How To Fail At Game Story

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  • čas přidán 19. 06. 2024
  • Anyone can write a bad story, but not everyone can put a bad story into a game and do it poorly, so I'll show you how it's done!
    Check out Terrible Writing Advice here:
    / @terriblewritingadvice
    Discord: / discord
    Twitter(x): / theartindi
    itch.io: artindi.itch.io/
    Contact:
    artindigames@gmail.com
    Music:
    Doh De Oh by Kevin MacLeod
    Link: incompetech.filmmusic.io/song...
    License: filmmusic.io/standard-license
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Komentáře • 310

  • @nitrodms
    @nitrodms Před 6 měsíci +1128

    the best way to write game story is to force the player to write it, every textwall is empty but to proceed the player must write a 500 page story. this has no effect on gameplay

    • @Artindi
      @Artindi  Před 6 měsíci +240

      Even better! not going to lie though, if someone was actually able to make a game with writing a story as the actual mechanic with like prompts and stuff, I would probably want to give it a try. :)

    • @notsodogninja35
      @notsodogninja35 Před 6 měsíci +53

      @@Artindi Have you, perchance, tried the game Storyteller? It's similar to what you said; the game gives you a title to fill out, and you have to put characters in a comic book frame to tell the story. Each character/actor has different reactions to the world around them, and motivations usually have to be established to do stuff (except for Baron and Butler), and each scene has different mechanics revolving around it. Modding community ain't half bad either.

    • @trouslinabone
      @trouslinabone Před 6 měsíci +6

      @@notsodogninja35 That sounds honestly pretty sick. Do you know if it's on Steam?

    • @notsodogninja35
      @notsodogninja35 Před 6 měsíci

      It is. 15$ for a smallish puzzle game with pretty good modding capabilities, if you know where to look@@trouslinabone

    • @notsodogninja35
      @notsodogninja35 Před 6 měsíci

      Also free on mobile if you have a Netflix account but it's not the latest update so some puzzles won't make as much sense@@trouslinabone

  • @eloniusz
    @eloniusz Před 6 měsíci +264

    It would be even better if "burn down an orphanage" was the good ending because of some crazy series of coincidences that are explained in the final cut scene and were not foreshadowed at all. So this options really saves the universe and the other option somehow leads to its destruction and the only small clue that this will happen is hidden somewhere in an optional quest. People love plot twists!

    • @Artindi
      @Artindi  Před 6 měsíci +34

      That sounds about right. :)

    • @EdKolis
      @EdKolis Před 6 měsíci +31

      The nerdy elf orphan who wanted to be an artist was actually the reincarnation of Reltih Floda, the elven warlord who plunged the world into chaos 100 years ago!

    • @aziamuth6856
      @aziamuth6856 Před 6 měsíci +3

      It's not that but Everhood's ending has you doing something terrible but ends up well for the universe, honestly quite incredible

    • @thekingscrown8931
      @thekingscrown8931 Před 3 měsíci +5

      @@EdKolis This story sounds a little familiar, but I can't put my finger on it. I think it had something to do with some failed austrian painter?

  • @jackunvailable
    @jackunvailable Před 6 měsíci +162

    Man, I thought "Burn down the orphanage" was the good ending 🗣

    • @Artindi
      @Artindi  Před 6 měsíci +31

      I never said which one was the good ending. 0.0

    • @mrlaz9011
      @mrlaz9011 Před 6 měsíci

      just use the military's playbook and say there were terrorists inside.

    • @EdKolis
      @EdKolis Před 6 měsíci +9

      Saving those innocent orphans from having to live in this hellish world 😉

    • @WhiteThunder121
      @WhiteThunder121 Před měsícem +3

      @@EdKolis Average Villain Speech

  • @SoulHero7
    @SoulHero7 Před 6 měsíci +431

    Its even better to have a linear story where the entire plot can be easily derailed by the player having more common sense than the protagonist! For example, we all know that video game players are stupid and wont think to grab a clearly marked plot important bag of money that's right in front of them that's in the exact same path they need to take to save the protagonist's cat. After all, the story says that money needs to burn so that the protagonist is forced to continue with your perfect story!

    • @Artindi
      @Artindi  Před 6 měsíci +64

      yeah, it's pretty hard to keep a player on track. And even when the succeed it can just be a bunch of bs that keeps the player on track, like knee high fence. "hm... I can't go this way." :)

    • @thegoldenaegis
      @thegoldenaegis Před 6 měsíci +16

      Wow if only there was a game like that!

    • @generalrubbish9513
      @generalrubbish9513 Před 6 měsíci +18

      ​@@Artindi I feel like keeping players on track is much more of an issue in pen-and-paper roleplaying games than in videogames. Videogames are bound by rigid programming, so it's much easier to tell the player "[you can't/you have to] do this". There's no game-master to negotiate with. Or throw physical objects at.

    • @CringeAnimePFP160
      @CringeAnimePFP160 Před 6 měsíci +10

      Gotta love Forespoken, truly the game of all time.

    • @mushroomjuise2349
      @mushroomjuise2349 Před 6 měsíci +6

      @@generalrubbish9513 ah yes harassing your friend into giving you a gun in a medieval world.... classic

  • @Artindi
    @Artindi  Před 6 měsíci +306

    To be clear, both hand crafted stories and dynamic, emergent stories can both be enjoyed, but if we are going to give the player the option to impact the story with their choices, forget the hand crafted stories.

    • @healthy_stool
      @healthy_stool Před 6 měsíci +24

      Of course by their design-which is a lack of design-even the ideal “the player truly controls the plot and world!” game shouldn’t hold a candle to a linear story of similar competence. This is probably why Homer didn’t make multiple versions of each book of the Odyssey

    • @TheRoseFrontier
      @TheRoseFrontier Před 6 měsíci +15

      @@healthy_stool Yeah, true though. I think here it's just good to remember that every medium has its strengths and weaknesses-you can't expect to do it all and give the experiences of a game, book, and movie all in one, for instance. Games can't really tell as much story in volume as a book, but it can be immersive in a unique way. Or, uh, the illusion of immersion. It's kind of impossible to give players unlimited choices to control the plot and the world, but you can make choices feel like they matter, at least, so, yeah?

