating and griefing is fun for some people.. so it's not always easy define what fun is for everyone.
No, every game is now designed around "follow the money"
The whole mobility system in Warframe. It used to be a more typical over the shoulder cover shooter type thing. But players found mobility fun and used a melee weapons "glitch" where repeatedly slide attacking with certain weapons allowed you to 'copter' around. Especially if you jumped in the air first.
I remember playing Neverwinter nights, and I was a rogue focused on trapping, stealing traps wherever I found them and using them where I could. There was this one dragon boss on the other side of the bridge. I opted to lay down dozens of high-level traps, then drag the boss to them. The boss was killed in literally seconds. Later I would find clues I was supposed to beat the boss through a lengthy side quest that weakened him. NGL, I felt pretty badass that the game allowed me to do that.
I used to kill the ones (the dragons) inside the caves and that big red one, Klaut I think his name was, that were guarding eggs (and Klaut a Word of Power) behind the door, just so that they got stuck on the door and couldn't hurt me, but I could hurt them... ahhh good times :P now I miss the old NWN... :') and having always pretty much stuck to rogue and ranger, I now want to try the trap thing you're talking about, sounds awesome haha :D it's funny how I haven't played that game in like... 10 or so years, and I remember the name of a silly dragon somewhere deep in the Creator Ruins... I even remember why you went to see him - to get the blue dragon inside the egg... haha... it took me hours to kill all of them, but when I was done, I was so happy... Back in those days you could also kill kids in Sims and carry a lot of guts and heads in your bags in some other games, and now that's not a thing anymore... ah well, do miss the old stuff... Regarding NWN - Just goes to show, no matter how much we can laugh now at the graphics and whatnot, some games are just forever, and there's no changing that :P
How did you endure the depressing environment and all that crying and begging of the pest victims? It was so goddamn annoying. I hated that sooo much, although I liked the game itself.
Reminds me of an exploit I discovered in Dragon Age Inquisition at the end of the Deep Roads expansion. Can’t remember the exact name right now.
Anyway I found the final boss just about impossible before my Inquisitor ended up on one of the tiny ledges on the very edge of parts of the arena and I was totally and utterly safe there!
The floors didn’t collapse there and none of the bosses attacks could reach me there. Best of all was that my Inquisitor was a Mage and that meant I could pepper the boss with ranged magic attacks and spells without fear.
It took me a while to finally kill it because the three AI controlled party members were dead and it would take time for mana to regenerate or spell timers to count down but should of a real life power cut there was no way I could lose. And eventually I did and got to experience the dissatisfyingly vague ending to the expansion’s story.
I remember the Tomb Raider rumour from my childhood although as a girl I was totally uninterested in it. But once whilst playing the second game my brother wanted to try it so I remember the exploding Lara.
The funny thing was a few years later on one of the later ones my Dad befriended a co worker who knew a lot about computing and games. I got to play, enjoy and finish Final Fantasy 8 and 9 long before anyone else in the UK by getting my PS1 “chipped” to be able to play games already released in the US then burned onto discs. But I know Dad’s friend could also mod games because he created versions of some of the Tomb Raider games where a totally naked Lara was easily to select in non-gun areas like the tutorial maps, or Lara totally naked except for the gun harness in normal levels.
I didn’t care, it didn’t affect me. I do remember a unique death the Devs put into one game. When the player got Lara to touch something gold and forbidden in one game she got a unique death animation of turning into gold.
Heh, a long time ago.
You can just use heal or harm to trivialise most boss monsters in never winter nights.
This sounds like a Let's Game It Out move. "Is there a limit to how many traps I can lay for this boss?"
"And most of these are absolutely spiffing"
That is a perfectly balanced reference! *sip*
Glad someone else caught it.
"Josh Strife Hayes' videos are perfectly balanced with no exploits!" - someone totally not sponsored by Yorkshire Tea
That was an incredibly fantastic reference ladies and gentlemen.
Grab yourself a hot cup of Yorkshire tea!
Yeah I love a good 420 reference, I'm going to smoke a spiff and watch some good content from Josh rn.
i like how you are slowly expanding the coverage of your content from MMORPG´s to more general topics on gaming
Earth 2 was his best video from these that I watched.
And yes, this is a topic not even related with gaming. Since no game was found in the Earth 2 scheme.
I remember in Everquest, alot of the GM functions were bound to an item on their character and someone pickpocketed the ring off of them and started just playfully doing GM stuff and they took the item back but gave him a little trinket of recognition for his moxy
now thats funny thats how you should do it just laugh take the item back and give him something to remember his experience
That's almost exactly what happened in Runescape. Some guy found a bug where you were able to pickpocket other players and steal their stuff so he tried it on a mod to show them the glitch but ended up stealing a mod item and did some funny stuff with it for a few minutes. Except Jagex didn't think it was too funny and perma banned him.
@@Nick-ij5nt Jagex has a really weird history of perma banning some people for small stuff while simultaneously ignoring blatant botters or bug abusers.
@@Youwotm8Tk Oh, I know
GM back in the Planes of Power era to just after Lost Dungeons of Norrath. It was funny to us. Would warn new GMs and guides to not get pick pocketed and let them figure out they were immune to it.
Deltarune had an example like these as well.
During one of the secret bosses you get a special mechanic were you can shoot and use a charge up shot.
People found you could abuse the charge up mechanic by using two controllers to continuously fire charged shots.
The dev seen this, and instead of removing the exploit he made it so the boss would become enraged and harder to fight if you used the exploit.
The bullet jump in Warframe was an unitended discovery back in the early days. INstead of removing the possibility to do it, DE gave it a proper animation and embraced it. This game wouldnt be the same without bullet jump
It was actually a completely different mechanic that was called helicoptering and had virtually no cap on how fast you could go. DE removed it and added the bullet jump to explain to new players how to go fast and cap the speed at which you could zoom through levels.
@@glaedth Yes but like they said in the Noclip documentary, they created the feature and implemented it in a controllable way.
