Videogames Will Never Escape The Elements (and neither will you)

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  • Опубликовано: 15 ноя 2024
  • Check out the Beef and Dairy Network Podcast! maximumfun.org...
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    It seems like you can't take two steps inside a videogaming without running into elemental weaknesses and resistances, elemental systemic mechanics, characters with elemental theming and even entire worlds split into elementally-themed chunks... but why? What makes the elements so special that makes them such a common theme that everyone seems to be able to interpret in the same way?
    Well, The Architect, after taking a quick sojourn to ancient Greece, stopping by Azeroth and sauntering through the forgotten realms - all whilst trying to avoid Nickelodeon's lawyers - has an answer. The elements aren't just a cornerstone of culture, they're an inherent part of our psychology too - and that means no matter how hard we try, we'll never be entirely rid of them... but is that a good thing?
    You saw:
    Dark Souls 3 - 2016
    Genshin Impact - 2020
    From Dust - 2011
    Dota 2 - 2013
    Super Smash Bros Ultimate - 2018
    The Elder Scrolls 5: Skyrim - 2011
    World of Warcraft - 2011
    Baldur's Gate 3 - 2023
    Darkest Dungeon 2 - 2021
    Battlerite - 2016
    Persona 5 Royale - 2019
    Pikmin 4 - 2023
    Pokemon Soul Silver - 2009
    The Legend of Zelda: Ocarina of time - 1998
    Mega Man 11 - 2018
    Final Fantasy 7 Remake - 2020
    Mario and Luigi: Superstar Saga - 2003
    Heroes of the Storm - 2014
    Borderlands 3 - 2019
    Wizardry 2 - 1982
    Wo Long: Fallen Dynasty - 2023
    The Legend of Zelda: Tears of the Kingdom - 2023
    Team Fortress 2 - 2007
    Overwatch - 2019
    Xenoblade Chronicles Definitive Edition - 2020
    Elden Ring - 2022
    Another Crab's Treasure - 2024
    Hearthstone - 2014
    Atomic Heart - 2023
    Diablo 4 - 2023
    Grim Dawn - 2016
    Path of Exile - 2013
    Resident Evil 2 Remake - 2019
    Dark Souls - 2012
    Destiny 2 - 2017
    Doom Eternal - 2020
    Don't Starve - 2013
    Passpartout 2 - 2023
    Wizard of Legend - 2018
    Fortnite - 2017
    Opus Magnum - 2017
    Potioncraft - 2021
    The Legend of Korra Game - 2014
    Spellbreak - 2020
    Bioshock - 2007
    Psychonauts 2 - 2021
    Banjo Kazooie - 1997
    Mario Kart 8 - 2014
    Far Cry 2 - 2008
    Final Fantasy 14 - 2010
    Noita - 2019
    Control - 2019
    Max Payne 3 - 2012
    DOOM - 2016
    Hitman 3 - 2021
    Slay the Spire - 2017
    Magicka - 2011
    Daikatana - 2000
    Half Life 2 - 2004
    Horizon Forbidden West - 2022
    Super Mario Wonder - 2023
    Terraria - 2011
    XCOM 2 - 2016
    Subnautica - 2014
    Yellow Taxi Goes Vroom - 2024
    Journey - 2012
    Abzu - 2016
    Nier Automata - 2017
    Ori and the Will of the Wisps - 2020
    Starcraft 2 - 2010
    Alan Wake 2 - 2023
    Rayman Legends - 2013
    Half Life Alyx - 2020
    Superliminal - 2019
    ULTRAKILL - Early Access
    En Garde - 2023
    Halo Infinite - 2021
    Halo: The Master Cheif Collection - 2014
    DUSK - 2013
    Into the Breach - 2018
    Devil May Cry 3 - 2005
    MTG:A - 2018
    Honkai Star Rail - 2023
    Pokemon Scarlet - 2022
    Pokemon Ultra Moon - 2017
    Pokemon White 2 - 2012
    Fire Emblem Engage - 2023
    Final Fantasy 10 - 2001
    Palworld - Early Access
    Teardown - 2022
    Dishonored 2 - 2016
    Super Mario Sunshine - 2002
    Yoku's Island Express - 2018
    Celeste - 2018
    Mario Maker 2 - 2019
    Donkey Kong Country 2 - 1995
    Sonic Generations - 2011
    Xenoblade 3 - 2022
    Unicorn Overlord - 2024
    Super Mario 64 - 1996
    Crash Bandicoot - 1996
    Spelunky - 2008
    Metal Gear Solid 3: Snake Eater - 2004
    Shadows over Loathing - 2022
    Nexomon Extinction - 2020
    Coromon - 2022
    Temtem - 2020
    Shovel Knight - 2014
    Cassette Beasts - 2023
    Amnesia: The Dark Descent - 2010
    Rain World - 2017
    OFF - 2008
    Cultist Simulator - 2018
    Book of Hours - 2023
    Spore - 2008
    Minecraft - 2009
    Dragon Quest 9 - 2009
    The Legend of Zelda: Minish Cap - 2004
    Reventure - 2019
    Sekiro: Shadows Die Twice - 2019
    Divinity Orginal Sin 2 - 2017
    Kirby and the Forgotten Land - 2022
    Lords of the Fallen - 2023

Комментарии • 428

  • @ArchitectofGames
    @ArchitectofGames  6 месяцев назад +111

    When you think about it, money is the most important element of all - looking to get some pals together to summon a Cash Elemental and maybe kill it haha no reason totally not running out of frazzles or anything: www.patreon.com/ArchitectofGames
    Twitter, Tiktok, Reddit, Discord, long ago, the four elements lived together in harmony, but everything changed when the twitter people attacked!: twitter.com/Thefearalcarrot

    • @andreylucass
      @andreylucass 6 месяцев назад +6

      Could you please display the titles of the games you're showing us?

    • @luckygreentiger
      @luckygreentiger 6 месяцев назад +3

      It's all rock paper scissors. It's literally the oldest game in human history. It's simple, easy to understand, and difficult/impossible to master.

    • @luckygreentiger
      @luckygreentiger 6 месяцев назад +2

      I thought you were going to talk about elements in terms of game mechanics. Rather your talk of paradigms really is just an explanation of what psychology calls heuristics.

    • @LucenProject
      @LucenProject 6 месяцев назад +1

      LOL. Such an appropriate response to "MTG" 🤣🤣🤣
      Have I been watching your videos for too long if I can say "Aww, I miss Filby the Bilby"?

    • @daegzy3031
      @daegzy3031 5 месяцев назад

      You can't show MBTI tables that many times and not drop your type.

  • @TheViolaBuddy
    @TheViolaBuddy 6 месяцев назад +264

    I really liked Mario Odyssey's way of playing around with archetypal elements/settings. All the typical settings are there, but in a different form. There's a desert, but it's the Mexican/Southwest American desert rather than the Egyptian one. There's a forest, but the focus is on machinery. There's a fire/volcano level, but actually it's just hot soup and the level is themed around cooking. Bowser's Castle, but now there's heavy medieval Japanese theming to the decor. Lots of familiarity in these settings, and lots of tropes like quicksand in the sand world or whatever, but just enough of a twist on them to feel noticeably different.

    • @gadgetgecko1776
      @gadgetgecko1776 6 месяцев назад +12

      rayman origins and legends both have some unique worlds. Like in origins theres a world themed around fire and ice, but they're both food related. The ice part is a freezer and has blocks of ice and cans of stuff, while the fire part has boiling pots being heated by fire-breathing dragon chefs

    • @Deadflower019
      @Deadflower019 6 месяцев назад +9

      I like how the Desert is really cold. That's my favorite part.

    • @Not.A.Heretic
      @Not.A.Heretic 5 месяцев назад +2

      odyssey is peak and i hope they make a sequel

    • @LoudWaffle
      @LoudWaffle 5 месяцев назад

      There's a lake!water level, but it's themed around clothing.
      There's a beach!water level, but it's themed around bubbly drinks?
      Almost feels like they used random selection to mish-mash new ideas with the classical level types. Which is fine because they pulled off the execution well!

