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Adam Millard - The Architect of Games

Adam Millard - The Architect of Games

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Adam Millard - The Architect of Games posts

What Makes a Great Deckbuilder?

Sorry for the late upload time on this one, there's some fairly GPU-intensive segments in this video and the encode failed a few times!

Deckbuilders are the future - from humble beginnings as ugly but  promising rougelikes, they've grown to encompass every genre in a  million different ways with no sign of stopping. From classic hits like  Slay The Spire, to brand new kids on the scene like One Step From Eden  and Monster Train, deckbuilders are going from strength to strength, and  The Architect has been playing a LOT of them.  

But what make a good deckbuilder? What separates one that's fun enough  to give you hundreds of hours of experimentation from one that bores you  after your first few runs - particularly when they all use the same  mechanics? Well, the answer is pretty simple, and it comes in the form  of the trifecta that is Identity, Synergy, and Strategy. What does that  mean? Watch to find out.  

Here's Tom's Youtube Channel:  https://www.youtube.com/channel/UC5rUMdCFWPXYs9e8PBLzq5g  

You Saw:  

Dream Quest -2014

Spelunky- 2008 

Magic The Gathering: Arena- 2018 

Dominion- 2008 

Star Realms- 2013 

Slay The Spire- 2017 

Monster Train- 2020 

One Step From Eden- 2020 

Gwent: Thronebreaker- 2018 

Ratropolis- 2019 

Steamworld Quest- 2019 

Signs of the Sojourner- 2020 

Griftlands- Early Access

 Overdungeon- 2019 

Nowhere Prophet- 2019 

Hearthstone Battlegrounds - Early Access 

Dicey Dungeons- 2019 

Ascension Deckbuilder: 2010 

Journey: 2012 

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How Satisfactory Makes Work Fun - Early Access

Here's the itch.io bundle - get it whilst it's hot! https://itch.io/b/520/bundle-for-racial-justice-and-equality

Work is boring - at least, that's what we've been told. Satisfactory, Factorio, and other logistics games have got other ideas. Far from being boring, these factory or city building games turn regular chores and busywork into compelling, highly enjoyable gameplay, all without falling back on the sketchier tricks AAA developers sometimes employ. How?

The Architect has a few ideas.

With hard hat equipped, and a pot of builder's brew on the go, the Architect is ready to sketch out a production line that takes boring mechanics, and turns them into fun - and it all starts with our need to optimise things.

You Saw:

Factorio (Early Access)

Satisfactory (Early Access)

Anno 1404 (2009)

Cities Skylines (2016)

Rise of Industry (2018)

DOOM Eternal (2020)

Her Story (2015)

Into The Breach (2018)

Anno 1800 (2020)

Borderlands 3 (2019)

Apex Legends (2019)

Minecraft (2019)

Anno 2070 (2011)

Slime Rancher (2016)

DOOM (2016)

Offworld Trading Company (2016)

Opus Magnum (2017)

The Last of Us (2013)

A Short Hike (2019)

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the big two double O.

What's up Patrons?

I was going to do a special 200 subs thing but between the political climate right now and the fact that 200 isn't a particularly important milestone - I'm going to give it a miss until 250.

However, I do still want to give something back to you fine people for supporting me and my crappy videos so we'll do a mini Q&A in the comments.

If you've got a burning question you've always wanted my misinformed take on - slap it down there and I'll give it an answer. I'll try and get around to everything but no promises!

Thanks for sticking around and supporting the channel - and if you have any spare money (or are looking for a better way to spend the money you give me) please consider giving some money to the ACLU, the Minnesota bail fund or any other charity that's helping with the fight against police brutality and systemic racism - two topics that are just *slightly* more important than video games.

Okay I've got to get back to work on this monster of a video coming up next! see you in the comments!

- Adam

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Architect Address May 2020

Hey! What’s up? It’s time for another fascinating instalment of The Architect Address, wowee! 

Let’s talk about some videos that came out recently, huh? Well the first one would be, yeah that’s right, In Defence of Randomness, a video that has kind of been a long time coming. Work on this one started way back when during the video about into the breach and perfect information - I decided when writing that one that doing both a video on randomness and on uncertainty was going to be impossible in the space of fifteen minutes or so. They’re closely related topics but doing them both justice would take… longer than I’d like.

