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Hey everyone!

For this month’s Insider post, I’m going to talk about the videos in made in October, and - for the sake of transparency and learning - highlight the things I got wrong.

How Game Designers Protect Players from Themselves 

So, my first video in October was all about how developers try to get you to play their games in the most interesting way - and stop you from spoiling your experience by using cheap and repetitive tactics.

The project evolved a lot over time - I explained as much in this behind the scenes video - and quite a late change was to make XCOM 2 the real lynchpin of the story. It was a good move, because the timers in that game are a great example of how not to do this.

Unfortunately, because XCOM 2 became the main game after much of the research process was finished, and because I’m not as familiar with tactics games as other genres, and because I’m just a bit dense, I missed a great opportunity to talk about XCOM-like games that do a good job of this (with more lenient timers, or rewards for playing fast). 

This would have been a perfect note to end the video on, but I missed it. The commenters brought up games like XCOM: Enemy Within, Invisible Inc, and Mario + Rabbids and, for once, the “you forgot game x” comments were super valid! 

That’s why I decided to do a follow up video, to talk about these games. It would have been better to have this stuff in the main video, but a bonus video is better than nothing!

I made this video in a much shorter period of time than it usually takes, so I could get the update out while the video was still fresh. 

So, on Wednesday morning I played all three games, captured footage, and took notes. Then I looked for developer quotes (found two!) and wrote the script. In the afternoon, I recorded the vocals. 

Then on Thursday morning I processed the vocals, and edited the video together, before releasing it in the afternoon. I learnt a lot from this exercise, and it should speed up video production in future. 

But in general, I learnt that I need to keep researching things as the video goes along, and be more open to adapting things as I go along. 

I’m a big proponent of kill your darlings (which means, don’t become too attached to any paragraph, example, quote, etc - everything can be removed if it’s taking the video in the wrong direction), but this was a slightly different lesson to learn. 

Find new darlings, and then fully embrace them.

How Cuphead’s Bosses (Try to) Kill You 

Next up, is Cuphead. When you’re playing this game, you become so familiar with a boss fight - as you try to memorise its patterns, phases, weakspots, etc - that you feel you could write an entire book on the subject. Or, at least, a YouTube video. 

So I was originally going to just break down a boss fight from the game (the Sugarland Shimmy fight), but decided in the end that I could do that and talk about boss design in general. So the scope expanded somewhat. 

This one’s got a lot of visual flair in it. I found some pencil test GIFs on Studio MDHR’s Twitter feed and wanted to incorporate them. It was pretty easy: I just synced up the animation of the pencil test and the final game, and then wiped the video across to make it look like all the ink and colour suddenly filled in.

The cut out boss images are from this TIME magazine article on the game. You could do it with After Effects’ roto brush but it’s never going to look as clean as that. 

And finally, I made the trails to show the path of the game’s projectiles. I think this is a really cool effect because it clearly shows how the game works. Here’s how I achieved that, in Premiere and Apple Motion

Okay, so what was the screw up? Calling stuff by the wrong names. I called a barrel a treasure chest, a cat a mouse, a pufferfish a sea urchin, a peppermint a rock candy, a jawbreaker a gobstopper, and a waffle a chocolate bar (though, I put up a message for that one). There’s probably a few more.

How does this happen? Well, I write my scripts by just remembering what the game was like. I‘ll sometimes find that my memory doesn’t correlate with the game itself and so rewrite the script (or, if it’s too late, re-record the audio or put up a little message). 

But in this case, I genuinely didn’t notice the mistakes! I guess that it’s because they’re so irrelevant to the point of the video (I’m not getting a mechanic or system wrong) that my brain must have simply skipped looking at the artwork. But the commenters do pick up on this stuff and they won’t stop correcting me in the comments!

But, ultimately - it does detract from the polish and professionalism of my videos. So it’s something I should do better in future. I shouldn’t just assume I know what a rock candy looks like or what a quarterback does - Google it. And go over my script with a fine tooth comb for things I could be mistaken on. 

These videos will be up for years, and so what’s a few extra minutes to make sure they’re as good as I can possibly make them?

Boss Keys

Okay, so my final screw up was not sticking to my guns. 

When I made Boss Keys, I decided to skip the first two Zelda games because the dungeons were not that relevant to the topic I was trying to explore.

