Should Games Be Frustrating?

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  • Опубликовано: 12 июн 2024
  • Sign up for CuriosityStream and get Nebula for for free at curiositystream.com/razbuten
    There are many emotions that games aim to tap into in order to provide specific experiences for players, and one of the most powerful is frustration. However, using frustration as a mechanic can be pretty dangerous as it risks pushing folks away. This video looks at titles like Red Dead Redemption 2, Dark Souls, The Last Guardian and The Last of Us Part II to examine the ups and downs of including elements that will frustrate players.
    Patreon: / razbuten
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    Thumbnail by HotCyder: / hotcyder
    Additional Music and Sound Effects by Epidemic Sound: epidemicsound.com/creator
    Special thanks to honorary bagbutens Elfinrez and WilliamGlenn8.
    00:00 In Defense of Guarma
    08:40 Dark Souls: Connecting Players Through Pain
    09:48 I Wish I Liked Pathologic 2
    10:46 Trico is MY Pet
    12:16 Why The Last of Us Part II Worked For Me (and failed for others)
    16:25 Is Frustration Worth It?
    19:07 Nebula and CuriosityStream
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Комментарии • 3,1 тыс.

  • @razbuten
    @razbuten  2 года назад +2668

    Ey, so this video probably will make some people mad as it talks about some games that make people mad, so please be nice to each other and to me lol. In general though, lemme know what you think about frustration being used in games. When is too much? Should they avoid it entirely? Do you like when games piss you off? Is your name Gary?

    • @vedaryan334
      @vedaryan334 2 года назад +32

      Lol I like how you pinned that beforehand

    • @h20wizard57
      @h20wizard57 2 года назад

      No

    • @baldychkn2949
      @baldychkn2949 2 года назад +46

      Games should be able to be frustrating but should probably give players a way to skip frustrating parts when necessary to keep the game from becoming not fun anymore

    • @Aques_Aquir
      @Aques_Aquir 2 года назад

      Yes sir!

    • @michaelkindt3288
      @michaelkindt3288 2 года назад +21

      I haven’t watch the video yet, but when I read the title, reaction was “no, never”. I legitimately think frustration is the one emotion that should never be involved in games (through gameplay).
      Edit: I just finished watching the video. I said above that frustration is the one feeling games should not involve, I mostly mean that in terms of “difficulty”. I can personally tolerate boredom and tedium. But I think it’s possible to make A game really hard without being frustrating, you just have to make it feel like it’s the players fault when they fail.

  • @Aknayelth
    @Aknayelth 2 года назад +3530

    *My frustration was having to see my gang not having enough faith.*

    • @wiraarya6824
      @wiraarya6824 2 года назад +182

      All them years, Dutch, for this snake? I gave you all I had. I did...

    • @virtualcynical8515
      @virtualcynical8515 2 года назад +62

      There just wasn't enough time, Arthur.
      He needed more time, and Moneh.

    • @edmontonboy99
      @edmontonboy99 2 года назад +9

      What’s your plan to get their faith back?

    • @ELPerroQliao
      @ELPerroQliao 2 года назад +11

      Come on Dutch

    • @arthurmorgan2026
      @arthurmorgan2026 2 года назад +28

      (Spoiler)
      My favourite part was when I died, so I didn't have to hear you whine about your "plans" and "MONEH". Boah

  • @lc7664
    @lc7664 2 года назад +5951

    The biggest factor for me is time. When I was a kid and had infinite time to play, frustration was a fun challenge. Now as an adult with very limited game time, I don't want to waste that just getting frustrated with something during my break.

    • @diegomedeiros456
      @diegomedeiros456 2 года назад +846

      YES exaclty, on paper is nice to say frustation is important, but i play games to relax and have fun after a hard day, frustation will just make easier to me quit the game bc is not worth my time and energy

    • @AtTheBenchtop
      @AtTheBenchtop 2 года назад +49

      This!!

    • @slimetank394
      @slimetank394 2 года назад +361

      Same. I have like, practically 1 hour a day to play game and usually it's with my girlfriend. I don't want to play a frustrating game then end up being mad and ruining our time together.

    • @RamseyKilani
      @RamseyKilani 2 года назад +57

      Agreed. I just want to have some fun when I play games!

    • @matthewdevey8878
      @matthewdevey8878 2 года назад +16

      That's exactly how I feel

  • @haruharii
    @haruharii 2 года назад +1658

    "These characters terrible personalities are so well developed I actually hate being around them at any point."
    That's a good game.

    • @ayanleman
      @ayanleman Год назад +15

      ​@Choas_Lord_512 ok this but unironically. If you don't like it don't order it, but its not like it didn't nail its goal perfectly.

    • @thisishowitallends9321
      @thisishowitallends9321 Год назад +4

      What a weird statement

    • @CursedSFMS
      @CursedSFMS Год назад +1

      Micah bell be like

    • @DS3Enjoyer
      @DS3Enjoyer 11 месяцев назад +2

      I wonder if this dude harasses actors that play evil characters (the uploader)

    • @ziwuri
      @ziwuri 11 месяцев назад +3

      @@ChaosLord5129 What are you doing in the comment section of a gaming video essay? Go play pokemon or something.

  • @CampingforCool41
    @CampingforCool41 2 года назад +324

    I don’t know if Guarma had that effect on me but it’s such a small section it didn’t really bother me that much anyway. I was more just confused by how pointless it seemed and slightly disappointed that I couldn’t explore the island and have a few good side quests. But the way you explain it that restriction makes sense in the long run.
    I was also shocked by how slow paced rdr2 was from the beginning, it was so different from pretty much any other AAA title. And I absolutely loved that slowness. It felt right for the atmosphere, the setting, the character.

    • @nignamedmutt7270
      @nignamedmutt7270 Год назад +22

      In MGS3 there's a point where you climb up an incredibly long ladder, and a voice starts whispering the theme song of the game.
      This is immediately before everything goes batshit to %100, leading up to one of the best adrenaline packed action climaxes in gaming.
      It was a brief moment meant to let the llayer/audience breathe before finally going in for the big finale.
      Neither of these games invented this story telling technique(it's pretty much as old as fictional litersture) but I feel like rdr2 more or less wanted Guarma to be that sort of "breathing space" before the game goes into it's climactic descent. They more or less found a way to give you a breather, while still keeping the blood pumping with all the action still going on.

    • @jonathanwilson7949
      @jonathanwilson7949 Год назад +15

      I love how uncompromising the game felt. In the sense that Rockstar didn’t care about appealing to the masses with a lot of their design decisions. Specifically chapter 1 and Guarma. And of course all the sim elements. They knew it wouldn’t click with a large group of people but they also knew it would REALLY click for some players. They knew they were taking a risk and I love that about Red Dead 2.

    • @captainkielbasa5471
      @captainkielbasa5471 9 месяцев назад +4

      Guarma was kinda the prelude to ACT 3 For the gang. The beginning of the end... everything falling apart and you realizing that the dreams of Tahiti will never happen

    • @lilithmarleen
      @lilithmarleen 9 месяцев назад +5

      @@captainkielbasa5471also, I feel like Guarma was the first time Arthur really saw Dutch for what he had become. When he killed the old lady wanting more gold, and Arthur asked Dutch if he’d kill him next… that’s when Arthur’s already wavering loyalty to Dutch came crashing down.

    • @jackbox6453
      @jackbox6453 9 месяцев назад

      the first part of guarma is how your supposed to feel, your supposed to understand what arthur is feeling as he gets closer to an understanding of his own morality and how it should be treated to slow things down for yourself as things can get quickly out of control if you dont know how to handle them and how to move with life.

  • @stephven74
    @stephven74 2 года назад +2616

    I feel like frustration in games is like tension in music. There can't be resolution in music without tension, so songs that are all major or too simple are just boring. Similarly, games with little frustration rarely give you a sense of accomplishment when you beat them. However, songs with too much tension just sound dissonant and are not enjoyable to listen to, and if a game is much more frustration than reward it usually won’t be fun to play for the average player. Basically fine in small doses, but above that it depends more and more on the person and it’s harder to say the game is objectively good.

    • @atmatey
      @atmatey 2 года назад +177

      I don’t think frustration = challenge. Good games can be very, very challenging, but not frustrating. As long as the challenge is fair and well designed it won’t be frustrating, although that does depend somewhat on the player’s skill level.

    • @tegelstenen4178
      @tegelstenen4178 2 года назад +66

      As an avid listener to noise rock and mathcore I do not understand what you mean with "too much tension"

    • @henriquedelarosa5419
      @henriquedelarosa5419 2 года назад +13

      @@tegelstenen4178 hahahaha I really feel what you're saying, but tension and release can come in many forms in music. Some songs may not have "good" harmonic or melodic resolutions, but it can also happen through intensity, tone, ambience and arrangement in general

    • @MrJordwalk
      @MrJordwalk 2 года назад +10

      @@joshuadaniels6455
      As someone who has the Platinum for the original Dark Souls, I share your frustration. Anor Londo, The Duke's Archive, New Londo Ruins, The Tomb Of The Giants, and the Kiln Of The First Flame are guilty of having long runs between Bonfire and Boss. However, I didn't find the frustration unbearable as the distance was the worst part and the enemies are easy.

    • @atmatey
      @atmatey 2 года назад +11

      @@joshuadaniels6455 Yeah, having to run through the same area repeatedly to try the boss was tolerable on my normal playthrough, but crossed the line when I did a Soul Level 1 playthrough. Having to try Kalameet and Manus 30-40 times each and dying instantly to pretty much any attack (especially since the original console version couldn't hold a stable framerate), only to repeat the same 3 minute run back to the boss was definitely frustrating.

  • @realkingofantarctica
    @realkingofantarctica 2 года назад +1847

    There is an extremely thin line between "frustratingly challenging" and "frustratingly f*ck this game."
    When you start feeling like it's the games fault why you're failing, that's when tension becomes frustration, and frustration quickly turns into resounding disappointment.

    • @luismarques3059
      @luismarques3059 2 года назад +44

      Dark souls does it very good

    • @leftovernoise
      @leftovernoise 2 года назад +37

      True! Just finished Metroid dread and aside from literally 1 room with a prick of a robot, where you can I ly move slowly through water, it's all really well crafted challenge. Every boss I died to, it was blatantly obvious where I fucked up.

    • @dekutree4476
      @dekutree4476 2 года назад +6

      Mmm I kind of like when I wanna punch a wall in the middle of a game ( maradaur fight in doom eternal) it made me feel so good when I finally beat him.

    • @key81885
      @key81885 2 года назад +81

      Yeah i don’t want to be tortured by the games mechanics. If it’s clearly do-able however I will keep attempting it cuz it’s my own personal fault for sucking. Not the games

    • @RD-mp8bm
      @RD-mp8bm 2 года назад +46

      @@luismarques3059 think it depends on the person. There's definitely plenty to be frustrated about in Dark Souls, especially the earlier games.