Ah yes, the good ol' days of zoren coptering
@@glaedth it was a pale shadow of coptering
and now a days, they just nerf everything slightly fun
I'm an indie dev. In my most recent release, I found an unintended behavior where if the player aligned themselves with the terrain in specific ways and used the dodge/boost key, the physics system would launch the player high into the air doing flips. This wasnt a bug, per-se, more of a poor use of the physics system. My first reaction was to start thinking of ways to fix the bug, but I quickly remembered having studied advice like this many times (I specifically had been thinking a lot about skyrim giants during those days). So I went back and took another look at the behavior with the mindset of thinking of ways to integrate it into the gameplay. It turned out being such a satisfying mechanic, that I altered the entire level design so the platforming could be done through that "momentum flinging" instead of being a generic platformer. I'm very glad I thought of that.
What’s your game called? :)
One of the examples of this that come to my mind happened in Deep Rock Galactic, in the game there used to be a simple weapon skin system like in many others, where the more common skins were simple color palette swaps and the more rare ones were more complex model changes, however in one of the experimental releases there was a bug where if you changed skins in the weapon's menu fast enough you could end up combining one of the modified models from the rarer skins with one of the palete swaps of the common ones.
So many users found this so cool and the devs found it so neat, that is got included into the game: the weapon skins got split into two types, weapons frameworks, which change the model, and weapon paintjobs, which change the colors, both of which can be used simultaneously in order to obtain a even greater range of weapon customization
Still find it funny that Warframe started out as a slow corridor shooter with stamina. Now it's a fiesta with bullet jumping purely because players found a glitch where they could similarly launch themselves through a glitch foregoing the need for stamina and sprinting then Digital Extremes in response just stripped stamina and turned the glitch into a core gameplay mechanic that we could not imagine the game without anymore.
The funny part is now there are ways to launch yourself even harder (I.e. animation cancelling gap closers with Firewalker).
Ah yes, back when a single slide attack with a max attack speed Tipedo makes you go mach 10 towards a wall in the 4th dimension
Vertical movement was abhorrent unlike bullet jumping but hey, those were the days
Yeah... Such a great game...
And now they simply remove anything unintended like Gladiator mods on deconstructor
@@pv8780 TBH, it was a bit unfair towards guns...
While summoning monster to deal with cow hide farmer is an awesome feedback from the dev, imho the pure epic reply from CDPR is putting a tax officer chasing & questioning Gerald for his "undeclared" income... I literally rolling on the floor, laughing my arse off back then when the scene kicks in. Who've thought aside from the King of Wild Hunt, Geralt is quite petrified in front of a tax officer haha
The fun thing is he doesn't even track the things you're accused of, he just asks if you've been up to those things. It's just on your conscience after all.
No matter who you are, a working joe, an infamous criminal or a bloody Witcher, the Taxman remains your greatest enemy.
"Absolutely Spiffing"
This message brought to you by Reanu Keeves.
Tea for the Tea god. Exploits for the Exploit Throne. XD
@@rangerkrista4103 coffee better then tea! ;P
Did someone offer Yorkshire?
I knew we had to mention him at some point, either in the video itself or in the comment section.
To be fair, I immediately thought of him when I read the title, so....
@@Sakky_wakky heresy!
One of my favorite examples of positive dev reactions to players was in FFXI. They released the ninja class, which was intended to be a puller (a class that could use ranged attacks to bring mobs back to the party camp to kill without taking damage in the process or pulling too many mobs) but the players started playing it as an effective blink evasion tank. It was so effective and people liked playing ninja as a tank so much, Square basically said "fuck it, here's some +emnity (tank gear) for nin, have at it."
Now that is an excellent response.
Damnit if my laptop wasn't a 15 yo potato I'd join in a heartbeat.
I remember in GW2 when fighting the shatterer there was a safe spot where everybody was standing while fighting it. So developers changed it and now when standing there by spawning you will be instant killed and get an archivement for it. It was their way of response to the way players play the game.
The devs refused to acknowledge the real problem which is that the bosses deal too much damage to the players who lack any real form of long term damage mitigation or healing and have way too much hp.
If the players are doing something unintended that might be because the game design is shit and needs to be fixed.
Most players don't want to chew glass even if they claim they do. We know this is true by looking at players actually play the game and not how they claim they play the game.
@@GeorgeMonet I run a condi ranger in GW2. Basically a glass cannon. Those dragons don't do that much damage. Lol
The exploit was just pure laziness. You park your character there, press auto attack and can pretty much walk away for the whole fight. The fight also wasn't bad, it was literally just laziness.
Also, about difficulty. The game is nowhere near dead and also the HOT maps are still some of the most populated maps. They are also the hardest in the game.
I remember when the Plague spread acroos WoW. Unintended but Blizzard referenced it several times in later updates.
I love they derived real world data for plagues from it
It's always interesting to hear stories about stuff like this happening during game development and testing, too. Like the Spy class in Team Fortress came about due to a bug where players would sometimes show with the wrong team colors in the original game. Rocket jumping was also a happy accident in Quake.
I'd say if it's harmless, let it be it's fun, especially in singleplayer games
if it severely impacts other players (like Team Fortress 2 exploits if you watch Delfy) then you might need to fix it for the people trying to play properly
yeah i just hope the two devs remaining on the game don't get tired of fixing whatever he digs up every patch...
And then single player games never get fixed and people say "how come Skyrim has been out for 10 years but it's up to modders to fix the bugs in the game?"
But if it only impacts other players, that's okay. Just not severely.
@@getsinged7631 The key word is 'fun'. I don't think anyone would complain about the ragdoll when giants smash enemies and send them into space, as that isn't a gamebreaking bug, not to mention pretty funny. However, things like AI glitching out breaking the storyline quests, clipping into objects causing players to get stuck, etc, these things aren't fun at all, especially when it affects gameplay negatively.
TF2 is a good example of both extremes.