In the end though, I think it was worth the wait, letting the topic stew for a few years gave me time to collect a bunch of fun examples and really think this topic through. I’ve tried to sketch out my vision for codifying how randomness works a few times now and I THINK the two by two grid is the best of both worlds. Something about the input and output distinction never quite stood right with me because it just doesn’t quite make sense from the subjective perspective of a player. If you’re making games with randomness, go nuts and just use those, but I think controllable and reactable randomness are crucial for understanding how players are going to interact with this system.

Luckily, the video did pretty well so it was nice to see that I was meaningfully contributing to the discussion. Also, it was a really nice excuse to play a bit of XCOM Chimera Squad which is… really good! It’s not the XCOM I remember but if you’re looking for a way to see what all the fuss is about without the commitment of a 50 hour campaign or with the punishing difficulty it’s a good place to start.

I have a few gripes with the game and most of them stem from the fact that it’s built in the XCOM 2 engine but with the inclusion of a few rules changes that make it substantially easier. Giving everyone a melee attack is groundbreaking, and they’ve made action compression and bonus moves really easy to get, which have historically been hard  to come by. Still, The world they’ve set up is really fun and the character’s unique abilities all push the envelope in interesting ways that the hero classes from XCOM 2 couldn’t quite do as well. Protip, if you’re thinking of playing this game, don’t pick Axiom to go on your squad, he’s complete junk, and definitely get blueblood because he just deletes entire rooms holy crap.

The other video released was Building Better Villains, originally called Building Better Baddies or Borderlands 3’s villain’s suck let’s fix them - it went through a lot of iterations and I’m still not totally happy with the final name because it’s a bit clickbaity but oh well. The video itself was born, as you might expect, out of me playing Borderlands 3 and finding that… wow, this story kind of stocks when it was basically the entire draw of the previous game.

The writing in borderlands 3 is.... Very weird. The game sort of made a name for itself by being wacky and a bit edgy and over the top, but they’ve sanded down so much of that identity that there’s not really anything left. Don’t get me wrong I think renaming the breed of small bandits from midgets to something less slurry is a smart move, but without the jabs at consumerism or the slightly grotesque sense of humour and even the dumb ironic reference jokes you’re left with.... Toilet humour? That’s about it. 

The characters are weird too, everyone’s your best friend, you’ll meet these characters who have no reason to like you and have these massive business empires but you meet them in a cutscene and you’re instantly promoted to right hand man and secret confidant instantly. There’s a weird sort of Saturday morning cartoon vibe to the game and… not in a good way.

As for the actual video, it was a bit of a bastard to put together between needing loads of different bits of footage to use as examples and trying to wrangle adobe 2020 into behaving but I’m fairly happy with it. I always like doing more writing-centric episodes because they’re my actual area of expertise and I think video games for the most part are written pretty badly so it’s good to lay into some bad ones from a perspective of authority for a change.

I think that this particular video was needed because something I see a lot of on the internet is people getting really attached to or annoyed by certain characters, in particular villains and not really being able to articulate why, so they end up falling back on quite frankly wrong ideas like “show don’t tell” or ludonarrative dissonance that sound clever, but don’t really get to the core of why they feel the way they do, and what is my job if not to tell you how to feel about videogames, right?

Anyway, that’s it for this architect address, have fun until I, err, see you again I suppose, oh and play monster train it’s good! I’m having fun with that right now.

Okay, bye!

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Building Better Villains: How to Fix Borderlands 3's Villains

Sorry for the weird upload time, friends! Had to re-encode this bad boy and upload from scratch so it's currently 4AM. Enjoy the vid though!

Listen to North Star Rising!: https://www.northstarcrew.com/

Villains are a crucial part of fiction. From Star Wars to Shakespeare we often fall in love with the antagonists of a story far more easily than we do the good guys, why? And what seperates a truly iconic villain from a run of the mill evildoer?

Luckily for us, the Architect has been looting and shooting their way around Pandora recently, and they've got a few thoughts as to what makes a video game villain, and how we can improve our existing crop.