    • @rushalias8511
      @rushalias8511 Před 6 měsíci +5

      Out of curiosity is the next video gonna be level design because I really need advice on how not to fail at that.

    • @Artindi
      @Artindi  Před 6 měsíci +6

      @@rushalias8511 proly.

  • @FoxNamedLuke
    @FoxNamedLuke Před 6 měsíci +109

    The best way to write a video game story is to make it really meta but for absolutely no reason. Start off by scolding the player for killing enemies, but have no alternative option. And in case they really go out of their way to not kill enemies (which the game is totally not designed for - remember, we only want to bitch at the player, not give them an actual choice) don't give them any reward for it. As a matter of fact don't even change the dialogues. Oh and don't give standard enemies any character, you don't need that to feel sympathy for them.

    • @ValeraDX
      @ValeraDX Před 6 měsíci +16

      You described the opposite of Undertale lol

    • @Pablituss
      @Pablituss Před 6 měsíci

      Undertale is shit, good comment

    • @funguy398
      @funguy398 Před 6 měsíci +5

      Last of us 2?

    • @KasumiRINA
      @KasumiRINA Před 4 měsíci +7

      Spec Ops: the Line is pretty good BUT it does that thing that it scolds player for... playing it. The "choices" don't matter and it hints the REAL choice is... not playing violent video games and put down the game you bought.
      Bonus points how it tries to gut punch saying you're killing aMeRiCaNs (somehow I was supposed to feel more sorry defending from white people that shoot me, rather than brown-skinned ones).
      It DOES give character to enemies and your character becomes more violent as you go on but in the end the self-absorbed idea that "you always have a choice of not playing" tries to blame players do what devs chose to do in their story.
      ...but it ends up glamorizing war and violence while ALSO providing interesting commentary on trauma and war crimes and the gameplay is good if you like Mass Effect so it rocks.

    • @spawel1
      @spawel1 Před 3 měsíci +2

      my favourite is how superhot mind ctrl delete has an unskippable (the only way is to edit files) 8 hour wait-time when you finish the game to teach you about "consuming"

  • @rockduded8925
    @rockduded8925 Před 6 měsíci +123

    Step one: Force your main character to enter a radioactive chamber and sacrifice themselves as the ending.
    Step two: Give your main character multiple companions that are immune to radiation.
    Step three: Eh fuck it, we already got their $60.

    • @toasterhavingabath6980
      @toasterhavingabath6980 Před 3 měsíci +12

      Later add dlc

    • @borbduck
      @borbduck Před měsícem +2

      Step 4: add 10 different battle passes that each cost $15 and they're the only way to continue
      Step 5: Make one of the companions sacrifice themselves for the main cha-
      Step 6: fuck it we got another $150

    • @Qwerka
      @Qwerka Před 18 dny

      Fallout 3 would be more than awsome if
      SPOILERS AHEAD
      1-> Joinable Enclave
      2-> Better Ending
      3-> Better Gunplay and Power Armor models

  • @RandomizedYoutuber012
    @RandomizedYoutuber012 Před 6 měsíci +136

    If you’ve ever heard of Brandon Sanderson-while he was making the book Stormlight, he tried to fill all the pages with as much info story and magic system explanations as he could. While writing it he just knew something was off, so he rewrote the rough draft and was much more satisfied by putting the story into more sections. He says the lesson there is, “Bigger is not always better.”

    • @Artindi
      @Artindi  Před 6 měsíci +22

      Brandon Mull can do the same thing sometimes, his books are great, but often I get the sense he is just trying to show off his world building skills, (I mean, I'm always impressed, but sometime the story lags a bit because of it.)

    • @RandomizedYoutuber012
      @RandomizedYoutuber012 Před 6 měsíci +10

      @@Artindi Brandon Sanderson accualy did a good job with his world building.
      He has a whole cosmere that all his main books take place in and many characters from other books show up on other planets in other books.
      It’s so cool, he’s my favorite author and only two of his books have disappointed me.
      (And he has like dozens of good books and they are all worth the read)

    • @Artindi
      @Artindi  Před 6 měsíci +8

      @@RandomizedCZcamsr012 Yes, don't get me wrong, I absolutely love his books. (slowly trying to build a collection of all of them.)

    • @Flyingturt1e
      @Flyingturt1e Před 6 měsíci +4

      Sanderson is an amazing writer, love his books

    • @BGDMusic
      @BGDMusic Před 6 měsíci

      @@Artindiit's always people named Brandon...

  • @buzzlightyearpfp7641
    @buzzlightyearpfp7641 Před 6 měsíci +27

    2:20 this shit killed me cause a stupid amount of games do this

  • @bruhperson459
    @bruhperson459 Před 6 měsíci +29

    this video could be considered a puzzle game

    • @Artindi
      @Artindi  Před 6 měsíci +6

      0.0 Your right! :)

  • @empireempire3545
    @empireempire3545 Před 6 měsíci +49

    Imagine this guy making a collab with Terrible Writing Advice on artist collaboration

    • @Artindi
      @Artindi  Před 6 měsíci +21

      That would be pretty cool, and an appropriate subject too. :)

    • @TheMamaluigi300
      @TheMamaluigi300 Před 6 měsíci

      @@a__ghost_ Fill the collab with skits even though that’s basically a dead trend
      “So let’s-“ [STATIC] “Main Guy!” “Other Guy?? What are you doing here? And why do I suddenly have an inexplicable and unquenchable thirst to b̴e̵r̵a̵t̶e̷ ̵a̸n̵d̷ ̶m̸u̵r̶d̸e̸r̶ ̸y̸o̷u̴ ̶g̴r̴u̸e̶s̴o̶m̸e̸l̸y̴?̵” “This topic is waaayy too big for one guy, and I need the advertisement for my show, so let’s do it together!” “UGHHH, fine, Dad, let’s do it tOgeTHeR”

  • @KRBrickBot
    @KRBrickBot Před 6 měsíci +20

    Telltale Games do feel like this sometimes. Like choices affect side characters that don’t change the outcome of destiny.