On the one hand, you have all the ways you can exploit the game's engine to move in all these wonderful ways.
On the other hand, you have crap like the time the short-stop lagged the server whenever it was fired.
Man, John Strife Hayes is just one of the content creators that I could watch and listen to all day long. A warm smile, a relaxing voice and interesting topics. Thank you for making those videos! :)
who? LOL
on the second monitor, right?
No blinking
There's entires guides on how people break entire ganes, Ymfah for example, who makes videos about breaking games in so many ways is beautiful
I swear Ymfah's videos are masterpieces
Desinc's videos are always a treat as well.
His beginner guide for DS is brilliant. All of them are.
ngl I lowkey expected to hear about Warframe's bullet jump after seeing Josh's enjoyment with the game's movement mechanics
Too bad he never got to experience the glory of coptering with melee weapons.
Why woul he bring up bullet jumping? The new parkour system replaced coptering which was an engine exploit in a sense. I'm not sure but I think he wasn't even around for it. Not that I don't miss it enough that I want it back but the new system that replaced the old system was a step in the right direction for the game on the whole.
@@Jayare175 it's a movement that screams "bug-turned-feature."
@@bastion8804 it's not a bug turned feature and all of the comments saying something to the effect of what you just said are off putting because of how off the mark it really is.
The truth is that coptering was a different tech from bullet jumping in both maneuverability and top speed. Coptering has always been faster than bullet jumping without parkour mods and there was less control. Now for more control and consistency at a loss of speed we have bullet jumping which also can be chained with wall hopping for infinite height. In the old system wall running was a sort of magnetic and static animation and would run out quickly. In short before I start rambling, the new system has nothing to do with the old system as much as a lot of people in the comments seem to misremember.
@@Jayare175 you seem to miss the point. they could have removed coptering and not add bullet jumping. They didn't however. When fixing coptering they realized people wanted a way to get around the map fast so they added in an intentional system so as to help fill the void that removing coptering would leave.
One of the benefits of devs putting cheat codes in their (singleplayer) games back in the days was, that they enabled people to have fun their own way. It's a beautiful message and should still be followed.
No lie, I have a lifetime sub to the best trainer site on the net (Cheat Happens). They only make trainers for singeplayer.
Cheat Codes themselves were originally Dev test tools that they failed ot comment out of consumer copies of the games.
My favorite one was the loot cave in destiny. Bungie (the developers) removed it and left a intractable pile of dead bodies that said "a million deaths are not enough for master ralhul". This is a reference to the fact when you have a price of loot when you bring it to ralhul he would sometimes gives you a lesser rarity of gear. At the time rare loot was RARE so everyone hated him.
Oof, yeah, I was playing back then, that was horrific.
@@RedShadowOfSaturn first exotic engram turned into a blue...
@@griffentyndal3890 Yikes. Not sure if my first did, but fairly sure at least one turned into a blue for me at some point, yeah. SEVERAL purples.
One of the many "evolutions" that took place in the game's now rich history.
Back in d1 my first exotic was the unlimited ammo sniper that I bought off Xur because every stinking time I got an exotic engram Rahul gave me a nonexotic back, Lil prick camping in the tower while us guardians are out blowing stuff up.
@@RedShadowOfSaturn I'd say I dodged a bullet by starting that game in Year 3 instead despite how starting late in most MMOs & pseudo-MMOs would usually be rough thanks to community stagnation.
love how bethesda is the perfect example of players breaking the game and literally never once considering fixing it
💀
I mean... Do you really expect Bethesda to fix their game in the first place?
They've got modders for that lmao.
They did in Skyrim. The Speech exploit you could do by talking to the guy in the Riften Brewery about Maven Blackbriar over and over got removed. They simultaneously made it so making a potion that's 10000 times more powerful would raise your Alchemy experience gained by an equivalent amount. I always felt it weird that they removed one exploit, but polished the other.
@@MrZahsome Modders are at least 50% of the reason why Skyrim has remained so popular throughout the years.
Meanwhile at Blizzard when a player figures out how to turn into a frog while mounted sirens begin to blare, red lights begin to flash, and a big sign says "FUN DETECTED" as the devs scramble down their firepoles to fix it.
The WoW story is quite interesting, considering Elder Scrolls Online team just recently banned a raid group for exposing an exploit, experimenting with it a little and then reporting it, when devs/GMs do this they only encourage people to use exploits even more when they discover them and NEVER report them, and we all know what that does to an MMO, it will end up with bugs and exploits that never get fixed for years because they are so many and people don't report any of them, they just see the mess, sigh and leave.
Damn, I play ESO alot. What exploit was that?
That's bullshit that they got banned.
I just watched MMOByte's video on it and apparently what got them banned is that they abused the exploit for an undisclosed period of time before reporting it.
I've seen it a few times in online games: someone finds an exploits, abuse it for a while and then when they no longer need it report it so others can't take advantage of it as well.
@@tiagolopes4383 Yeah, they can probably see exactly how many new instances were created by the group, how fast they were cleared/reset, loot drops, kill time...
@@Saieden the problem is the company didnt release that data, and thats bad, everytime you dont communicate pple assume the worst, so one side says they just experimented abit to be sure how to replicate it, other side say nothing and just bans, that looks bad for the company.
ESO is also the best example of "following the fun" and making the game worse in the process. Animation cancelling for skills was (is) a bug, and instead of fixing it, the game is balanced around that and they can't remove it because veteran players don't want to relearn the combat.
For veterans who love their muscle memory, that's great. But for most players, combat in ESO feels like a chore because of animation cancelling being required in high end content.
The Sims patch history is basically a history book of the insane stuff you could do in them.
Two of my favorite examples of devs playing along are from Street Fighter and Guild Wars.
In Street Fighter, combos were a bug. It wasn't intended to work that. But people loved it. And the combo system of gameplay in 2D fighters was born.
