You Didn't Notice Silksong's Biggest Flaw
Adam Millard - The Architect of Games
0:00 All right, so Silkong has been out for about a month now,
0:03 and after around 50 hours of devouring something
0:06 that some of us have been waiting upwards
0:07 of 8 years for, I think it's safe to say that the game's pretty good, isn't it?
0:12 Silkong is gorgeous.
0:13 It's got loads of cool surprises.
0:15 It's got great combat, and it's even got this good girl.
0:18 All things that make it well worth the near
0:20 decade of development time it took to finally finish,
0:22 and also all of that Silk sanity that was
0:24 slowly taking over the internet for a bit back there.
0:26 I can say with absolute confidence
0:28 that some of Silkong's amazingly designed boss fights, its cool law reveals,
0:32 and its incredible hidden areas that don't worry, I won't spoil.
0:35 I'm only going to be talking about things from act one in this video,
0:37 are going to be among some of my favorite gaming moments of the year,
0:40 as I, let's be honest, sort of expected they would be.
0:43 But the one thing about Silkong that I don't think anyone expected was
0:47 for a single part of the game to end up standing out above all the others.
0:51 for one teeny tiny strand of Silkong to become more memorable,
0:55 emotionally evocative,
0:56 and dare I say, controversial than anything else in the entire game.
1:00 What am I obliquely referring to?
1:02 Well, of course, I'm talking about an otherwise unsuspecting
1:06 early game area by a name you might recognize, and that name is Hunter's March.
1:11 Now, for people who might not be familiar
1:12 or who have suppressed their trauma from that place,
1:15 Hunter March is a zone that can be located just off the top of the Marrows,
1:18 which is the first real area of the game.
1:19 And in comparison to that place, which is filled with nice, simple bony boys,
1:23 Hunter's M represents, and I'm going to use a technical term here,
1:26 a completely absurd difficulty spike.
1:29 It's got some really punishing platforming filled with spike traps.
1:31 It's got some really tough enemies, like these guys with a million health.
1:34 These ones that you can't hit, and these ones,
1:36 which make the already tricky bouncing even harder.
1:38 And that's not even considering the zone's guardian boss
1:40 who wiped me so many times that I lost count.
1:43 The place is hard.
1:44 Really hard.
1:45 And as you might expect,
1:47 this has caused a lot of people from both casual and professional
1:50 sides of the gaming world to come out and say that Hunter's March,
1:52 as well as a couple of other problem parts of Silkong,
1:55 are way too hard and much too punishing.
1:57 And while from a certain perspective, these people definitely have a point,
2:01 in spite of all that complaining I just laid on you,
2:04 I'm not entirely sure I agree.
2:05 Don't get the wrong idea.
2:06 Silkong is a tough game, and even though yes,
2:09 I did manage to beat the true ending and all
2:11 of these problem bosses without breaking too much of a sweat.
2:13 Oh.
2:14 Oh my god.
2:14 Oh wow.
2:15 Oh, you shouldn't have a trophy for me.
2:17 Wow.
2:18 I'm not about to say that the game is too easy and that everyone
2:21 who had trouble needs to get good or go back to playing Kirby's Epic Yum.
2:24 However, I am going to say that I think the root
2:27 cause of some of people's more frustrating Silkong experiences and the Achilles
2:31 heel of an otherwise fantastic game goes a little bit deeper
2:34 than it just being a bit overtuned in the difficulty department.
2:37 I think rather than Silkong being too hard
2:40 and punishing even when you're doing everything right,
2:42 I think instead that Silkong is all too easy for us to play wrong.
2:47 All right, back up.
2:48 That sounds confusing, doesn't it?
2:50 Essentially, what I mean is that while
2:51 Silkong is absolutely a pretty challenging game,
2:53 and while it does a perfectly fine job of teaching you the controls,
2:56 it does a much sloppier job of teaching players how
2:59 to think about the various problems it presents them with.
3:01 And that leads to people playing the game in a way that doesn't make full use
3:04 of their toolkit and getting trapped in patterns
3:06 of behavior that make the game less fun.