  • @cosmicspacething3474
    @cosmicspacething3474 Před 6 měsíci +67

    You should do an episode on difficulty. It’s really fun when the game neuters the normal mode so the “hard” mode has all the fun stuff. It’s also especially great when a game makes itself hard in a completely tedious way, and calls itself inspired by dark souls or something to cover it up.

    • @generalrubbish9513
      @generalrubbish9513 Před 6 měsíci +13

      I would especially like to see a deeper look at the difference between "real" difficulty which actually challenges the player's skills, and "fake" or "artificial" difficulty which depends on factors the player has no control of, such as RNG, trial-and-error puzzles, or insane moon logic that requires the player to do something completely counter-intuitive to progress.

    • @Artindi
      @Artindi  Před 6 měsíci +13

      That would be a good subject to touch on. I'll have to see if it will fit into its own episode or if it will be part of a larger subject like balancing in general or something. Thanks for the recommendation! :)

    • @artman40
      @artman40 Před 6 měsíci

      Uncharted. And first Halo.

    • @TheMamaluigi300
      @TheMamaluigi300 Před 6 měsíci +6

      Subsequently, neutering the hard mode by removing mechanics to make it harder is also great! (Megaman Zero 2 and… Power Rangers: Lightspeed Rescue (GBC)?)

    • @funguy398
      @funguy398 Před 6 měsíci +5

      Just multiply enemy's health pool

  • @adiveler
    @adiveler Před 6 měsíci +37

    Ah yes, when the story and the gameplay are contradicting each other, for example: The Witcher 3 (Don't get me wrong, great game, but still) -
    Story: "HURRY UP AND COMPLETE ALL THE MAIN QUESTS BEFORE IT'S TOO LATE AND THE WILD HUNT FINDS AND CAPTURES CIRI!"
    Gameplay: "Chill, you have all the time in the world. You can do side quests, explore the map, or just goof around to your heart's' content."

    • @Artindi
      @Artindi  Před 6 měsíci +15

      Yeah. Playing skyrim feels that way too sometimes. Alduin is supposedly burning down the world and her I am sorting my cabbage collection. :)

    • @Plide
      @Plide Před 6 měsíci +5

      No way, ludonarrative dissonance?

    • @KasumiRINA
      @KasumiRINA Před 4 měsíci +3

      I'll accept that over forced time limits. Fallout 1 runs on timers to endgame, Fallout 2 had limitless time despite stories having similar stakes (Vault runs out of water then super mutants attack vs village is dying then Enclave assaults it and captures hostages).

    • @jeremiahrodriguez9866
      @jeremiahrodriguez9866 Před 3 měsíci +4

      Breath of the Wild Story: "HURRY, LINK! I CANT HOLD HIM BACK ANY LONGER! YOU HAVE TO SAVE ALL OF HYRULE NOW!"
      Gameplay: "Relax bro, Go to a nice spa, buy a house, build an entire town from scratch, fill out your picture book, you got time! 😁👍"

    • @fearlesswee5036
      @fearlesswee5036 Před 2 měsíci +1

      It would appear CDPR learned nothing and made it even worse in their next game; Cyberpunk 2077.
      Story: "YOU HAVE TERMINAL BRAIN CANCER AND WILL DIE IN 2 WEEKS IF YOU DON'T FIND A CURE!!!! OMG CHASE EVERY LEAD YOU HAVE!!"
      Gameplay: "Ayyy, you really wanna go to all those bajillion little markers on your minimap and find all the side content. No? Maybe you wanna hang out in your apartment with one of the romance options? How about sit at a bar and drink some booze in a lengthy animation? Oh, wait, I know! You really, really wanna do a sidequest about a guy with a malfunctioning junk, that's WAY more important than your brain cancer!"

  • @MinorLife10
    @MinorLife10 Před 6 měsíci +71

    Not gonna lie, I also noticed the similarity with TWA. This is how I got to your channel in the first place, and I totally support developing this series.
    The biggest difference between HTF and TWA I see is that while TWA is usually about either lazy writing or graphomany, this series covers deliberate self-sabotage.

    • @Artindi
      @Artindi  Před 6 měsíci +20

      Thanks! And I also support developing this series. :)

    • @greenstarlover1
      @greenstarlover1 Před 6 měsíci +3

      All that is left is an overarching narrative in the sponsor segments (if you have any)

  • @mcbadrobotvoice8155
    @mcbadrobotvoice8155 Před 6 měsíci +9

    "It's only a game. Why put effort into the story?.....So anyway, I'm thinking of adding loads of cutscenes and audio logs"

  • @kronksstronkstonks6360
    @kronksstronkstonks6360 Před 6 měsíci +27

    Please note: Walls of text are acceptable in every kind of game EXCEPT text adventures. They're too wordy and you need to stand out so let's do away with all those descriptions and immersive scene-setting. Tell don't show. Your players want to play the game not imagine it.

    • @artman40
      @artman40 Před 6 měsíci +2

      Or if you want to show, then show, rather than let the player play.

    • @Lonkshi21
      @Lonkshi21 Před 4 měsíci +1

      Trials in tainted space is text based but it's 18+

  • @iamthestoat
    @iamthestoat Před 6 měsíci +13

    thank you, i was just about to succeed at this one

    • @Artindi
      @Artindi  Před 6 měsíci +3

      Glad I could help.... I think....

  • @mateuszszulecki5206
    @mateuszszulecki5206 Před 6 měsíci +93

    I wonder how you're gonna deal with failing at a horror game, considering the state the genre is in currently

    • @Artindi
      @Artindi  Před 6 měsíci +20

      What is the state? Can't say I'm always in the loop with horror games.

    • @Mayorfoxia82
      @Mayorfoxia82 Před 6 měsíci +44

      @@Artindi they probably mean the “oh look at this retro/kids game!! oh wait the characters are evil!!! AHHH!! JUMPSCARE!!!! MOMMMYYYYUYYY!!!!!” horror games that all the washed up roblox youtubers play

    • @Artindi
      @Artindi  Před 6 měsíci +15

      @@Mayorfoxia82 Ah, that makes sense.

