The No-Frauds Club

The No-Frauds Club

A cadre of designers with high standards, exploring what video games can become.
See our website for more details: www.fraudsclub.com/

Пікірлер

  • @htpkey
    @htpkey3 күн бұрын

    Jonathan Blow has interesting insights when it comes to game design, but his takes on storytelling in games leave much to be desired.

  • @dooptydoo90x
    @dooptydoo90x3 күн бұрын

    Who's watching this after CrowdStrike? @8:00

  • @corn3335
    @corn33354 күн бұрын

    This podcast auto played for me and i gotta say, great content guys. Earned a viewer in me

  • @bluemeriadoc
    @bluemeriadoc4 күн бұрын

    casey advocating for central bank digital currency without knowing it. which is cringe. both CBDC and the fact that he is unaware of what he's doing. the irony is that *he* is the one effectively saying "yeah but they wouldn't do that" in response to the hypothetical of nation states violating the rules of the financial system

  • @GenMars
    @GenMars9 күн бұрын

    fire emblem has been scoring your performance since the famicom bro

  • @GenMars
    @GenMars9 күн бұрын

    this is way better to listen to than castle super beast

  • @emmaantenna4352
    @emmaantenna435210 күн бұрын

    Ayo the interviewer has got some good style!

  • @ConnieFWill
    @ConnieFWill12 күн бұрын

    Haven't watched the video yet, but I'd take the quote in the thumbnail one step further. Gameplay _is_ story.

  • @VagrantFrontier
    @VagrantFrontier13 күн бұрын

    Mark got me into Wanted Dead such a lovely game. Great conversation!

  • @powermetal2100
    @powermetal210024 күн бұрын

    I absolutely loved your take on speed running nofraud!!

  • @lummozz
    @lummozz24 күн бұрын

    Wow, I LOVE the idea that video games are closer artistically to music than any other medium. Mark has opened my mind to a lot of game design truths, and completely changed the way I think about games! Dark Souls is my favorite game of all time, and it's because it evokes a story with difficulty. The story of Dark Souls IS your struggle with the game and the world.

  • @smackdownsoup
    @smackdownsoup25 күн бұрын

    In response to your comments about experience points always being bad: have you ever played a roguelike? Not the fluff that gets called roguelike these days, I mean an actual roguelike, like Nethack, DCSS or, well, Rogue. Keeping up with the experience curve is critical to success in these games, and mechanics like the food clock disallow grinding forever, forcing the player to constantly evaluate their own strength vs the enemies in front of them, whether they should flee or fight, use a consumable, etc. The randomness also makes finding new gear or skills meaningful, because the player must think critically about how to incorporate the new stuff into their current run.

  • @goob8945
    @goob894526 күн бұрын

    excellent discussion i hit a new pb in hyper demon while watching this

  • @lufsss_
    @lufsss_Ай бұрын

    such a verbose host

  • @AlastairGames
    @AlastairGamesАй бұрын

    excellent discussion guys! Thank you

  • @10XSeiga
    @10XSeigaАй бұрын

    If your story is better than your gameplay, you should write a book or make a movie.

  • @bradleysmith9924
    @bradleysmith9924Ай бұрын

    Oh man, this get better and better the more you watch. Thank you for this interview, I'm a fan of this dude so much now. Indie til death.

  • @jj-cz3rq
    @jj-cz3rqАй бұрын

    Great conversation. Thanks for the video!

  • @KennethBoneth
    @KennethBonethАй бұрын

    Really enjoyed this guest.

  • @FAP0W
    @FAP0WАй бұрын

    When i play games these days "skip intro skip dialogue skip dialogue skip cutscene... ahh playing.... skip tutorial skip more dialogue skip skip"

  • @never_bored_again
    @never_bored_againАй бұрын

    i think a good example of a player skill forward jrpg would be Etrian Odyssey

  • @soratheorangejuicemascot5809
    @soratheorangejuicemascot5809Ай бұрын

    Ahh, nothing beats good old dungeob exploring.