You Saw:


Crisis Core: Final Fantasy VII- 2007

Far Cry 3- 2010

Bioshock- 2007

Portal 2- 2011

Undertale- 2015

Rouge 1- 2016

Silence of the lambs- 1991

Harry Potter and the Prisoner of Azkaban - 2004

Castlevania: Symphony of the night- 1997

System Shock 2- 1999

Wonderful 101- 2013

Mass Effect 2- 2012

Animal Crossing New Horizons- 2020

Final Fantasy 7- 1997

The Last of Us- 2013

Batman: Arkham Asylum- 2009

Borderlands 3- 2019

Borderlands 2- 2012

Empire Strikes Back- 1980

Nier Automata- 2018

Hellblade: Senua's Sacrifice- 2018

Titanfall 2- 2016

The Hex- 2018

Super Mario 64- 1996

Mario Bros- 1985

Ocarina of Time- 1998

Knights of the Old Republic 2: 2004

Sonic Mania- 2017

DOOM: Eternal- 2020

The Legend of Zelda: Breath of the Wild- 2016

Heaven's Vault- 2019

Hollow Knight- 2017

Pokemon: Fire Red- 2004

Pokemon Platinum- 2008

Pokemon Ultra Moon- 2017

Prince Of Persia- 1989

Batman Arkham City- 2012

Dark Souls 2- 2014

Dark Souls- 2012

Dark Souls 3- 2016

Metal Gear Rising: Revengance- 2013

Disco Elysium- 2019

Wolfenstein: The New Order- 2014

Portal 1: 2007

Ori and the Will of the Wisps- 2020

Shadow of Mordor- 2014

Civilization 6- 2016

XCOM 2- 2016

Dream Quest- 2014

New Super Luigi Bros- 2013

Overwatch- 2015

What Remains of Edith Finch- 2017

Borderlands: The Pre Sequel- 2014

Monster Train- 2020

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In Defence Of Randomness

RNG is a big sore spot for gamers everywhere, it doesn't feel great, takes away control, and can be seen as a quick and easy way to get out of making levels yourself - but Randomness is actually crucial to many of our favourite genres.

The Architect might have a cough (FOR NORMAL REASONS PROBABLY) but that's not going to stop them from getting to the bottom of how the oft-misunderstood art of creating chaos can make games more fun, tactical, and even more balanced!

A Good Enough Summary of Kingdom Hearts: https://www.youtube.com/watch?v=tjiHufVEc7g&t=1s

Geoff Engelstein's Randomness and Uncertainty in boardgames talk: https://www.gdcvault.com/play/1024920/Board-Game-Design-Day-White

You Saw:

Monopoly Plus- 2014

Spelunky- 2008

Minecraft- 2012

Don't starve- 2012

Rimworld- 2018

Dicey Dungeons- 2019

Overwatch- 2017

Super Smash Bros Brawl- 2008

Grim Dawn- 2016

Slay The Spire- 2019

Civilization 6- 2016

Disco Elysium- 2019

Project Winter- 2019

Into The Breach- 2018

One Step From Eden- 2020

Dota 2- 2013

Xcom: Chimera Squad- 2020

Magic Arena- 2018

Armello- 2015

Guild Wars 2- 2012

Borderlands 3- 2019

Borderlands 2- 2012

Apex Legends- 2019

Eternal Card Game- 2019

Cube World- 2019

Factorio- (Early Access)

Northgard- 2017

Thea 2: The Shattering - 2018

Subnautica- 2018

Terraria- 2011

Endless Space 2- 2017

Chess- 6th century AD

Poker Night at the Inventory 2- 2010

Warframe- 2013

Darkest Dungeon- 2016

Pokemon Platinum -2008

Divinity Original Sin 2- 2017

A Hat in Time- 2017

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Architect Address - April 2020

Hello hello hello and welcome to yet another architect address! How are you all holding up with the COVIDs? Hopefully good, remember to wash your hands you filthy degenerates. Well, enough about that, it’s time to talk about the videos that got released in the last month or so.

First of the two is What’s the Meaning of Metroidvania. The idea of metroidvania as a genre has always fascinated me, because it’s not based around mechanics or a particular feel, but similarity to, let’s be honest, one game. Super Metroid. Seriously, the number of so-called metroidvanias that just don’t give a single crap about castlevania is staggering, the genre name sucks. I wish I had a suggestion for a better one, but I think it’s a little too entrenched by this point so we’re just going to have to deal with it.

As I explain in the video, it’s this very idea that, paradoxically, holds metroidvanias back. If we keep copying super metroid over and over the genre’s going to remain in its shadow forever. 