In Guild Wars, enemies gain xp and, subsequently, levels by killing you and/or your companions. People used to use this mechanic in pre-searing Ascalon to level to 20. Essentially gaining max level in the tutorial area of the game. Not only did the devs not punish this, they added a title: "Legendary Defender of Ascalon". Additionally, this title and the title "Legendary Survivor" were mutually exclusive, since dying to "death level" monsters for more xp per kill was required and the Survivor title required never dying on a character until a particular amount of xp was gained. So, the devs actually changed the mechanics of the Survivor title to be "xp since last death" rather than the lifetime of character, and then added repeatable quests in Ascalon City in pre-searing that would allow characters to level to 20 without having to use the death leveling mechanic. Absolute top marks to ArenaNet for these changes. One more reason (set of reasons I suppose) why they're one of my favorite game companies.
One notable thing that sticks in my mind was the Hamidon fight for City of Heroes. The devs had a particular strategy for beating it that they kept it a secret. During the efforts the players found odd combinations that caused an end run around what the devs intended. The response was "huh, I never knew you could do that." And left it in.
Oh, god, now I'm nostalgic for City of Heroes. What a great game, and the dev team was a treasure!
@@bobdolesrevenge And it is still going strong in the form of Homecoming if you're looking to revisit it.
CD Projekt Red is so great about letting players break their games that they made Cyberpunk 2077 easier to break at any moments.
Saved everybody's time and just released it broken!
Stop
more like the game broke the players, Soviet style
It intensifies the joke about corporate greed ruining society!
LMAAAOOOO
Ooh, betting he mentions "coptering" in Warframe.
Also, caught the spiffing Brit reference. Good taste.
"Absolutely spiffing" I see what you did there.
*sips Yorkshire tea* Ah another lovely sausage of culture
Spendid indeed, indeed...
"(...) absolutely spiffin"
Ah, a man of culture and Yorkshire tea.
The Blizzard fun police is a great example of how NOT to do things.
I'm still ticked off that they removed rogue chest farming back in TBC. That was a fun and challenging thing to do.
Not anymore no. The hands off approach during Brood War created a whole esport on its own with how buggy and glitchy that game is.
I find the whole thing odd, 'cos regardless of whether one is pro or against the censorship, it shouldn't matter to anyone, really. It's pixels on a screen.
And if someone brings up the signals it'll send to kids, well... they're gonna get that elsewhere, then...
It literally doesn't matter, even if you are for or against. :D
But let them think it's a good idea, sure....
Wow is so dead currently, so meh.
The Blizzard "" is a great example of how NOT to do things.
Blizzard actually reaches back and destroys fun you already own, as seen with Warcraft: Refunded.
"The players are having fun wrong!" could well be written on some poster in Blizzard Headquaters.
Drinking game:
Take a shot each time Josh says "as a developer, it's an opportunity to show who you are".
Your channel is unironically gives me great game dev tips. Nice videos mah dude! :D
One of the coolest features of Asheron's Call, strafe casting, was completely accidental. By pressing the movement keys in a certain fashion while casting, you were able to glide across the floor way more quickly than with conventional movement. Turbine could have addressed this, as they had with the glitch that allowed players to jump in the air, but left it in. Strafe casting (and speed casting) injected a level of technical skill that many MMOs at the time lacked, and was a key feature in attracting people to AC's PK combat.
im pretty sure slide casting (starting to move at just the right time so it doesnt cancel the skill but you can get out of the danger zone) in FFXIV is similar. there's quite a few bosses that you can't make it through as a caster without using it.
Just wanted to say that I LOVE videos on topics like this. I love gaming history and psychological stuff like this really floats my boat
The under-the-floor bug reminded me of something in GW2. In the city Rata Sum, which is basically a giant cube with one of the points facing down, you're not supposed to be able to reach the ground without dying, instead remaining on the city. Prior to the first expansion which introduced the glider, it was difficult but still possible to do so. If you do, then after a while down there the game will teleport you inside of a jail cell within Rata Sum. The only way out is to use a waypoint, though using waypoints within a city is free so who cares.
It was still pretty neat the first time I found out about it and I had a good time with others on the map by telling them I was in prison.
So _that's_ why I wound up in jail...
Blizzard is the worst about “unintended gameplay experiences”; such sticklers over what rails you’re on at all times.
Locking every item with a fun effect to only be allowed to be used in regions noone ever goes to anymore. It's such toxic design, not to the player, but to the game itself, especially after they added the Toy menu, now you can see all these fun items you can never use
blizzards/wow's game design is incredibly short sighted and anti-fun. I can't understand what's going through their heads when they constantly make huge walls of parasitic systems that seem to serve no purpose but to limit players.
@@Reac2 Exactly this. I always love to use toys that change the appearance of your character. Faded Wizard Hat, for example. But most of them are like "Lasts one minute, 1 hour cooldown" or something ridiculous like that. Let the players have fun! Whats the point of having toys if you never use them?
@@powerbeard5653 Blizzard’s theme park mentality in WoW has always been short sighted. They are too busy micromanaging how players have fun then to understand the memo: _Expansions should be additive not subtractive._
Thats basicly the story of Warframes movement system. the corkscrew jump was a bug and DE said "fuck lets go hard on it"
Don't forget about how DE went against Data mining, they just release all the drop tables so they can prevent unintended leaks from Data miners looking for this kind of information.
I remember a couple of quest NPCs in Anarchy Online that where not ment to be killable by players, but if you had enough people you could kill them for massive XP reward. We camped one for an evening, killing it over and over, and gained several levels.
We return the following week, but now the NPC had a reflect shield, and returned any damage back on you. The devs didn't make the NPC un-attackable. They just made it kill you if you did.
When I first started playing WOW it was just before the Wrath of the Lich King Expansion and at that time you could still taunt world bosses to cities or villages sometimes. It was funny as all hell.
I remember enslaving demon bosses in sunwell plateau then murdering players in cities, fun times
I'm glad I got to experience those times. We getting old. I miss those days very much.