    • @SoulHero7
      @SoulHero7 Před 6 měsíci +27

      Sad thing is that FNAF 1 was actually a good shakeup for the genre, but series fatigue crept up on it, on top of everyone copying FNAF's formula at the time.

    • @mrlaz9011
      @mrlaz9011 Před 6 měsíci +9

      nowadays most "horror" games are just kids crap seeking to appeal the algorithm.

  • @ballom29
    @ballom29 Před 6 měsíci +6

    You forgot to give to the player some choices at one moment in the story, but only one option is clearly the correct one, and if the player select any other option he either get a gameover or after few lines of dialogues he has to choose again until he take the obvious pure hearted choice.

  • @aliyahwilliams8168
    @aliyahwilliams8168 Před 6 měsíci +30

    YOU'RE STILL DOING THESE? this makes me happy.
    this series is funny AND useful..
    When Im ready to make the worst game ever, I'll rewatch this series.

    • @Artindi
      @Artindi  Před 6 měsíci +5

      Sounds good! Can't wait to play your horrible game. ;)

  • @artman40
    @artman40 Před 6 měsíci +21

    Found 4 more tips to fail:
    First: Make your character incompetent during cutscenes, getting captured, knocked out etc. despite you managing to beat enemies left and right during gameplay. Or make the character have superpowers during cutscenes and you being forced to watch the character doing cool things you couldn't do during normal gameplay, maybe throwing in a quicktime event thrown in where you least expect it.
    Second: Make sure that there is a huge disconnect between what the player and what the character would do. For an example, make a character go on a revenge spree, then, before the revenge, switch to another person's perspective to give more insight. Then switch back to the original character and make the player decide whether the character would do what the player wants but what makes no sense for the character. Or a choice that would make sense for the character but what the player wouldn't do, given new insight. Or scratch that and take all the choice away anyway.
    Third: Make EVERY choice morally ambiguous or bad. Because everyone knows that in real life, there are no situations where one choice of action is clearly better than the other.
    Fourth: Railroad the player into doing a despicable action and then shame them for it!

    • @KasumiRINA
      @KasumiRINA Před 4 měsíci +7

      Second: Assassin's Creed 2, you get to final boss and Ezio, who spent entire game killing people, decides to be a pacifist or the game won't sell well in Catholic countries. (You fight the Pope, who is clearly a villain and WALK AWAY for no reason despite how many lives of actually innocent guards it took to get there).
      Third: Many "edgy" games think this is deep. Reason I like Mass Effect is that often there IS a best outcome and the default state for 2 or 3 doesn't include it so you feel like you earned i.e. Wrex surviving or more NPCs with flavor text.
      Fourth: Spec Ops: the Line LOVES blaming player for the story they wrote. The game is good and writing is decent, it is a good commentary of war and trauma screwing people up... It should really stop pretending the player not dropping the joystick is to blame for what happens.

  • @hudadog453
    @hudadog453 Před 6 měsíci +9

    These videos are sometimes confusing because of how they’re worded, but at the same time, extremely helpful!

    • @Artindi
      @Artindi  Před 6 měsíci +2

      Thanks! Also you should see the first draft scripts. 0.o

  • @enderfire3379
    @enderfire3379 Před 6 měsíci +9

    YEAHHH. i already binged the entire series.
    Edit: i love that you finnaly mentioned TWA, i love that guy

    • @Artindi
      @Artindi  Před 6 měsíci +5

      There were enough people pointing out the similarities, so yeah, it was about time. But mostly it fit for the subject matter. :)

  • @solarknight3942
    @solarknight3942 Před 6 měsíci +4

    That part about linear and non-linear storytelling. There’s something about that that really invoked critical thinking in me.
    My game is inspired heavily on Final Fantasy 3 from my childhood, but that doesn’t mean I have to design the story to be so straightforward point to point with only side quests. My story would actually be made worse by that due to what I am trying to convey.
    I could have a part of the story where they are fighting the bad guys in a dense forest. Using fire magic would basically instantly win the encounter but the whole forest burns down, upsetting the druid party member. That could create a whole new line just to gain back that respect within the party itself else she’d just straight up leave and never come back.
    One party member can regenerate from death but it causes them to transport into a random crystal to regrow on the planet, meaning the player can choose to sacrifice her for something important or not take that risk and lose out.
    Story critical NPCs could be killed. Story critical villains could be saved. I already have it so that a very common feature is the party splits up in order to take advantage of not drawing too much attention in public areas, I can explore that with tough choices changing based on if the party is full or split, allowing multiple ways players can engage one scenario from how they managed to get there. Could’ve been using rumors in town and immediately heading there or regrouping and taking a longer, harder path with all 4 party members.
    All of these I came up with thanks to this video. Wow.
    I’m very glad I found this channel.

    • @Artindi
      @Artindi  Před 6 měsíci +1

      Sounds interesting, watch out for scope creep though, ether way. Glad I could help. :)

    • @solarknight3942
      @solarknight3942 Před 6 měsíci +1

      @@Artindi Oh definitely. With how the plot works, it makes a lot of sense for me to heavily limit the content of each act so that there are an amount of branches I can actually handle instead of so many the game had 20 different endings.
      I got friends who can help tell me “bro too much” and bring me out of my game development trance of just adding more and more and more.
      Most likely for my game, I’m gonna not have any examples of killing or saving story critical npcs. For the sake of it not taking so long.

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 Před 6 měsíci

      Your game is never gonna be released (jk best of luck

  • @TheRoseFrontier
    @TheRoseFrontier Před 6 měsíci +5

    As someone currently attempting to make a non-linear story for a game, I can absolutely understand why so many games give only the illusion of choice... it's hard to craft this stuff! But, of course, that's why it's good to keep things simple when you're first starting out and just in general to focus on making the choices matter that players would feel like should matter, rather than fussing over every little thing...in my opinion, anyways. I'm still learning of course. But seriously, I have so much respect for people who do non-linear games well!