  • @SkylightCiel
    @SkylightCiel 2 года назад +414

    The first time I ever realized a game was purposely trying to frustrate me it was Hotline Miami. It's been a few years since I've played it but there was a level where your character ends up in a hospital and because the character is injured and maybe a little crazy the game completely shifts into this hard to control, annoying and dizzying hospital level; where you have to escape the hospital while dealing with the questions the kinda confusing story has set. I remember being really annoyed with it but as a 13 year old it was the first time I went "Oh this is 100% intentional but I don't think I like it."

    • @TheJols
      @TheJols Год назад +4

      def remembert that. Thought it was interesting but remembering it makes me not want to play the game again.

    • @rowleyryan9025
      @rowleyryan9025 Год назад +6

      Yeah that section is definitely annoying as hell the first time through but once you learn that if you walk for too long Jacket holds his head and stands still so you just have to walk in bursts. Definitely the weakest level by far and really only serves narrative purpose tho.

    • @xDeadlyWarriorX
      @xDeadlyWarriorX 11 месяцев назад

      Just don't play it then.

    • @ziwuri
      @ziwuri 11 месяцев назад +18

      @@xDeadlyWarriorX Just don't ever criticize games or compel developers to hone their craft! That's a really healthy and productive mindset to be in! /s

    • @xDeadlyWarriorX
      @xDeadlyWarriorX 11 месяцев назад

      @@ziwuri I am not criticizing the developers - I am critizing the developer's bosses, you dummy. The developers have no fault in this, it's the directive/manager section of the company that are too much of a mercenaries and do not give a shit about what devs/analysts say regarding the status of a project.

  • @celiaschlekewey8951
    @celiaschlekewey8951 2 года назад +86

    Your section in The Last Guardian totally resonated with me. I remember complaining the entire game about Trico and how frustrating the gameplay was, and then the ending was so beautiful I cried and I was sad to leave the world. I didn’t even realize how much connection was being built in those hard moments

  • @SilverForMonsters
    @SilverForMonsters 2 года назад +718

    I've known for a long time now that I'm in the minority of players that didn't mind Guarma. In fact, it has one of my favourite scenes in the entire story - "...You keep killin' folk, Dutch..."

    • @MultiThebigguy
      @MultiThebigguy 2 года назад +67

      Yeah, it’s a really great scene. I think that’s (and the point where Dutch feeds Brontë to the gator) the point where Arthur realizes Dutch is losing it.

    • @kbuttstadt
      @kbuttstadt 2 года назад +72

      It's so weird to me that Guarma, a substantial part of RDR2 that's incredibly immersive & does a TON for character development is thought of as "bad" by anyone. I couldn't take the rest of the video seriously after that.

    • @roach7336
      @roach7336 2 года назад +5

      Yet Arthur has killed and robbed countless more people put together, i thought it was pretty silly from a narrative point of view.

    • @jordanray1537
      @jordanray1537 2 года назад +23

      I'm also in this minority. Really enjoyed that chapter because funnily enough it felt like a break from the main storyline, and it had that significant character development you mentioned.

    • @user-hh7mo6mj1j
      @user-hh7mo6mj1j 2 года назад +23

      @@roach7336 It's called Red Dead REDEMPTION for a reason.

  • @joeprado3614
    @joeprado3614 2 года назад +1081

    What makes the Guarma section seem intentional to me is that your feelings as the player mirror the feelings of Arthur. Feeling exhausted, disillusioned by the people (characters) around you, feeling apathetic to the things people (the game) are always pushing you to do, wanting time to take a breather and soak up the more simple pleasures of life (the game). You want me to say it?!?! FINE! It’s ludonarrative harmony!

    • @mr.fufucudlypoops8207
      @mr.fufucudlypoops8207 2 года назад +47

      I think the proper phase would be "ludonarrative consonance" lol.

    • @joeprado3614
      @joeprado3614 2 года назад +26

      @@mr.fufucudlypoops8207 I just used harmony because that seems to be the most common way it’s said. Either way makes sense.

    • @mr.fufucudlypoops8207
      @mr.fufucudlypoops8207 2 года назад +10

      @@joeprado3614 dissonance is a kind of harmony. Harmony is not the opposite of dissonance.

    • @joeprado3614
      @joeprado3614 2 года назад +8

      @@mr.fufucudlypoops8207 for some reason my reply to your reply isn’t showing up. To understand what I mean simply look up the definition of dissonance. Specifically look for the antonyms of dissonance.

    • @mr.fufucudlypoops8207
      @mr.fufucudlypoops8207 2 года назад +9

      @@joeprado3614 I'm a music student. I know what the opposite of dissonance is. It's consonance.

  • @binks9118
    @binks9118 2 года назад +850

    Having extreme ADHD I tend to have a habit of blazing through games and never being able to take it slow. For some reason, I was able to very much enjoy and have a very slow pace with this game and delve into just about every side quest possible. I never could articulate or understand what made me able to enjoy the slow pace of the game until now. Solid video all around

    • @SilentRuth10
      @SilentRuth10 2 года назад +58

      I have ADHD as well and I was actually apprehensive about starting Red Dead 2 because of that slowness. I worried that I'd become restless and not enjoy the game at all (or stop playing it immediately). I'm glad to hear it got the ADHD seal of approval. :)

    • @MTBJJ2001
      @MTBJJ2001 2 года назад +8

      @@SilentRuth10 ya I had a lot of fun with it you can play through as fast as you want but there are a lot of side mission like he mentioned and random events that make it interesting it’s kinda like minecraft in the way you gotta find stuff to do there’s plenty to do just gotta find it

    • @wol9881
      @wol9881 2 года назад +1

      Same. It took me a while to acclimatise to the pace but now it's my favourite 🥰

    • @MTBJJ2001
      @MTBJJ2001 2 года назад +5

      @@wol9881 there’s always something to do, after I finished the game I wandered and spent all my money, having some of the hang around felt like “the good ol days” even tho we experienced the break up of the gang

    • @thundageon5962
      @thundageon5962 2 года назад

      That's me

  • @TheSamathan
    @TheSamathan Год назад +413

    This is genuinely one of the best analyses of The Last of Us 2 I've ever seen, for either side, and it's just a few minutes long.

    • @liamnehren1054
      @liamnehren1054 Год назад +45

      It's forced empathy and that will genuinely be hard to swallow. In fact the larger a connection someone had with Joel the worse that kind of thing will affect them, i.e. the more empathic you are the worse it is. Sometimes you want that black and white world view in a situation because the outcome mattered to you.

    • @sernoddicusthegallant6986
      @sernoddicusthegallant6986 Год назад +53

      It just makes me more frustrated tbh, they had some great ideas that could have resulted in a masterpiece if executed well but just came across way too emotionally manipulative which coupled with the glacial pacing ruined it for me.

    • @lowlywisp7953
      @lowlywisp7953 Год назад +1

      Hell ye

    • @vault29a
      @vault29a Год назад +3

      @@sernoddicusthegallant6986 cry harder, lol

    • @sernoddicusthegallant6986
      @sernoddicusthegallant6986 Год назад +50

      @@vault29a The man is so insecure about his game tastes he needs to throw highschooler insults the moment he sees someone level basic criticism against a video game they like. Sure Im the one most likely to be crying here we all believe you buddy.

  • @chitranshusingh3921
    @chitranshusingh3921 2 года назад +1098

    I just love taking the game slow even when I know the story mission is more important. I like to take breaks from heavy narritive parts and just relax by either side mission or mostly just explore and find new things. I love it when developers add those moments that focus on taking break like ones you mentioned about Hollow Knights benches where you can stop and reflect.

    • @AxxLAfriku
      @AxxLAfriku 2 года назад

      One thing! Just one thing! Please tell IT to me: WHY tf do I have so many fans even though no RUclipsr is unprettier than I am? WORLDWIDE!!!! WHY??? Tell me, dear chi

    • @La-hora-del-terror
      @La-hora-del-terror 2 года назад +7

      I always start a game doing all the side quest but when the story becomes more important i feel that i have to let the side quest to the end.

    • @tyler4475
      @tyler4475 2 года назад +5

      @@AxxLAfriku man I’ve seen you quite a few times before. You’re just sad. Find something else to be happy about in this life.

    • @chitranshusingh3921
      @chitranshusingh3921 2 года назад

      @@AxxLAfriku maybe you are just good. Be happy with yourself

    • @thedarkknight9021
      @thedarkknight9021 2 года назад +3

      I love that too, this is why, contrary to some people, I love when these moments are made to be integral to the game's narrative, when the game's story itself take pause from the tension to explore characters, the world, etc... like for example in the first Trails in the Sky, I just love when the story change constantly rythm. I usually dislike instead when stories in all medias just hit a point, often pretty early or mid story, where everything afterward is just a big rush to the ending with no time to ponder, know the characters better, or explore the world.

  • @MechaSkeleton
    @MechaSkeleton 2 года назад +813

    I think Red Dead 2 is one of those kinds of games where you shouldn’t really play it like a normal video game.
    I went into it years after release, hearing all sorts of critiques about how slow it is, how strict the mission objectives are, and how generally tedious some animations and systems are. I think this put me in a mindset where I thought “If this is gonna be a slow old cowboy game, I’m gonna play it like a slow old cowboy”. I’ve very rarely role-played my character as hard as I did in this game, but I think doing so helped me enjoy this game far more than if I didn’t.
    I took the game really slowly. Hunting, gambling, and exploring between almost every single mission. Usually I try to beat games fairly quickly, but I took my time with Red Dead 2 and enjoyed every second of it.
    Quiet moments at night sitting around the campfire, watching the sunset reflect off the ocean, sitting down by a cabin surrounded by snow-tipped trees, watching lightning rip through the sky from a mountain ranger’s outpost. These slow, quiet moments are the ones I remember the most from Red Dead 2, and the ones I don’t think many other games will give me.

    • @pizzazombie5209
      @pizzazombie5209 2 года назад +53

      THAT'S the way to play this game. And why I keep coming back to it.

    • @howdyimflowey4341
      @howdyimflowey4341 2 года назад +28

      Exactly the same experience as mine.
      RDR2 is one of my favourite games for this reason, it's basically the only one that makes me relax and role-play.

    • @cattysplat
      @cattysplat 2 года назад +23

      It's a cowboy simulator, rewarding taking as much time as possible in doing thing. If you try playing it like other games, ticking off objective boxes, it'll get tedious and frustrating. Most of the events are dynamic too so you'll never find them if you fast travel and don't spend time away from missions.

    • @fusionfountain
      @fusionfountain 2 года назад +6

      I appreciate that and agree with that being the games intended Way to play the problem is that it is blatantly disrespectful of your time
      Even enjoying those same types of moments I still fell off the game because if I wasn’t in the mood for that and wanted to just play some missions it was incredibly tedious.
      Long treks through empty stretch’s or tediously slow animations to skin animals.
      Or after finishing a shoot out going to loot corpses and everyone I woke up to when I click the button to loot Arthur has to “Stop, turn, walk directly over the body, crouch down, rummage through their pockets, get back up.”
      All these things that were done to be “realistic in a cinematic way” eventually wore down on me and just pushed me away from giving the game anymore time because it’s not just a long game is actively makes a point to waste your time on even the SMALLEST interactions.