3:08 To show you what I'm talking about here, take my and I'm sure several
3:11 other people's experience fighting the savage beastfly,
3:14 one of the major denisens of Hunter's March.
3:17 Because the boss fight is in a spooky,
3:18 intimidating temple that required a new skill
3:20 to access and represented yet another difficulty spike.
3:23 I became under the impression that it was a mandatory barrier to progression.
3:26 And that meant that I felt I had no other option than to keep trying to beat it,
3:30 even though it was really hard and I only had five measly hit points.
3:33 Furthermore, whenever I died to the savage beastfly, which was pretty often,
3:37 I would be forced to run all the way through bug Vietnam back from the marrows.
3:42 A truly monumental trip because I was under the impression
3:45 that the only bench in Hunter's March wasn't actually a bench at all.
3:48 It was a trap.
3:49 a series of frustrating experiences compounded by the fact that in Silkong,
3:53 much like in other Souls inspired titles,
3:55 you drop all your precious rosaries when you die.
3:58 Meaning that I felt compelled to keep fighting
3:59 the boss rather than retreating and exploring elsewhere.
4:02 Because if I did, I would lose out on a bunch of cash,
4:04 locking me in this endless,
4:06 torturous cycle of running through an area I didn't want
4:08 to be in, to fight a boss I knew was too hard,
4:10 only to die and felt that I had no choice but to do it all over again.
4:14 These three assumptions that I a had to fight the savage beastfly,
4:18 that b hunter's march had no respawn points,
4:21 and c that I couldn't afford to not go
4:23 back and pick up my corpse were taught to me
4:25 through my experiences with the game and led
4:27 to me playing in a way that wasn't much fun,
4:29 only for me to later learn that each of these assumptions were,
4:31 not to put too fine of a point on it,
4:33 completely wrong, and that I'd actually been through
4:36 no fault of my own playing the game incorrectly.
4:39 Firstly, you really don't have to worry
4:40 about rosaries that much in the early game.
4:42 They're very easy to come by later on and all the stuff
4:44 that you actually need to pay for like bellway entrances are very affordable.
4:48 Second, you can actually fix the hunter's march bench.
4:50 It's really easy if you know where to look and it cuts
4:52 the run back to the savage beast light in slightly more than half.
4:55 And thirdly, the savage beast flight isn't even mandatory at all.
4:58 In fact, I'm pretty sure you can roll credits without
5:00 so much as stepping into Hunter's Marsh to begin with.
5:02 Three kind of important pieces of information that the game
5:06 doesn't really make much of an effort to teach you.
5:08 What this means is that in essence, Silkong taught me how to play incorrectly.
5:12 It has systems and gameplay concepts that appear to punish exploration
5:16 and experimentation when in reality they're
5:18 fundamental to any good player success.
5:20 And I started to not just find
5:22 the game much easier when I abandoned my intuition
5:24 and started to run away from fights I
5:26 found too hard to go and do something else,
5:27 but I was able to appreciate the game's
5:29 brilliantly designed world and its really well-paced difficulty
5:32 once I started playing in the way I was supposed to be doing the entire time.
5:36 Basically, what I'm talking about here is the idea
5:39 that video games can be engaged with incorrectly.
5:42 They're possible to play wrong,
5:43 and unless you're going to count reading a book backwards,
5:45 starting from the middle, that makes them pretty unique.
5:48 There are key gameplay lessons that games need
5:50 to teach us that go beyond mechanical interaction.
5:52 If we're not taught how to respond to obstacles
5:54 and how to approach certain gameplay concepts in the right way,
5:57 then we end up not interfacing with the game as well
5:59 as we could be and having a bad time as a result.
6:02 And Silkong, which I must stress is a great game that I really like,
6:06 is a very clear example of how important it can be to get this stuff
6:09 right and how disastrous it can be
6:11 when this hidden aspect of teaching goes wrong.
6:14 And so to demonstrate my point and to highlight what I
6:17 think is an underappreciated part of the design of our favorite games,
6:20 what I want to do is to talk about some of the hidden ways that our favorite
6:22 titles are able to condition us to play
6:24 in certain ways without us ever really noticing.