  • @minhuang8848
    @minhuang8848Ай бұрын

    Meh, don't really agree with around 9:30. Games can get really close to what other media does in terms of story telling, even by default. Don't really agree with most of his sentiments as far as gameplay paradigms contextualized by storytelling is concerned, but I guess that's a matter of opinion too, to some degree at least.

  • @yewcookies
    @yewcookiesАй бұрын

    38:00 I'd be super interested to get his take on Bloodborne. I feel like that is the most perfectly realized world from Fromsoft. The story is both obvious (show don't tell) but convoluted. The way the world tells that story through a mostly linear experience is masterful.

  • @drogba6487
    @drogba6487Ай бұрын

    Many of the issues with contemporary game reviews isn't even necessarily inherent to journalism. It's also part of a wider issue in the field in that the model at these outlets isn't actually journalism anymore; it's content farming.

  • @dominiccasts
    @dominiccastsАй бұрын

    1:22:00 An approach I've seen work in another game to slow pacing and help stabilize the early game is to increase the cost of economy and production structures while keeping unit costs constant, that way ramping up production is more expensive, but rebuilding from a bad fight isn't putting you as far behind your opponent.

  • @ChromeKong
    @ChromeKongАй бұрын

    Also about the lore of games: Older games had the movie principle of „show, don‘t tell“. The bosses were super hard, you didn’t have to tell the players constantly how epic and big the fight was. You felt it.

  • @etymonlegomenon931
    @etymonlegomenon93126 күн бұрын

    That's not a "movie principal"

  • @ChromeKong
    @ChromeKongАй бұрын

    Feedback of players on problems with the game is usually good. Feedback of players on how to fix them is usually bad.

  • @Seacle14
    @Seacle14Ай бұрын

    I felt like I had seen this guy somewhere before, I decided to check and I remembered his HYPER DEMON review. Incredible game

  • @Centrioless
    @CentriolessАй бұрын

    We indeed live in a ironic culture. We alr have buncha games that focus heavily on gameplay, like pathfinder or darkest dungeon, but obviously normies like you dont care abt those games and only care abt AAA production, like BG3.

  • @joel6376
    @joel6376Ай бұрын

    The comment about messing with the camera and people getting upset extends to so many things its unreal. The one that comes to mind is gamepad input for FPS games. The basic setup was cemented decades ago in order for it to be easier to pickup. However if you change how it works players have more option for skill expression as well as the potential to remove autoaim. kzread.info/dash/bejne/fauXsbJxc7m4Zaw.html This guy shows how it "should" be. Noone has ever picked this up, because it would alienate huge swathes of the playerbase. But it might be better in the long run.

  • @SpidersSTG
    @SpidersSTGАй бұрын

    Bless the algorithm for putting this in my feed! Great stuff guys!

  • @cartib6677
    @cartib6677Ай бұрын

    2:31:00 an example that came to my mind is how slowly improving in the original Sonic game mechanics will allow you to blaze through the levels more stylishly and that was the meta advantage

  • @cartib6677
    @cartib6677Ай бұрын

    53:20 Them’s Fighting Herds is an excellent example of how to do a tutorial like this for a fighting game. Even though he is clearly a controversial figure, Leffen makes great points when discussing the game in his fighting game tier list. Based on this discussion, I highly recommend you check it out