This video was originally going to be all about what makes super metroid great, but it was only in playing other metroidvanias to use for comparison’s sake that I realised they were all… basically the same, and whilst a video about genre and the state of a fairly niche genre is less crowdpleasy, I’m reasonably happy with how it turned out in the end. Of particular surprise was the Ori games, the blind forest and the will of the wisps.

The blind forest is… such a weird game. It is gorgeous, the music is fantastic and there are some utterly inspired moments but man, every time it tried to actually be a metroidvania it  turns into a weird frustrating mess, it’s such a shame to see - but that’s what made the sequel so great, it’s pretty much the same game but with none of the weird baggage.  I really wish those games would give owls a break though, they’re the baddies in both games, owls are nice.

Overall, the metroidvania vid was pretty typical for one of my weird wanky genre videos in of that it didn’t do that great, but I thought the result was quite interesting, it’s a start of the conversation, and if one more person plays supraland as a result I’ll be happy with it. That game rules.

And the other game was What makes DOOM Eternal different. Doing a doom video is, let’s be honest, a bit of a crowdpleaser move but it is, surprisingly, a really fascinating game. Vast swathes of doom eternal are just… what were they thinking - they threw so many ideas at the game that some of them, in particular the story just don’t work at all, but when the game’s combat loop does click, it blows the more simplistic 2016 out of the water.

It’s been interesting to see the people in the comments talk about which of the two games they prefer because as I predicted, they’re split right down the middle. These two games are going to be a talking point for literally years, and I’m interested to see what shape the inevitable doom reboot number three will take because they’ve run out of games that everyone likes. Will they go the horror-focused direction of doom 3 or the mazelike doom 64, I can’t wait personally.

One thing I did see was a bunch of people talking about different ways to kill the marauder - I played the game before people really had the time to deep dive and break it, but apparently the marauder can be taken out really easily with a stunlock combo using the super shotty and ballista. It feels kind of like an exploit but I don’t know for sure. At least there’s a way to make him easy if you want to I suppose. 

I’m still conflicted over which game I prefer. DOOM 2016 is one of the most hardcore pulse pounding games I’ve ever played… for the first four hours, and Doom Eternal’s combat is possibly one of the best fps systems ever, but only when you’re not being made to do other stuff. I dunno, it was fun to make a video about a specific game for once, and I’m glad to see it doing well.

That’s it for this month’s architect address - hope you enjoyed and I’ll see you around, bye!

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What Makes Doom Eternal Different?

Doom Eternal came out, and it's been a little divisive - some players love it even more than Doom's 2016 reboot, but some fans just can't get to grips with all the new features, crazy new story and weird focus on platforming - which is weird, because the games both look virtually identical, what changed?

Well, to find out, The Architect is going to need to do a bit of research on classic design wisdom, as well as the extremes of game design philosophy to see how both DOOM 2016 and DOOM Eternal use the same raw ingredients to approach very different themes and experiences.

Tom Francis' Channel:https://www.youtube.com/channel/UCQ-twzO6v-PBgckhkrXVaDQ

You Saw: 

DOOM Eternal - 2020

DOOM 2 - 1994

Portal- 2007

Metal Gear Rising: Revengance: 2013

DOOM 2016 - oh jeez i dunno

DOOM 3- 2004

GNOG- 2016

Trailblazers- 2019

Frostpunk- 2018

Rimworld- 2018

Dwarf Fortress- 2006

Ico- 2001

Shadow of the Colossus- 2002

Resident Evil 2 Remake - 2019

Fire Emblem Awakening- 2012

Legend of Zelda Breath of the Wild- 2017

Mirror's Edge - 2008

Mirror's Edge Catalyst - 2016

DOOM - 1993

One Step From Eden - 2020

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What Does It Mean To Be A Metroidvania

Play the Super 1-1 Challenge: https://sean-noonan.itch.io/super

Metroidvanias are a beloved genre that have been around for decades - but they've only gotten popular relatively recently. That's a bit of a problem, because instead of having years and years worth of games to be inspired by, most metroidvanias are forced to remake the classics over and over again. 

Why is this a problem? And what can be done about it? The Architect has a few ideas, and it's going to involve a round trip across Zebes, Nibel, and several spooky castles to figure out what's up with metroidvanias, and what the genre is actually all about.