6:27 and why some other games that seem on the surface like
6:29 they've done everything right actually end up being frustrating and confusing.
6:33 Because while they've succeeded in teaching us how to play,
6:35 they've failed to teach us how to think.
6:38 To give a dead simple non-silkong example of how all this works,
6:41 we need only look at fast-paced shooters like Doom,
6:44 Ultrakill, Robocquest, and a few others.
6:46 These games want to be about intense,
6:48 high-risk engagements where you feel awesome
6:50 for surviving on the skin of your teeth.
6:52 And so, the mechanics are designed to promote
6:53 that kind of thinking and that style of play.
6:55 By limiting healing to only being available when you're
6:57 close to enemies or when they get hurt or die,
6:59 and making changes that penalize long-range damage
7:02 and reward being quick instead of methodical,
7:04 these games condition players to not fear taking damage so
7:06 long as they can come out ahead once an enemy
7:08 dies and to treat staying in constant motion to be
7:10 a more effective defensive posture than staying in cover.
7:13 My favorite example of this, by the way, is Robocquest's little grinder bots.
7:17 They only appear at the very start of each fight,
7:20 and they drop a huge payout of health and exp,
7:22 but they disappear after a few seconds.
7:24 This makes the most profitable way to fight to dive
7:26 in before you've even gotten a chance to scan the battlefield,
7:29 making things super chaotic and super fun.
7:31 You absolutely can play all these games in a very static,
7:34 defensive, and safe way.
7:36 It's certainly not impossible,
7:37 but due to the way their systems are designed and the way they
7:39 introduce key mechanics so as to form
7:41 positive associations between aggression and success,
7:44 you'll naturally fall into perceiving enemies and arenas
7:46 through the intended high octane perspective and thus
7:49 respond to situations in a way that makes the most fun use of the mechanics.
7:53 When you learn how to spot it,
7:54 this kind of subtle shaping of our perspective is everywhere
7:57 in games that feel suspiciously intuitive and smooth to play.
8:01 It's not that we just so happen to be
8:03 super smart and instantly understand how these games work.
8:05 It's that we're being subconsciously conditioned
8:07 into perceiving situations and mechanics in particular ways,
8:10 shaping our decision-making, and as a result, our overall experiences.
8:14 Donkey Kong Bonanza stops you from spending the entire
8:17 game underground by using its early levels to teach you
8:20 that staying on the surface is usually a quicker
8:22 and more profitable way to get where you were going.
8:24 Hades and its sequel trick you into doing your between run chores,
8:27 not just every single time,
8:28 but also in a particular order by positioning them in convenient
8:31 places relative to the fastest route back to the real game.
8:34 The reason why Starcraft 2's campaign is so good
8:36 is because it gradually trains you to do more
8:38 than just spam marines or zerglings in every mission
8:41 by making each one a showcase of a particular unit.
8:43 Both teaching you their function and teaching you to respond
8:46 to threats with specific counters
8:48 rather than a generic one-sizefits-all response.
8:51 Of course, in addition to positive reinforcement,
8:53 disincentivizing players doing the wrong thing is also
8:55 a valid way of teaching us what to do,
8:57 so long as it's done with a sufficiently light touch.
8:59 Survival horror games get us paranoid about efficiency.
9:02 Because even though they usually have systems
9:04 to prevent us totally running out of ammo,
9:06 the threat alone is enough to change how we play for the better.
9:09 Many fighting games stop you from spamming certain moves
9:11 by making them lose damage the more you use them,
9:13 forcing you to switch things up and play
9:15 in a more interesting way in order to succeed.
9:17 And well-designed Dota style games scale the payout of farming methods based
9:21 on their level of interactivity with other players and thus their level of fun.
9:25 Hiding alone in the jungle is boring, so it pays out the least.
9:28 Whereas fighting other players and taking
9:30 objectives is where the best gameplay is.
9:31 So that stuff gets rewarded the most.