  • @theconsolekiller7113
    @theconsolekiller7113Ай бұрын

    Great discussion. I had similiar issues with Ninja Gaiden Black's scoring system in Mission Mode. I set my goal at 40 million points for that mode, knowing that it would mostly be Ultimate Technique farming with the weakest weapons, to milk each mission and try to get 50 UT's, if I were to keep pushing past the 40 Mil. It also meant constantly pausing the game, menuing to switch armlets constantly to get essence bonuses or shortened manual UT charge times. Shit like that. Getting the 40 million was the most brutal gaming achievement I completed, taking 100's of hours, but I really lost interest beyond that. Most of that score was gotten by beating all but 2 missions on Master Ninja without healing or using ninpo. After that it was really a slow grind to get the extra points, involving alot of UT farming. This pretty much negates using any other regular moves and it doesnt feel like the same game. Its a good and bad thing, but chaining UT's also changes the survival gameplay and moment to moment, since it is the most effective way to kill shit and score the most points. Many parts of the game also get degraded to AI manipulation by fucking around with the camera position and things like that. It takes an incredible amount of patience and skill to grind all those missions for UT's but its not what made me want to test my skills in that game. Ultimately I find more satisfaction in taking on my own challenges and completions and not trying to do something for the sake of doing it. A good way to utilise these critic reviews is, if they complain about something I will probably love it.

  • @SweetenedCondensedMilk
    @SweetenedCondensedMilkАй бұрын

    the section at 1:10:39 where you wondered what game has really had a good story is something I've wondered as well, it's a limited medium for storytelling. I liked the comparison of games to music in the way it evokes emotion and is more abstract. one of my favorite games that exemplifies this is Shadow of the Colossus.

  • @skoub3466
    @skoub3466Ай бұрын

    What is your thought on Santuary?

  • @skoub3466
    @skoub3466Ай бұрын

    to be fair in quake you can get a lucky frag whit a rocket that put out out of bonds maybe 1 every 400-500 frag :')

  • @razu1976
    @razu1976Ай бұрын

    Haha, pianos. If they were made like, (a lot of but not all), modern games, the keys would all be in order to play a single song. You'd just press the keys from left to right. They'd be 50 metres long 😆

  • @Pabloparsil
    @PabloparsilАй бұрын

    There is research on what actually works and it's taking one on one classes with someone who knows their stuff, will give you feedback and will push you to get better. Frequent feedback is king, and that's precisely what's missing from online courses

  • @BlueSquareInWhiteCircle
    @BlueSquareInWhiteCircleАй бұрын

    I love Casey’s take on interactive fiction! I want to dedicate my entire life to creating works of interactive fiction, because games as a medium has so much untapped potential and it’s so refreshing to hear someone adress this side of games! There are so many ways one could use the elements of agency, play, story, learning, creativity and problem solving within the category of leisure not to mention hybridization of categories beyond this single category

  • @shortcat
    @shortcat2 ай бұрын

    1:40:53 at this moment i googled "weird starcraft clones" at the first result to come up is a video by @pr0nogo, the host of this conversation, playing something called "atrox" :)

  • @albanx1
    @albanx12 ай бұрын

    I understand that with the explosion of youtube formed programmers and indians developer inflations there are a lot of people that do not understand how 7+8 is represented.... but please Cassey do not exaggerate now, a good part of software engineers have master degrees, they hell do know how a CPU works (actually how a CPU is even produced and the physic behind it).

  • @mdd4296
    @mdd42962 ай бұрын

    "I cant imagine a world where progression system like that equate to a more satisfying end result". We are living in that world, it's called GaaS and it sucks

  • @mygirlfriendismean
    @mygirlfriendismean2 ай бұрын

    Maybe art is a tool like a hammer. It just doesn’t make chairs and shelves, it makes new thoughts and emotions. Hammer Inc doesn’t care how I use my hammer as long as it is not to hurt people. Why should we get upset if our art produces thoughts and emotions we didn’t intend?

  • @techmark3665
    @techmark36652 ай бұрын

    If you are looking for an RPG that implements a scoring system, one of my recommendations would be Rogue. It crosses RPG design and arcade design really well in my opinion.

  • @superpowerman4354
    @superpowerman43542 ай бұрын

    The was such a great discussion. I fall into the trap of putting old fighting games a pedestal. I feel the new games removed the fundamental neutral game to reward offence. But then to bring myself back down I remember that it was new games that introduced throw techs, which was really evolutionary. You guys made great points about how single player modes should integrate multiplayer meta fundamentals more. I think this why I couldn’t get into the competitive side of RTS games to be honest lol Great point about the stamina meter in actions games, but it’s also fighting games too (SF6 Drive Meter). It’s popular right now. People praise Dark souls but I’m pretty Monster Hunter came first? Or at least was like right there with it. They have hallway walking parts and mini puzzles because they think they are bridging the gap with “interactive storytelling”.