    • @silentj624
      @silentj624 2 года назад +3

      This sounds like my kind of game

  • @redharlow76
    @redharlow76 2 года назад +72

    When it comes to Guarma, I felt pretty similarly the first time around. I was even taken aback, because the story was so good up to that point, and Guarma had felt like an excuse to extend the runtime of the game, and not in meaningful way (think the whole Casino planet fiasco from The Last Jedi). I was itching to get back. I hated not having my guns, not having my horse, and not being around characters I liked.
    But thats why I think it worked. Because anything we as the player felt, Arthur felt it doubled. Its a more subtle way of becoming closer to the player character then forcing us to play through their backstory, as TLOU2 did. We didnt need to be spoon fed Arthur’s frustration, because we were already feeling it. And further, I think the chapter as whole is a reflection on Arthur’s frustration with Dutch, and feeling trapped with him. Even the missions (which may have felt pointless and boring to some; I personally enjoyed sinking the ship, that was awesome), are a reflection of Arthur’s frustration because he’s probably thinking the same thing we are: Why the hell am I running around a Godforsaken island? Because of Dutch. Arthur’s lack of trust in Dutch begins here, and is only accelerated after he finds out about his TB.
    I only realized this after the game, as well. I still think that maybe there could have been a better way to do it, although I cant say I know how. But replaying the game and getting to the section was much more enjoyable the 2nd time. And of course, the return from Guarma gave us one of the best scenes in the game, along with that phenomenal soundtrack.
    Anyways, in short, I believe that frustration should be using sparingly, unless your whole game is used for that exact purpose. Its a difficult field to travel as developer because gamers are so picky these days (whether we admit it or not). We have high standards so there’s a lot of balancing needed. Honestly, how frustration is used depends on the game, and whether or not you play it for fun, for a cinematic experience, or for a bit of both.

    • @foxfire9144
      @foxfire9144 11 месяцев назад +5

      This is such an insightful analysis of Guarma and Arthur's character, I never thought of some of this stuff but it's so spot-on. I liked these two lines the most: "I think the chapter as whole is a reflection on Arthur’s frustration with Dutch, and feeling trapped with him." & "...he’s probably thinking the same thing we are: Why the hell am I running around a Godforsaken island? Because of Dutch."

  • @channel45853
    @channel45853 2 года назад +17

    I think Guarma is suppose to make you feel homesick and appreciate the world of Rdr2 more. Even Arthir says he is homesick which is how they want the player to feel. (They want the player to feel the same as Arthur and they do that well here)

  • @coradonquixote
    @coradonquixote 2 года назад +463

    Guarma also did help arthur realize how far Dutch has gone, its incredibly effective narratively.

    • @c_42
      @c_42 2 года назад +64

      Not only that, but also made Arthur realize that Dutch was stringing them along - showing that the reason they were fighting and saving money for (a tropical paradise) was a nonsensical lie.

    • @Dracossaint
      @Dracossaint 2 года назад +26

      @@c_42 i feel dutch was authentic at one point about Tahiti, but as time went on. He became more and more jaded and paranoid from mikah twisting him. Trying to make him think he was surrounded by doubters and naysayers, when he was used to a family.

    • @dennis_duran
      @dennis_duran 2 года назад +9

      100%. When he said that there was no point, I remembered how instrumental that part was to Dutch’s madness. I truly lost all faith in Guarma.

    • @ArneshKundu
      @ArneshKundu 2 года назад +15

      @@Dracossaint For real, the loss of Hosea as a voice of reason really messed things up.
      Also the return from Guarma, that slow horse ride with Unshaken playing in the background

    • @Scorch052
      @Scorch052 2 года назад +1

      Yeah all the Guarma hate makes me feel like a contrarian. It was honestly fine to me, but I will grant it was pretty combat-heavy and linear.

  • @yoshi2.010
    @yoshi2.010 2 года назад +771

    The best frustration in RDR 2 was in the city of Saint Denis. I found it frustrating to move around in and explore as there were too many people and the streets were small, with sharp corners. However, it made me appreciate the wild country much more than I had before, which I'm guessing was intentional so you could connect with Arthur's feelings of hate towards civilisation and the city in general

    • @pastlife960
      @pastlife960 2 года назад +19

      So true

    • @Noughtical
      @Noughtical 2 года назад +52

      I think it was intentionality made like that as it was kind of the nightmare the gang were trying to stop and prevent. Thats why they made it a pain to traverse I believe

    • @Jazzy-kk4sk
      @Jazzy-kk4sk 2 года назад +29

      not to mention that looking at someone wrong in Saint Denis would lead to a shoot out and ultimately either having to escape the area or dying which was just a microcosm of the world they lived in, being hunted across the country, having to watch their backs at every turn, but if they played the part (like when Dutch and Arthur worked for the police or the whole Rhodes storyline) then they could go about their life as 'normal'

    • @corneliusquincydavenportic1913
      @corneliusquincydavenportic1913 2 года назад +19

      Roanoke has this feeling as well. It’s definitely more tricky to traverse since it’s all steep cliffs and trees, making it hard to zip through a straight line on horseback. And it makes sense that this is Rdr2’s final camp location before the epilogue

    • @GoogleAccount-tg9lp
      @GoogleAccount-tg9lp 2 года назад +12

      Yeah i think the game really is trying to make you connect with arthur. HE hates Guarma, so YOU hate Guarma

  • @duralexsedlex162
    @duralexsedlex162 2 года назад +26

    Totally agree with you. Being freed from stranded on Guarma, I felt more free than ever and I took my sweet time before finishing the main story

    • @Handsome_Squidward69420
      @Handsome_Squidward69420 10 месяцев назад +4

      I felt opposite of him, the only difference was I didn't stop. Every stranger mission I felt obliged to complete. and I did, but after a while, stranger missions get boring. I should've gone in cycles, but when it came to Guarma, I finally got a rest from stranger missions, so for me, Guarma felt like relief, and I finally got back into the cycle of doing actual story missions, so it was fun for me. I enjoyed the surprise, although on the account of every single one of Dutch's robberies gone wrong, I went into the boat idea somewhat knowing in the back of my mind it was going to sink.

  • @Philip027
    @Philip027 2 года назад +89

    Generally, if a game is sufficiently pissing me off, I'll usually just drop it. I get enough frustration from Real Life without needing to experience it from my games too.

    • @Eruyt
      @Eruyt 2 года назад +7

      yup

    • @wonderlustking1306
      @wonderlustking1306 2 года назад +7

      Good job responding to an incredibly nuanced video with as reductive a take as you could muster

    • @Philip027
      @Philip027 2 года назад +54

      @@wonderlustking1306 I'm sorry; were you expecting me to express my take on the topic with needless extra words, when what I said feels like it suffices just fine? Is there some unwritten clause saying any video I comment on has to be as drawn out as the video is? Not sure I'm getting you.

    • @chocov1233
      @chocov1233 2 года назад +17

      @@Philip027 I don't completely agree with your original comment. But this reply is 100% justified and accurate, you have ever right to think that & your opinion doesn't even contradict the narrative of the video.

    • @austinlarrimore6542
      @austinlarrimore6542 Год назад

      yeah but i would say there is a difference and a decent gap between fustrating and pissing me off. I can and do enjoy frustating games but if it exceeds the limit and pisses me off im done.

  • @daizbid
    @daizbid 2 года назад +714

    I have the same feelings on the Guarma section. It was empty and tedious and it made me avoid the story missions-and I think that was absolutely the point. It drives you, as the player, to put yourself in Arthur's shoes. You stop caring about the end goal and you go off into the wilderness to live a new life. The slow, meditative moments after Guarma are what I remember the game for. Rarely have I developed such a personal connection with a character.

    • @danballe
      @danballe 2 года назад +41

      After the Guarma chapter is a good example of juxtaposition, made you appreciate something when it has a mirror facing it, or have it in a "Different " light

    • @danballe
      @danballe 2 года назад +1

      Or at least it seems to me, I have not played neither games in this vid though.

    • @danballe
      @danballe 2 года назад +1

      7:56

    • @serifir8663
      @serifir8663 2 года назад +7

      I do appreciate guarma more now but they could've made it shorter imo

    • @TheDisKit
      @TheDisKit Год назад +7

      I felt so miserable in Guarma that I wanted to return to the states as quickly as possible. But that misery was part of the story of the game, and because I was so immersed in it I felt exactly how Arthur would have felt.

  • @Waphluz
    @Waphluz 2 года назад +286

    "I think there's a lot of value in trying to understand why people both love and hate a specific thing"
    It's lines like these that are I love this channel. The things you say and questions you pose, while they are about gaming, are often extrospective. They do more than look into games and discover what makes them good or bad. It takes a step back and looks at the video game medium as an art style rather than just a few hours of fun. it is okay for video games to be frustrating because art can sometimes be frustrating.

  • @Gamesaucer
    @Gamesaucer 2 года назад +38

    It's interesting to me that in some cases, games that explicitly centre around frustration (e.g. Getting Over It)... calm me down. They bring a sense of serenity with them. Perhaps this relates to the specific _kind_ of frustration or the mechanics that induce it, but I'm still not quite sure exactly why. I don't _like_ feeling frustrated, but I still like playing Getting Over It. Maybe part of it is that failure is expected. It's a place to fail in peace, rather than in hectic, high-stakes real life situations. That's my hypothesis, anyway. But it feels therapeutic and helps me de-stress, and reminds me that failing isn't the end of the world. As long as you're happy with the effort you put in, the result doesn't always matter.

    • @AbeHopwood
      @AbeHopwood Год назад +2

      Like Death Stranding, even though it may be frustrating sometimes, what people don't realise, is that that's the point, it's meant to be frustrating. And I a way, that's kinda what makes it relaxing.

  • @SirGecko
    @SirGecko Год назад +13

    Keep in mind that more than 90% of what was planned for Guarma ended up being cut out in the final game. The playing area of Guarma was originally going to be much much larger

    • @wedadalfaqih7244
      @wedadalfaqih7244 10 месяцев назад

      The narrative is good in Guarma, i don't know what he is talking about

  • @RadElNew
    @RadElNew 2 года назад +96

    IMO, frustration has to be novel. It's great when it breaks the monotony, but it can't be the core mechanic in a 50 hour title.