9:34 And as a personal favorite, Consume Me,
9:36 a game about, amongst other things, having an eating disorder,
9:39 uses our natural desire to optimize statistics to trick us into making
9:42 choices that we never would have of our own free will.
9:45 Like punishing Jenny with exercise whenever she breaks
9:47 her diet to get her back under the threshold,
9:49 or juicing your stats by doing stuff like reading
9:51 diet magazines to increase your fullness without actually eating.
9:54 It is brilliantly effective how long it takes you
9:57 to realize the person the game is slowly making you become.
10:00 And that's the power of this sort of conditioning.
10:02 None of these intuitively designed games ever directly enforce their intended
10:06 play style or sit the player down and explain, "Right,
10:08 here's what you're supposed to be doing."
10:10 Because not only would that spoil the fun,
10:11 it would be less effective as a teaching tool.
10:14 Instead, they leverage the human brain's incredible capacity for internalizing
10:17 complex systems by making the psychological path of least resistance,
10:21 also the way the developers want you
10:22 to view the game and think about the mechanics.
10:25 This is important to do because while our brains are
10:27 great at making connections and building an understanding of systems,
10:30 there's no guarantee that we'll interpret the mechanics
10:32 in the way that we're supposed to.
10:33 And once that we've locked ourselves into an incorrect
10:36 interpretation of the game's mechanics and intended play style,
10:38 it can be very difficult to fix that misapprehension.
10:41 Blueprints, one of my other favorite games of this year,
10:44 is very guilty of not taking this into account.
10:46 See, the game is structured like a rogike,
10:48 so many players naturally assume that if they plow through enough random setups,
10:52 eventually they'll be able to reach room 46.
10:55 But the reality is that it's much more important
10:57 to understand Mount Hol's hidden rules and solve its puzzles,
10:59 which don't change from run to run,
11:01 than it is to try and get good room draws on a single day.
11:04 something that is very frustrating to deal with if you think the game works more
11:07 like a mainstream rogike where you can
11:09 expect to get measurably further with each attempt.
11:11 To briefly go back to Silkong, it makes a real tactical error here.
11:15 Many players critically underuse the tools mechanic in the game
11:18 and as a result finding to be less interesting
11:20 and more difficult than it could be because they've decided
11:22 not to use an entire facet of the combat system.
11:25 Why is this?
11:26 Well, it's twofold.
11:27 Early in the game, not only is the tool you're most likely to discover first,
11:30 this one, the straight pin, kind of terrible, but using it consumes shards,
11:35 a resource that you need a lot of to complete an early game quest.
11:38 This not only lends itself to the conclusion that you should be hoarding
11:40 shards instead of spending them with tool
11:42 uses just in case there's another quest,
11:43 but it also dissuades you against using tools in general because the only
11:46 ones you're likely to get during the early game are just more expensive,
11:49 less powerful versions of the silk spear ability,
11:52 which also does horizontal range damage.
11:54 It's just actually good.
11:56 Both of these assumptions are of course false.
11:58 Shards are everywhere and the later game tools are really powerful.
12:01 But once the assumption is set in, it's that much more difficult to unlearn.
12:05 As an aside here, Clare Obscure Expedition 33,
12:08 weirdly another contender for game of the year,
12:10 manages to sidestep these exact sorts of problems by being very
12:13 clear with what it wants players to do right from the outset.
12:16 Clare Obscure Expedition 33's very first upgrade, or Picto is this one,
12:20 which gives you action points for perfect dodging enemy attacks.
12:24 This is an absurdly powerful ability and one that serves as a not
12:27 so subtle nudge in the right direction to treat dodging stuff
12:30 as their default response rather than expecting to just be able to tank
12:32 or heal their way through enemy attacks like in most role playing games.
12:35 If this ability were simply part of the default toolkit,
12:38 then the players that most need to make this connection would never see it.
12:41 But by making it feel like you're
12:42 optimizing your play by exploiting a powerful ability,
12:45 you internalize the lesson that much more effectively.
12:48 Of course, incentivizing particular behaviors
12:50 and disincentivizing others is only half
12:52 the battle when it comes to making sure we play games correctly.