You Saw:

Metroid- 1986

Ori and the Will of the Wisps- 2020

Bejeweled 3- 2010

Mass Effect 3- 2012

Castlevania: Symphony of the night- 1997

Ori and the Blind Forest- 2015

Super Metroid- 1994

Metroid Prime- 2002 

Steamworld Dig 2- 2018

Hollow Knight- 2017

Journey To The Savage Planet- 2020

Doom- 1993

Half Life- 1998

Guacamelee 2- 2018

Dead Cells- 2018

Blasphemous- 2019

Toki Tori 2- 2013

The Witness- 2016

Outer Wilds- 2019

Supraland- 2019

Yoku's Island Express- 2018

Dark Souls 3- 2016

Lords of the Fallen- 2014

Bloodborne- 2015

Sekiro- 2019

Dark Souls- 2012

Minecraft- 2011

Dragon Quest 11 - 2019

Final Fantasy 15- 2016

Metroid Other M- 2010

The 1-1 Challenge- 2020

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Architect Address - March 2020

Well well well, what do we have here? Another episode of the architect address you say? Wow! Better catch up on the previous videos that have been released, huh?

Yeah, only two - unfortunately, I've spent the last month gradually moving house and so videos unfortunately got slowed down a bit - but as you can hopefully now hear, I’ve got a fancy new recording setup that makes me sound like a REAL PROFESSIONAL. So yeah- that’s something!

First up in terms of videos is Why Celeste makes us feel anxious. There’s a bit of an interesting story behind this video - because it’s gone through several iterations. So, I wanted to make a video all about the different ways the characters in shovel knight move, but I couldn’t really make it work, I’d already done a shovel knight video and Mark Brown turned out to be doing the same thing. So - I transitioned into making one about Celeste and other platformers like it which use negative emotions to make a point.

So, as you are probably aware, the video doesn’t really focus on the nitty gritty of the mechanics, because Celeste doesn’t do that much of interest there - what it does do, is leverage the design of Madeline’s core functions into creating a highly specific emotional experience, namely one that’s all about making peace with the inherently stressful nature of hardcore platformers. This was also a great excuse to talk about Getting Over It, a really great game that got kind of overshadowed by the likes of PewdiePie and Markiplier and made people think that it was a lame ragebait game. 

Overall, whilst the video didn’t do that well, I’m pretty happy with making a unique take on a fairly established format. 

Next, we’ve got What Makes a Good Secret. This video was a bit weird to make, because it’s really difficult to pin down any concrete argument that I could keep referring back to here - Ultimately, I sort of had to pin it down to the three vague types of secrets because otherwise it would just be me listing a bunch of secrets for 15 mins and that wouldn’t be any fun to watch, right? As a result, I ended up skipping a bunch of cool secrets like all the nutty ones in Environmental Station Alpha, Hell in cave story or the Legendary Chris Houlihan room in a link to the past.

However, the research process for this one was actually really fun - I loved going through a bunch of great games and hoovering up all the cool secrets I could find - going back to fez in particular was great fun because that game is pretty much one giant secret. One thing I did NOT find fun was trying to get the fucking lord of the fucking mountain to spawn. It turns out that the way breath of the wild’s event system works means that the glowy mountain that signifies the lord of the mountain’s arrival is actually pseudorandom, and I have hours of footage of me waiting on a tower for that damn thing to spawn on my hard drive forever now. 

It was almost worth it though because man is that a cool sidequest. If you’ve not hunted him down in-game I recommend doing it because that two-headed weirdo is very fun to ride around.

But, my favourite part of making the secrets video was the super special secret at the end - good god did people both love and hate it and I am all about that. There’s something so special about messing with my audience that I will do at every possible opportunity, it’s entirely unprofessional and I just don’t care. Go and have a look at the secret if you haven’t already, it’ll be worth your time, promise.

Right - I’m off to get to work on the next video and if you take a look at this footage - you might be able to guess the topic! Ooooh!  That’s a special patreon preview. That is of course assuming i don’t get distracted and do something else which is so often the case. Anyway, I won’t keep you - have a nice day, and I’ll see you around, bye!

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What Makes a Great Secret?

Shh! Don't tell anyone, but video games have these things called secrets in them - and they're pretty cool! But what makes a good one?

Well, the Architect has been sticking their distinct lack of a nose in where it doesn't belong and has come to some interesting conclusions - namely, that a good secret is one that's meant to be found... It makes more sense than it sounds.