  • @timothyburger6715
    @timothyburger67152 ай бұрын

    I agree, game critics should be viewed as the bottom of the hierarchy. Lower than a snakes ball bag.

  • @Tryhardblackguy
    @Tryhardblackguy2 ай бұрын

    I’m so glad I found this video. Holy shit

  • @keithcampbell9845
    @keithcampbell98452 ай бұрын

    I agree with a lot of Marks takes but at 1:53:00 I would argue that stamina bars in action games introduce risk / reward in an interesting way which is something he talks about a lot in other videos I’ve watched. You can only attack or block or roll so much before you run out of stamina and get shrecked. It forces the player to take into account everything they do rather than mindlessly button mash. That damn stamina bar when you climb in zelda tho… big oof. Great conversation anyways guys!

  • @belldrop7365
    @belldrop7365Ай бұрын

    Honestly, the stamina bar is just an excuse to have an overpowered dodge mechanic. A be all end all answer to everything... as long as you have stamina, so it's fair, right? lol. So when sekiro removed it and forced people to use more moves than just an overpowered roll, people HATED it, at first. Elden Ring brought it back but also the other stuff from Sekiro like jumping and crouching... No one used anything besides rolling because there's no reason to.

  • @keithcampbell9845
    @keithcampbell9845Ай бұрын

    @@belldrop7365 guess it's just a matter of taste. Not saying anyones wrong its just my opinion that the stamina bar makes things more interesting. You're not wrong if you disagree with me we just enjoy games differently. one other thought though - If you equate the stamina dependent enemy attack memorization parry / roll / block system to a glorified quicktime event then the same can be said about literally any other combat mechanic. In beatemups Mark always talks about spacing - well by that logic isn't spacing also just a glorified quicktime event as well - player moves into position and attacks or waits until the enemy is in range and attack. It's the same as memorizing enemy attack patterns and learning when to dodge or when to parry or block. Same with shmups, no one get's a 1cc first try. You have to memorize bullet patterns and learn to manipulate the incoming attacks and then also have the reflexes to avoid getting hit. No one plays a souls game for the first time and just knows when to block or when to roll its trial and error just like literally every other game out there.

  • @belldrop7365
    @belldrop7365Ай бұрын

    @@keithcampbell9845 Sure, any discussion about difficulty always falls down to "a matter of taste". I'd still say this though, a literal qte is harder than a stamina based rolling system, cause spamming one button, like the roll, will cause you to fail, lol. I really mean this. Who needs reading whatever is happening on the screen, roll 2 win, baby. It's like having unlimited bullet wiping bombs in shmups that just have to regen once every few spamming sessions.

  • @dominiccasts
    @dominiccastsАй бұрын

    @@belldrop7365 I kinda wish they reduced the i-frames of the roll along with the distance (which they did reduce compared to DS3, at least until 1.06 for light load characters). That distance reduction led to a lot of Dark Souls vets getting roll-caught by moves that were easy to run around or jump over, but given the frequency of complaints I've heard about ER's combat system being "luck-based" I don't think they considered the other defensive options, and stuck with roll->R1 as the playstyle, something which probably would have been easier to unlearn with fewer i-frames. I'm really glad my first boss was the Ulcerated Tree Spirit in the Hero's Grave you start at, since I found it to be an amazing tutorial boss for how to choose the right defensive tool for the job.

  • @djdedan
    @djdedan2 ай бұрын

    Critics seem to be comparing games to movies rather than games to games... like if chess came out today it would get panned for having no narrative and not being free-roam, i can't do whatever i want, this game is also hard, where's the easy mode? Chess sucks.