12:55 Developers also need to make sure to open lines of communication and make
12:58 sure we're able to read and interpret
13:00 the information being delivered to us effectively.
13:02 One of the easiest ways to show you what I mean here is with Metroid Vaniers.
13:06 The whole appeal of this genre lies in exploration, but equally,
13:10 nobody likes getting lost or feeling like they can't
13:12 find out where to go in order to progress.
13:14 Luckily, each upgrade in a Metroid Vania,
13:16 be it a double jump or the ability to turn
13:18 into a fart or just a new kind of beam, can help you work out where to go
13:22 simply by serving as a navigational cue to return
13:24 to an obstacle that you previously couldn't deal
13:26 with, and thus a new area to explore.
13:28 And the best Metroid vanias teach us
13:30 this navigational language as clearly as they can.
13:33 To Silkong's credit for a change, it actually does this really well.
13:36 Stuff like these rings or these gusts of wind are nice,
13:39 memorable landmarks to know to come back
13:40 to later when you get the relevant upgrade.
13:42 And the game even goes out of its way
13:43 to teach you other nice bits of navigational signposting,
13:46 like the fact that Shack with the map vendor is always nearby
13:48 when you hear a song and see her stupid doughut weapons lying around.
13:52 For a more old school take on the same ideas,
13:54 many platformers use an association with collectibles
13:57 to drag you through the intended routes.
13:59 It can be difficult to figure out where you're supposed to be
14:00 going while you're traveling at super speed in a Sonic game,
14:03 and it's surprisingly easy to get lost in some of Mario's 3D adventures.
14:06 But by orienting yourself around the idea
14:08 that rings and coins are always worth grabbing,
14:10 you'll almost always find yourself on the intended smoothest level trajectory.
14:14 Other games can even do this as well,
14:16 like how Piper Strrell and the Cursed Yo-Yo uses lines of cash to illustrate
14:20 unconventional ricochet angles that you may
14:22 not have considered on your first glance,
14:23 which massively cuts down on frustration and leads
14:25 to way less downtime doing yo-yo ballistics maths.
14:28 It's not just what games tell us that establishes
14:31 the foundational patterns of the way we play, though.
14:33 How games communicate information to us can have just
14:35 as large of an effect on the way we end up
14:37 perceiving a game and thus the way we end up
14:39 playing it as what lessons they try to get across.
14:42 Many games, for example, use the pressure of a clock to get us
14:44 thinking about resource management and optimizing our limited time.
14:47 Everything from Majora's Mask to minutes would
14:49 be way less fun without that time pressure
14:51 to give our decisions context and inform
14:53 the way that we're supposed to be playing.
14:55 However, games that introduce timers via a big
14:57 doomsday clock right at the start are going
14:59 to inform the way we play very differently compared
15:01 to games that treat time more as a suggestion.
15:04 Titles like Dead Rising or Unsighted keep players under stress and constantly
15:08 focused on the mission because there is no escape from their big countdown.
15:11 Establishing a mindset that you should be squeezing every
15:13 last bit of efficiency out of every bit of gameplay.
15:15 A very stressful way to play to the point that many players get
15:18 put off games entirely at the mere suggestion of these kinds of limits.
15:21 Conversely, a more slow rolled,
15:23 low-key time limit like in Stargy Valley or Persona
15:26 puts the emphasis much more on getting players
15:28 to choose what activities or people matter
15:29 to the most and to have fun scheduling their day.
15:31 A much more accessible presentation in spite of the fact
15:34 that many of these games limits are no less strict.
15:36 All it takes is motivating us through fear or self-exression for us to view
15:40 optimal play very differently and thus
15:43 having two very different kinds of experience.
15:45 Whether it's by subtly telling us
15:47 stuff or incentivizing particular patterns of play,
15:49 games are constantly talking with us and our understanding of how
15:52 they work and what we're supposed to be doing is always changing.
15:55 But this relationship doesn't end on the mechanical level.
15:58 Every aspect of our play is shaped by the lessons we draw
16:00 from the things we experience and the things that we haven't experienced.