    • @damiennah
      @damiennah Год назад

      Pathologic: Allow me to introduce myself

    • @AbeHopwood
      @AbeHopwood Год назад

      Well, I'm not sure about that.
      I feel like if a 40-50 hour title is supposed to be frustrating, then that's great. Like Death Stranding for example. It frustration is what makes the game relaxing and satisfying. If you've played the game you'll know what i mean.
      But is a game isn't supposed to be slow and frustrating, like RDR2, it can really ruin a game

  • @tahroo4262
    @tahroo4262 2 года назад +171

    You saying R* tricked me into wanting to get that Majestic Deer ending by making me frustrated at the story mission NPCs? If so, that's brilliant because that widow in the woods, and the old army vet by the lake.. those are good memories.

    • @froggy9822
      @froggy9822 2 года назад +6

      Hamish will be remembered 😢

  • @karenamyx2205
    @karenamyx2205 Год назад +4

    Embracing the slow pace completely revolutionized RDR2 for me. My first run, when I was, well... *running* through the game. Yeah, slowing things down was tedious. But I replayed recently. And embraced the immersion. Little things, like leading my horse down valentines main drag instead of mashing A. Surveying a gang camp with binoculars from the wood line before going in. Stopping and split pointing my bullets. Basically, playing it like it's a movie I'm watching instead of like gta cowboy.
    It took it from one of my favorite games, to my absolute favorite game.

  • @rom4102
    @rom4102 2 года назад +5

    My frustration was being forced to walk in the camp. I’ve been holding this grudge for three years now

  • @filbencs5098
    @filbencs5098 2 года назад +176

    You just listed all reasons to why the selected gang members in Guarma were the best possible combination.

    • @razbuten
      @razbuten  2 года назад +116

      Oh yeah, I agree that the choice was a great one. They got under my skin in such an annoying way, and I am pretty much positive that is what Rockstar wanted.

    • @filbencs5098
      @filbencs5098 2 года назад +12

      @@razbuten Oh, thanks for the reply! Love your content :D
      And yes, it did the same to me, but as you said, I guess that was the idea behind hahaahahaha

    • @jaysonagli6210
      @jaysonagli6210 2 года назад +13

      I’m surprised Raz didn’t like Javier! Dude was a homie.

    • @hannag4768
      @hannag4768 2 года назад +1

      It also gave Bill and Javier a stronger belief in Dutch. I mean, Javier being saved in such a grave situation, had to affect Javier- it's after Guarma Javier turns into more of an asshole instead of funny and charming.
      For Bill it was Dutch doing what he promised them- geting back to mainland, which seemed impossible. But he pulled it off.

    • @vintheguy
      @vintheguy 2 года назад

      @@razbuten
      hey man, p2 has a difficulty slider you can use.
      It's not recommend but it does exist

  • @wizawhat
    @wizawhat 2 года назад +345

    Interestingly enough, I think I'm less okay dealing with games that are designed to be frustrating than I am dealing with games that become frustrating the more I push their features to their limits. I think its probably due to the fact that I have more control over my experience that way.

    • @ruolbu
      @ruolbu 2 года назад +26

      I guess once you engage so much with a game, that you want to push its features to their limits, you actively choose experience frustration with the goal of overcoming limits. That's a very different mindset from just playing a game casually and then being forced to do some frustrating task without any desire to do so.
      Makes sense that there is a big difference there.

    • @supersonic5644
      @supersonic5644 2 года назад +5

      Personally I’m the opposite lol

    • @Drekromancer
      @Drekromancer 2 года назад +1

      @@supersonic5644 Hollow Knight profile pic checks out. Have I spotted a fellow Path of Pain enjoyer? A Pantheon of Hallownest clearer, perhaps?

    • @mohammadazad8350
      @mohammadazad8350 2 года назад

      @@Drekromancer I enjoyed the 7 hours I spent in path of pain, but I couldn't beat the pantheon of hallow nest because it takes too long and I have to start from the beginning, Beating 5 stages of Zote was more fun the pantheon 5

    • @ShatteredGlass916
      @ShatteredGlass916 2 года назад

      I personally think that's just Expectation vs Reality. When you've heard that Darksoul would be difficult and then you played it and actually finds it difficult, you felt sort of 'relief'.

  • @omu6740
    @omu6740 2 года назад +7

    you PERFECTLY explained my feeling returning to the normal map after escaping guarma. i took the longest time continuing story missions and really took the time to enjoy moments with arthur, my horse and the beautiful world. i have the nicest memories playing the game just roaming around and chilling.

  • @Elfos64
    @Elfos64 2 года назад +4

    I feel it's important to acknowledge the difference between narrative frustration and mechanical frustration (which may be for a narrative reason). Last of Us part 2 was narrative frustration, Dark Souls is mechanical frustration.

  • @joilantargus5824
    @joilantargus5824 2 года назад +234

    I had a similar experience to your own with rdr2 when I played ghost of tsushima. At the start of the game I fought most enemies head on because it was the best, and often only, method of dispatching enemy groups. However, as the game progressed, I realized that I was doing it less and less because the new tools I was being given were just too powerful. Why spend time getting the parry times right when I could just headshot them with the bow, or immediately knock them down with a bomb or poison them. This dawned on me around act 3 and I thought it was super cool how the gameplay organically incentivized me to change playstyle to match Jin's tranformation into the ghost, precisely because it wasn't something the game spelled out for me. It just slowly happened. It made the moments when Jin was confronted resonate so much more with me because it WAS true. Jin had gone from a samurai to an assassin during my gameplay and so I was right there with him during those story scenes. It was a change we both shared.
    Now, as you said, stuff like this is murky. It could have been a happy accident that happened because the balance for these new tools was off. You could very well argue that making the melee combat almost obsolete is bad design. Still, that realization and connection with the story was very memorable for me. Stuff like this is what sets videogames apart, where the interactive part of it directly enhances the product's other aspects. Its something that devs should actively strive to pull off with their games imo

    • @Nai_101
      @Nai_101 2 года назад +4

      I avoided using my op gear. It worked

    • @espnky1
      @espnky1 2 года назад +14

      Yeah I had a similar experience. I initially wanted to be the honorable samurai so I tried to fight every fight head on. As I got further on I just couldn’t keep up and found my overrun by the mongol horde. I slowly began to use stealth more and I eventually embraced it whole heartedly.

    • @Nai_101
      @Nai_101 2 года назад +6

      @@espnky1 i tried to go head on because i found it more challenging, and thus fun. The stealth in that game is ridicilously easy, and that's the point i think

    • @stormblade2895
      @stormblade2895 2 года назад +1

      This is probably why I didn't like it as much as others (still liked it though). I spent the whole game trying to be honourable.

    • @Gambito99100
      @Gambito99100 2 года назад +2

      Lmao I legit never use anything in Ghost besides the katana and the tanto
      I hate stealth, I like mowing people down

  • @lastfirst5863
    @lastfirst5863 2 года назад +206

    9:33 I just love how here you’re describing how a certain type of player wouldn’t be able to get past the frustration but to my Dark Souls lensed perspective the clip you showed was of someone getting extremely lucky and not falling to their death.

    • @Solaire_of_Astora13
      @Solaire_of_Astora13 2 года назад +11

      Also, from what I can remember, in Dark Souls you can roll while on the floor to get up faster (or when you're standing up). So the player actually gave up to easily and didn't take the obstacle seriously (and he's still alive).

    • @c0mplex_Ale
      @c0mplex_Ale 2 года назад +14

      Yeah, same, my reaction would be something like a "Oh, fuck" immediately followed by a "Nice", triggering that sweet dopamine that keeps me playing.

    • @mryupjup2203
      @mryupjup2203 2 года назад +1

      @@Solaire_of_Astora13 not in dark souls 1

  • @bakes7423
    @bakes7423 Год назад +7

    Surprising that you didn’t talk about the roots of video games themselves. Games used to be intentionally difficult and frustrating because old systems didn’t have the capabilities to play large games so they took their games that would take a half hour to beat and made them intentionally difficult so they would take hours

  • @thestarspark2288
    @thestarspark2288 2 года назад +22

    RDR2 and TLOU2 are in my top 3 favourite games (BOTW coming in third). I have experienced real trauma and hardship in my life and both of these games had that sense of real grief and the human condition which I could connect with. Both games were raw, and unsettling, and connected me in a way that no other TV show book or video game ever has. To me these games are truly masterpieces and I found both of them very emotionally challenging, but in particular the last of us part 2. That game truly takes the cake for me.

    • @juliooliveira3206
      @juliooliveira3206 2 года назад +1

      Dude, my top 3 is almost the same hahaha (i still need to play Zelda, but I know it's awesome!). Nice taste ;)

    • @kato093
      @kato093 2 года назад +1

      The only thing I found in common with folks that love tlou2 is that they think they are smart for understanding the game and everyone who dislikes it is just an idiot.
      I hate the game for how badly written it is (no shit. It was written by a no talent hack with like 1 episode of a pretty bad tv show in her belt before tlou2) and how obvious it's little tricks are, because...bad writing.
      It's trying so hard to be deep and shit but it's just as clichè and simple as tlou1 but without the special sauce: the human relationships and bonding.
      Tlou2 has the same bad and lame story and plot as tlou1 but it lacks the Joel and Ellie part.
      Basically tlou1 was special because you are basically playing an action last guardian where instead of a pet with trick you get a daughter figure with Ellie.
      Tlou2 is you playing as trico and killing everyone for killing the kid. Then you play as who killed the kid cuz 😱 cheap shock value. And it simply doesn't work.
      There isn't a thing building up in tlou2 except the need for revenge. And it doesn't get fulfilled i. The stupidest way possible.
      I honestly would have found the ending more palpable if Ellie had never found Abbie at all, cuz that's life. Also the apocalypse. And Abbie died starving to death and Ellie had no idea that happened, with a constant question on her mind and unfulfilled thirst of revenge.
      But nah, tlou2 is childish trash for kids and goes the Disney way. The entire game is unrealistic and cliché, the opposite of tlou1.

    • @gregwxst
      @gregwxst 2 года назад +5

      @@kato093 please seek serious help before it's too late man

    • @Yougotcaged102
      @Yougotcaged102 10 месяцев назад

      ​@@kato093See, people wouldn't have such a problem with all the hate for TLOU2 if assholes like you didn't have to try and prove their superiority over those who DO like the game

  • @zedspoint4614
    @zedspoint4614 2 года назад +199

    Hades and Celeste frustrated me a lot playing it, but in a good way as I keep coming back over and over and over again.