  • @DanielisAwesome52
    @DanielisAwesome52 6 месяцев назад +128

    Gravity gun is a crazy example to because any game thats ever had a gun shaped vaguely like that you can expect to work similarly as well. Portal obviously but even Ratchet and Clank games have guns with the three arms that pull material or enemies together then launch them. It created a whole new fantastical paradigm right alongside our existing one.

    • @Poldovico
      @Poldovico 6 месяцев назад +13

      Though in the case of R&C, those weapons owe more to the very first Ratchet and Clank's Suck Cannon, which predates the Gravity Gun by three years.
      R&C 3, which was contemporary to Half Life 2, also had the Rift Inducer, which shot screen-distorting singularities that would suck up enemies like a black hole, a pattern that also showed up in a bunch of places slightly later.
      Honestly, Ratchet and Clank as a series deserves more credit for introducing or popularizing wacky mechanics.

    • @michaelcheng9987
      @michaelcheng9987 6 месяцев назад +9

      Like the video mentioned, it's the way they're designed that informed this new paradigm. They're not standard guns at all, the extending claws implies it's actually meant to pinch/grab stuff instead of shoot stuff. Which is then confirmed when you use it, and then you're taught _that's_ what it shoots.
      The portal gun does technically shoot stuff normally, but the design at least implies it's not a "bang bang kill" gun, and you see it shooting portals even before you're allowed to use it yourself. And then in later puzzles you see it _also_ cube-lifting abilities too.

  • @pkphyre8920
    @pkphyre8920 6 месяцев назад +611

    Domino meme:
    "Guy named Paracelsus has some wacky ideas about Salamanders" -> "Every game is contractually obligated to include fire, water, air, and earth damage types"

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад +66

      Dude also invented water elementals being sexy

    • @connordarvall8482
      @connordarvall8482 6 месяцев назад +33

      But somehow, we lost the gnomes in the process.

    • @brzt4256
      @brzt4256 6 месяцев назад +33

      @@LimeyLassen you're telling me I have unholy knowledge about Vaporeon because of Paracelsus?

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад +14

      @@brzt4256 100% true

    • @Zanador
      @Zanador 6 месяцев назад +4

      I can't believe it's all because of a sexy key

  • @Donderu
    @Donderu 6 месяцев назад +131

    A paradigm that does get used often but not often enough imo is that Healing magic damages undead enemies.

    • @Dudex11a
      @Dudex11a 6 месяцев назад +18

      I will never get tired of that one boss in Final Fantasy X getting absolutely annihilated by Phoenix Downs

    • @c.d.dailey8013
      @c.d.dailey8013 6 месяцев назад +1

      That does seem situational. The cleric in Dungeons and Dragons have turn undead ability. They may be able to destroy undead at higher levels. I am not sure. So what you are talking about about reminds me of that. I think of a way to make the ability more helpful. The cleric or other kind of healer can turn all opponents for a period of time. It helps keep them safe while they heal.

    • @One.Zero.One101
      @One.Zero.One101 5 месяцев назад +16

      One thing I don't like is when bosses are immune to everything, immune to all elements, immune to magical and physical attacks, immune to all status effects. The devs just basically threw out their own game design and made the fight about dwindling down the HP sponge.

    • @cinderheart2720
      @cinderheart2720 5 месяцев назад

      @@c.d.dailey8013 In previous versions of DnD you could hurt undead with the Cure Wounds spell.

    • @gasterblaster9817
      @gasterblaster9817 5 месяцев назад

      @@cinderheart2720 Likewise, in previous editions clerics had the ability to channel positive energy, which healed everyone around them and hurt the undead.

  • @pedroscoponi4905
    @pedroscoponi4905 6 месяцев назад +66

    If we look past the poison swamps, Fromsoft is really good at playing with paradygms. Shout out to the Dark Souls series for building an entire paradigm association of "Lightning beats Dragon" in it's very first cutscene (and subsequently reversing that association in Elden Ring to push the two IPs apart story-wise, even though they're mechanically connected). Or how thoroughly Bloodborne teaches you "if it has fur and it drools, burn it" not just with helpful item descriptions, but also dozens and dozens of werewolves already burned at the stake in the enviroment. Or the way Elden Ring's eldritch alien invaders are themed around _rock_ instead of poison, acid, or mental damage.

  • @LighthoofDryden
    @LighthoofDryden 6 месяцев назад +30

    Imo another reason the “4 Elements” have such a chokehold because they mirror the states of matter
    Earth - Solid
    Water - Liquid
    Air - Gas
    Fire - Plasma
    Such a great video so far!!!!

    • @Ramschat
      @Ramschat 5 месяцев назад +2

      I've noticed the same thing!

    • @frankcl1
      @frankcl1 5 месяцев назад +4

      People did not know about plasma for most of history and I don't think most people have an intuitive grasp of what it is. Also it's more related to lightning than fire

  • @Densoro
    @Densoro 6 месяцев назад +260

    Elements feel so much less token when there's not an optimized damage system built around them. A lightning sword in Sekiro feels so much more significant than a lightning sword in any flavor-of-the-month RPG because it's not just 'yellow damage number,' it's a set of moves and status effects not seen in any of the normal steel-on-steel fights.

    • @junichiroyamashita
      @junichiroyamashita 6 месяцев назад +35

      True,a lack of organizing actually helps giving the feel.
      I liked Dragon and Ghost before they were balanced ,because the coolness was that they were "Prestige" types,with very few pokemon and op stats. Dragons were resistant to the starter(and Elett.) ,so real " final boss "feel. Ghost were the "trickster-joker" ,like being able to ignore terrain in MD,moves always 100% acc, and peculiar status moves.
      After gen 4,they were normalized too much.

    • @Delmworks
      @Delmworks 6 месяцев назад +18

      Plus it fits the mechanics while being distinct from them. It’s still a parry-counter, but even the mechanics of that are vastly different to the normal attacks.
      It also helps it hits like a truck and goes through enemy block, but rare enough

    • @connordarvall8482
      @connordarvall8482 6 месяцев назад +12

      @@junichiroyamashita I've started to appreciate early Pokemon types because of this. Ice offers no resistances? It's a late-game extension of water, it's not meant to be on its own or used by amateurs. Also, types were balanced by abundance (which had the knock-on effect of making psychic types indestructible, admittedly) You only have to start worrying about symmetry in the designs if your game is going to focus on competitive PVP or going to be played for hundreds of hours.

    • @StarryxNight5
      @StarryxNight5 6 месяцев назад +4

      Yellow lightning is cringe. Blue lightning is where it's at. It looks so much cooler than crackling piss

    • @NevG27
      @NevG27 6 месяцев назад +1

      Yup, that's one of the places where FFXVI really fucked up

  • @ivanbluecool
    @ivanbluecool 6 месяцев назад +219

    Honestly as long as a game can use the same mechanics we see in older games but improve upon them or fix what doesn't work it's never a problem to me

    • @ivanbluecool
      @ivanbluecool 6 месяцев назад +6

      @@SimuLord well for me I want it to feel comfortable in some aspects so when the game is a bit more complex it makes it easier to get adjusted to it by already knowing the element system or how to level up equipment or such.

    • @sonwig5186
      @sonwig5186 6 месяцев назад +1

      Personally I think the opposite. Things should be as interesting and different as possible.

    • @sonwig5186
      @sonwig5186 6 месяцев назад +6

      @@SimuLord We are looking for different things. I think it is better to have wierd unpolished games than boring standardized games. I'm saying this as someone who values atmosphere etc. as the most important part of gaming today. Also I liked Daitkatana.

    • @BrunisPistol
      @BrunisPistol 6 месяцев назад

      ​​@@sonwig5186 really good point. I love how much indie publishing and tools like UE5 enable developers to make niche games meant to appeal to certain tastes, as opposed to grinding every rough edge off for mass appeal

  • @mr.incorporeal7642
    @mr.incorporeal7642 6 месяцев назад +99

    I'm particularly fond of In Stars and Time's element system. It just fully drops the pretense and labels them, both mechanically and in-universe, as rock, paper, and scissors.