    • @Artindi
      @Artindi  Před 6 měsíci +2

      o7 I solute you. And a good point. We only need to worry about the most important choices. :)

    • @shroomer3867
      @shroomer3867 Před 6 měsíci +1

      Hey, here's a trick you might find useful to fail at making your game, you create the illusion of choice as mentioned in the video, BUT also make a super duper secret ending which in the end only depends on one dialogue choice in the mid point of the game, where you aren't even notified that something interesting happened or just make it impossible to access without external help from wiki or game code observation because if not the players might discover it by accident!

  • @SuperDK09
    @SuperDK09 Před 6 měsíci +4

    Thank you for making one on making a story. This will help me become a failure in game development

    • @Artindi
      @Artindi  Před 6 měsíci +1

      Happy I could help..... probably? I'm confused now. ;)

    • @SuperDK09
      @SuperDK09 Před 6 měsíci

      Thank you maybe, probably. I’m a game developer in unreal engine and the 2 things I can’t do are stories and 3d modeling/animation. Thank you for teaching me how to fail!@@Artindi

  • @mertensiam3384
    @mertensiam3384 Před 6 měsíci +7

    I don't think having "the illusion" of your desicions mattering is always 100% a bad thing. You can have it be a thematic thing in the story and narrative, so sadly, telling people to do that isn't ALWAYS gonna make them write a bad videogame story.

    • @Artindi
      @Artindi  Před 6 měsíci +7

      You are correct. Anything that can be done in a video game can be done really well if done right. Even if it's a cliché or something that most would consider a bad choice. :)

    • @KasumiRINA
      @KasumiRINA Před 4 měsíci +1

      It can also spice up linear gameplay: some real old games got extra replayability by letting you choose path, something as simple as going into forest or through the bridge in that Capcom m D&D beatemup. With games that have more involved story, you can have option to, say, follow a caravan or climb the ramparts to infiltrate the same castle AND write it as a story choice, both paths to same end but adds to the replay value.

  • @ugib8377
    @ugib8377 Před 6 měsíci +12

    I love these videos. Upping my potential for failure with each new release!
    I'll have to give that channel you mentioned a look, and take their advice as gospel instead of sarcasm. That way I can fail well at the story too!

    • @Artindi
      @Artindi  Před 6 měsíci +5

      He has some very helpful stuff. I've learned a lot by watchin his channel. :)

  • @Thegamerking312
    @Thegamerking312 Před 3 měsíci +3

    Worst way to make a story is to watch game theory

  • @legiongames2400
    @legiongames2400 Před 6 měsíci +2

    It's freaking sick seeing you pop off like this! Congrats man, keep 'em coming!

  • @Urza26
    @Urza26 Před 4 měsíci +1

    The best game story is to lock it behind a paywall where players must pay per paragraph, but it's random loot, so you won't know which paragraph fits in the story where.

  • @smokeback
    @smokeback Před 6 měsíci +1

    awesome always look out for these videos

  • @TheMamaluigi300
    @TheMamaluigi300 Před 5 měsíci +2

    Bonus tip for extra credit: No one likes to sit through long, unskippable cutscenes. They want to interact with the game, right? So, they’ll probably just walk away if they’re bored of the cutscene, and that’s not good. You want them to stay in their seat to pay attention, but you can’t just tell the story through gameplay, because you’re bad at game storytelling, and you desperately need the player to take in whatever drivel you want to force feed them.
    Thankfully, a recent invention called “forced walking sections” had been created to have your cake and eat it too! During a bit of gameplay, simply and jarringly throttle their character’s speed to a walk, making them walk to a designated point. Because they’re forced to go so slow, you can make story graphics and dialogue pop up as the player goes past them, ensuring they can’t miss or skip any exposition, no matter how innane it is. The best part is, pushing the left stick foward is the closest thing to sitting there that you can get, but the interaction required is still not zero. This means forced walking sections are everything you- I mean the player loves about unskippable cutscenes, but now with that secret ingredient of having juuuuust enough interactivity to stop them from just walking away to get something real quick, because their finite time is not important.

  • @ruffeboi7304
    @ruffeboi7304 Před 6 měsíci

    Just found this channel like 10 minutes ago and i already know i'll be binge watching all of these 🔥🔥🔥🔥

  • @maverickREAL
    @maverickREAL Před 6 měsíci

    These videos really have sapped my will to create video games. Thanks!

  • @ozan____
    @ozan____ Před 6 měsíci +1

    you are not only helpful, you even give us links to other channels, thank you so much Artindi

    • @Artindi
      @Artindi  Před 6 měsíci +1

      Yeah. I forgot it for the first hour or so. Glad I remembered before too long. :)

    • @ozan____
      @ozan____ Před 6 měsíci

      i plan to show your channel to teachers, i study digital game design

    • @Artindi
      @Artindi  Před 6 měsíci +1

      @@ozan____ that sounds awesome! I study game design too... just not formally. :)

  • @jpgartist110
    @jpgartist110 Před 2 měsíci

    Honestly this is way more helpful than serious tutorials, thanks

  • @lyngoodpresents5260
    @lyngoodpresents5260 Před 6 měsíci +1

    Great episode as usual. Really excited to find out how to fail at level design!

  • @Peppy10003
    @Peppy10003 Před 6 měsíci +2

    one of the best games that incorparates the story and gameplay together is Lobotomy corparation, with the story explaining the difficulty, the visual artstyle, the enviroment and even players restarting. it's one of the best games to play interms of writing

  • @itainteasywhenitshard7087
    @itainteasywhenitshard7087 Před 6 měsíci +3

    Love these, please do more if you have any ideas

  • @azylan
    @azylan Před 6 měsíci +2

    this was a very helpful episode to me, the game i'm brainstorming rn has a story that i really love, and gameplay that i really love... but i wasn't exactly sure how to put them together in a way that feels fluid and pleasant. i would like to be less reliant on dialogue and cutscenes and lean more toward interactivity. in turn, though, i might need to slim down the story when it comes to details.

    • @Artindi
      @Artindi  Před 6 měsíci

      Glad I could help! :)

  • @qoombert
    @qoombert Před 5 měsíci

    i wanted to compare this to terrible writing advice, but i now see that it has already been done.