    • @waytoobiased
      @waytoobiased 2 года назад +4

      Was gonna say Celeste

    • @slycooper2bandofthieves116
      @slycooper2bandofthieves116 2 года назад +3

      summit B side is a lot of fun

    • @hypno17
      @hypno17 2 года назад +2

      Celeste kicked me in the nuts but dang not gonna lie all that frustrating and rage was worth it. 👍

    • @PlasmicDynamite
      @PlasmicDynamite 2 года назад +3

      Frustration with a side of hope

    • @idontneedaname318
      @idontneedaname318 2 года назад +22

      Hades eases the frustrating by giving 'dying' it's own reward with new dialogue and new unlocks

  • @MarquisdeL3
    @MarquisdeL3 2 года назад +93

    I was literally telling my husband last night that one of my favorite things about the modern Frogwares Sherlock Holmes games is how quickly they let you skip through the mandatory minigames. But the trick there is that I'm not going to Sherlock Holmes for a lockpicking minigame or a shoe shining minigame, I'm going to solve mysteries. The game forces you to play the actual mystery solving, but lets you skip just about everything else if you wait long enough, which is great because then I don't get stuck on some stupid action set piece while playing a mystery game. L.A. Noire did this too.
    I think it's fair to let people skip parts that aren't central to the experience. In open world games most of that stuff becomes side activities, but in more linear games where you'd get stuck at a stupid unpickable lock, you should be able to skip.

    • @noctsuke
      @noctsuke 2 года назад +2

      I think the add those skips knowing not everyone can do them to boot, its basically a logic puzzle that for some, might tickle their fancy. But the market for these games are usually the more casual variety that aren't try-hard puzzle tacklers.

    • @cristhian900
      @cristhian900 2 года назад +7

      I was thrilled to find the “enable skip puzzle prompt” option in the accessibility section of the settings menu on Spider-Man

    • @ericquiabazza2608
      @ericquiabazza2608 2 года назад

      The thing is, not all this minigames are just CHORES, and some may grant you exitments snd persoectives in life you may never feel otherwise.
      That is mostly why "hardcore" players as you may call them dont want skips, sometimes it detract to experience people may have because they are not force to do it.
      Like life, why really learn a skill when you can just "learn it"? Does it make it worth it?
      Journy vs Goal kind of deal.

  • @LuvzToLol21
    @LuvzToLol21 Год назад +5

    One of my favorite moments from Borderlands 2 and one that always springs to mind whenever I think about it comes about halfway through the game. You return to the town of Sanctuary, your home base, after a story mission. And all of a sudden, the town is under attack by an orbital bombardment from the Hyperion Corporation. With no other option, your companion Lilith decides to use her Siren magic powers to get the town airborne and teleport it out of harm's way. However, during this you, the player, end up warped outside of Sanctuary and witness it being teleported away... without you on board. Your base, where you keep all your best loot in the vault and where you can buy upgrades, is just gone. All that remains is a smoldering crater in the ground where Sanctuary once stood, and a marker on your map in an unknown region where your companion on the radio says you can find a teleporter that can get you back to Sanctuary's new airborne location.
    So all you can do is take one last look at that crater, turn right around and walk back to the beginning areas of the game, summon a car, and start the long drive to that new marker on your map. I just never understood why I remembered this moment so fondly until now.

  • @kumatorahaltmanndreemurr
    @kumatorahaltmanndreemurr 2 года назад +11

    I tend to play a lot of games at once, and if I get tired of a game I'll usually just drop it. However, sometimes I think back to the games I played _before_ I really considered myself a gamer. Back when I only played a game or two a year (sometimes less often than that) every game stuck with my so much more. Doom 2016, Portal 2, and Mario Odyssey all had moments where I felt like I'd hit a wall and thought to myself, "I'm not good enough at games to get past this."
    But since each of those games were the _only_ game on my plate when I played through them respectively, I kind of had no choice but to tough it out. And you know what? To this day I have clearer, fonder memories of the example games I mentioned than almost anything I've played since gaming became my main hobby. I remember stabbing the Cyber Demon with his own horns, finally climbing my way out of Old Aperture to confront Wheatley, and dancing with Pauline at the New Donk City Festival because I _earned_ those moments.
    I've gotten used to dropping games if I get frustrated and because of that I don't think many games have come close to recreating that magical feeling I felt when I first started to experiment with gaming. I recently started making an effort to only play one game at a time and really commit to it, regardless of difficulty. Even if a game gets frustrating for a time, the long-term satisfaction of finally progressing is unparalleled in other media.

    • @treynitza2849
      @treynitza2849 11 месяцев назад +1

      Wow this is great. I’ve had a similar dilemma on whether to play multiple games at once or not and now I think I’ll follow your advice

  • @makaylagrant873
    @makaylagrant873 2 года назад +252

    As long as there is moments of relief between the tension then it's fine, kind of like working your way towards a boss fight. A game that does this well is hades. Even though you lose over and over again it isn't frustrating knowing that you're going to get stronger each time. I feel like if you don't get a time to relax you'll get burn out quickly from a overly frustrating game.

    • @ryno4ever433
      @ryno4ever433 2 года назад +20

      As a sidenote, the limit for frustration is at vastly different places for different types of players and the more hardcore among us would do well to remember that.
      There are some players who will never enjoy a roguelike or roguelite even if it's as well designed as Hades.

    • @geogranticus7442
      @geogranticus7442 2 года назад

      Enter The Gungeon was very annoying for me. I'm not a hardcore, and constantly dying made me give up quickly.

    • @thewhompingwampa2671
      @thewhompingwampa2671 2 года назад

      Honestly, I had this problem with Bloodborne. It just felt too frustrating, like there was no payoff or feeling of progression.
      Sure, I could keep trying to kill Father Gascoigne and the other bastards outside his arena but he's wiped the floor with me several times over, and the game's not going to get easier from that point onwards, not to mention I literally have no other gear to buy to try a different approach.
      So, I just never really played it again. Too much frustration with no payoff, in my eyes.

  • @asmonull
    @asmonull 2 года назад +4

    On more mechanical level, frustration can also push players to engage with game's systems in order to remove source of frustration - both serving as organic tutorial and giving satisfaction of solving a problem they experienced. Factorio handles it quite well - you unlock automation around the time crafting everything manually becomes slow, you unlock bots and ability to copy-paste designs when building becomes tedious, you gain ability to trivialize enemies completely at a point when they shift from being challenge to being an annoyance.

  • @jayleejames864
    @jayleejames864 2 года назад +6

    This is really interesting. I thought you were going to be against frustration but you ended up approaching it in a way that made me think. Very cool! (I work in game design and your videos are always giving me food for thought.)

  • @alderhermit9449
    @alderhermit9449 2 года назад +60

    "which has bred a community of die-hard fans through the shared experience of suffering." Damn, you didn't hold back at all lol

  • @adamvancleave9200
    @adamvancleave9200 2 года назад +150

    Well there's also frustration from wildly untested RNG or "allies" getting in the way of anything you're trying to do (like shooting a legendary you're trying to collect in the face).

    • @sighko
      @sighko 2 года назад +37

      I think something like that can be classified as "unintentional frustration", or something the developers didn't intend to do. And those are almost always unequivocally bad.

    • @chocov1233
      @chocov1233 2 года назад +4

      @@sighko Pretty much.

  • @thebigboi5357
    @thebigboi5357 2 года назад +56

    Ahhhh I’m so bummed you didn’t mention Doom Eternal! Hugo Martin (the creative director) has a ton of great videos talking about the importance of tastefully frustrating the player

    • @asbjrnmikkelsen7164
      @asbjrnmikkelsen7164 10 месяцев назад +5

      Yo, I know this comment is old, but could you help me locate some of these videos, maybe even with timestamps? I'm really curious what he has to say about the subject.

  • @MorganYorkWrites
    @MorganYorkWrites 2 года назад +106

    So interesting--I didn't find the flashback to Abby frustrating at all. I was excited to finally learn why the hell she did what she did. BUT I was VERY frustrated and exhausted playing the final stretch of the game, after the farm. I was so mad at Ellie for going back and so upset about what I thought was going to happen. And then it didn't. It was incredibly effective to experience that total exhaustion from the endless revenge quest

    • @TheFloodFourm
      @TheFloodFourm 2 года назад +12

      Same! And after everything with Ellie it was a great decision to essentially restart the tension in place of the season changes in LoU1.

    • @Aspecscubed
      @Aspecscubed Год назад +5

      Also, Abby is actually fucking fun to play. She's fast, she's strong as shit, most of the time she's using automatic weapons and has access to way more resources than Ellie. I don't even care if you hate the story, you gotta be able to appreciate all of her different animations for melee and holy fuck that scene where she's about to be hung but then is saved and turns around in the dark with a hammer in her hand and it flawlessly switches from cutscene to gameplay while a hoard of infected descend upon you... that was insanely fucking cool, Abby's story has some of the coolest moments in the entire game. But I can see how you could fail to appreciate that if you just want to put the controller down and let them eat her because you hate her so much.
      But nevertheless, I remember when the last of us 1 came out and the brutal combat animations were a huge point of interest for the game, everyone was talking about how brutal the combat animations were and how gritty and real the combat was. That shit doesn't even compare to some of Abby's combat animations holy shit they are so fucking cool. I just absolutely love how naughty dog puts story into every mechanic and aspect of these games, just their animations tell you soooo much about the characters.
      One of the criticisms I see a lot is not that someone hates Abby, but that they hated the game switching and having to play as her when they just wanted to know what happened to Ellie. And I just kept thinking... That exact same thing happens in the first game with Joel nearly dying and having to play as Ellie without knowing if he's even alive or not... the game tells you nothing, it just makes you pretend like nothing even happened, now go hunt a deer. It's almost like they were just testing to see how players would respond to being forced to play as someone else and it worked so well for the story. Winter in the first game is one of the most impactful experiences.

    • @BLET_55artem55
      @BLET_55artem55 Год назад +4

      Moments like that is why I'm not very interested in revenge stories. 99% of the time the tension between characters is absolutely God tier, but then, at the end, you either let the asshoe live or you see the protagonist being a sad bad of bones that suicides because he got "moral trauma and revenge have never been satisfying in long run".
      There is no deep moral in here, there is no explanation as to why this happened, there are no powerful emotions other that frustration and confusion before realisation that all your work in this game, all those little dudes that got in a way, all of them had ZERO impact, the whole journey was not even for the journey, but to get frustrated to never wanting to even think of this game (or even books and movies series' (Hi, Batman)).

    • @Laocoon283
      @Laocoon283 Год назад +2

      Flashbacks are a notorious problem in story telling because it side tracks you from the main goal of the story which makes it feel like it doesn't matter. It doesn't progress the main narrative at all so people disconnect.
      The only way flashbacks work is if they somehow manage to make it feel like its essential information that progresses the main story plot. Just getting superfluous background information about a side character add enough
      It's the same problem with dream sequences.