    • @davidbrickey8733
      @davidbrickey8733 6 месяцев назад +10

      The best part is that the elements still inform the character archetypes. Your rock party member is a tank, your paper party member is the bookish mage, the speedy rogue gets scissors by process of elimination, and the super special Chosen One textually gets two elements (nevermind that she's not the only one who can use moves of multiple elements for gameplay purposes). They're also repeatedly stated to all have plenty of uses and cultural significance outside of combat.

  • @jobo5300
    @jobo5300 6 месяцев назад +67

    Many paradigms also start by using existing common elements (like fire, water, lightning, etc.) before starting to add in their original, more weird elements. Hence, the player doesn't have to start at zero when learning elemental interactions

  • @SocraTetris
    @SocraTetris 6 месяцев назад +71

    One of the strangest paradigms in action/fighting games is that Fast movements are balanced to be weak/light, but Slow movements are balanced to be Strong/Heavy. When you learn anything about physics and fighting, things that move faster, have weight, and impact on smaller surface area much stronger than a slow wind-up with a long, overhead animation. The only reason this really works, i think, it that we also falsely perceive large things as moving more slowly the further away they appear. A train can look quite slow until it is within a few hundred feet from ya

    • @arghscuffelbut3226
      @arghscuffelbut3226 6 месяцев назад +20

      Of course, it's a balancing thing: if devs don't want you to be able to do everything at once, everything requires a tradeoff

    • @DaShikuXI
      @DaShikuXI 6 месяцев назад +30

      It's not strange at all, it's about game balance. Imagine if fast moves dealt high damage, and slow moves dealt low damage. Why would you then ever use the slow moves?

    • @houndofculann1793
      @houndofculann1793 6 месяцев назад +31

      I think a part of the logic is also that swinging a sledgehammer is very slow compared to swinging a baton but also carries a lot more force behind the strike. It's just that the same logic doesn't exactly directly extrapolate everywhere. A knife is much faster than a sledgehammer but you are also able to do several lethal wounds in the time of a one lethal sledgehammer impact

    • @heavymetalelf
      @heavymetalelf 6 месяцев назад +16

      I mean, force = mass x acceleration. A big heavy dude is gonna take more acceleration to negate inertia, thus bigger acceleration x bigger mass = bigger force. A quick, light punch doesn't have as much inertia to overcome to begin with, so it doesn't take much to get it started. With a lower overall level of force, it transmits less force as well. Makes perfect sense to me 😂

    • @One.Zero.One101
      @One.Zero.One101 5 месяцев назад +1

      Agreed I never found the slow vs. fast style exciting. What makes the design worse is when you have to choose one style to lock yourself into, you're either fast all the time or slow all the time. It's a very boring choice. I prefer that you can use both at the same time depending on the enemy type. So far Sleeping Dogs is the only one that I've seen do that right.

  • @NikkiTheViolist
    @NikkiTheViolist 6 месяцев назад +309

    3:08 omg now i'm imagining an rpg that uses Jungian personality types in place of their elements
    ("Be careful of that attack! It's an Extravert attack and your character is weak to it!")

    • @ArchitectofGames
      @ArchitectofGames  6 месяцев назад +178

      We're all scared of extroverts that's why we're on youtube

    • @Evebestboi
      @Evebestboi 6 месяцев назад +56

      In a sense, Omori is kind of like that if you wanna check that out!

    • @Secret_Takodachi
      @Secret_Takodachi 6 месяцев назад +8

      That's why we extraverts are so vicious online. We're all just mad that we can't make introverts sweat IRL. 😂 Ok, well, maybe I'm training to be a pilates teacher & some of my wires are getting crossed here.

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад +7

      So like Inside Out but it's a monster catcher game? That sounds lit.

    • @Salsmachev
      @Salsmachev 6 месяцев назад +13

      Except the Jungian cognitive functions are sensation, intuition, thinking, and feeling.
      The E/I just comes from whether those functions are directed inward or outward (eg. Se relates to external sensation and being aware of and responsive to your environment, while Si relates to internal sensation and being aware of the condition of your own body and consistent in your muscle memory and habits). E/I actually has nothing inherently to do with social extroversion, though Myers and Briggs supposed that people with an introverted dominant function might be less likely to be acknowledged for their skills and thus might be less popular.
      P/J, on the other hand, is actually a grouping of the four functions. Sensation and intuition are perceptual. They are necessary in that they provide us with information (either tangible in the case of S or abstract in the case of N). Thinking and feeling are judgemental, in the sense that they provide us with decision-making procedures. The P or J in a persons Myers-Briggs type simply refers to whether the strongest extroverted function in a person's functional stack is a perceptual or judgemental function.
      For example, I am an INTP. The I tells you that my primary function is an introverted function, the P tells you that my strongest extroverted function is a perceptual function. The T and N tell you that my two strongest functions are T and N. Since my strongest extroverted function is the perceptual function, it has to be Ne, but we know that has to be my second fnction because my first function is introverted (Ti by process of elimination). So my major functions are Ti Ne, and we can then fill out the rest of the stack systematically to get Ti Ne Si Fe.
      Thank you for coming to my uninvited ted talk.

  • @epicazeroth
    @epicazeroth 6 месяцев назад +349

    My favorite thing is when games have elemental damage systems other than the standard mythological ones, but still are able to carve out their own niche for each one. Something like biological-mechanical-magical/psychic.

    • @Salsmachev
      @Salsmachev 6 месяцев назад +58

      One of my favourite examples is Runescape's combat triangle. Wizards can kill warriors (they have a range advantage, can use debuffs and freeze effects, and spells do increased damage against metal armour), warriors can kill archers (arrows can't penetrate heavy armour, and without any kind of freeze effect the range advantage is negligible), and archers can kill wizards (wizards can't debuff archers, the archers can still attack while frozen in place, wizard robes don't provide any defence against arrows, and archers wear dragonhide armour that resists magic). It mostly makes sense and it adds some mechanical depth.

    • @Coffeepanda294
      @Coffeepanda294 6 месяцев назад +22

      Reminds me a little bit of how Disco Elysium invented a familiar yet unique set of skills for your character. There were counterparts (with new, often creative names) for your typical ones like strength, perception, and charisma, but also brand new ones like Shivers, which gave you a kind of visions of past and current events, Inland Empire, which was how crazy things were inside your head (level it high enough and your necktie becomes a party member) and Electrochemistry, which was your inner party animal, complete with broad knowledge of alcohol and drugs.
      Never thought too much about elementals like fire, ice, etc. being a mainstay in games. I'm typically more annoyed by how so many fantasy settings resort to the Tolkien-esque array of humans, dwarves, elves, etc. But that's getting too far off-topic, ig.

    • @Laezar1
      @Laezar1 6 месяцев назад +18

      My current system for the game I'm working on has warmth/energy, cold/entropy, motion/vigor, stillness/apathy. They map to classical elements pretty well but with different implications when you mix them together. For exemple an ecosystem like a forest would be warmth + vigor, while warmth + apathy would be a desert but cold + vigor would be a city because the city itself is a lifeless environement but with a lot of dynamism from the humans living within.
      And rather than being about weakness and resistances it's about the type of effect (energy is typically going to be damage, cold is going to be negation effects and shields, motion is going to be buffs and empowerements and apathy is about debilitation and enfeeblements), and elementalist can gather energy from the terrain they're in so the type of effect they've access to vary depending on the terrain.

    • @VulturineValkyrie
      @VulturineValkyrie 6 месяцев назад +4

      I honestly loved OFF's different elements

    • @ZarHakkar
      @ZarHakkar 6 месяцев назад +7

      ​@@VulturineValkyrieSmoke is mined from the ground to create the air we breathe, meat flows from fountains, plastic forms the oceans, metal is extracted from the stomachs of cows, and sugar is... well, I won't spoil it for those who have read this far.