  • @dogiy1775
    @dogiy1775 Před 6 měsíci

    Instructions unclear, proceeds to create lore rich game

  • @MrGreenshard
    @MrGreenshard Před 5 měsíci

    Just found your channel and I really like this series. I’m really wanting to work on a heavily story based game and I was wondering if an entirely linear game would be a bad design, but I guess you just have to pull it off properly.

    • @Artindi
      @Artindi  Před 5 měsíci

      Glad you like it, and yeah, I think most stories should ether be completely linear, or completely dynamic. So no, I think an entirely linear game is great design. assuming all other game design aspects are done right. :)

  • @JohnSmith-uk6wh
    @JohnSmith-uk6wh Před 6 měsíci +1

    I'm a simple man. I see a "how to fail at game dev" video, I upvote.

  • @redactedoktor
    @redactedoktor Před 6 měsíci +9

    Disco Elysium on its way to just straight up be a book where you also read books (it is one of the most engaging and incredible experiences in video games ever made and is great because of its format and it couldn't actually just be a book, because it was a book, and it was good, and no one cared, until it was a game)

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 Před 6 měsíci

      Disco Elysium has over a million words. That's harry-potter-sized, all 7 books

    • @SyndicateOperative
      @SyndicateOperative Před měsícem

      @@zaidlacksalastname4905 It, in no way, shape, or form, has over a million words.
      It wouldn't even scratch a tenth of that.

  • @doob.
    @doob. Před 2 měsíci +1

    - 20 mins for each cutscenes
    - 15 pages novel in between each missions
    - Gameplay have nothing to do with story
    - Fake choices
    Got it!

  • @TrulyAtrocious
    @TrulyAtrocious Před 6 měsíci

    This man makes me feel called out for things I never thought of

  • @Lonkshi21
    @Lonkshi21 Před 4 měsíci

    Walking dead telltale is a good example of a movie with a walking sim, but it has more interactive mechanics, like choosing what to say based on the situation

  • @RoamingAdhocrat
    @RoamingAdhocrat Před 3 měsíci

    shoutout to Hardspace Shipbreaker, which had a good story, delivered as unskippable cutscenes where your colleagues _phone you at home after work_ and monologue at you for minutes at a time. truly a horror game

  • @ix67ml
    @ix67ml Před 6 měsíci

    nice vid! keep it up, baby!

  • @GameJam230
    @GameJam230 Před 2 měsíci

    Actually, I will say, 2:40 gives me a hilarious idea for a game about solving moral dilemmas but with the satirical twist that all your choices are extreme in one direction or the other. Seems like the kind of game I'd expect to have some kind of shock factor with a social statement about extremism like many of Nicky Case's games, and the length is fitting too, it very much shouts "goofy game jam idea".

  • @joebalIs
    @joebalIs Před 6 měsíci +2

    you've done it again david cage!

    • @Artindi
      @Artindi  Před 6 měsíci +1

      Who dat?

    • @Artindi
      @Artindi  Před 6 měsíci +1

      Oh wait. I figured it out. Lol

  • @wander7812
    @wander7812 Před 6 měsíci +1

    Literally Starfield and Skyrim.

  • @SomeUsernameSomeoneElseTookIt

    found these videos on accident and binged most of them to see this video came out 4 hours ago, real

  • @Color_Splsh
    @Color_Splsh Před 6 měsíci

    You should totally make one of these "fail" videos on metroidvanias

  • @nowonmetube
    @nowonmetube Před 5 měsíci

    The true story at the end made me go "What!" I mean... for real bro?

  • @ShadowOfOurHearts
    @ShadowOfOurHearts Před 6 měsíci +1

    "A really long movie occasionally interrupted by a walking simulator" Man really gotta call out YIIK like that huh?

    • @Artindi
      @Artindi  Před 6 měsíci +1

      I like how someone can always think of a game that represents something said in the video. Ha ha. I've never even heard of YIIK, but I'll claim the call out. :)

  • @ChuzzleFilms
    @ChuzzleFilms Před 5 měsíci

    Holy cow a bejeweled reference

  • @stproducciones9140
    @stproducciones9140 Před měsícem

    the YIIK dev took this to heart

  • @KozelPraiseGOELRO
    @KozelPraiseGOELRO Před 3 měsíci

    2:52 the "else" statement may lead to partial success 'cause two's better than one, therefore, use the "if" alone.

  • @BaconNuke
    @BaconNuke Před 4 měsíci

    Best way for the multiple endings to happen is make it so there is either a single choice made at the start of the game, ie you chose to steal some bread on your journey from the windowsill of a house vs asking nicely from the obviously mean neighbor who won't give it, that makes every single other options during gameplay flavor text, or you make *every* choice alter your "karma" that is unseen and unknown by the player, ie you have 51% bad and 49% good therefore you get bad ending, but 50/50 is a neutral ending, but every event has different weights that you can only figure out via data miners dumping all that online so people have to make guides based off it and now the player is doing a pre-determined set of choices that they don't always wanna do but have to for sake of a third ending that isn't satisfying in either direction, because it's neutral

  • @AsePlayer
    @AsePlayer Před 6 měsíci

    You are on fire lol.
    Can't wait for the roast of live service

  • @RafaelFilho
    @RafaelFilho Před 2 měsíci

    Instead of walls of text there can be endless dialogues too!

  • @logan_wolf
    @logan_wolf Před 6 měsíci

    Damn, it's like Emil Pagliarulo saw this video, and didn't realize it was sarcasm!

  • @Sr.CorvusDev
    @Sr.CorvusDev Před 6 měsíci +2

    Can you please make "How to fail making a fighting game"? I'm curious about what you come up with.

    • @Artindi
      @Artindi  Před 6 měsíci

      I guess that depends on what kind of fighting game? Your probably talking about a Mortal Combat style game?

    • @Sr.CorvusDev
      @Sr.CorvusDev Před 6 měsíci

      @@Artindi Yeah!

    • @TheMamaluigi300
      @TheMamaluigi300 Před 6 měsíci

      @@Artindi Yeah, or Street Fighter

  • @renzero4329
    @renzero4329 Před 6 měsíci

    No way, Terrible Writing Advice but games?!!!