16:04 The way games react when we get stuck or fail is a very obvious way
16:08 that games condition us to behave in particular
16:09 ways beyond the context of their mechanics.
16:12 For example, Bennett Fod's Baby Steps, a very tricky game,
16:16 teaches us that messing up isn't a huge deal by setting a bunch
16:19 of what are essentially traps for us
16:21 that send us sliding humiliatingly down the mountain,
16:24 but immediately softening the blow with a funny cut scene,
16:26 helping to establish the lesson that not only are all those weird looking out
16:29 of the way places worth going to because they might have more cut scenes,
16:32 but also that falling down is unavoidable,
16:34 and so you don't need to treat it as a personal failure.
16:36 On the other hand, games with permanent stakes for messing
16:39 up push us to avoid failure by any means possible.
16:42 As I mentioned earlier,
16:43 the prospect of losing cash when you die in a soulike game all
16:46 but forces you to keep trying bosses over and over until you win.
16:49 Something that helps emphasize the game's pattern recognition gameplay,
16:52 but conversely deemphasizes trying to think way around problems
16:55 because there's a permanent consequence to messing it up.
16:58 On that subject, it's just as critical for games to teach
17:01 us what is and is not possible within their confines.
17:04 Because the only thing that feels worse than interpreting
17:06 a game structure incorrectly is finding out that some
17:08 important mechanic or area that would have made the game
17:10 much more fun was an option the whole time,
17:12 but you had no idea that it even existed.
17:15 The excellent horror RPG look outside deals with this really well.
17:19 The game is naturally being a horror
17:21 title all about feeling alone and overwhelmed,
17:23 but this presents a potential issue.
17:25 players can't know whether the monsters they're up against
17:27 feel dangerous because it's a survival horror game or because
17:30 they're just in the wrong area getting owned
17:31 by highle stuff they're not meant to be fighting yet.
17:34 And also because the game is all about being
17:36 trapped in an apartment complex filled with scary monsters,
17:38 they might not realize that some of said monsters are actually friendly
17:41 and are recruitable party members and thus spend the entire game outnumbered.
17:45 Look outside fixes both of these issues
17:47 very cleverly without ever undermining its core themes.
17:50 Firstly, it never tells players where they're supposed to go,
17:53 but it does give them a cryptic
17:54 warning if they're fighting stuff that's too tough,
17:56 letting you gradually triangulate the intended progression path
17:59 based on what doesn't give you a warning.
18:01 And if you are getting beaten up
18:02 and need to spend more time at home recuperating,
18:04 that gives you a much greater chance
18:06 of encountering random visitors who are almost always
18:08 helpful and around half the time will happily join your squad as a party member,
18:11 both helping you out and clueing you
18:13 into the fact that party members are even a mechanic.
18:16 even if said party members are these horrible goth children.
18:19 The incomparable Outer Wilds also uses its design to define
18:22 the scope of a player's exploration without ever spoiling the actual fun.
18:26 In Outer Wilds, you never need to wander around blindly because each clue,
18:29 such as these message boards, serves as a series of breadcrumb trails
18:32 linking to several other avenues of exploration,
18:35 quickly teaching you that if you ever get lost,
18:37 all you need to do is retrace your steps to find the next part of the progress.
18:40 And there's no need to worry if you're
18:42 missing anything because this handy there's more to explore
18:44 reminder is always there to nudge you
18:46 in the direction of anything you've yet to see.
18:48 Not giving the game away,
18:49 but instead empowering us to go and explore for ourselves.
18:52 This is in stark contrast to some of Silkong's
18:55 biggest stumbling blocks in the form of bosses like Morwing,
18:57 who was so mean Team Cherry even had to issue a rare nerf,
19:00 and the last judge, who has a particularly awful runback.
19:03 Both of these act one menaces are actually completely optional,
19:06 but the players who would most benefit
19:07 from this information will never find out.
19:10 Just like in the case of Outer Wilds,
19:11 a hint to players that there's somewhere else they could be
19:14 exploring wouldn't be bailing out players who are worse at the game,
19:16 letting them know there's a fun quest to do to get rid of Morwing
19:19 or a whole new adventure to go on to bypass the last judge.