  • @nuclearocean
    @nuclearocean 6 месяцев назад +90

    Adam, there's like 3 poison swamps in the first ER DLC trailer already... Poison swamps and dirty feet are Miyazaki's serial killer calling cards, his PARADIGM if you will

    • @ArchitectofGames
      @ArchitectofGames  6 месяцев назад +60

      crying in the club rn. sobbing. why wont he stop.

    • @ShiftySetax
      @ShiftySetax 6 месяцев назад +15

      @@ArchitectofGames He just can't help himself.

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад +2

      ...feet?

    • @FelisImpurrator
      @FelisImpurrator 6 месяцев назад +26

      ​@@ArchitectofGamesRoughly paraphrasing his own words, it's not because he likes inflicting pain, it's because he's a masochist and likes experiencing it.
      Man made his kinks every action combat game fan's problem and we all signed up for the highest tier of his Onlyfans.

    • @arghscuffelbut3226
      @arghscuffelbut3226 6 месяцев назад +4

      ​@@LimeyLassen Food for thought: Ranni, Malenia, Miquella, Radagon, Marika, etc

  • @yishn
    @yishn 6 месяцев назад +25

    Three-Headed Dragon Meme:
    Left dragon: 火烈 fire fierceness, 气和 air harmony, 水善 water benevolence, 土强 earth strength
    Middle dragon: 金属 metal, 闪噩 lightning bad, 株健 (tree trunk) healthy, 水寒 water cold, 龙异 dragon strange
    Right derpy dragon: 魔吗 (evil spirit) (question particle), 毒同 poison same, 光哥 light (older brother), 黑姐 black (older sister), 核今 nuclear now

    • @michaelcheng9987
      @michaelcheng9987 6 месяцев назад

      My Chinese isn''t very good but I had a feeling they didn't sound right.

    • @FlameRat_YehLon
      @FlameRat_YehLon 6 месяцев назад +1

      ​​@@michaelcheng9987 I'm native Chinese and I have strong feeling that they didn't sound right

    • @michaelcheng9987
      @michaelcheng9987 6 месяцев назад

      @@FlameRat_YehLon I'm ethnic Chinese too, I'm just terrible at the language.

  • @johnnydarling8021
    @johnnydarling8021 6 месяцев назад +57

    6:38 Gun Elements:
    "Shoot tube"
    "Zoom-O-Matic"
    "[UNKNOWN OBJECT]"

  • @SDGGames
    @SDGGames 6 месяцев назад +44

    Ok, so I hear you asking for a game about a witch that travels from the friendly and familiar poison swamp through a warm and inviting volcano land before finally traversing the oppressive forest and facing the villain of the Green Grasslands...

    • @Melotaku
      @Melotaku 5 месяцев назад +3

      omg yes please lmao

  • @danielhale1
    @danielhale1 6 месяцев назад +21

    I liked Horizon where damage from elements was pretty poor, and instead elemental damage was used to trigger reactions from different parts on the target. And what element mattered for what part required taking the time to scan your target and learn about it, and having the accuracy to hit where you mean to hit. IMO that was a valuable shakeup of the normal elemental system. Another option for elemental identity is non-combat spells. The way you navigate the world is a really valuable way to give different roles to air, fire, water, earth, etc. The ability to repair objects, endure harsh environments, cure disease, teleport past physical barriers, open complex locks etc with the different elements can give them highly distinct identities.

  • @byeguyssry
    @byeguyssry 6 месяцев назад +32

    I suppose another paradigm would be size. Even in games where an enemy's looks doesn't at all impact you, such as in card games as opposed to action RPGs, if the monster depicted looks big, it's strong, bulky, hits hard, but is slow.

  • @darthelmet1
    @darthelmet1 6 месяцев назад +56

    I joke that in some games like ARPGs where the elements don’t really do anything special that the game has “raspberry damage, blueberry damage, kiwi damage, grape damage, etc.”

    • @Omawolfram
      @Omawolfram 6 месяцев назад +16

      that's one of the major gripes I had against Diablo3. D2's elements had identity. You see what's happening on screen and can adjust to it. In D3, when I died to a specific enemy I was always like:
      "Oh, this enemy does alot of damage. I have to take care of his attacks"
      and never like:
      "Oh, this enemy does lightning damage. Let me stack up some light res"
      btw wtf is arcane damage!?

    • @One.Zero.One101
      @One.Zero.One101 5 месяцев назад +3

      Another thing I don't like is damage over time is usually not worth it. Wow 3 damage over 20 seconds? Just smack them with a sword and be done with it. Trash mobs don't last 20 seconds anyway and bosses are mostly immune to it. Instead of wasting your skill on damage over time, just spend that skill increasing your sword damage.

  • @silverdust4197
    @silverdust4197 6 месяцев назад +97

    Ha , the philosopher , nametag gag was neat .
    But guess what : Plato IS ALREADY a Nametag .
    By that , i mean it wasn't the guys actual name , but his wrestler name , meaning WIDE .
    he was apparently quite good at wrestling too .

    • @ArchitectofGames
      @ArchitectofGames  6 месяцев назад +22

      I had no idea of this, that's amazing!

    • @junichiroyamashita
      @junichiroyamashita 6 месяцев назад +22

      Platos meant " Wide shoulders" ,which was considered unattrative,but was an indicator of his wrestling skill.

    • @solsolsolsolsolsolsolsol
      @solsolsolsolsolsolsolsol 6 месяцев назад

      wh at

    • @QuantumHistorian
      @QuantumHistorian 6 месяцев назад +14

      Someone should probably mention that his real name was Aristocles. Perhaps the nickname Plato stuck around for so long just to prevent confusion between Aristocles and his very similarly named disciple Aristoteles.

    • @willofthewinds3222
      @willofthewinds3222 6 месяцев назад +4

      @@QuantumHistorian I was under the impression that we *didn't* know Plato's true name. What's the source on this?

  • @junichiroyamashita
    @junichiroyamashita 6 месяцев назад +15

    I love pokemon type system,they are lot more than the common 4 or 5. Each type has its own identity in flavour and mechanics,with main themes and subthemes. You find stuff like Dragon,Ghost,Bug,Rock(specifically) Psychic,and Poison,all things that cannot be found anywhere else as main types.

    • @connordarvall8482
      @connordarvall8482 6 месяцев назад

      And in the earliest games, you had types that act as modifiers. Rock was pretty much an extension of Ground, Ice was an extension of Water, Psychic could exist on its own, but could also modify special types, overriding the previous rule and Flying can modify any type.

    • @anoobindisguise4337
      @anoobindisguise4337 6 месяцев назад +1

      @@connordarvall8482 I really like the mechanical identity set by the Dark type being all "underhanded" or "cheap" moves, that have less direct power than other types. For example sucker punch, fake out, pursuit, knock off, thief, etc all having some kind of utility or effect that hurts the other poke in ways other than just doing good damage or a status. There are other characteristics of other types too. Rock moves tend to be inaccurate. Fighting type moves tend to have really high numbers, but some kind of risk or drawback (focus punch, dynamic punch, close combat, high jump kick, etc). Some of the other types aren't as well defined (like flamethrower/bolt/icebeam all being basically the same attack, or scald in general) but gamefreak has done a great job especially with the gen 5 elite four types making their moves "feel" like they couldn't belong to any other type.

  • @CreativeExcusesGaming
    @CreativeExcusesGaming 6 месяцев назад +24

    The breadth of game footage you have is incredible.

    • @Rkcuddles
      @Rkcuddles 6 месяцев назад +2

      Seriously, thank you for the editing and including so much footage for those of us that watch closely

  • @DominoPivot
    @DominoPivot 6 месяцев назад +14

    I especially liked what the first few Kingdom Hearts games did with their elemental magic. There are only three basic elements: Fire, Blizard, and Thunder. The player has one spell of each type, and they vary in the way they target enemies, in their amount of damage, and in MP cost, making each useful in different situations even without taking into account their elemental aspect.
    Each enemy type has its own elemental resistances and vulnerabilities, and its own elemental attacks. Equipment can grant partial elemental resistances to the player, but enemies also have access to Darkness-type attacks, which only rarer equipment can provide resistance to. Some enemies can also absorb certain elements and be healed by them. Luckily, these enemies cannot absorb Gravity magic, a special player spell that deals proportional damage.
    So most of the time, you choose which spell to use based on (1) which enemy you're fighting, (2) how much MP you have, (3) where is the enemy position in relation to you and other enemies, (4) how much HP the enemy has left. That's a lot more interesting than just picking the right attack for the right enemy, and resorting to melee attacks when you're out of MP.

