Design Doc
Design Doc
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What's Up With These Sketchy Tutorials?
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Games have one chance to make a first impression, but not all games put their best foot forward. Even great games can have sketchy tutorials. I've got 3 recent games that all have something just a little bit off in their opening sections. One has leaks, one mistimes when it delivers its finer details, and one's just a total mess. Let's talk about some sketchy tutorials!
Featuring:
The Open Air Zelda Duology:
Breath of the Wild
Tears of the Kingdom
Unicorn Overlord
Hypnotorious
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Видео

Why Do Bosses Have Multiple Forms?
Просмотров 151 тыс.Месяц назад
Click this link sponsr.is/DesignDoc and use my code DESIGNDOC to get 25% off your first payment for boot.dev. That’s 25% your first month or your first year, depending on the subscription you choose. Multi-phase bosses are all over JRPGs, but they've made a home in every genre by now. For game designers, breaking up a single boss fight into a bunch of forms can create more flexibility, more pay...
How Do Games Design Around No Damage?
Просмотров 186 тыс.2 месяца назад
Download War Thunder for FREE and get your bonus! - wtplay.link/designdoc Invincibility shows up in tons of games, but it can be TOO powerful. Many game designs are built on balancing risk and reward, and invincibility mechanics can easily wreck that balance. Get it right, though, and it can be a power fantasy, a run-saver, a tension builder, or even a great story theme. Let’s talk about how to...
What Makes A Great Sleep Mechanic?
Просмотров 117 тыс.3 месяца назад
Click this link sponsr.is/DesignDoc and use my code DESIGNDOC to get 25% off your first payment for boot.dev. That’s 25% your first month or your first year, depending on the subscription you choose. Sleep: The Most Relatable Status Effect. Sleep has a ton of range in games. It can fit in almost anywhere - a minor annoyance, a theme, a limiter, a skeuomorphic convenience, a refresher, a dose of...
What Makes A Great In-Game Shop?
Просмотров 240 тыс.4 месяца назад
Click this link sponsr.is/DesignDoc and use my code DESIGNDOC to get 25% off your first payment for boot.dev. That’s 25% your first month or your first year, depending on the subscription you choose. Game shops don't get enough love. Sure, you can design a game shop as a simple exchange of money for stuff, but they can be so much more. A center for bartering and negotiating. A place to meet new...
How Can You Spice Up A Healing System?
Просмотров 490 тыс.5 месяцев назад
Click this link sponsr.is/DesignDoc and use my code DESIGNDOC to get 25% off your first payment for boot.dev. That’s 25% your first month or your first year, depending on the subscription you choose. Basic healing systems in games can get a little dull. But they don’t have to just add a number to a health bar and call it a day. Healing in a game can be risky, strategic, and opportunistic. It ca...
How Do Games Play With Poison?
Просмотров 186 тыс.6 месяцев назад
The first 500 people to use my link will receive a one month free trial of Skillshare skl.sh/designdoc12231 If your game only has room for one status effect, it’s probably going to be poison. It’s very versatile. Poison can fit into so many different places in a game’s combat design, character design, or even just the aesthetics of a game’s locations. Let’s talk about how games play with poison...
What Makes A Good Rival Boss?
Просмотров 167 тыс.6 месяцев назад
🕹 Get a browser that’s literally better at everything: operagx.gg/DesignDoc Sponsored by Opera GX! Not all game bosses are equally great. Any game can have an anonymous robot to fight and call that a boss. Rival bosses can be way more impactful. They're a slow burn, though. Designing a rivalry takes time and planning to get the payoff you're looking for. Let's talk about what goes into building...
What Makes A Good Super Move?
Просмотров 193 тыс.7 месяцев назад
Sign up to Milanote for free, and get entered in a giveaway drawing for Design Doc viewers: milanote.com/designdoc1023 Super moves have a paradox baked in. They're almost by definition the best moves that a game will give you, but they can't be TOO good. Balancing a super move to be fun without being overpowering can be tricky, but there are a lot of options that you can use to customize the fe...