Sure, the dungeons in Zelda 1 and 2 are non-linear and interconnected, but they are little more than building blocks on the road to the stuff that I find truly interesting - the mad architectural puzzle boxes that, for me, define Zelda dungeons. 

So I skipped them. But then people kept asking me to talk about these two NES games to make Boss Keys complete and so, eventually, I gave in and promised I would. And I regret it. 

I’ve finished the games, took notes, and have written a script. But I just don’t think the video will be massively interesting! And that has made me not want to work on it, which has sapped my energy a bit and killed the momentum I built up in October. 

For the first time all year, working on this video has felt like a job. And I’ve been so incredibly fortunate with GMTK that I love it so much that - normally - it never feels like working. 

Luckily, Mario Odyssey happened. And I definitely want to talk about that game. So my juices are flowing again! I just gotta figure out what to do with this Zelda video… Shouldn’t take too long. Just need to force myself into it. And, lesson learned, don’t promise stuff until I’m absolutely sure I want to do it!

Wrap up

There we go. It’s important to talk about failures as much as successes. And it has been a successful month! I made two episodes of GMTK, a bonus video, two extra videos for Patrons, and a third for $3 backers. And October saw a whopping 2.9 million views on the channel, and a new subscriber milestone: 300,000 subs! Wow, what a crazy number. 

But I’m always learning, always getting better, and never resting on my laurels. 

Thanks so much for your support this month,

Mark

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Comments

Anonymous

Don't worry - a Jawbreaker IS a Gobstopper. Gobstopper in the UK, anyway, and I think you have an excuse to call things by their correct British names. ;)

Anonymous

Wanted to share this video in response to the first "screwup" -- <a href="https://youtu.be/JkOIhs2mHpc" rel="nofollow noopener" target="_blank">https://youtu.be/JkOIhs2mHpc.</a> I think leaving it up for others to collaborate on the topic and then basically doing a comment response video as you did is a wonderful thing. Most of the GMTK approach seems grounded in capturing all the reference possible, which makes sense given the journalism background! But I thought it interesting to see something I considered falling in line with the Idea Channel comment response style get called a screwup as a result of your perspective making GMTK. :)

Scezumin

Hey man, this kind of transparency and responsiveness to feedback is part of what makes me proud to suport you! You keep adapting, I'll keep backing!

Rich Stoehr

I don't look at these as "screw ups" really... Just minor mistakes in an otherwise excellent history of videos. In particular the Zelda thing - it's easy to get torn on doing what you want to make vs. pleasing your fans. You have a lot of fans now - a nice problem to have! - and they'll all have their own idea of what they want you to do. Remember, though, that we're all fans because of you doing what you love! You're at your best when you're excited about what you're doing, even if it doesn't please everyone all the time. If that makes sense.

Anonymous

As you say, it is crucial to understand and acknowledge your mistakes in order to get better at your craft. Glad you shared it with us, hopefully everyone got something out of it as well ;)

Red War Machine

That's it, I'm done! Nah, keep up the good work :)

Anonymous

Great post! Thanks for being so honest. I'm certain it won't go unappreciated :)

OSW Review

Appreciate the transparency! I hate to think you're annoyed by "umm actually" comments as they only want to make themselves feel smarter (dismissing the project as a whole). You could ask someone to watch your vids when you've maybe 70% of the video done to check for these unimportant mistakes. I don't take my own advice though. With Boss Keys, I've probably hassled you about the first two Zeldas but even if u don't find it interesting, we've never seen the video and something is always better than nothing! If it only takes a few minutes to explain the Dungeons then that's that. Is it still worth doing that GMTK ep on Zelda dungeons as a whole?

Anonymous

Oh wow, I didn't notice ANY of the misnamed things from Cuphead. Maybe I would have if I'd played it, but everything flew right over my head. Anyway, thanks for posting this. I'm kind of a perfectionist and it's nice to be reminded that all of the cool people who do cool things aren't completely perfect.

Brian M

Mark, with posts like this one you continue to set the bar for providing transparency and unexpected value to your patrons. I wish all of my...patronees? Beneficiaries? Hmm... I wish all of the creators I support on Patreon would study your communication style and behind-the-scenes sessions and strive to offer the same. I know it's a huge amount of extra work, but it's greatly appreciated.