19:22 It's just letting them play the game as intended.
19:24 Exploring around to new places and using their brains
19:27 to bypass problems rather than endless attempts at the same fight.
19:30 Plus, it's going to be much less frustrating dealing
19:33 with this bastard on the last judge run back
19:35 if you know that you don't have to be
19:36 doing this and that if you're getting too frustrated,
19:38 you can just go and seek out the other option instead,
19:40 who is, in my opinion, much easier, more fun, and more relevant to the plot,
19:44 making it a real shame that so few people even though Phantom exists.
19:48 I guess what I'm saying is to get to the meat of this and to give Silkong,
19:52 which again is arguably my game of the year,
19:54 a bit of a break is that we as a gaming audience tend to overestimate
19:58 our independence in the world of games
19:59 and underestimate our responsibility to make sure they work.
20:03 The interactive nature of video games is a canvas
20:05 for our self-expression and a display of our agency.
20:08 But the experience of playing a game isn't something that we can create alone.
20:12 Before we've ever started playing,
20:13 someone else has laid out our tools and defined the boundaries of our control.
20:17 And without knowing what our silent partner's intent was,
20:20 that unknown would always be working against us instead
20:22 of allowing us to truly flex our creative muscles.
20:25 So, I think rather than assuming implicitly that however we've chosen
20:28 to perceive and strategize around a game systems is automatically the best,
20:32 most optimal, and funnest way to play,
20:34 we should always be questioning whether there might be a better way,
20:37 whether the developers have been trying to tell
20:38 us something that we've been missing the whole time.
20:40 There have been loads of games over the years
20:42 that I thought were terrible and that everyone
20:43 else was totally wrong about until I realized
20:45 that I was actually the one playing them wrong.
20:47 And with a little change of perspective on my part,
20:49 I was finally able to see what the devs were
20:51 going for and have much more fun as a result.
20:54 I decided not to bother parrying anything in Metal
20:56 Gear Rising because I thought it was too hard.
20:58 And as a result, I died a bunch
20:59 to attacks that I should have been able to block.
21:01 And I had way less fun chopping up enemies,
21:03 which is easiest to activate after a parry.
21:05 I initially didn't get why people love Death
21:07 Stranding so much because I thought the cut scenes
21:09 were boring and that slowly delivering one package
21:11 at a time across easy terrain was pretty monotonous.
21:14 But all that changed once I realized the reason why
21:16 there's all sorts of lost packages all over the place
21:18 and all kinds of traversal equipment is that the real fun
21:21 comes from delivering the heaviest loads as fast as you can.
21:24 Pause for a laugh.
21:25 Which turns the tedious walking around into these fantastic endurance odysseies.
21:30 And even in the case of Silkong,
21:31 I was one of those people who thought that Team Cherry
21:34 had let everyone down and that they were washed after just
21:36 their second game until I stopped mashing my face against bosses
21:39 that were too hard and started exploring off the beaten path,
21:42 finding cool routes around problem areas that I didn't want to deal
21:44 with and experimenting with systems that I
21:46 initially written off as not worth using.
21:48 The more I open my mind to what the game was trying to do
21:50 as opposed to what I expected it to be, the more fun I had.
21:54 And that's what makes it such a shame that it's so hard
21:56 to get what Silkong is trying to do on your first go.
21:58 and why it's so important to treat games, like all art,
22:01 as a constantly evolving conversation between the developers and players,
22:05 not a static monolith that can never change.
22:08 So, in the spirit of this video,
22:10 if there's a game out there that you didn't enjoy,
22:12 but you can't escape the nagging feeling
22:13 that you might have been playing it wrong,
22:15 I highly recommend going back and giving it another go with a fresh perspective.
22:19 Who knows, maybe all it's going to take to turn
22:21 a disappointment into a new favorite is a different point of view,
22:24 for you to try a new strategy, to go to a different place,
22:26 or to stop doing things that simply aren't fun.