How Can You Make Backtracking Fun?
Просмотров 231 тыс.9 месяцев назад
Use code DESIGNDOC50 to get 50% off your first Factor box at bit.ly/3PXo9Yz! It takes forever to make a location in most video games. It sure would be nice if we could reuse it. Maybe even a few more times… Careful! You might be falling into a backtracking trap. Excessive backtracking is so easy for a game to add in, but it can be so painful for players. Turning backtracking from a chore to som...
What Makes A Good Game Companion?
Просмотров 118 тыс.10 месяцев назад
For 50% off with HelloFresh PLUS free shipping, use code 50DESIGNDOC at bit.ly/3K73j5c! Game sidekicks all live on a spectrum, from a well-realized three-dimensional character, to a cardboard cutout. Sidekicks can be designed in games to fill all kinds of functions, mechanical and narrative, but they all need to be designed carefully to stay out of the contempt zone. More Midna, less Kersti. Le...
What Makes A Good Boss Rush?
Просмотров 327 тыс.10 месяцев назад
The first 1,000 people to use the link will get a 1-month free trial of Skillshare skl.sh/designdoc05231 Boss rushes are prone to feeling like filler content in a video game. It’s very easy to slap in some bosses back to back, call it a day, and get an underwhelming segment of a game. Not that that never works, but designing a great boss rush requires a delicate touch to avoid feeling like a ga...
Mario Kart Items: How Have They Evolved?
Просмотров 263 тыс.11 месяцев назад
Sign up to Milanote for free with no time limit: milanote.com/designdoc0723 Mario Kart is one of the most beloved game series around. It pioneered a whole subgenre thanks to its item design. The series has had 30 years of little tweaks to its item system that have added up to big changes. Let's take a tour of the 8 mainline Mario Kart games, look at their item design, and see how Nintendo has m...
What Can You Do With A Fire Level?
Просмотров 144 тыс.Год назад
Go to brilliant.org/DesignDoc to get a 30-day free trial the first 200 people will get 20% off their annual subscription! Fire is a force of nature, and the best fire levels in games are made to reflect that. But fire can be so many things - a destructive element, a tool, a source of light and warmth, or something more abstract and poetic. Game designers get to pick and choose the aspects of fi...
What Makes A Great Impossible Boss?
Просмотров 823 тыс.Год назад
Get 20% OFF Free Shipping @Manscaped with promo code DESIGNDOC at manscaped.com/designdoc An impossible boss sounds like an unworkable idea. Yet, they're everywhere in games! Clearly, it does work. What game design techniques can you use to create fun in an unwinnable situation? It's going to take some lateral thinking. Let's talk about how to find the fun in something impossible. Featuring: Pa...
What Makes A Good Difficulty Option?
Просмотров 470 тыс.Год назад
What Makes A Good Difficulty Option?
What Makes Good Rhythm Game UX?
Просмотров 130 тыс.Год назад
What Makes Good Rhythm Game UX?
What's the Deal with Fast Travel?
Просмотров 307 тыс.Год назад
What's the Deal with Fast Travel?
What Makes A Great Double Boss Fight?
Просмотров 622 тыс.Год назад
What Makes A Great Double Boss Fight?
What Makes A Cool Winter Level?
Просмотров 165 тыс.Год назад
What Makes A Cool Winter Level?
What's The Point of a Day-Night Cycle in Games?
Просмотров 202 тыс.Год назад
What's The Point of a Day-Night Cycle in Games?
Good Design, Bad Design Vol. 14 - Great and Terrible Graphic Design in Games
Просмотров 159 тыс.Год назад
Good Design, Bad Design Vol. 14 - Great and Terrible Graphic Design in Games
What Makes a Good Cast of Game Villains?
Просмотров 227 тыс.Год назад
What Makes a Good Cast of Game Villains?
Why Do Games Shift in Tone?
Просмотров 205 тыс.Год назад
Why Do Games Shift in Tone?
What Makes A Good Secret Boss?
Просмотров 859 тыс.Год назад
What Makes A Good Secret Boss?
What Makes A Game Speedrun Friendly?
Просмотров 155 тыс.Год назад
What Makes A Game Speedrun Friendly?
What's The Point of Elements in Games?
Просмотров 308 тыс.2 года назад
What's The Point of Elements in Games?
How Do Save Systems Shape Games?
Просмотров 159 тыс.2 года назад
How Do Save Systems Shape Games?
Mario Kart Tracks: How Have They Evolved?
Просмотров 719 тыс.2 года назад
Mario Kart Tracks: How Have They Evolved?
How Do You Improve Turn Based Combat?
Просмотров 750 тыс.2 года назад
How Do You Improve Turn Based Combat?