  • @Csbees
    @Csbees Před 6 měsíci

    Great video, make how to fail at learning to code, idk how to code and I might actually learn

  • @madnessoverload7824
    @madnessoverload7824 Před 5 měsíci +1

    2:13 *cough* Life is Strange *cough*

  • @entothechesnautknight1762
    @entothechesnautknight1762 Před 6 měsíci +2

    Remember, your story and gameplay should be entirely disconnected. Just because your game lacks any fall damage doesn't mean your protag cant break his leg in a fall. You've heard the term "ludonarritive dissonance" before, so gamers are probably used to a little bit of extra suspension of disbelief.
    But also doing things in gameplay rather then cutscenes is also really cool. You played a game that did that once and, like, it was badass! You gotta put as many story moments into your gameplay as possible, people love that stuff, and for some reason most games don't do it much.
    So when you need a character to die, don't do it in a cutscene and leave the player to escape whatever danger kills them after. Instead, you should have the player carry this character on their back, slowing them down to really emphasize how they're trying to save this person at their own expense, before they're forced to leave them behind in order to not die themselves. Yeah, that sounds super cool!
    Oh, how do we force them to leave the character behind? Yeah, we'll just take one of those door puzzles where you need to push a crate onto a button, and remove the crate. Now they *have* to leave them behind no matter what. Of course the door can be opened by another button on the other side, ya know, makes sense, but we removed all the crates, so there's mo way to keep it open while rescuing the character!
    ...wait, we added a gun that swaps the player and another character? And the character is a straight shot from the player, so they could just swap places with the character, both keeping the door open and allowing the player to rescue the character? And we've had them do this multiple times before in previous puzzles?
    Better disable the gun's function for literally just this and only this one segment with no explanation. We can't let player agency get in the way of the story, the character needs to die so the story can play out exactly as we originally wrote it, they need to be sad he died! And the player needs to do it in gameplay to make it extra sad! Even if we have to literally disable basic game functions and turn the "gameplay" into basically just a worse cutscene, the story will clearly be good enough that players won't mind.
    I mean, it worked for CoD, right? Everyone knows about "Press F to pay respects"!
    Man, we are smart.
    (Yes this is about one specific game how could you tell)

  • @jensinamart5153
    @jensinamart5153 Před 2 měsíci

    This reminds me so much of the Kings Question remake. At one point, you're given a choice to save either: a) A pregnant woman and one of your most loyal subjects or b) a blind old goat.
    And yes. This choice is 100% serious and the game will guilt you for not saving the goat.

  • @ChuckSploder
    @ChuckSploder Před 2 měsíci

    Even better when the player's dialogue explains everything that happened in the past at perfectly convenient intervals.
    Player (just woken from a 1000-year cryostasis): "Huh, that's a plant I've never seen before. It must be a highly evolved Zega-Flytrap clone that was created by High Magistrate Bruno when the War of the Corps raged on planet Oswan VI in the year 3329 A.D., 952 years ago. How interesting."

  • @MacronLacrom
    @MacronLacrom Před 6 měsíci

    Heres an idea:
    - Don't explain the story or give any context to where you are and where your going. Leave it open ended so the playerbase can make up some fanfiction to feel smart.
    - Add an open world with no quest tracking or logs; only add NPCs that talk a little and leave it up to the player to figure it out. (NPCs should talk in some old medevil english)
    IMPORTANT NPCs should only say their dialogue *ONCE!*
    - Don't mark anything of the map. Leave it blank with some structures squiggled on and make it the same style as the terrain of the points if interest is even harder to see
    *Bonus points* DO NOT mark where you've been so the player will get stuck going in circles.
    - punish the player for minor and easily made mistakes *bonus* force the player to redo a chunk of the level when they die with all of the enemies respawned.
    - *DO NOT* give the player a way to beat the boss or allow the player to use strategy to exploit the weaknesses of the boss; that is what the open world is for: increaseing your power level

  • @theReincarnate
    @theReincarnate Před 6 měsíci +2

    scungle

  • @dmas7749
    @dmas7749 Před 6 měsíci

    well, i got called out in like 20 seconds, fair play
    thanks again for the vidya

  • @JoelTheParrot
    @JoelTheParrot Před 6 měsíci

    0:18 I love this like... I wouldn't call it a crossover, what would it be called though?
    617 episodes?! so cool, and I think this was a good way to do it. thank you for the vids :D

    • @Artindi
      @Artindi  Před 6 měsíci +1

      To be clear I was joking about 617 episode. But I can't tell if you are playing along. :)

    • @JoelTheParrot
      @JoelTheParrot Před 6 měsíci

      i wasn't entirely sure how serious you were since i don't personally know the limits of such a series but it definitely reads as hyperbole as well lol, so i'm not really surprised. d(^v^d)@@Artindi

  • @thetageist
    @thetageist Před 5 měsíci

    I wonder if J.P. from Terrible Writing Advice has actually seen this series yet. Someone should send it to him now that this shoutout's been made.

  • @DaikoruArtwin
    @DaikoruArtwin Před 5 měsíci

    I've played quite a few Pokemon ROM Hacks and fan games, but in the most part, when they made a new story or simply modified an exisiting story, I had found that story to actually be worse than the original games, which really isn't a high standard. I've seen stuff that contradicts confirmed canon facts, I've seen a lot of "important" events and characters that serve no purposes, and lot of other horrible stuff story-wise.
    Strangely enough, the best story I've seen from a Pokemon fan game actually comes from a game whose main selling point wasn't even the story. It's a simple idea: Pokemon Fire Red, but you play as a Rocket Grunt. What they've done with the story was actually very amazing, they made it happen parallel to the original Pokemon Fire Red story, but you get to see everything behind the scenes, everything is explained in a way that not only makes sense (such as why Team Rocket was at Mt. Moon), but also doesn't deny anything from the original game. And at the end, you also get some 4th wall-breaking storytelling, in the same way that Undertale does.
    This last point is actually what I absolutely love in video game story-telling. Explaining game mechanics in a way that makes sense within the story setting of the game is super cool, but making use of illogical yet extremely common game mechanics to make the story go meta about you as the player or other out-of-the-box concepts, I crave that kind of plot twists!