    • @Poldovico
      @Poldovico 6 месяцев назад +3

      But every enemy is vulnerable to a Keyblade to the face.

    • @daniellemurnett2534
      @daniellemurnett2534 6 месяцев назад +2

      @@Poldovico Um Actually, Large Bodies are only vulnerable to a keyblade to the *back.*

    • @Poldovico
      @Poldovico 6 месяцев назад +1

      @@daniellemurnett2534 If you jump you can hit them in the face and it works :P
      It's just the belly is in the way most of the time.

    • @daniellemurnett2534
      @daniellemurnett2534 6 месяцев назад

      @@Poldovico I literally knew this but it somehow didn't coem to mind I'm a fake fan
      Guardians are only vulnerable at the back for realsies though!

    • @Poldovico
      @Poldovico 6 месяцев назад

      @@daniellemurnett2534 It's much harder to avoid hitting the Guardian's shield than to avoid hitting the Large Body's belly, but I think it's possible.
      Keyblade ALL the faces! :D

  • @kainingyao7873
    @kainingyao7873 6 месяцев назад +6

    Excellent Avatar references here. I especially love the reference to the Avatar intro complete with Chinese terms for the various elements, beyond even the standard four elements.

  • @zabrac1566
    @zabrac1566 6 месяцев назад +12

    The diverse list of games shown as background footage in this video was a fantastic Who's Who of gaming! Great video

  • @shilluba
    @shilluba 6 месяцев назад +3

    A series that does a stellar job at putting a twist on a classic system is the Like a Dragon RPGs! Having "homeless guy" and "cabbie driver" as RPG jobs is genius, you have to actually use each job for a while to notice "oh, so this is supposed to be a mage" lol

  • @Jolfgard
    @Jolfgard 6 месяцев назад +20

    Grail is easy to understand. I still haven't gotten around the fundamental differences between Lantern and Moth though.

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад +7

      Those are fun. Like Moth is associated with crime and sin, but also safety and transformation. It's really nonstandard. Also lantern is associated with enlightenment even though the gods and angels are all sorta evil and crazy.

    • @Xhosant
      @Xhosant 6 месяцев назад +8

      If someone is right, it's lantern, if someone is wrong, it's moth :P

    • @jackmcawesome7087
      @jackmcawesome7087 6 месяцев назад +2

      If I had to boil the aspects down to one word, I'd say that Lantern is knowledge and Moth is chaos. Both are connected to insanity, but Lantern is the insanity of knowing too much and Moth is the insanity of not knowing if you're even real.

  • @LittleMushroomGuy
    @LittleMushroomGuy 6 месяцев назад +13

    Magicka is a timeless classic
    If only it didn't crash all the time

  • @Multipurpose_Bagel
    @Multipurpose_Bagel 6 месяцев назад +98

    If I had a nickel for every Indie fantasy game that checked at least two of these points...
    - long dormant "ancient glowing stone-technology"
    - enemies born from said technology
    - elemental variations of the technology
    - the name of the realm is some variation of "Arcadia"
    - a godess named Gaia, Maia, or something similar
    - promotional art that's heavily inspired by anime
    - in-game art that's an entirely different art style
    I'd had an excessive amount of nickels.

    • @inthefade
      @inthefade 6 месяцев назад +28

      This is just because of people who grew up playing Square SNES JRPGs.

    • @Multipurpose_Bagel
      @Multipurpose_Bagel 6 месяцев назад +1

      I did not grow up playing them, but definitely makes sense as one source of the pattern.

  • @anger_birb
    @anger_birb 6 месяцев назад +3

    Obviously the alternative that we should be pursuing is switching to actual periodic elements, where each element's themes become more abstract and esoteric as you increase the number.
    "Molybdenum type enemies. Vulnerable to insults to their dancing skills, but very resilient to fire damage."

  • @FelisImpurrator
    @FelisImpurrator 6 месяцев назад +33

    "Can you afford to take out some low-level Grunts and Jackals early, or do you have to focus on the much more threatening Elites and Brutes..."
    Sniper Alley PTSD: Ha. Ha. HahahahahahahAHAHAHAH

    • @EvilParagon4
      @EvilParagon4 6 месяцев назад +2

      I'm glad as a kid I figured out running on the roof long before I ever actually played Legendary.

  • @avataraarow
    @avataraarow 6 месяцев назад +2

    Sorry you’ve been having a rough time Adam, but your videos always brighten up my day so I’m glad you’re able to keep working through and hope you know there are lots of people who really appreciate your content😁

  • @RazLegends-dc5cm
    @RazLegends-dc5cm 6 месяцев назад +3

    Seeing a paradigm or motif realized feels kind of like the relief / catharsis that's felt when tension in music is resolved. Idk if that makes sense haha

  • @mothersteele3218
    @mothersteele3218 6 месяцев назад +13

    I’ve always wanted a game that starts out with traditional element match ups; water dousing fire, fire melting ice, ice freezing water, etc, and then over the course of the game it starts shifting to one’s that go against what we expect. One day water is putting out fire, the next it only makes it burn hotter

  • @JaySee3
    @JaySee3 6 месяцев назад +18

    Elements are just cool as hell. If a game revolves around elements i'm instantly more interested in it

  • @noiJadisCailleach
    @noiJadisCailleach 6 месяцев назад +13

    I don't remember the title, but there was a game where the fire user was a really calm type.
    A divine priestess with all the saintly powers. Her personality was more like a boiling volcano waiting to erupt anytime though.
    But that's beside the point. All the other characters with their relative elements are very non-conventional by todays' norms. This was around the 2010s.
    Our current landscape of "standard" (and boring) stereotypes started around 2012, i feel.

    • @Delmworks
      @Delmworks 6 месяцев назад +1

      I dunno, I feel it’s a fair bit older than that

  • @wolfrosefrost5475
    @wolfrosefrost5475 6 месяцев назад +1

    A neat way I can see an elemental system being used, particularly in action games, is via having each element can alter combat in some way.
    A good example would be Fire where targets afflicted with it experience a short duration of continuous damage that deals a set amount of damage, this damage being further increased by damaging the target with the Fire causing the target to take increased damage from your attacks.
    Another example would be hitting a target with a life plant that leaches a percentage of a targets health, taking slightly more health over a longer duration than fire. The plant having a secondary effect of staggering a target that has the plant latched onto them, allowing one to more safely to attack with slower yet heavier hitting attacks with less risk of being countered.
    Examples such as these can also have a synergy effect where Fire can have its duration increased by having a plant latch onto a target that is on fire, additionally increasing the damage buff of Fire in the process.

  • @cationforge144
    @cationforge144 6 месяцев назад +2

    Seeing Into the Breach in this video is interesting because *its* fire squads are more focused on (in the case of the flame behemoths) positional manipulation and slowly letting the Vek burn to death, or (in the case of the heat sinkers) just sucking. Then again the hyper offense squads in that game are based on lightning and acid so i guess they stick to the elemental paradigm somewhat.

  • @Mexalen81
    @Mexalen81 6 месяцев назад +1

    Amazed to see Cultist Sim /Book of Hours see on here. But it's true, these are alternative types of elements. :-o

  • @Rhabarbarum
    @Rhabarbarum 6 месяцев назад +6

    I'm sad this video didn't contain the element of surprise

    • @kanalkucker14
      @kanalkucker14 6 месяцев назад +1

      It did! Just listen to the first Patreon name shoutout!