In EQ there was a mid 20's orc zone right next to a starter zone and there was a dark elf NPC in there and in the tunnel between the zones people who were all beat up/trading would hang out and recover
Then one day someone pulled a train to the zone and the NPC jumped zones
He murdered dozens of players before he was dragged to the starter town but the guards weren't very high level so he took out a bunch of them before a GM showed up lol
There's a video of Kazzak having been kited to Stormwind decimating the place.
My guild also kited a kodo to Shattrath, where the guards killed it..
@@alihorda I hate to be a spoilsport, but I'm calling you out on the claim to have done this yourself. It's nice to wish we were the pioneers that originally did this, but your story is full of holes. It was only one boss that could be enslaved (not bosses, as you claim) and if you had done it, you would simply have called him by name. Also, this was fixed on the PTR, well before the dungeon was ever released.
The most fun I think I've ever had in an MMO was a chicken zerg in Warhammer Online. If a high level player came into a much lower zone to kill newbies they would turn into chickens. Guilds shortly organized 'chicken zergs'. Where groups of high level players would travel to low level PVP zones, turn into chickens, then run around. It was hilarious and lots of fun.
Some of my greatest gaming memories were in WoW and with GMs.
We ran 50-60 druids and rogues to stormwind through the deeprun tram, we farmed a bunch of kills and as we started to get low would run through to the tram again to load in and heal up, well, a GM saw all this and decided to turn us all into small diablos and we couldn't cast. As the alliance started to phase in they turned them into sheep and silenced them too and its probably the most fun I've had with a GM
"DM, are our characters aware that the dragon lives in this mountain? Yes? Okay. I don't watch to check if it's in there. I just want to blow the mountain and hope for the best."
This video made me realize that Josh is basically dateline or 60minutes for gamers and I love it
Eve Online. Back before the company lost it. For the first few years when CCP was an embryonic company that had never produced anything other than a board game, there were tons of incidents with bugs and issues. The devs met all of this with great interaction. One of my favorites was the players figuring out to jet-can mine which allowed for a large amount of material to be grabbed with very little grinding compared to the approved methods.
The devs interacted...they were so shocked that it been developed/discovered, they left it in. Your video took me back, as I was one of the ones involved with doing it shortly after launch. Good stuff!
Heard in TESO a raid got banned indefinitely for discovering and reporting to the devs an exploit to skip mechanics on a boss. Makes people not want to report bugs at all. Thanks zenimax.
This makes the state of Fallout 76 make muchhh more sense
This is the kind of shit that pisses me off. Bugs are the sole fault of the developer and now we're fine with devs banning players for using these parts of the game? When did that become the norm?!
Because I remember some 7+ years ago in CSGO's esports scene exploits were used regularly and no one was getting banned, Valve would just promtly patch them or leave them as part of the game.
@@MyNameIsGhost Speaking of which, Bethesda also banned players for reporting exploits in 76
And we still don't the entire story, only the raiders side of the story. I've reported bugs in TESO before and didn't get banned.
Edit: For example when I refunded a dlc and I still had it on my account after receiving the money, I reported it WITHOUT playing that dlc during that time. Exploit the bug and you get the bonk.
except A: we dont know the full circumstances of the ban or if it will be overturned or not; and B: they used the exploit, filmed it, and according to some streamed it on twitch. in their defense they said they did this to re-create the bug and get more data on it, but the rules are simple, dont exploit it, report it. ....maybe we need to let this play out a bit before jumping to the "banned for no reasons" quotes.... for all we know they milked a cow
Really like this video. Good to see Jsh diversifying his output but not straying too far from his interests and expertise.
"And most of them are absolutely spiffing"
Ah yes, a man of culture.
i love that you asked people in Runescape if they wanted to do the box dance (i think) and they went with it. i saw in the chat that you needed footage.
There was an mmo a while back that had an event where in order to progress the event each server had to kill the stage boss for everyone to move forward. One such bos had a mechanic that made it stronger every time it killed someone. So one of the servers decided to repeatedly kill themselves making the boss incredibly powerful. The developers first made their own characters, gave themselves the best gear and recruited the best players from the server to help them kill it. Well the recruited players quickly switched sides and started getting killed too. They s forced the developers hands so they tried to use a kill switch so to speak to kill the boss. This didn't work the first time. The game actually seemed to join in the revolt for a time. Unfortunately it worked the second time. Afterwards the developers decided to reward the server with a statue of what they did. The statue was only on their server
That was Asherons Call, and it was the third time that it worked. No kill switch, the first time the devs logged in with their over powered toons and lost, they left powered up their toons even more and lost again. Then they they spammed a serverwide announcement that at a certain time they were going to try again and asked the population of the server to help as once you went into the area that the crystal was it turned into a pvp zone. There was an entire guild that were powering up the crystal in order to avoid the demon trapped inside from being released so it wasnt just a case of defeating the crystal it was also a case of beating the guild that were protecting it. The subsequent statue had all of that protecting guilds characters names listed on it when you double clicked it. That story (which I was around for although on a different server) is still one of the reasons that AC holds a dear place in my heart and I wish it hadnt been killed.
By far my favorite examples of a good change is in destiny 1 & 2, there is a cheeky nod to an old loot cave and if you are an old destiny player you should know who Randal the vandal is as well as Randal perfected
Y'know, with two mentions of runescape I was kind of expecting to talk about a certain OSRS player named Rendi, who exploited a whole series of bugs in order to complete the "Priest in Peril" quest without getting the prayer experience in order to stay 1 prayer or when he did the complete opposite thing and duplicated the "Death Plateau"'s quest rewards of 3k attack xp (and humorously, steel claws) enough times to get 99 attack in 2 hours. That account is the only account is the only true 99 attack pure in the game and Jagex has yet to ban it, despite them banning the 1 prayer account as well as several others not involved with any glitches.