Комментарии

  • @Astro-9707
    @Astro-9707 5 часов назад

    my favorite "double(ish)" boss fight is the triple mercenary fight in armoured core 6

  • @MauseDays
    @MauseDays 6 часов назад

    Lobotomy corp is full of these little risky healing things. and its really interstings Off hand -a ring that constantly heals one of your agents but if you go to long without takeing damage the agent explodes from overhealing -a notebook that heals sanity but if you do anything other than insite work(there are 4 types kind of like elements in an rpg) you go insane -A shrine to an eldritch horror, where you can send one of your agents to prey. They agent takes increasing damage of every one of the games elements the longer you stay inside but heals all agents on the map. -another love craft horror that will completely heal an agent and buff them forever. But will mark them, when there are i think 13 marked agents. The creature transforms into the hardest monster to contain in the game. Basically a secret bonus boss for end game. And whenever it appears within your run it brings with it the 13 apostles it marked who get buffs and mutations and such depending on what their stats where when they where marked. And one traitor apostle who will help you fight it. -A magical girl who will give an agent massive stat boosts, but that agent becomes unuseable for anything but combat. And when the agent falls. The magical girl transforms and destroys everything in her path for vengence includeing your entire facility. -A boy who gives you a super buff. But if you interact with ANY other monster than him the agent will instantly die. This can be applied to multiple agents. you can party wipe if you forget.

  • @spacefacecadet
    @spacefacecadet 6 часов назад

    In totk, i felt punished for wanting to explore an area for side content before initiating its main quest.

  • @pokn8058
    @pokn8058 9 часов назад

    Honestly, I really like the concept of the final phase(s) of the final boss being just a glorified cutscene with a lot of narrative and/or meaning through context. If done right, it doesn't feel anticlimactic at all. For example (this will contain spoilers for The Legend of Zelda: The Wind Waker and Persona 5 Royal): 1) Ganondorf from The Wind Waker. The main encounter makes you fight three different forms of Puppet Ganon, that is difficult enough to pose as a real final boss but not frustrating. After you defeat them, Ganondorf shows up himself while dual wielding his swords. The fight itself is nothing much, basically a QTE while you have to also wait for Zelda to strike with her bow and arrows too, but the context and the designs of both him and the arena make it really memorable and satisfying. Like, finally fighting alongside Tetra while dealing one of the most cool looking final blows in the franchise is just something else. Also, this incarnation of Ganondorf is majestic. He's not just a foreign ruler with expansionist aims like the one in Ocarina of Time, or an angry man who wanted revenge because a ten year old kid in a green tunic who claimed to know the future told the princess he was big bad guy without actually having done anything yet and being since put to death seemingly unjustifiedly as the one in Twilight Princess, nor actual big bad guy as in Tears of the Kingdom. He's a rather calm and melancholic man, who just wants to undo the Great Flood and restore the now forgotten kingdom of Hyrule and of course his people, the Gerudo. And for doing so, he needs the power of the Triforce. On the other hand you and Zelda/Tetra were born into this new world of seas, and refuse to let it go for an old kingdom no one knows anymore. All crowned by the spirit of the actual old King of Hyrule, the King of Red Lions Daphnes Nohansen Hyrule, asserting children like Link and Zelda are the future of the world, not some land or its name, and that Ganondorf needs to let go of old times and dead people that will never return. The high stakes and context of this fight don't make it anticlimactic to be a glorified cutscene, because you are way more involved in the narrative than in the gameplay itself. 2) Dr. Maruki in Persona 5 Royal. This is easily my favourite antagonist in videogame history (I know it's not necessarily objective, it's just my opinion), beacuse of his motives and twisted sense of morality, and consequently the fact that he's just not at all evil: he's just one of the kindest human beings and happened to be blessed by one of the mightiest powers of all, and tries to use it to save humanity from despair. He's a good person with a messiah complex. You see, this context just builds up for the fight, which is in the end ideological (he wants to make people happy by erasing the concept hardship itself from the world, creating a false but joyful reality, while your character and the rest of the party believe that true happiness is achieved by overcoming such hardships that life presents). The actual fight is against his first persona, Azathoth. It's a really cool fight, not the best in the game but still really good, particularly his second phase where he uses its reality warping power to literally take down elements from your GUI and/or changing game mechanics, so that you have to reinvent your fighting style from the down up. After he's defeated, he still refuses to give up on his dream of saving the world so much that his persona awakens into the freaking Adam Kadmon himself, and *that* is the glorified cutscene bit. You see, he just cannot be damaged significantly anymore and you just defeat him with narrative and a QTE. It doesnt feel anticlimactic though because it's so well done in the context that the scene just leaves you speechless, but you also feel satisfied because you actually had the true gameplay-heavy fight beforehand. And still, after all this huge clash of personae fighting all over the place, he still doesn't want to give up and desperately calls you in for a final showdown, only with fists. Aside from all the memes about a grown man beating up a sixteen-year-old, that sceen is just so good it easily brought me to tears. I was really living the moment, as Dr. Maruki was such a supportive character throughout the whole game and he went through a lot in his life. He builds a solid bond with your character, and you mutually think of each other as friends as well, other than just a student and a school counselor. After you, with your actions, gave him knowledge of the metaverse, he saw the opportunity to save the world and wanted to finally do it and found himself against you, one of the people he cared the most about. And that fist fight symbolizes precisely that feeling: every punch exchanged is just him letting go of what he went through, finally you turned into his counselor in the end. And the most important part of this whole glorified cutscene fights is that he's never your enemy, he's just a friend who has different ideals. In fact, during the ending cutscene he saves you from some agents chasing you down, after thanking you for making him realize what it means to build your life again without relying on a delusional false reality. You see, after such a narrative in the fight you don't really care that there wasn't much gameplay.