    • @goolgepl2112
      @goolgepl2112 5 месяцев назад

      One could say you were surprised the video didn't contain it

  • @typemasters2871
    @typemasters2871 6 месяцев назад +15

    My favourite element is fire
    Yes fire element is normally paired up with destruction and burning but fire is also heat to keep away the cold, light to chase away the shadows, and energy in it’s most pure form
    Yes fire can be dangerous but it can be very useful if handled correctly

    • @il-ma.le.
      @il-ma.le. 6 месяцев назад +2

      The Last Airbender had that rainbow column of fire towards its end.
      Can't be the only one but but it's my favorite mental concept/image of fire being non-destructive(almost creative).

    • @typemasters2871
      @typemasters2871 6 месяцев назад

      @@il-ma.le.Yes! This was exactly on my mind.

    • @FelisImpurrator
      @FelisImpurrator 6 месяцев назад +1

      The Bullet Heaven subgenre uses fire for healing surprisingly often. 20 Minutes Till Dawn is just one, but a lot of them seem to have caught onto the whole phoenix theming.

    • @typemasters2871
      @typemasters2871 6 месяцев назад

      @@FelisImpurrator that is nice to know :)

    • @Slutlyfe
      @Slutlyfe 3 месяца назад

      I prefer electricity because it can literally do everything fire can plus move faster than sight, conduct and exist in more abstract geometry (since fire exclusively burns "up" it also looks cooler imo

  • @ivanbluecool
    @ivanbluecool 6 месяцев назад +22

    Honestly i wanna see nature types be more brutal as nature is very destructive when at it's worse
    Or like avatar sub type to each element so characters can grow into their own unique powers

    • @vincentcircharo8259
      @vincentcircharo8259 6 месяцев назад +4

      theres a lot of that in the form of druids in various games. shapeshifting into savage animals and tearing people apart

    • @galewallblanco8184
      @galewallblanco8184 6 месяцев назад +4

      funny thing, each "sub-type" in avatar isnt really an entirely new element, its just a new and novel form of bending their already natural element.
      metal benders can only bend metals that contain certain amount of impurities, as found by that blind girl character.
      blood benders can only bend blood bc it contains water.
      lava benders (Bolin from Korra) still bend earth, just in a too violent way.
      lightning benders, like azula, are just bending fire (which is just plasma, aka energy) with extreme force and violence making it summon lighting.
      There is a fifth and special element tho, but only spirits and the avatar themselves have shown to use that one, Spirit Bending, which not only bends darkness and light, but also is the core of what allows an avatar to bend all elements, it can also be known as "life bending"

  • @Chessrook44
    @Chessrook44 6 месяцев назад +13

    Okay, this is probably gonna be a longer comment, but bear with me as something discussed here led to an idea to consider and work with.
    Let's say we made up a magic system to use in a world. This system has different aspects of magic become stronger or weaker depending on the season of the year it is. Now, it probably would make sense. Spring, a season of rebirth, would favor healing magic. Summer, a period of heat, favors destructive. Fall, a period of calming, could favor DOT magic. Winter, a period of stillness, would favor debuff magic. For the sake of argument let's say what that is.
    Now, here's where it gets interesting. While this is true for the homeland of your game or where you are, they soon learn of another culture where everything seems wrong. For some reason, this other culture has DOT magic in Spring, Debuff magic in Summer, Healing magic in Fall, and Destructive magic in Winter. Why is this?
    Because this other culture is on the opposite hemisphere, where the seasons are inverted for the same period of time. Spring in America is Fall in Australia, but both have the healing magic.
    Now, put your mind on and try and think of how this Southern society would explain such things in a way that would make sense to their culture.

    • @ShiftySetax
      @ShiftySetax 6 месяцев назад

      *ahem*
      Yoink!

    • @Chessrook44
      @Chessrook44 6 месяцев назад +1

      @@ShiftySetax Hey go ahead. It was a basic idea, if you have better ways to work it and throw it into your D&D world or anything else go ahead.

    • @ShiftySetax
      @ShiftySetax 6 месяцев назад

      @@Chessrook44 Thanks, mostly kidding though. That's certainly an interesting idea though, and I might consider using something similar.

    • @danieladamczyk4024
      @danieladamczyk4024 6 месяцев назад

      Thats avatar. Still you did your best.

    • @Chessrook44
      @Chessrook44 6 месяцев назад

      @@danieladamczyk4024 Wait... I thought Avatar was Earth, Wind, Fire, and Water. Admittedly I never WATCHED the show but still...

  • @mrhalfsaid1389
    @mrhalfsaid1389 6 месяцев назад +1

    Elements are just extremely useful as a framing device for mechanics... because they are ingrained in the game mechanics psyche and work on simplistic knowledge and deeply ingrained societal concepts. Plus they are easily done uniquely

  • @QuantumHistorian
    @QuantumHistorian 6 месяцев назад +1

    This video makes so much sense, I don't know if it's because it's brilliantly explained or because it's so damn obvious. Probably a bit of both. It's worth stressing that something not feeling new or surprising is not an unfortunate consequence of using an already understood paradigm, *but a tautology.* Understanding something means that you are not surprised by it and can predict how it works. The trick is for games to find the right balance between understandability and novelty (which depends on the mood the game is going for), rather than trying to be both at the same time.

  • @jeremycaswell
    @jeremycaswell 6 месяцев назад +1

    Something that would be a lot of work but would be cool is a soulslike or beat em up with the main character being a scientist. For magic or elements you'd have the entire periodic table, but to unlock them you'd have to either guess the atomic weight of the element, or fight a boss themed around that element, with heavier and lighter atomic weighted elements working as weaknesses to and strengths to other elements. But you couldnt go too low because then they would become unstable and explode where you hit them, hurting you in the process. Just an idea

  • @wiseSYW
    @wiseSYW 6 месяцев назад +3

    horse element beats arrow element
    arrow element beats spear element
    spear element beats horse element

  • @Tyrone2714
    @Tyrone2714 6 месяцев назад

    Honestly elements in games are one of my favourite elements. They add a fun rock paper scissors dynamic, are free in world philosophy, and can add loads of creativity within a set system

  • @randysterbentz5599
    @randysterbentz5599 6 месяцев назад

    One time in college, my roommate and I were talking about the "four elements" and he pointed out that they aren't so crazy and are a decent representations of the phases of matter: earth = solid, water = liquid, air = gas, fire = plasma. That has always stuck with me, and has made interested in designing an elemental system for a game rooted more in the physics of each element. Earth practitioners excel at increasing covalent bond strengths between molecules, whereas fire practitioners can ionize and direct jets of plasma. This could lead to interesting extensions, such as lightning being a master level of fire, more precisely controlled and less wasteful.
    Some day I'll work on this... some day...

  • @silvercakes
    @silvercakes 6 месяцев назад +1

    8:50 I wish you touched more on the idea that video games didn't invent these associations - they run deeper than even the elements. Grasslands are safe places because you can see predators coming. Dark woods are dangerous because you can't. Most animals know this instinctively, and we're no exception. Our sense of primal danger is not based on the media we experience, though it can be reinforced by them.
    Swamps have been full of stench, poisonous plants and biting insects since long before humans existed, let alone video games.
    Dragons exist in the cultural psyche precisely because they're scary. They combine things we instinctually fear -- big teeth, big claws, giant bat wings, fire. We didn't learn that from video game conventions.
    This is also true of the elements, to a degree (though I haven't finished the video yet and you might touch on this): while you said they're "scientifically nonsense", they're actually a reasonable proxy for the phases of matter (solid=earth, gas=air, liquid=water, fire=....fire). And these abstractions are not just an outdated paradigm, we STILL experience the world this way. We don't pour glasses of Dihydrogen Monoxide, even though that is a more precise elemental paradigm than "water". We don't burn ourselves on exothermic oxidation reactions.