I was actually hoping he'd mention it in this video. Especially since the whole reaction by Jagex feels really dodgy and from what I've seen from him, I don't think he used exploits to actually dupe and crash worlds. I'm curious about Josh's opinion on that topic
SWTOR had daily zones rewards in rease due to a bug. But players loved that and old daily zones suddenly became populated again, and devs did not removed it completely, but shifted massive rewards to a weekly quest, acknowledging that players loved that and that was a success.
Discovering new ways to break the game is so fun. I'm not talking bug exploiting but finding sweet combos make you feel powerful like in Final Fantasy Tactics and Skyrim. Using saronite bombs to bug out Lich King is a bug and not something that should have let be.
Favourite example of the developers embracing this kind of thing is from Starsiege: Tribes.
It was originally meant to be a normal paced shooter with vehicle mechanics. But a quirk in the physics made "skiing" possible. When you were going down a hill, if you continuously jumped, you would start going faster and faster and be able to launch yourself long distances. That was skiing.
The devs could have patched it out. But they didn't. They realised that it completely changed the flow of the game and made it more fun. In Tribes 2, they would even teach how to ski in the tutorial because it had become such a defining Tribes experience.
The idea of devs responding to the playerbase was actually something that tipped me off early on that Anthem wasn't going to be handled well post launch.
The 95% bug in the betas, where you'd get stuck in a loading screen at 95% and it would never finish loading, became a bit of a joke in the community. But the devs got super mad whenever it got brought up, and seemed to take it personally, instead of allowing it to be an in joke.
I knew then that the game wasn't going to get the fixes and content it needed, and I should have taken that hint
Same kinda thing with Blizzard but this is a weird comparison. A while ago, Blizzard trying taking down NSFW OW art for... no discernible reason. It hadn't been done for Warcraft, Starcraft or any other games of theirs (at least to my knowledge, please enlighten me if they did) so why start with OW?
This should have been our first warning OW was gonna go to shit. If the Devs were willing to try and go against a natural law of the Internet which cannot be stopped no matter how hard you try, what else were they going to do to assume control over their players?
In Anthem's case, I imagine some memo prohibited anyone on staff from tolerating "enjoyment" of bugs. Plus the team was exhausted and under incredible pressure by the time development wrapped up. In my limited experience, developers expressing anger at discussion of bugs is a result of upper management saying, "make PR cover this up or you're not working here anymore." It's unfortunate because it always backfires.
Aaah. The Runescape quest references 😆I absolutely love it when you bring all them quest items with you before you start and the NPC goes something along the line of "Why on earth would you randomly be carrying those things around?" or similar x)
warframe is actually one of the best subjects for this topic. Number of game systems were built on top of "broken game mechanics" that players were abusing lol
EDIT: That sick movement that you like ? made cos of "coptering" :D
even a whole frame about the subject, haha
i still am sad and liked the old Movement system more in my opinion it rewarded skillfull movement more then the current and looked "better" sur ethe current looks more fluid, but the small hops during wallruns where far more appealing
@@weberman173 that's kinda true... for new players that need to keep up to more experienced ones, it's a game dropping movement to have. But for older players it's essential to go "guns abalzing" to the objective. Anyway, that's missions/party finder problem
DE hasn't really been keen on the idea now though, old DE is basically gone now. If a similar bug would be discovered, they'd fix it.
In Disgaea games starting with the third, some major bosses have a special ability: "Can't Fool Me." it stops you from picking them up. Thats a mechanic in the games, you can pick up and throw units around. So why that name? Well If you pick up an enemy and end your turn, the enemy won't get a turn. Instead they'll deal a massive amount of damage to the unit holding them. when doing it to major bosses, it was almost always enough damage to instantly kill you.
But it also means the enemy does not get a turn. So you would spend a turn carefully planning out huge combos to deal ridiculous damage. Then at the end of the turn you'd have one of your units pick the boss up. it would kill them, but the boss wouldn't get to use one of its incredibly powerful attacks that target multiple units. This would completely subvert the hardest battles and make them super easy.
So the devs could've just removed the option to lift bosses and leave it at that. But no, they decided to make it an ability, and give it a name that says "Yeah, we know ;3"
I’m glad you mentioned the Fally massacre. They banned the abusers, fixed the bug, then eventually added the actual massacre as a historical event into the games lore.
i have to say that normally when i watch your videos i just casually watch how u play games, like in your series worst mmo,
i also really love hearing your opinions on subjects and i have to say i mostly agree with you. but this time u have done it, you can put things to word in such a 'spiffing' way.
ive always been somewhat of an exploiter myself but as you say i thinks it adds onto the game culture and gives it some myths and taboos, in the end giving the game more depth and life!
i think josh is a real asset to the culture and for that we thank you.
josh the game connoisseur
I was wondering if he would mention bullet jumping in Warframe. It was originally an exploit with a particular weapon but players loved it so much the devs implemented it properly in game. And now it's an iconic part of the game.
Was it helicoptering with staves?
That's being way too sparse with what actually happened. Warframe is a game that has iteratively updated many systems in response to player action. Zoren-coptering was an exploit that had to do with how slide attack momentum worked with increases to melee attack speed, and while the Dual Zoren were the first weapon discovered to have this property, it wasn't the only one. It got changed because it did two things: the first was that it resulted in melee weapons being put into two categories: you could copter with it, or you couldn't, and the second was that it made players who didn't know about it being both targets of abuse (for "holding up" the mission) and incredibly unsatisfied with playing in groups. So DE changed it by removing coptering entirely-- well, kind of, some weapons can still copter, but they are incredibly few in number, and are not anywhere as powerful as they were-- and enhancing player movement through stuff like the Bullet Jump. As a result the top end of player speed went down but the average went up much much more.
@@ZefulStarson Ahhhhhh i didn't know about that is that why the chakram styles have that really sweet slide/spin attack and like nothing else I use does
@@ZefulStarson Thanks for the more detailed info. I'm still relatively new to WF and learning stuff through discussions, the documentary, etc.