  • @zettabro
    @zettabro 10 часов назад

    You mentioned some good examples of secret bosses, but there are even better ones in FFVII: Ultimate Weapon, Emerald Weapon, and Ruby Weapon. Ultimate Weapon is relatively easy and might not be considered a secret boss by everyone, but it still provides the best weapon in the game and unlocks Ruby Weapon. Emerald Weapon is the second strongest boss in the game. Even if you max out your level and equip the best gear, it's still a challenging fight that requires significant time and effort to win. Ruby Weapon is the strongest boss in the game and truly stands out. Levels, weapons, and magic are ineffective unless you know exactly what you're doing. Defeating it requires a complex strategy and exploiting game mechanics. Otherwise, Ruby Weapon is arguably the most unfair secret boss in gaming history.

  • @TheMalayLinguist
    @TheMalayLinguist 12 часов назад

    You're conflating "additional things to learn beyond the basics" with the actual tutorial in Tears of The Kingdom. It's a sandbox open world game and designed not the be linear like most eg Pokemon games. What a bizzare complaint, seems like you're just whining for the sake of whining.

  • @HusseinElbolkainy
    @HusseinElbolkainy 16 часов назад

    I like grimm because he's one of hardest bosses in hollow knight yet has nothing to do with the main story

  • @Sakiiboo
    @Sakiiboo 19 часов назад

    I haven't even watched the video but I would assume it's based on making more memorable fights as it gives more depth. It could also give more challenge and make the bossfight more fun to learn as there is more tech you can learn to use. Also the fact that it can be completely unexpected and throw you off and what you thought you started to understand which can either be a good or bad thing, depends the execution.

  • @Yetanotheryokaiwatchfan
    @Yetanotheryokaiwatchfan 20 часов назад

    Honestly I loved the boss of Mckracken , it does have a long gap . But still good

  • @JT_The_Banana
    @JT_The_Banana 21 час назад

    One of my favourite double boss is the twins from terraria, the boss fight is unique because although u fight two enemies they share 1 health bar but still each enemy has it's own health , the fight is fun cause you have to either target spezmatisum , the more damaging and dangerous twin who has bad accurate or red , the WAY MORE ACCURATE but less damaging attack Having to choose which boss to Fully focus on is important because when at half health the boss will go into phase 2 and the fight just becomes annoying

  • @vascofernandes295
    @vascofernandes295 22 часа назад

    Library of Ruina's ending I don't know if it fits into the impossible boss category even if they're telegraphed correctly: you're weakened from an earlier fight, you can't see their HP and stagger, nor their passives, and there's a lot of content for the achievers in the form of achievements, but they still have to be "taken down" before they just do their main mission and consider their side missions "not worth it"

  • @TU_ASOP
    @TU_ASOP День назад

    here are 2 of my favourite impossible/semi-impossible bosses 1. Mimi--Super Paper Mario: Mimi is fought in chapter 8 of Super Paper Mario. She starts off as a generic Count Bleck minion who just needs 1 million rubees for something (I can't remember what), but then, once you confront her, she turns into this creepy spider thing. Her spider form is impossible to attack as it has an invincible shield, and the only way to kill it is to parry the rubees it expels back at it. You cannot jump on it or use any power-ups and none of the Pixls (which are the allies you get in the game if you didn't know) except one will help you, and Mimi knows where you are at all times. Scared me so much as a kid. 2. Sans--Undertale: Sans is fought at the end of a Genocide run in Undertale. He may seem like a weak boss (with canonically only 1 HP) who you can one-shot, just as you've been doing all this time, but he proves incredibly difficult. He has the ability to dodge any attack you throw at him, making every attack count as a miss. Furthermore, his attacks are brutally precise and very unforgiving, which fits his character but sucks for the player. He also is the only boss in the game to deal what is called Karma damage, where every attack he does slowly drains your HP by a certain amount whenever you get hit, not to mention that this fight has ZERO invincibility frames, meaning the karma damage can sometimes take you from full HP to zero if you're not careful. Overall, he's a pretty challenging semi-impossible final boss, best I've ever fought, but I say semi-impossible because *spoilers ahead in 3, 2, 1* the way to kill him is to drag the box your SOUL is inside over to the FIGHT button after he falls asleep, clicking it twice and killing him.