Check out Jacob Geller! https://www.youtube.com/channel/UCeTfBygNb1TahcNpZyELO8g

You Saw:

Adventure (1980)

Batman Arkham Asylum (2009)

Batman Arkham City (2011)

Apex Legends (2019)

The Hex (2018)

Disco Elysium (2019)

Metroid Prime (2002)

Braid (2008)

Fortnite (2017)

Spelunky (2008)

Journey To The Savage Planet (2020)

New Super Luigi U (2013)

Super Mario 3D world (2013)

Yooka Laylee and the Impossible Lair! (2019)

Dark Souls (2012)

Terraria (2011)

Celeste (2018)

Outer Wilds (2019)

Fez (2012)

Steamworld Dig 2 (2017)

Hollow Knight (2017)

World of Warcraft: Battle for Azeroth (2017)

Half Life 2 (2004)

DOOM (2016)

Halo The Master Chief Collection PC (2019)

VVVVVV (2010)

The Legend of Zelda (1986)

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Why Does Celeste Make Us Feel Anxious?

Check out Alex Hoyle: https://www.youtube.com/user/EdbotnikThe/featured

Nintendo are the kings of making fun, expressive platformers - but Mario's dominance has meant that his fun-first design has overshadowed different kinds of platformers, and that's a shame! Fear, stress, anxiety, frustration - all of these things can be used as the core emotion to build a game around, and doing this can lead to some great experiences - but how? and why? The Architect is going to double-jump their way into some tricky platformers to find out the answers to exactly those questions.

You Saw-

Super Mario Galaxy 2 - 2010

New Super Luigi Bros - 2013 (the year of Luigi)

Super Mario 3D World - 2013

Super Mario Sunshine- 2002

Mario Odyssey- 2017

Shovel Knight- 2014 (Btw I got King of Cards for free from yacht club even though I already owned shovel knight so I guess that's my disclosure)

DOOM- 2016

Resident Evil 7- 2017

Celeste- 2017

Bad North- 2017

Grow Home- 2016

Super Meat Boy- 2010

Sonic Adventure 2- 2001

Sonic Mania- 2017

Sonic Generations- 2011

Sonic Unleashed- 2008

Sonic The Hedgehog - 1991

Sonic Forces - 2017

Sonic Adventure - 1999

GRIS - 2018

A Short Hike- 2019

Brothers: A Tale of Two Sons- 2013

Getting Over It- 2017

Dark Souls- 2012

XCOM: Enemy Unknown- 2012

Kirby Star Allies- 2018

Darkest Dungeons- 2015

Journey to the Savage Planet- 2020

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A SMALL (big) UPDATE

(Pictured: my messy-ass desk which is still getting organised)  

What's up?

This is just a quick update to explain why this post isn't the next video, and some things going on in the real world.

In short, I moved into my own flat! And it's all thanks to you! (and the people who watch the ads on youtube, but let's be real you lot who actually give me money every month are the real heroes here)

Over the past week and a bit I've been moving into a place paid for entirely by the money I make doing dumb youtube stuff. It's been insane to think that The Architect of Games (which in retrospect is a dumb name I never would've picked if I'd known this was going to be more than a sideproject) has gone from me mumbling into a headset mic at less than a hundred people to something that's tolerated by an order of magnitude more subscribers, patrons and even actual game developers!

I mean, the videos still aren't good but I'm sure I'll get there one day. And I'll only be able to achieve my mediocre potential thanks to you fine folks.

As you can no doubt see I'm still getting some things like my audio setup done and doing what work I can on the new video - so that's going to be with you at some point in the next few days. Really, this has just been a way to emotionally manipulate you into accepting the fact you'll have to wait 3-4 more days to get your AoG fix - which, speaking of emotional manipulation, is the theme of the next video.

That's the kind of middling-quality segway your money is funding. Think about that for a sec.

Anyway, thanks for your continued support (and also your money) and I'll be seeing you real soon!

(But seriously, thank you so much this is literally my dream job and it's an honour to be able to pursue a love of video games professionally - just don't tell anyone I got sappy at the end, okay?)

Keep it sleazy,

Adam

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Architect Address- January 2020

We're back with the first Architect Address of the year!


Transcript:

 

 Hello Folks, wow it’s been a while, huh?

Yadda yadda yadda I’m bad at these, you get the picture by now, but I’ll make it up to you by quickly running through the four videos that have come out since I’ve last had an opportunity to chat to you all and just go through my thoughts and any extra observations that I feel like making, whatevs. Let’s get started with...