    • @reaperraider999
      @reaperraider999 Год назад +1

      I gotta say I disagree completely, The thing about TLOU is that its a post apocalyptic world where humans revert back to their savage roots in the absence of society and order (besides the QZ's but theyre typically corrupt and terrible in other ways) therefore I do not care about being the bad guy, therefore I do not care about Abby, her dad, her friends, the WLF's, etc. There aren't good and bad guys in this scenario but the game tries to make you feel like Joel is a bad guy the whole time and how you should have sympathy for Abby. I get that she essentially is just as bad as Joel but the difference is that I made a much longer and stronger connection to Joel and I did it first because I played the first game. Not only is it bad enough he dies super early but I get it from a narrative standpoint, the thing I hate about his death is how lazily it was written and how out of character it is for Joel to be in the situation he was in given the way we see him be a paranoid survivalist for the entirety of the first game. Now if that isn't bad enough they make you play as the girl who murdered Joel right in the middle of the most climactic part so far in the story for 10+ hours of gameplay just so you can control her to kick Ellie's ass. A good game design would have been to give the player a choice in this scenario, you don't even need multiple endings just make a cutscene that triggers after the theatre fight and it shows Abby kicking Ellie's ass, I was literally so annoyed that I had to go through with that fight I literally almost turned the game off. And then to make matters even worse, Ellie sets off for revenge which was really impactful given that she destroyed her relationship with Dina to do so just to get all the way to California from Wyoming and then spare Abby. How Lame. It's a disservice to fans of the first game in all honesty and I can understand why some folks like it but as a megafan of the first game that will never be me. Also sorry about this goddamn essay I wrote but TLOU Part 2 gets me going😂

  • @DavisGSee
    @DavisGSee 2 года назад +206

    AAA games have a real problem with churning out bland, easy to digest games over and over again, so when one takes an artistic risk, we need to encourage them--even if we don't like the particular risk taken--for the sake of diversifying the medium.

    • @SpinningTurtle66
      @SpinningTurtle66 2 года назад +4

      @Tom Ffrench Risk-taking should come with the assumption that the developers have faith that their idea is more than just a gimmick, though of course sometimes risks are used mainly for marketing material (style over substance)

    • @dopaminecloud
      @dopaminecloud 2 года назад +9

      @Tom Ffrench Criticism =/= dismissal of the attempt.

    • @nubbbbbbbbbbbbbbbbbbbin
      @nubbbbbbbbbbbbbbbbbbbin 2 года назад +4

      the artistic risk in rdr2 was to make a really fucking boring game and they succeeded

    • @SpinningTurtle66
      @SpinningTurtle66 2 года назад +4

      @@nubbbbbbbbbbbbbbbbbbbin Hey, if you say so. I’m glad I enjoy the game because it’s always more fun to enjoy a game than to hate it

    • @nubbbbbbbbbbbbbbbbbbbin
      @nubbbbbbbbbbbbbbbbbbbin 2 года назад +1

      @@SpinningTurtle66 there were some good moments but overall im sad i couldnt enjoy it but not every game is for everyone

  • @houston_co7769
    @houston_co7769 2 года назад +87

    When games get too frustrating I often stop playing entirely. I can't deal with the stress that the frustration gives me

    • @babyeater639
      @babyeater639 2 года назад +2

      I feel ya, I never finished bloodborne dlc because Ludwig

    • @vinsplayer2634
      @vinsplayer2634 2 года назад +1

      That's why I never finished Cell Machine

    • @sander6874
      @sander6874 2 года назад +2

      I can respect that. For me though, I'm a Geometry Dash player and beating a single extreme demon can take up to litteral months and hours of playing and failing.
      But then finally getting that 1 attempt where you beat that level is amazing. That feeling of having beaten such a difficult level, the feeling of this journey finally being over feels absolutely incredible. And that is what drives me and a lot of other people forward.
      But then again, don't play something you don't enjoy :)

    • @Gui_Silva_GIA
      @Gui_Silva_GIA 2 года назад +1

      @@babyeater639 *It smells like bitch in here*

    • @landlockedcroat1554
      @landlockedcroat1554 2 года назад

      afraid to get your feet wet?

  • @thundageon5962
    @thundageon5962 2 года назад +33

    One of the most stressful and emotional experiences I've ever had was Suicide Mission in Mass Effect 2. I had a great time playing this Masterpiece from start to finish. But then when one of my favorite characters die I had to start over and rethink the choices I made. Luckily, I save everyone except Miranda. I almost regret it but I'm glad mordin is alive.

    • @merpleberg
      @merpleberg Год назад +2

      one of the greatest moments in videogame history to this day

    • @eneco3965
      @eneco3965 Год назад +4

      I really don't know how anyone managed to lose a character, it was way too easy to have everyone live

    • @Ooffoop
      @Ooffoop Год назад +4

      @@eneco3965 well you see I dared to not just use only paragon or only renegade options the whole game on account of that being boring and terrible and therefore I could never get Miranda to like me again
      Anyways Mass effect is terrible and the paragon renegade system is the absolute worst part because it made everything into be a goody 2 shoes or a dickhead for no reason and any other sense of complexity was shot in the head like a sick barn dog

    • @LinksQuest
      @LinksQuest Год назад +1

      That was absolutely the most emotional time I’ve ever had in a video game.

    • @edot7266
      @edot7266 11 месяцев назад +3

      ​@@Ooffoopto each their own. I think the mass effect series and the universe is great.

  • @michaelp4387
    @michaelp4387 6 месяцев назад +2

    In classic Raz fassion:
    - raises a question
    - in depth discussion
    - resolves in "I don't know"

    • @razbuten
      @razbuten  6 месяцев назад +1

      I call it like it is

  • @amitluzon8051
    @amitluzon8051 2 года назад +106

    I'm kinda surprised there wasn't a Celeste reference in this one. One of my all time favorites but I'll be the first to admit it's intentionally frustrating and the game uses the frustration as a motif in its storytelling.

    • @drfoto2673
      @drfoto2673 2 года назад +47

      Gotta disagree with you there. I don't think Celeste is intentionally frustrating at all. It's difficult sure, but it's fair and the controls are some of the tightest and most responsive in any platformer. Deaths are quick and you don't lose much progress even in the worst instances.
      I'd argue Celeste goes out of its way to not be frustrating at all.

    • @ravenfrancis1476
      @ravenfrancis1476 2 года назад +14

      @@drfoto2673 On top of that there are accessibility options so if you want to bypass all the mechanical frustration and enjoy the narrative you can do that.

    • @lifetake3103
      @lifetake3103 2 года назад +20

      @@drfoto2673 The mirror temple is literally designed to invoke feelings of anxiety and frustration through its mechanics. Just because a game has tight controls and good respawns doesn't mean the game can't have frustration. Mario maker has good controls as well, but damn you get a choose a door level it sucks. Obviously, celeste isn't choose a door, but it's challenging design can have frustration in it. The thing is that celeste lets you deal with the frustration in bursts (small sections to pass per checkpoint as you said) and at your own pace (get the strawberries or don't. Get the b sides or don't. Use the assist features or don't). There definently is frustration, but just because there is frustration doesn't mean the game is bad for it.

    • @AnotherDuck
      @AnotherDuck 2 года назад +9

      @@lifetake3103 Celeste is not designed to be frustrating to play, regardless of that being a theme used in the game. It's designed to be challenging. And it gradually ramps up that challenge rather well, with tons of optional strategies and side paths to take. Frustration only comes from the player's inability to learn, but that's not part of the design in the same way as it is in the Dark Souls games.
      Mario Maker troll levels is a completely different thing, where pick-a-door situations are usually just bad design. But in most of those you find out what to do once you've done it once or twice, so there's no massive amounts of repeat tries. That's a different type of level, which may or may not be frustrating by design.

    • @celestesimulator6539
      @celestesimulator6539 2 года назад +1

      @@drfoto2673 except in farewell. Oh yeah, and have you noticed how much longer boss fight screens are?

  • @BBP-OMO
    @BBP-OMO 2 года назад +32

    I had the opposite happen, I was constantly exploring and helping everyone I met to the point the amidiate area was running low on quests. Guarma made refocus on the story as it took center stage while on my 2nd time around it made dread because i knew that after that island it's only gonna go down hill

  • @yodersitsgrandmagood1416
    @yodersitsgrandmagood1416 2 года назад +2

    Holy crap, every single video you make blows my mind.

  • @djsquidleh9605
    @djsquidleh9605 2 года назад

    Every video I watch of yours is absolutely amazing, keep up the good work lad!

  • @nerdalysis
    @nerdalysis 2 года назад +49

    Even though I may not always agree with creator and dev decisions, I like when they take some risks. It means I’m not being given a reskin of the first game. I would much rather devs be creative and design with care than for them to dispassionately slap together a game.

    • @TheFloodFourm
      @TheFloodFourm 2 года назад +3

      The more developers try to please everyone the more they compromise their vision.

    • @jifij89
      @jifij89 2 года назад +1

      100%, at the end of the day they’re the artist

  • @calebandersonvo4006
    @calebandersonvo4006 2 года назад +78

    I absolutely love listening to people talk about the relationship between games and the people who play them.
    I'm always looking forward to your uploads because of this. Thanks for the content!

  • @AndreSilva-sw1ul
    @AndreSilva-sw1ul 6 месяцев назад

    I just love this videos. Continue with the great work!

  • @jamesthomas9619
    @jamesthomas9619 2 года назад +11

    After that guarma section Artur gets many stranger interactions that are deeply impactful, and really make that ending more powerful if you kind of roleplay alittle as Arthur, coming to terms with your impending death and genuinely trying to change. Idk, first time through up until this point I'd pretty much killed and looted with zero remorse, but Arthur's final moments were written so fucking well, and he's so likeable that I felt like it was only right to let him go out honorably, and it actually affected how I approached the rest of the game. Point being this guy's right, definitely really take your time with it

  • @sharkastic2633
    @sharkastic2633 2 года назад +41

    The good kind of frustration is something like you dying in a side mission or a rougelike and saying “Oh, shit.” Then still going back and trying again with what you learned.
    The bad kind of frustration is dying seven times the same way or doing the same thing twenty times and just putting the game down.

    • @ruolbu
      @ruolbu 2 года назад +5

      I don't think frustration is the right word for the first example.

    • @kevinz8554
      @kevinz8554 2 года назад +3

      I wouldn't even call the second example frustration either. It's more like grinding or repetitive.

    • @AnotherDuck
      @AnotherDuck 2 года назад +2

      @@kevinz8554 That is often frustrating. You're spending a lot of effort without getting anywhere. Usually that involves luck or some very precise challenge that even getting a lot better doesn't help a lot.

  • @restoredtuna8264
    @restoredtuna8264 2 года назад +23

    I really like how you’re putting this, I mod the heck out of skyrim to make is as tough and realistic as the game can be, the cold can kill you, the combat is unforgiving and the story missions are very hard. So after a couple main missions I just walk around for a while, I have fast travel turned off at all times so wandering is very calming, and I often find good side quests that I didn’t know about before and I’m actually invested in them because I’m not so worried about getting through it I just experience it. I also can have multiple followers but sometimes I choose to have none which somehow makes thing easier to take in and enjoy.
    And with how difficult I’ve made the game I’m at level 18 and I’ve only been to 3 of the holds. I have so much exploring ahead of me and it feels very large, which makes taking it is small bits so important

  • @derpyshark3305
    @derpyshark3305 Год назад +2

    For some reason the medius mass of red dead redemption two was insanely fun for me, it brought me into the world more than anything else, making the world feel real because things like that are just apart of life

  • @believer431
    @believer431 10 месяцев назад +2

    In my opinion, Snowrunner is a game that uses frustration as a "feature" quite well. Completing a delivery after battling through mud, water and snow is very satisfying

    • @Magst3r1
      @Magst3r1 10 месяцев назад

      Why not just play a fun game instead though?