22:29 Because, take it from me,
22:31 you don't have to fight the Savage Beastfly if you really don't want to.
22:34 He'll just be there in Hunter's March, chilling until you're ready,
22:38 leaving you free to get on with the rest of the really fun.
22:41 No, no, no, no, no, no, no, no, no.
22:44 They promised he would just be in Hunter's March.
22:46 No, no.
22:47 Oh, god.
22:48 No.
22:50 Hello, hello friends and welcome to the after the video segment.
22:54 That part of every video where I get on my hands
22:56 and knees and beg you to hit the like button, dingle the bell,
23:00 subscribe to the channel, and sacrifice a goat in the name of the YouTube gods
23:03 or whatever animal it is that they're interested in most right now.
23:07 Seriously, it means a lot.
23:08 It's also the time and place where I point you in the direction
23:10 of some cool people that you should be made aware of.
23:13 And this time, it's NoClip 2.
23:15 Wait, I hear you say NoClip is already a very big YouTube channel.
23:19 And you're right.
23:19 But No Clip 2 is a new spin-off endeavor from the same team,
23:22 which is all about indie games, industry previews,
23:24 and all the cool things that games media used to produce,
23:27 but abandoned in favor of more profitable and more boring things instead.
23:30 Basically, all the stuff I like.
23:32 Needless to say, the quality on display here is incredible,
23:34 and the Noclipip team have used their industry reach
23:36 and contacts to secure some pretty amazing early offerings,
23:39 like a massive look at Mugenics, the new game from Edmund McMillan,
23:42 which I am salivating over and cannot wait to get my hands on.
23:46 If that or any of the other things they've got on offer interest you,
23:48 then please do check them out and continue
23:50 to support Independent Games Media because God knows,
23:52 do we need the help right now.
23:54 But some people who absolutely don't need any help
23:56 because they're already awesome are my wonderful fantastic supporters.
24:00 Both the old venerable Patreon patrons
24:02 and the newfangled YouTube member Vanguard.
24:04 Both groups help to keep this channel operating and give me the peace
24:07 of mind I need to make these videos good rather than quickly.
24:09 I took the time out of this one to rewrite some sections
24:12 of this video to make them less boring and more factually accurate.
24:15 And I wouldn't have felt okay doing that if I was
24:17 crippled by the pressure to release things as fast as possible.
24:19 And it means a whole lot that people are willing
24:21 to support videos like this and think that they're worth the money.
24:23 Of course, this whole thing isn't just a one-sided deal.
24:26 If you support the channel,
24:27 you'll get earlier access to videos, extra bonus behind-the-scenes content,
24:30 occasional update videos where I share my most secret salacious thoughts,
24:34 and you know what's coming next.
24:36 Your name in the credits.
24:37 $5 a month gets you credited in text form and $10 a month gets
24:41 you on the special voiced shoutout list
24:43 alongside these fine people who are Ali Wright, Andrew Lebrano, Anna 94,
24:49 Bobby Brian Latarani, Constantin Amend, Cosmic 360, Daniel Metez,
24:54 Daniel Ersen, Durk Jan Carbeld, Diglettier, Diss Ellie,
24:59 Ectton, Edward Franklin Woods, Edwina the Space Bun,
25:03 Eric Walston, Eugene Bulkin, Fullaxi, Furious Hulk, Gaz,
25:08 How Heckit Noah I support trans rights Jacob Dylan Riddle Jinkaloid Kevin help
25:14 us conlov Kangi Luke Kakorin Mason 54 Maxim Philippov Mark Valent may contain
25:21 fox-like substance Mika Oi Michael Cike
25:24 Oxong Nate Graph Oliver Marhoa Patrick Ronberg
25:28 Peter Thomasick Routkull Reedex Regal Reax Seslux
25:33 silvery Tyler Duncan Timus Beexac Whimsical Wisp,
25:38 Zack Brandt, Zack Brandtas, the name mimickers,
25:42 reign of terror continues, I see.
25:44 And ciao.
25:45 Okay, that's all from me for now.
25:46 I will see you next time.
25:48 Bye.