  • @JustABrokenToy
    @JustABrokenToy 6 месяцев назад

    Elements have always been a compelling paradigm, and I'm actually creating a board game where the core mechanic is collecting different Elemental abilities/cards. Each Element has a unique mechanical identity and elemental enemies have specific weaknesses/resistances. I dialed it back such that they only resist their own element at this point because the system doesn't need to be so complex for my purposes. I like to think the mechanics mirror expected paradigms but only time will tell.

  • @TheRoseFrontier
    @TheRoseFrontier 5 месяцев назад

    Honestly though, although it doesn't come out a ton in the gameplay, I do find it interesting how Genshin did the elemental system in terms of character writing, with the commonalities between people of the same element-they play on some classic connotations (like fire characters tending to be more extroverted and enthusiastic) but also taking other angles to add to it (fire characters are motivated by family, or at least have family that is really important to them for better or worse, kind of like this "hearth" fire aspect, someone who fights to protect). My favorite example might be water-they introduce this concept of "the ability of water is to take any shape" and run with it, basically just leaning into the "liquid" to make those characters into chameleons of a sort. They have deliberately crafted personas and put a lot of care into putting up a front, masking any weaknesses. It could be something humorous like the teenaged author going to great lengths to hide the fact that he has terrible handwriting, or it could be the leader figures trying to look noble and wise and whatnot. And then the biggest one would be the archon (the god of water) who (SPOILERS) is really a clone of sorts who has no godly power at all but is forced to keep up this ruse and pretend for hundreds of years in order to fool the higher, more powerful gods who are threatening to incinerate their entire nation.
    So yeah, saying that to say, I think there's a lot of potential in just leaning into every connotation we have with these elements or states of matter or whatever. How can that meaning change with different uses, and different environments? Plants are all about life and growth, sure, but also, fungus eats on dead things-maybe you can use that (or maybe someone already has and I don't know!). So, like, you don't have to subvert their meanings entirely, just...add on to it, you know?

  • @xintrosi6829
    @xintrosi6829 6 месяцев назад

    I love that you mentioned Cultist Simulator and Book of Hours. They're two of my favorite games that no one seems to talk about.

  • @themris
    @themris 6 месяцев назад

    Mark Rosewater's talk on game design called "twenty years, twenty lessons" is an excellent read and is quite applicable to this topic

  • @Lumbris7777
    @Lumbris7777 6 месяцев назад +1

    This has been one of your most interesting videos for me, personally. Well done, Sir.

  • @FivePebblesFan
    @FivePebblesFan 6 месяцев назад +1

    Rain World mention! I am so happy :)
    Not gonna lie, did not expect Rain World to come up in this topic, but I am definitely not complaining!

  • @matlabninja
    @matlabninja 6 месяцев назад +1

    At 0:07, I was waiting for "Once the four elements lived in harmony, but everything changed when the fire nation attacked." or "Only the avatar can master all four elements..."

  • @ZarHakkar
    @ZarHakkar 6 месяцев назад +1

    3:20 you thought I wouldn't recognize that Opus Magnum music with you talking about the elements

  • @asgads
    @asgads 6 месяцев назад

    it´s easy to understand and to visualize. you can get creative like having different psyches, morales, wind directions etc. but you will end up with something that visualizes symbols, shapes and use the primary and secondary colors

  • @Delmworks
    @Delmworks 6 месяцев назад +2

    Dishonorable mention to a gatcha game- Limbus Company- where elements are associated with sins and make both concepts richer through this.

    • @arghscuffelbut3226
      @arghscuffelbut3226 6 месяцев назад +1

      Slashing, piercing and blunt damage interactions also help

  • @RolandTheJabberwocky
    @RolandTheJabberwocky 6 месяцев назад

    14:44 For real though, why is that stupid doll one of the hardest fights I had in P5? It's weirdly powerful for such an early pseudoboss.

  • @indigofenix00
    @indigofenix00 6 месяцев назад

    I was just working on an elemental system for my game when I saw this video! And yeah, a lot of it is already set in stone, but there's no reason not to shake it up a bit. What about Salt? It can counteract Wetness and deal extra damage to slimes, slugs, amphibians and fish.

  • @IAmTheAce5
    @IAmTheAce5 6 месяцев назад

    I like the Grounded system of elements that are based on ‘flavors’- salt, mint, spicy, and sour, just the kind of thing bugs can be affected by.

  • @lostmarble540
    @lostmarble540 6 месяцев назад

    nightmare reaper generally has a basic elemental damage system, but shortly after unlocking the upgraded grappling hook it introduces a bunch of enemies with electric attacks and it's around this time you learn that getting electrocuted temporarily disables your grappling hook

  • @andrewgreenwood9068
    @andrewgreenwood9068 6 месяцев назад

    12:53 aaggghh.
    In all seriousness the colour pie is one of the single best pieces of game design i have ever encountered

  • @estebangomezllata9642
    @estebangomezllata9642 6 месяцев назад

    Shout out to Epic Battle Fantasy IV with the lava level being the first one and the forest level being the difficulty spike in the later half of the game. That really makes it quite memorable compared to other rpgs.

  • @timpize8733
    @timpize8733 6 месяцев назад

    Good points. And this applies to many things in games. For instance the ways we take damage or heal. Unless it's an alien setting or something, it's pretty much the same few ways as it happens in real life. The main difference is that it's not always as instantaneous or efficient. So using recognizable tropes makes sense. Even spikes have become an overused trope, I guess because apart from lava there's not much else that can hurt when you walk on it (and a piece of Lego is too dumb).

  • @Ellimanist15
    @Ellimanist15 6 месяцев назад

    I'm really happy you mentioned Book of Hours because I was going to come down here and mention it anyway. You may need a notebook/word doc to play the game to its fullest, but the game is fantastic! Check it out.

  • @Dragonpit
    @Dragonpit 6 месяцев назад

    I was off work for the day once and was standing surrounding waiting for my ride when I got to thinking about these same elements. I had an epiphany.
    Earth = Solids
    Water = Liquids
    Air/Wind = Gases
    Fire = Plasma
    The four basic elements are the four states of matter.

  • @TheManicMole
    @TheManicMole 6 месяцев назад +5

    all of From Software's games are a metastory of one man and his love for poison swamps.
    Let the man cook... toxic waste in his poisonous swamp.

    • @Delmworks
      @Delmworks 6 месяцев назад +1

      Clearly, the only way he can free himself is to make a game themed entirely around feet and poison swamps.
      Call it…Dark Soles

  • @xomvoid_akaluchiru_987
    @xomvoid_akaluchiru_987 5 месяцев назад +1

    Hey Adam! Take a break! You're allowed! If you ever need it, you can go take a break and maybe find some inspiration.
    Okay if Chao ever ends up in a position where they can't or no longer want to be a patreon with name shoutouts I'm going to be sad, I love the bit.

  • @voidgods
    @voidgods 6 месяцев назад

    Expecting elements to work like they do in "real life" is natural. Trying to change this would be like developing a "2nd person" game or thinking of a new color. Impossible because our brain needs to be grounded on some real-life physical expectations

  • @fracture4047
    @fracture4047 6 месяцев назад

    I really liked how Divinity: Original Sin 2 handled elemental interactions. You had to use items and pay close attention to your environment when using the elements. Especially fire. Many things tend to combust

  • @HectorT52
    @HectorT52 6 месяцев назад

    I freaking love elemental magic systems, as far as I can remember I always have. My earlies related memory was seeing a movie that mentioned astrology and the elementa related to the constellations and I found really cool. Since then it is always some of my favorite tropes specially in videogames no so much in books and movies anymore.

  • @alaskanuni
    @alaskanuni 6 месяцев назад +1

    Burn out is rough. Take care of yourself. I'm happy if videos take longer and you take good care of yourself.

  • @kobunnight
    @kobunnight 6 месяцев назад

    I would say the Mega Man series has done a great job at exploring alternative paradigms... _to varying degrees of success_ ... But they also mix in some more common paradigm associations in their boss weakness order just so players have somewhere to start. I just wish they were more consistent with it. Ice was strong against Fire in the first game, but it switched to being weak to it in the 6th, 7th, 8th, and 10th. Then it switched back to being strong against it in the 11th.
    That's why I prefer when element typings aren't stronger or weaker than others, but are _mutually reactive_ . Elements that are polar opposites either cancel each other out or are equally effective against their counterpart. It takes some of the guess work out of knowing what's effective against what and helps mitigate problems from cropping up like in the Pal World example where one ends up outclassing all the rest.