    • @matijasostojic4288
      @matijasostojic4288 5 месяцев назад

      I get why some people like it but how the hell can you enjoy a game where you drive a vehicle slowly because driving into the wrong puddle can ruin the truck you were driving.
      The only reason i play car games, and i don't even play them often, is to go fast and feel like i am driving at insane speeds.

  • @MooopMorp
    @MooopMorp 2 года назад +25

    An indie game that I think uses mechanical frustration amazingly is Rain World. Through not giving players a clear goal from the beginning and making the act of exploration fun yet difficult, it allows players to just experiment with the janky movement and combat systems. The goal is to make an experience wherein players slowly transition from reactionary prey to goal-oriented predator, which I think is best accomplished by giving the primary systems a high skill floor, and an even higher skill ceiling. If you consider yourself a particularly patient person, I think Rain World is definitely worth playing.

    • @AnotherDuck
      @AnotherDuck 2 года назад +1

      I found it too mechanically inconsistent to really enjoy. Not in a way that you'd get better at when you play enough, but one you learn to cope with the bad stuff when you're experienced enough. I don't think that's good game design. I prefer a harder challenge but with more consistent game mechanics. Rain World is more frustrating and uncomfortable than hard and challenging.

    • @lachlanmccormick3486
      @lachlanmccormick3486 2 года назад +2

      @@AnotherDuck I can understand your reaction to the game, it's personally one of my favourite games but I recognise it has a glaring failure.
      I'm guessing at least some of the frustration you got out of the game came from it not teaching you certain essential game mechanics, the three it should have explained were
      1: Swapping hands by double-tapping grab
      2: Safely dropping items by pressing down+grab
      3: How to roll after landing by holding down+left/right after a fall higher than your jump
      I've seen far too many people not understand why their slugcat decides to roll into the abyss for seemingly no reason, and that's entirely the game's fault for not explaining it. Other than these not being taught I think the movement and such is fantastic, but I can understand if other factors, like white lizards or swimming or the always annoying _getting killed right as you move to a new room,_ could be deal breakers.

    • @AnotherDuck
      @AnotherDuck 2 года назад +2

      @@lachlanmccormick3486 Nah, I knew about those. I think they're fairly intuitive.

    • @captasticts8419
      @captasticts8419 2 года назад +2

      @@AnotherDuck the game isn't inconsistent though, just really unintuitive at first

    • @AnotherDuck
      @AnotherDuck 2 года назад +1

      @@captasticts8419 Disagree.

  • @braxaculee
    @braxaculee 2 года назад +20

    as an avid celeste player one of the reasons it’s my favorite game of all time is beating those frustrating sections and the relief that comes afterwards is addicting

  • @a.g.m8790
    @a.g.m8790 2 года назад +9

    I never understood people calling RDR2 frustrating. People always *greatly* exaggerate it’s sim/realism aspects too. In reality it’s more action oriented, less tedious and easier to play than the first game 🤷🏾‍♂️

    • @cal5750
      @cal5750 2 года назад +2

      The frustration around RDR2, to me, is movement. Can't walk down two steps sometimes without Arthur tripping over air or the horses legs turn to jelly.

    • @hugzpls
      @hugzpls Год назад

      @@cal5750 HOw the hell can you personally walked two steps and have all that happened? It rarely happens to me when I play. But idk how rough you play the game

    • @stephenhughes5156
      @stephenhughes5156 5 месяцев назад

      I find the movement in RDR1 much smoother, and I much prefer the absence of annoying mechanics like having to walk slow every time you go to camp, and your rifle teleporting to your Fing horse all the time 😂

  • @j.d.olivet3283
    @j.d.olivet3283 2 года назад +98

    This is such an interesting concept. I loved TLOU Part II and RDR2 much like you did, but I found the last guardian absolutely insufferable. I guess this strategy is never a given success, even for someone who like the style. Great analysis

    • @frostthron8009
      @frostthron8009 2 года назад

      Last guardian got so many things right but at the end it felt too dated in worst possible ways. I finished it but also thought about how much better it could be. Shame about the sales

    • @Paraphim
      @Paraphim Год назад

      I’ve literally wanted to play the last gaurdian for years (since it came out). A month ago, I was extremely glad I never got around to buying it for myself. I finally got a chance to play it and try it out since my niece had the game and I borrowed it. The absolute wrath I felt at the game was immeasurable. It took me almost five hours just to get out of the first cave. When I finally got out, I didn’t want to play anymore because I didn’t want to waste who knows how many hours on a game that made me unreasonably angry.
      I could not, for the life of me, “get used to” the controls. They were so terrible that it took me almost two hours just to get all of the barrels in the first section and feed them to Trico. When I got to the section in the cave where you jump into the pool of water and Trico jumps in after you, I spent two hours running and jumping around like an idiot trying to figure out what I was missing and what I was doing wrong. Until, for no reason at all, Trico decided to jump in the water after just standing on the ledge for two hours. I wanted to quit playing at that point, but I wanted to get out of the first cave at least. So I’m at the wall at the end of the pool of water. Trico climbs it and walks away. I am trying everything in my power at this point to get up that wall and nothing. I try calling Trico, try getting him to come down so I can climb him, jumping, climbing, etc. you name it. Until after about 45 minutes, my character literally clips and glitches and is now standing on the ledge I was trying to get up to. Trico teleports to the ledge and does a strange animation to nothing which I later learn after watching a video, was supposed to be him carrying my character up the wall.
      I will reiterate that I am so glad I never wasted money on the game.

  • @ultimatemacchia
    @ultimatemacchia 2 года назад +38

    I think one of the problems with frustration in games is that when intentionally(?) implemented most of the time is unavoidable, that's why having customizable difficulty (like Pathologic 2 if I'm not mistaken) and assist modes is probably the best way to handle it
    The other problem is that "breaking" the game experience as designed is VERY unsettling for a lot of people, so even when the tools are there to begin with people won't use them anyway, and some of them would even try to shame anyone who uses them

    • @sanfransiscon
      @sanfransiscon 2 года назад +1

      I'm a huge advocator for having options. I understand that balancing a game in its normal state is already hard, and few games actually implement difficulty options well, but at the very least it's more accessible than excluding it altogether.
      My take is, if someone is dead-set on playing a game "exactly as intended", they can just go to the options menu and hit "Default".

    • @ultimatemacchia
      @ultimatemacchia 2 года назад +4

      @@sanfransiscon I'm not talking about purists, I'm talking about people who would use these options but ultimately don't because they feel like would "spoil" the game iykwim

  • @maoaadriao
    @maoaadriao 2 года назад +52

    My favourite thing about TLOU2, is actually one of the things i most hear about the game when people are talking negative things about it, the pacing and length of the game.
    For me it actually made me appreciate the lives of the two main characters more, how awful and painful they were and how if they could have an easy fix for their sanity, they would take it in a heartbeat, i kinda was in the same mindset as them, i mean the game literally made me lose sleep and it gave me a huge headache but i only came to realization of it all when Ellie was crying on the beach looking at the fog, when it suddenly hit me, that i felt like the characters, that i had this huge weight on me and i was finally ready to be free of it, like Abby already had realized that and now Ellie was also ready and that is when it became my favourite game ever because it was willing to torture me and put me on the same level as the characters.

    • @omensoffate
      @omensoffate 2 года назад +6

      Nothing abort that game is good

    • @kostasspirou1010
      @kostasspirou1010 2 года назад +10

      @@omensoffate Gameplay, Story, Character development, Soundtrack... I can go on and on, so yeah, next time play the game before you comment.

    • @kostasspirou1010
      @kostasspirou1010 2 года назад +4

      I love this aswell, it's essentially 2 games in 1.

    • @thestarspark2288
      @thestarspark2288 2 года назад

      So true!!!

    • @Pedro_Le_Chef
      @Pedro_Le_Chef 2 года назад +2

      Great gameplay, horrifically bad story.

  • @kevinbonin6173
    @kevinbonin6173 Год назад +2

    The forced slow walking is the pinnacle of frustration.

  • @mick-ericboettge8683
    @mick-ericboettge8683 2 года назад +4

    You do a great job unpacking how frustration can be intentional and tell a story, also how some people might find it worth it, while others don't. But there's a whole other dimension which is different people finding different things frustrating to begin with. My friend hates both last of us games coz he can't stand the looting/crafting system, meanwhile to me that's a key ingredient to what I love about the gameplay and telling a story/raising stakes/establishing the world thru it. In the end of the day, everybody has different values and priorities, and no game is made for everyone. I'd rather have AAA studios make bold choices that might not resonate with everyone, than play it save and make an inoffensive, bland experience that settles at the smallest common denominator. I love tlou2 and can't stand rdr2. I prefer that over feeling so so about both :)

  • @againstthegrain4164
    @againstthegrain4164 2 года назад +175

    I don’t mind frustration in games as long as it is executed well and there is a good reason for it.

    • @DavidBaatzsch
      @DavidBaatzsch 2 года назад +13

      That can be applied to any intention.

    • @azeemsyed8550
      @azeemsyed8550 2 года назад

      @@DavidBaatzsch Exactly

    • @commanderleo
      @commanderleo 2 года назад +7

      I don't mind X as long as it's good

    • @Destroyer2150
      @Destroyer2150 2 года назад +12

      Frustration derived from learning is understandable and tolerable.
      Frustration derived from artificial difficulty and bad design will break a game.

    • @againstthegrain4164
      @againstthegrain4164 2 года назад +6

      @@Destroyer2150 100% Agree you said what I wasn’t able to word well.

  • @TheAffectation8724
    @TheAffectation8724 2 года назад +54

    Frustration in mechanics is something I can't tolerate, but I'm open to being provoked by a narrative direction I may disagree with. I played GTA 4 in 2020, and although I recall my difficulty with shooting and driving as negative elements, the dissonance in tone with other Grand Theft Auto games was staggering, and Niko is an easily favored protagonist in that series for me. That's why I want to replay The Last of Us Part 2: to form my own sentiments based on the experience I had, instead of being influenced by others.
    This is the third video that's been recommended to me, but the first I've commented on that I didn't abandon or delete (yet). I found what you said about TLOU2 compelling. In fact, I'm currently writing an essay comparing the reception the game received, and your mention of it stirred feelings I didn't know I had. Thanks.

    • @jackson2189
      @jackson2189 2 года назад +1

      thats awesome. let us know what you think of part 2!

    • @johnnyq9809
      @johnnyq9809 2 года назад +1

      I take it you've seen all three TLOU2-videos by Girlfriend Reviews? If not, you should. They're worthy of an essay on how the game was received in and of themselves. (Especially the last one, about how they got threatened by TLOU2-haters.)