  • @celestialscripture
    @celestialscripture День назад

    Amazing how the first game that started the whole thing gets glossed over so easily.

  • @StreakedSilver
    @StreakedSilver День назад

    The worst hording ever got for me was playing BoTW and ToTK. Why fight when it will just break my really good weapons? why attack that enemy when they have a worse weapon and it will take three of my good weapons? Why use food if I have to spend hours and hours getting ingredients again to make another buff? hated it, ruined the games for me.

  • @GiaHuy34509
    @GiaHuy34509 День назад

    What about Geometry Dash?

  • @aaronscott7467
    @aaronscott7467 День назад

    A game that I used to love that ran afoul of a couple of the things to avoid was a game called hex:shards of fate. It was an MTG clone meant to bridge the gap between the accessibility of hearthstone and the forced innovation of mtg, but it ran into an issue where they did not properly manage the meta for the game and so due to a couple instances of bad sets with a dominant strategy had to be shut down

  • @imacvideos
    @imacvideos День назад

    Rated E For… Every single kid having no sleep after this stuff.

  • @schooled8765
    @schooled8765 День назад

    Tears of the Kingdom

  • @adseigo
    @adseigo День назад

    The reasoning behind the placement of the circle and X buttons is due to the button layout popularized by Nintendo. The original NES controller has the B on the left and the A on the right, which would be consistent with how the Japanese write. In Japan, that became the standard for how the buttons were used, as well, with A being the confirmation button and B being the cancel or secondary button. Sony stuck with that layout for the Japanese audience since that's what they were used to when gaming, but in the West we adopted the opposite usage, using the left button for our main button and the right for secondary. I'm not sure the reasoning, if it was due to that being more natural with the way we read and write or if it was just ergonomically better as a control scheme, but for years the buttons had to be swapped between regions or games would get confusing to play. I'm not sure if they still do that today with Japanese games on the PlayStation systems, but back in the days of the original PS1, you would sometimes get RPGs that would come over from Japan and still have the Japanese control scheme. They got better about changing it as the genre got more popular, though. I also love that Microsoft decided to make things even more confusing for multiplatform players by swapping the order of the buttons, so their controller layout reads left to right instead of right to left. I think Sega also chose to use that layout, so you have three completely different button layouts between the three major console manufacturers just to make things extra confusing.

  • @aaronscott7467
    @aaronscott7467 День назад

    For the nemesis system, Warframe has a similar system. It doesn't work either. The first time it happens, people go to the wiki because that's what they've been taught to do. After then, they just don't trigger it until they are ready to beat it because it's entirely optional.

  • @InTime-x3j
    @InTime-x3j День назад

    I had both my hands operated on and I had to exercise them so my Playstation 2 still works and I have all the SSx games. I feel the second one is the best. SSX 3 they over complicated it .

  • @MadWormer
    @MadWormer 2 дня назад

    My favourite phased boss is Odin from God of War Ragnarök

  • @Jarethttorney
    @Jarethttorney 2 дня назад

    Kirby secret bosses are some of my favorites because of the hidden stuff in their pause screendescriptions, especially Star Dream os and Soul of Sectonia, because how sad they are in their pause screen descriptions.

  • @tinfox2
    @tinfox2 2 дня назад

    Something pretty niche is taking a regular boss and adding a twist to make it impossible. I only know one example of this off the top of my head, being the boss rushes in BloonsTD6. Normally, bosses in BTD6 are completely beatable, but this event makes usually easy bosses impossible. In this event, the boss spawns instantly, and if you get it down to 0, you get 1 “defeat” and the boss goes back to full hp (with a little more). No matter what, the boss will always escape, since it cannot be popped, but there’s still gameplay in trying to “defeat” it as many times as possible before it exits.

  • @calebembree8565
    @calebembree8565 2 дня назад

    What about the ship fight from Legend of Zelda, Skyward Sword? While the boss looks stupid, its still a fun fight