  • @lordmarshmal_0643
    @lordmarshmal_0643 Před 6 měsíci +1

    Wait you're telling me GameMill Entertainment invented time travel and took notes from this video while they were developing The Walking Dead Destinies??? HOLY SHIT

  • @lemonlordminecraft
    @lemonlordminecraft Před 6 měsíci

    2:12 shout out to onions worldwide!

    • @Artindi
      @Artindi  Před 6 měsíci

      They have layers.

  • @pyromaniak
    @pyromaniak Před 6 měsíci

    Yooo new vidz :D

  • @robertlauncher
    @robertlauncher Před 2 měsíci

    Remember, right out of the gate you have to overwhelm and bore the player with your plots at the expense of the exciting game they bought. Never let the opening be comprised of quick, effective teaching through level design, or poignant and lush storytelling through environmental details and visual cues. You HAVE to frontload the game with text so that, at best, your fans will say “It gets really good hours into the experience.”

  • @fabiofanf3e813
    @fabiofanf3e813 Před 6 měsíci

    2:22 when you accidentally give a fire game idea:

  • @Steelpoly3dJ316
    @Steelpoly3dJ316 Před 2 měsíci

    Sometimes I feel like the story in a linear game assumes that I'm competent and know what I'm doing when I don't.
    According to the story of half life 2, I'm a new member of the resistance going off to find the nearest base and escape from the combine forces.
    In reality, I'm going in whatever direction the game's level design points me in without a clear idea of what we're doing, where I am, or what's going on.
    And I would like to know what's going on. I want to know that I'm not working for the bad guys.

  • @inarik
    @inarik Před 6 měsíci

    The TWA reference was so in place

  • @z0w0z.
    @z0w0z. Před 6 měsíci

    I never expected to see TWA here 😭😭

  • @jabin8153
    @jabin8153 Před 6 měsíci +5

    1 out of 10 stars I accidentally made omori

    • @Artindi
      @Artindi  Před 6 měsíci +1

      snap, sorry to disappoint, would you like a refund? Or a coupon for next time? :)

  • @jeffrey3066
    @jeffrey3066 Před 6 měsíci

    high quality content here!

    • @Artindi
      @Artindi  Před 6 měsíci

      high quality comment here!

  • @Bigparr43
    @Bigparr43 Před 5 měsíci

    I do take issue with the concept of nonlinearity still converging on the same ending vs a binary choice in non-linearity, because it has been done before well albeit in a somewhat niche setting. 999, Virtue's Last Reward, and Zero Time Dilemma (the Zero Escape trilogy) do a fantastic job of letting the player experience many different endings to inform the player (and NPCs kinda) about things that can progress other timelines to a final ultimate ending. I know it is niche, but the compromise can absolutely be done

  • @dahdumbguy
    @dahdumbguy Před 6 měsíci

    darksouls devs taking notes

  • @pine_and_appl
    @pine_and_appl Před 6 měsíci

    Instructions unclear, created Undertale.

  • @hershmergersh6733
    @hershmergersh6733 Před 6 měsíci +1

    Instruction unclear. Followed them exactly but made Metal Gear Solid 4

  • @pixelatedluis
    @pixelatedluis Před 4 měsíci

    2:26 literally every roblox camping game ever

  • @David2073
    @David2073 Před 6 měsíci

    **How to fail at making an RPG memories**

  • @OmgMcGamez
    @OmgMcGamez Před 6 měsíci

    0:54 to 1:18 is just explaining the current state of Five Nights at Freddys.

  • @happysocialmoth1197
    @happysocialmoth1197 Před 6 měsíci

    Ah I see… so it’s basically your average Telltale and David Cage games?💀

  • @-18
    @-18 Před 5 měsíci

    Some questions.
    - What about Telltale video games?... those are based only on cinematics that activate depending on the options you choose, so it's like a kind of interactive movie or cinematic?
    - And what about visual novels?
    - And does what was said in this video change anything if the player is previously announced that the video game will be more linear and therefore would not generate so many illusions/expectations that would be betrayed in the end? Of course, then I guess fewer people would probably be attracted.

    • @Artindi
      @Artindi  Před 5 měsíci

      Great questions. :)
      Interactive/visual novels can have many endings or possible outcomes, some can seem more desirable than others on a subjective level, but any ending should be just as valid as any other ending. If a certain ending became the official win condition or lose condition, the intended use of the medium would no longer be a free discovery of story, but rather an official challenge to achieve the target outcome set by the medium.
      A game must have a conclusive measurable outcome established by the medium, such as a win, a loss, a state a maintained condition, (such as in king of the hill) or a performance based outcome, without this there would be no defining factors setting "game" apart from any other recreative activity.
      Because this distinction between "interactive novel/visual novel" and "game" are definitionally opposed, they are mutually exclusive.
      So you could ether have a game, perhaps with a visual novel style story such as in Ace Attorney, or an interactive/visual novel, perhaps with game like elements such as in Detroit: Become Human, but it can only be one or the other with the main distinction based on the presence of an objective goal establish by the medium.
      However this doesn't mean that we can't still refer to certain forms of entertainment as a "game" colloquially to avoid confusion as I would do with Detroit: Become Human.
      Thanks for the thoughtful comment. :)

    • @TheMamaluigi300
      @TheMamaluigi300 Před 5 měsíci

      @@Artindi “Turns out, it’s easy to fail at making a game when what you make is not a game.”

  • @thabluetails
    @thabluetails Před 6 měsíci +1

    2:19
    Fire Emblem three houses in a nutshell

    • @RayOfTruth
      @RayOfTruth Před 5 měsíci

      How?
      Most of the post time skip sections are incredibly different from each other

  • @EmperorSigismund
    @EmperorSigismund Před 5 měsíci

    I don't care what anyone says. The literal 'Wall of Text' was the funniest joke in the Neverhood and yes, I read all of it AND I enjoyed it.

    • @Artindi
      @Artindi  Před 5 měsíci

      Nice. I was pretty proud of that. :)