    • @TheAffectation8724
      @TheAffectation8724 2 года назад +1

      @@johnnyq9809 Yes, I did include the videos and I watched them prior. Though, now that you mention it, I might rewatch the review for fun.

    • @stephenhughes5156
      @stephenhughes5156 5 месяцев назад

      I didn't find GTA IV frustrating at all. Sure, everything is a lot 'heavier' than in the PS2 games, and even than in GTA V. But it is still not frustrating in the way that RDR2 is imo.

  • @mrj3217
    @mrj3217 2 года назад +2

    Great video !! Real relevant conversations about the state of gaming.

  • @ZooDinghy
    @ZooDinghy 9 месяцев назад +4

    To say that people enjoy RDR2 because it is frustrating is like saying that people enjoy hiking because it is boring.

  • @macmurphy6430
    @macmurphy6430 2 года назад +11

    As someone who loves challenging platformers, I absolutely agree with frustration building an emotional connection. There's a sense of deep satisfaction from seeing all of your hard work pay off that isn't possible without the entire emotional roller coaster that comes before it. Love is built on a foundation of complex emotions and deep understanding, so games that embrace inspiring both negative and positive emotions in players, while they won't work for everyone, at least have the potential to be truly meaningful to some.

  • @ShockedLogic
    @ShockedLogic 2 года назад +15

    You put it really well that it is entirely on what works for the individual, and whether the personal satisfaction outweighs the frustration. Personally I find the satisfaction of beating any given boss in most Souls games to be so fleeting that the frustration often isnt worth it personally.

    • @lastfirst5863
      @lastfirst5863 2 года назад +3

      100% agree it’s on a subjective level, and respect to you for recognizing it’s not your cup of tea instead of demanding it change to suit you as seems to be the trend now.

  • @TomWaymouth
    @TomWaymouth 2 года назад +3

    I think this is also the necessary function considering as gamers we are generally in agreement that it is an artform, like films or books. It's difficult to think when things cost so much money with no guarantee it'll be enjoyed, but our potential lack of enjoyment is the price we pay for allowing devs the freedom to challenge us with their work. Like Razbuten I could not at all get into Pathologic despite how much I wanted to, but I'm so happy as a game it exists.

  • @TheHumblefish
    @TheHumblefish 2 года назад

    I really really like your videos and your outlook and its always refreshing to hear your very sane thoughts. One thing I feel I should mention is that I haven't played many of the latest AAA games that you often feature and I feel like spoilers are dropped on me when I'm not expecting it. A little spoiler warning in the beginning or in the description (along with which games are spoiled) would go a long way for folks like me who have yet to plow through their backlog! Again, I am consistently amazed by your thoughtfulness and feel that you tackle very interesting topics with regards to the act of gaming so please don't take this as some kind of criticism!

  • @wafflesarelove5801
    @wafflesarelove5801 2 года назад +10

    I think I had/still have more complex emotions playing The Last of Us Part II for the first time than for anything else in my life.

  • @Bluebatstar
    @Bluebatstar 2 года назад +8

    One thing I love about playing games is a feeling of satisfaction of clearing something hard- and when I get too frustrated at something, that feeling of satisfaction goes away. I don't know what it is, it should be the other way around, but after something that truly frustrated me, my reaction to clearing it is more like 'thank god that's over' and not 'yes, I finally did it'.

    • @Paradox-xm9zq
      @Paradox-xm9zq 2 года назад +2

      But isn't "thank god that's over" a feeling of satisfaction?

    • @lucascaetano7920
      @lucascaetano7920 2 года назад +8

      @@Paradox-xm9zq There's a difference between relief and satisfaction, when I finnish a long test or school project I'm often relieved, not satisfied.

    • @mechanomics2649
      @mechanomics2649 2 года назад +3

      @@lucascaetano7920 Absolutely correct, and a very important distinction.

    • @chipherrmann3086
      @chipherrmann3086 2 года назад

      I feel that, I think there is definitely a lack of sliding reward system when it comes to frustration. I know I have been there when you finally beat a level after 20 times of trying only to be given a small potion and 50g and sent on your way back into the story. Like thanks, that did nothing for me. Im looking at Halo 3 and call of Duty when you ramp up the difficulty to hardened or Insane and it just turns into a pit of frustration without any real payoff

    • @Paradox-xm9zq
      @Paradox-xm9zq 2 года назад

      @@lucascaetano7920 I don't know, to me relief is satisfaction

  • @rosaliegrace905
    @rosaliegrace905 2 года назад

    I have nothing original to say other than I had never thought of frustration as an intentional game aspect, I love raz!

  • @LittleDude3452
    @LittleDude3452 2 года назад

    love your videos keep up the good work man!

  • @Bellomancer
    @Bellomancer 2 года назад +12

    Thanks for putting my love for TLOU2 into words.

  • @danielduff
    @danielduff 2 года назад +10

    I feel this way about Skyward Sword. Even though the motion controls and other aspects can be frustrating, I found it all the more rewarding when I finished the game because of that struggle

  • @spiritdancer36
    @spiritdancer36 2 года назад

    This was fantastic! I know I’m watching 7 months later but that’s beside the path. Great video!

  • @fredriklarsen4534
    @fredriklarsen4534 2 года назад

    You are growing to be one of my favourite youtuers, you love games as much as I do, for the same reasons! Wish I could have a game sesh with you when back in the day

  • @themchamburglar210
    @themchamburglar210 2 года назад +69

    Holy shit, a wild “type 2 fun” sighting. That’s a deposit in the emotional bank right there.

  • @qqq3230
    @qqq3230 2 года назад +13

    i am trying to avoid games that has frustration in it for las 2 year and i am very happy with my decision. i am playing games to relax and move away from my alredy frustrating life. i dont need more.

  • @Su_ch-o
    @Su_ch-o 2 года назад +1

    I think the stronger emotions that comes with "hard" or frustrating come from the feeling of achivemend. Since you progress and see that it is hard and at the end you finished/solved something difficult so you are happy that you pulled it off. Also you have a mutch stronger bond with the story or like in darksouls charakter because you struggle with them.

  • @jmigsan
    @jmigsan 2 года назад

    I love this video so much. The writing's great!

  • @caravaneerkhed
    @caravaneerkhed 2 года назад +7

    There’s only one issue I had with rdr2 that I found extremely annoying. The inventory settings and the games failure to remember outfits, and weapons I’ve picked off my horse, I want to have my 2 custom pistols and my custom shotgun, and honestly that’s it cause that’s how I role played my guy, unless I needed a repeater or long rifle I would always pick the shotgun, but the game usually ignores these choices and seemingly randomly picks weapons for you. All this cool detail of you being able to switch from rifle to pistol and pull weapons from your horse feels like a waste when the game will just ignore it most of the time

  • @captaintogawa9736
    @captaintogawa9736 2 года назад +15

    Reminds me of Final Fantasy XV when a party member gets injured and you can't go too far ahead. It's frustrating but it makes you feel the impact of the situation.

    • @darkcreatureinadarkroom1617
      @darkcreatureinadarkroom1617 2 года назад +2

      And you try to go ahead anyways to clear the way for the others and get screamed at for it... You absolutely cannot win in that situation. Yeah, good times.

  • @kayragurses9348
    @kayragurses9348 Год назад +2

    Manipulative is an accurate description for TLOU2. Especially the zoo parts. And the marketing.

  • @LE0NSKA
    @LE0NSKA 2 года назад +1

    Guarma is what sticks out for me after finishing that game. I loved that part. I mostly went for the story missions in the first place and most of the game is a shooting extravaganza, so nothing really changed much during that part other than the context and total lane change in the narrative, wich, in open world games, espcially that big, is unexpected. you don't see many 2nd mini worlds for just few hours. you usually never leave the damn prison that is labled an open world. so it makes it also kindof ironic that the one time you do, it's in shakles.

  • @atquinn1975
    @atquinn1975 2 года назад +46

    I'm not down at all with a game that is mechanically frustrating to me (although some day I'll give Outer Wilds another try LOL) or that frustrate me due to wasting my time (I haven't played RDR2 yet, but I'm pretty sure a lot of it will fall into this category for me), but I don't really mind narrative frustration as long as I feel that it makes sense with the game as a whole. I thought that TLOU2 was extremely fun to play from a purely mechanical standpoint and, narratively, the only part I thought was extremely frustrating was her leaving Dina to go after Abby. And of course, that was the developer's intent.

    • @phrogtesem9410
      @phrogtesem9410 2 года назад +2

      Is Outer Wilds that frustrating? I dont have it but from what i've seen its wonderful

    • @atquinn1975
      @atquinn1975 2 года назад

      @@phrogtesem9410 I think the main problem for me is that my PC sucks so PS4 Pro is the only system I can play it on and I hate playing first person games with a controller. If that doesn't apply to you, you'll probably be fine.

    • @Signynt
      @Signynt 2 года назад

      @@atquinn1975 that's interesting to hear, since Outer Wilds was designed to be played with a controller, on PC you actually get a pop up recommending you play with a controller.
      I can understand that first person games can be difficult for some people with a controller, and can cause issues like nausea.
      For me personally, I prefer playing most first person games with a mouse and keyboard, but every time I play Outer Wilds again I use my controller, it feels really natural in the game (to me), especially controlling the ship and the jetpack.

    • @atquinn1975
      @atquinn1975 2 года назад

      @@Signynt That's very interesting. I'll definitely be giving it another try as I enjoy the look and general vibe of the game, but the physics just piss me off lol

    • @Road_to_Dawn
      @Road_to_Dawn 2 года назад +2

      100% agreed about TLOU2! I absolutely loved it and mechanically, I thought it felt amazing to play. I’ve been really wanting to give it a second go-round, but I have to steel myself for the emotional punches.

  • @themoonsevilsister1561
    @themoonsevilsister1561 2 года назад +15

    "something's badly written if it fails at what it's trying to do, not if it doesn't do what you wanted it to"

    • @thorthewolf8801
      @thorthewolf8801 2 года назад +1

      Something is badly written if it doesnt make sense.

    • @ValentineC137
      @ValentineC137 2 года назад +1

      @@thorthewolf8801 that works until you realise there are stories written to not make sense in the first place

  • @randomyoutubeuser8509
    @randomyoutubeuser8509 7 месяцев назад +1

    I saw guarma differently, for me it was one of my favorite sections wven the first time i played it. I enjoyed it because it was completely unexpected and a nice change if pace like you mentioned and the fact that you are trapped with the people you most hate makes ot better makes it intersting. I can't imagine us having john and hosea here would be much fun or intereting

  • @Taf9125
    @Taf9125 10 месяцев назад

    Such an interesting point of view,never thought about chapter 5 in RDR 2 like that until now.
    And i do agree with you,after I finished with that chapter,I did start to explore more and more.
    Really good video 🙌🏻