  • @Frostgnaw
    @Frostgnaw 6 месяцев назад

    Azurik: Rise of Perathia is my all-time favorite game. From what I hear online, it was Microsoft's attempt at a Zelda killer and every review on RUclips is just "camera controls bad 0/10" without actually playing to the end of the game.
    I can tell you with certainty that this game is incredible if you can get over the inverted camera controls. Your weapon is a bladed staff that has these four buttons on it, that correspond with the color scheme of the xbox controller and you activate the elemental effects of your staff via combinations of the elements or just one element (earth + fire gives lava damage, water + fire + air gives you a lightning shield that can repel and damage enemies). Each enemy has it's own weakness to an element and you learn what that element is based on the globes they drop on death (the globes refill your power, as each use drains some power from that respective element). The puzzles are incredible as well, such as one that spams over several zones that unlocks an entire area, so backtracking is also a part of the game.
    Overall, it's an incredibly fun and unique game and I wish it could be remade or playable on PC.

  • @SpentAmbitionDrain
    @SpentAmbitionDrain 6 месяцев назад

    This would be an interesting switch up. Select a culture like Innuit and make fire heal, ice do the most damage, earth be very valuable etc.

  • @rinarina6247
    @rinarina6247 6 месяцев назад

    Paradigms are also useful because knowing them allows you to subvert them in interesting ways. The entire concept and story of Shadowbringers, widely regarded as one of the best FF stories in history, is based on the simple twist that light is the enemy and darkness must be restored.

  • @meajur
    @meajur 6 месяцев назад

    It says something about me that I saw the thumbnail and thought, "TOO SOON!"
    Probably that I'm as old as the ancients to bring up a reference that old.

  • @Autista_Atipico
    @Autista_Atipico 2 месяца назад +1

    So... The Elden Ring Dlc swamp...

  • @Theraot
    @Theraot 6 месяцев назад +16

    3:38 Not nonsense: States of matter
    Earth -> Solid
    Water -> Liquid
    Air -> Gas
    Fire -> Plasma

    • @LimeyLassen
      @LimeyLassen 6 месяцев назад

      Moisture is the essence of wetness

    • @Delmworks
      @Delmworks 6 месяцев назад +1

      Where do non-Newtonian liquids fit?

    • @marykateharmon
      @marykateharmon 6 месяцев назад +1

      @@Delmworks The Fifth Element of the Aether

  • @vibun
    @vibun 6 месяцев назад +1

    22:30 I mean we saw a really yucky brown looking swamp in the Elden Ring DLC trailer so looks like you're goin' to Japan. :)

  • @klonvomhaus
    @klonvomhaus 6 месяцев назад

    I'm absolutely here for you whining, Adam. Hope you take enough rest to feel well soon. Remember to do things that you can see the immediate reward for. Thank you for making this video, I love your channel and your work is great.

  • @noahandrulis9077
    @noahandrulis9077 6 месяцев назад

    12:58 the instinctive revulsion of seeing the Magic color pie rotated slightly is incredibly unfun to experience

  • @TheCreapler
    @TheCreapler 6 месяцев назад

    I just started listening to that beef and Dairy podcast, and so far pretty funny, thanks for the recommend.

  • @fuzzyfuzzyfungus
    @fuzzyfuzzyfungus 6 месяцев назад

    It seems like there's a tricky(in the sense of easy to fall foul of) distinction between successfully bending or working outside a given paradigm and remaining more or less entirely in its shadow but making some cosmetic changes that only confuse people(as is very common with some of the would-be Pokemon contenders that are doing basically the same type system, but with the names filed off, so it's just confusing rather than innovative).
    You see it perhaps most sharply at the divide between really masterfully crafted fantasy and fantasy that is aware that just cribbing Tolkien is uncreative; but doesn't know how to avoid that.
    The really good stuff can introduce its own absolutely wild vocabulary and rules of behavior and we're motivated to puzzle it out because we're getting a glimpse into a truly strange world. The less effective implementations have a fancy made-up name for each and every genre convention; but you can just feel yourself building a lookup table in your head for how each mysterious name maps more or less one-to-one to a well trodden concept.

  • @PotatoDemon-dz7hu
    @PotatoDemon-dz7hu 6 месяцев назад

    Didn’t expect Darkest Dungeon to be in this video but it was a surprisingly good example.

  • @iminumst7827
    @iminumst7827 6 месяцев назад +1

    Very good points, but I also think there's a lot of value in realism simulation done right. By adhering to much to paradigms, we may confuse them with reality. There are many cases where misconceptions derived from games and movies carry into real world knowledge. For example the misconception water can put out grease fire is a seriously dangerous one. Sure it may be a little more complex to be realistic, but sometimes it's not, and it's also concerning to me that realism isn't intuitive for a lot of people. And I think curious people are naturally more patient with knowledge derived from reality compared to fictional paradigm breaks, because they know when they leave the game the knowledge won't immediately become irrelevant.
    So all things considered, I'm going to continue making my games without reliance on paradigms like elements or classes. If a few impatient players get mad that they can only ignite dry wood and not wet wood, or are confused why being sneaky doesn't involve leather armor and crouch walking, so be it.

  • @ReidClayson
    @ReidClayson 5 месяцев назад +1

    Cultist sim and BoH reference!!!

  • @connordarvall8482
    @connordarvall8482 6 месяцев назад

    I've played a TTRPG that has an element system that uses the Indian elements on the Chinese 5 phases systems that deliberately adds a 6th element as an intruder. They went a step further and said each element covers a layer of the universe, with the underworld solidifying into the ocean as the earth floats on top with earth and sky being separated by a jealous Middle Air and the sky belonging to the element of fire.
    In the game, fire's light obsession tends to make it restrained, acetic, yet idealistic. The air is depicted as being violent and passionate, the earth is depicted as being pragmatic and cunning, water is changeable and darkness is depicted as cruel, patient and hungry.

  • @mostdefinitelynotaguineapi7566
    @mostdefinitelynotaguineapi7566 5 месяцев назад

    We still use the basic observation that informed the classical elements. Solids, liquids, gases, plasma - earth, water, air and fire are just the most salient members of each category, so it was easy to think of them as 'pure' or basic forms that everything else is made out of. Paradigms don't have nothing to do with reality (however terrible some of them, like Myers-Briggs, might be. Okay, scratch that. Some of them, like astrology, have nothing to do with reality.) For instance, the nature of light makes it a suitable analogue for wisdom and moral good, and the nature of darkness a suitable image of the treacherous.

  • @yipyipyipi
    @yipyipyipi 6 месяцев назад +1

    Fire, acid... wait. Electricity? EXPLOSIONS is an ELEMENT?!? Wtf borderlands... 😆

  • @jeiaz
    @jeiaz 6 месяцев назад

    Having suffered from a loooong depression and burn-out, it is my duty to cheer everyone I see going through this, however parasocial it might be, so take care of yourself, I hope it's going to keep getting better, and it doesn't last forever.

  • @itsal2477
    @itsal2477 6 месяцев назад

    Fair play to Infamous Second Son for mixing the elements up: smoke, video, neon, concrete. I appreciate that

  • @haydentempest3874
    @haydentempest3874 6 месяцев назад +2

    My brother is a big fan of the Beef and Dairy Network podcast! Extremely funny 😂

  • @DeadlyAttacker-MAD
    @DeadlyAttacker-MAD 5 месяцев назад

    If ya'll are into elements in games play Arrowhead's Magicka, it has everything, Fire, Water, Life, Death, Lightining, Rock, Ice, Shield, Poison and Steam.

  • @The_JLav
    @The_JLav 6 месяцев назад

    I'd recommend doing a quick search on schema theory. Categorizations in humans' memories can be called "schemata!"