Another good example of this is when Battlefield 3 players discovered that the USAS-12 shotgun with frag ammo was ludicrously overpowered, even culminating in an episode of Battlefield Friends highlighting it. The devs eventually nerfed the gun to an acceptable level. But when Battlefield 4 was launched, the devs decided to bring it back in all of its overpowered glory as a battlefield pickup weapon, that is, the players had to find it on the map. A nice homage to the past and to the culture of their community :)
Absolutely spiffing!
The subtle nod to Sir Spiff was both totally British and totally awesome. Perfectly balanced, one might say.
With no exploits.
I almost feel like this video is entirely based on the life-works of The Spiffing Brit, that guy breaks anything he can!
Also "Let's Game It Out"
This is an idea that I as a gamer absolutely subscribe to.
I love breaking games. And there is few things more frustrating than your exploit that you were actually kinda proud of gets plainly patched because "this isn't how it is supposed to work".
11:45 - You forgot to mention that this piracy mode was eventually patched in as an official toggle option for players looking for a challenge. An anti-piracy measure that became a fan favourite.
Regarding the "follow what the players like," in the Sims, originally it was supposed to be about architecture, and building houses, the family just there to live in the house. But when they play tested, EA saw how much they enjoyed playing with the family and having them do day to day activities, more than the designing and building of the house, and based on that changed the focus of the game.
players break your game... immediatley i thought of one suspect... Josh... from Let's Game it Out... lol...
"Is there a limit"
Same. I immediately thought of the wanted sign for him outside the furniture shop in "Hydroneer." Now *that's* a good dev response!
It's so interesting seeing the stories of how game staples came about from devs embracing bugs and exploits. I'm also reminded of another angle i saw discussed somewhere in game development with the speed running community and how the bugs and exploits affect them and their fun with runs.
"When a player breaks the game: say thank you"
I'm still reminded of how GW2 devs banned Kripp for using the ingame merchants to make money, because the price of an item was messed up. I see it as a "feature" of the game until it was patched out, and it's the dev's responsibility to not have a broken game, not the player's responsibility to avoid using it as it was made.
I love gw2, but that response from the devs is still my biggest gripe about it.
I recently had a chance to play through a beta version of a game (not telling what game) and the developer thanked me for both finding multiple different bugs, big and small, and for thinking of novel strategies in combat that showed missing aspects for some things.
If a player finds a bug and decides to use it, that's a problem. The responsibility is both on the player that found the bug/exploit and the game company to cooperate so the game is stable and remains a good game. People who abuse exploits and bugs deserve their punishment.
It is disgusting. Worst case remove the money the player made from the exploit. Best case let him keep the money and thank him for finding a bug in your shitty buggy game that you were too lazy to properly test yourself.
@@Jovisstfan No, it is NOT the player's responsibility to determine what is and is not intended by the developer. Cheating and using 3rd party modifications are certainly different. But if it's something you can cause during the normal course of the game, it is NOT the player's fault if they do not realize it's unintended.
It is the developer's responsibility to make a functioning game, and it is the developer's responsibility to maintain a fair and even playing field for everybody, this includes responding quickly when new exploits/bugs are found - to prevent more than the first who've discovered it from being able to use it, and it includes fairly compensating players who've been affected.
Developers punishing players for playing the game the way it was created&released is such an anti-player issue, you should really watch the video on this topic before commenting. Why is it fair to require players to interpret what the developers 'actually' intended, rather than simply interacting with what they've been given.
As an aspiring game dev myself, the very notion of punishing players that used a bug is stupid. PvP bugs need to be stopped, but banning players over using an existing thing that's the game dev's fault reeks of ego. I don't care even if they exploited it prior to reporting it really. At worst if it is proven they were being scummy in tactics, roll back some of their progress or something. An outright ban is unreasonable since, I cannot stress this enough, IT WAS IN THE GAME. Anyone could have, and probably did, discover it. I've seen numerous times in WoW where a cutting edge guild accidentally discovered a bug on their attempt and got banned for it....despite them having no way to know it was a bug. And this was always streamed so folks knew.
One of my favorite breaking of an MMO that I've read about is in Final Fantasy 11, the older MMO... In one of their many expansions, they introduced the Ninja class, the developers fully designed the class to be a DPS class and all, but amongst it's many abilities it had one that allowed it to completely dodge attacks, and it worked against anything at all..
Players realized what it could do, so the players worked the class into a tanking class.
And the most ironic thing, it was introduced alongside another class, Samurai, which was actually meant to be a tank, but it did more damage than the Ninja did...
I love your spiffing Britt references. That's the second one I've caught in another video
For me it is these 2:
1) The skiing bug in the first Tribes game. Everyone was equipped with a jetpack to move around in very vertically designed bases but moving in the no man's land between the bases was a slog. Someone figured out that pressing a certain combination of keys would make your character slide. This allowed you to maintain speed going downhill and use your jetpack to move uphill.
As far as I remembered the devs wanted to fix the bug but realized the added value. Later Tribes games would simply not be Tribes unless skiing was fully implemented into the game.
2) The reverse thrust maneuver in Planetside 2. Planetside 2 is a combined arms MMOFPS. Every aircraft in the game is designed as a VTOL. Devs expected that players would use its VTOL capabilities to land for repairs and rearmament and regular flying techniques for combat. However, players found out that you could fly backwards while maintaining your VTOL mode. This opened up an air to air combat like no other game before.
Just like in Tribes, devs wanted to remove it but kept it in after all.
I miss the old blizzard that would do this stuff we got a brief taste of them returning in legion with the famous Rogue''s road to obtain the thunderfury skin , but its gone again
One of my favorite examples is actually in Overwatch, what's known as the Mercy Superjump. At some point they decided to redo the physics in the game, but when the redo went on the PTR Mercy players realized that combining Mercy's Guardian Angel ability (fly to an ally) with jumping in a specific timing, it would greatly increase her flying speed. And if you crouched + GA with perfect timing, it would launch you straight into the air for like, 8 meters. Very finicky, and obviously a bug. But the Mercy players absolutely LOVED the mobility, so the devs made a post saying that they were patching out the bug (because bug), but added in a way for Mercy to replicate the effects with slightly easier timing and more predictable results. As I recall they added that as a "we'll see how it goes" thing, but it's been there ever since.
Given how much Blizzard loved to siphon the fun out of that game, I'm genuinely surprised that they kept it.
I’m surprised the death of Lord British in Ultima Online wasn’t mentioned.
Gamers are too young to remember how some would try to kill LB in every Ultima game.
The game Celeste has this trick you can do If you jump in a specific height then dancing diagonally in to the ground and then jump you will get a lot of horizontal momentum while refilling your dash this was not intended by the devs and it makes some bits of the game really easy, they left it in and the last chapter is built around this and a couple of other tricks, a similar situation was with Warframe's bullet jump it was a non intended way to move around fast that the devs just made it the way to move around fast.
Please make more of these videos, these are great tips as a game developer. Also I just enjoy watching these.
Fix it for the better 👍
My favorite video of yours so far, keep up the great work. Absolutely one of my favorite RUclipsrs, so glad i discovered you recently with the "most insane mmo" series.
Blizzard: ban them
another example is the movement system in Warframe. At first it was just a bug with the melee system, but people loved it (and I think the devs did too) so it was converted into the fancy parkour system we know & love now.
Why do your eyes look as if their glued on your face? Not a joke.. its wierd. Its freaking me out! Keep up the good work.
This reminds me of the people that did the remakes of Crash Bandicoot and Spyro, and how they were aware of most speedrunning strats and kept most of them intact.
Or when Scott added the Golden Freddy Easter egg to FNAF1 because of the rumours of putting "1987" into the custom night mode would give you a secret "Golden Freddy" mode. Now it gives you a jumpscare and crashes the game XD
Love the video. Warframe had one of those moments. It birthed the fast pace movement system you see today. at the time warframe was much slower, players abused a then movement bug which allowed you to cover more ground by twirling staff weapons in mid air, it was called "coptering". Devs eventually worked it out of staves but created the moment system based on player feedback as a result.
Considering the most popular weapon to do this with was the Dual Zoren axes, I'd say it wasn't a staff thing specifically.
@@ArloMathis
sorry. I'm a second hand account. I wasn't there when it was 1st done. just from veteran freinds who no longer play
"The DevTeam has arranged an automatic and savage punishment for pudding farming. It's called pudding farming."
The best part of the Game dev game was these pirates actually came to the forum complaining about not being able to move forward due to people pirating the game.
Oh i wanna read these posts
Thats not the best part. It's been proven dozens of times across multiple forms of media, piracy unless it's easier then actually acquiring the product legitimately, is never a problem.
Those who would pirate a title likely pirate all titles, and you cannot defeat them.
They may become customers though if they enjoy your title.
They are also very often from India and China, a good 90% of global piracy happens in those two nations.
No fucking way is someone in India gonna spend 2-700$ for your shitty movie or game. Get my drift?
They are largely NOT lost sales.
The west those who can likely afford the games are not even a micro fraction of torrents.
And nearly all of it are youths. According too Comcast studies.
So again not lost sales.
So when game devs try too be cute like that, it's border line offensive bare minimum.
Plenty of developers have sited piracy stats and movies love too claim lost sales, but then they list it in USD. Which is so fucking disgusting.
Maybe if you matched a titles cost too the currency in the country you wouldn't lose so many sales. You total morons.
Thats one of the only reasons steam as a platform still exist as an example. They price match, 60$ cad is 60$usd is 60$ rupees
Funnily enough, I pirated a fixed version of that measure, all of the people who complained on the forums must have downloaded a cracked version that didn't remove the anti piracy measure in it.
iirc, Witcher 3, at the year of its release, had extremely high piracy rates but is also one of the very best selling games at the time
as a pirate myself, I wasn't able to buy games because of 3rd world conversion rates plus the lack of a good "allowance", but now I have 63 games in my steam library and i'm glad i'm now able to support the devs
@@Static-EN- Same here. Due to non-existent conversion rates, I cannot afford to buy games, especially on release. So I resort to piracy to try out games. Then those games I enjoyed are added to my wishlist to be bought at a later time to support the developer.
I love Jagex and Runescape for those little details. So many differnent conversations and dialogues you can have if you have some random amulet from another quest and talk to someone else in another. Their writing is creative and funny, very oddball without taking itself seriously. Personality done right. The game is so massive you'll never stop finding little intricacies and flavor texts and such.
Another good example of this is Minecraft. I remember from back in the day that there were a lot of bugs that actually gave you some really cool building possibilities. Every time a new patch came out you were worried it might break your awesome new project. I once spent 3 months on a giant guardian farm with the items going into the chests through glass tubes ( a bug where items moved upwards through glass blocks if you set up the right items at the bottom). 2 Months later I had a giant hall that was, though aestatiscly pleasing, very much useless...thanks Mojang...
The glass elevator is still in the game :D
I love this vid, “the player and developer dance to mess with each other” gold.
Players should never be reprimanded for creative use of game mechanics. Developers should, instead, make the decision whether to patch said mechanics or leave them as is. It is, ultimately, the sole responsibility of the developer.
there are some cases worth punishing when it clearly breaks the game in a big way and people aren't just doing it by accident or fun.
Games aren’t developed in a vacuum. Smart developers _listen_ to player feedback. The entire point is to have fun while balancing risk:reward.
Bad developers that micromanage everything while ignoring player feedback shouldn’t be making player decisions; they don’t always understand What or Why players find X fun. There are TONS of games where bugs became game defining features.
“Horking” in _Terraria_ is a perfect example of devs listening, seeing it doesn’t harm anyone, and leaving in a fun mechanic for more advanced players.
WoW is a perfect example of out of touch devs. They micromanage and disrespect your time. You can only do that for so long before players get sick of the theme park mentality. Blizzard never got the memo: _Expansions should be additive not subtractive._