How gameplay loops keep you playing. Whilst this ended up as more of a mechanic overview video where I just talk about a particular facet of game design, it originally started as a video all about the Supergiant games design process. Ultimately, I think supergiants games are so compelling because they nail those medium length loops, bastion and transistor are built around the loops between new weapons and story beats, pyre has the rites to sort of ground things and Hades is a roguelike which are all about loops. Buuuut, the tone of the video just came off as sort of sycophantic - I love Supergiant as much as anyone else but a video all about me breathlessly praising a dev that’s universally liked already… is going to get a bit boring. So I broadened the scope a little, got to talk about DOOM which is a fave of mine and Pikmin which I was really happy to have an excuse to go back to and all in all we got a pretty solid video that did alright out of it Nice. I’m a fan. 

Then, we had how Platinum designs a combat system. This is probably a great example of why making a video all about a specific dev isn’t such a great idea. I think there’s some really cool stuff in this video and I’m a big fan of Platinum’s whole theme first design philosophy but man did this video just do… kinda bad. Like, really bad. Maybe it’s just because the topic isn’t super grabby or maybe because I explained things in a boring way, who knows. I’d like to revisit some of these concepts at some point, particularly about designing skill sets for characters but I’ll let the idea rest for now, because…. I’ve got to find a way to make it work, basically.

Next was 2019 Games you should have played, which was, predictably, a massive hit, yay! Seriously though, last year was an absolutely insane year for games, I had so many brilliant games on the initial list i had to cut to get down to 20 whereas in 2018 I kind of felt like I was padding it a little. between Baba is you, Disco Elysium, Outer Wilds and a bunch of others there were several 10/10 games of the year contenders in 2019 and it’s great to see so many utterly unique games coming out and blowing our socks off, and it makes me really interested to see what 2020 has to offer, eventually, given that literally everything is getting delayed right now.

Finally, there’s why Mystery games don’t need mechanics which is… ehhhh, I kind of hate that title because it’s just accurate to be technically representative of the video but it’s still clickbaity as shit. That aside, I did get to talk more about a weird theme I noticed in a lot of my favourite games from the 2019 list and that is how a bunch of them are about solving mysteries. Honestly, that’s really really exciting, because good mystery stories - and by that I mean mystery stories that don’t just steal the noire aesthetic are something that only a medium reaching true maturity can pull off - you need concrete narrative rules, a well of cultural ideas to pull from and a lot of other cool theoretical stuff I won’t go into. All I’ll say is that I think the next few years are going to be very interesting for video games and I can’t wait.

And as for the channel this year, what’s to say, we hit 100 subs, I finally made it my full-time job and things are looking better than ever! Seriously, thanks for all your continued support it amazes and mystifies me to this day, you do know that you can get the videos for free, right? Anyway, there’s your updates. HOPEFULLY once I’m done moving house and stuff the schedule can get a bit more organised but until then, I’ll see you in the next vid, okay? Right, bye?

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Why Don't Mystery Games Need Mechanics?

Mystery stories, detective fiction, whodunnits- they're all a part of a nebulous genre of narratives that involves deducing clues and figuring out abstract puzzles before it's too late. We've got great examples in literature, cinema and even TV, but where are all the great mystery videogames?

Well - they're actually already here! 2019 was a bumper crop of mystery-focused video games, but what did they do differently that made them stand out from the unremarkable sleuthing games we had already? Put on your deerstalker, grab a magnifying glass and join The Architect as they try to figure out the answer once and for all:

Check out Tom O' Regan: https://www.youtube.com/channel/UC3Qk2OVPcNtzAvvjEyOkyxw

You Saw:

The Maltese Falcon- 1941

Twin Peaks- 1990

Contradiction: Spot the Liar!- 2015

La Noire- 2011

Batman Arkham Asylum- 2009

Batman Arkham City- 2011

heavy Rain- 2009

Tangle Tower- 2019

Disco Elysium- 2019

Heaven's Vault- 2019

Outer Wilds- 2019

Telling Lies- 2019

Sherlock Holmes: Crimes and Punishment -2014

Phoenix Wright Trilogy- 2019

The Vanishing of Ethan Carter- 2014

Return of the Obra Dinn- 2018

Fight Club- 1999

What's New Scooby Do? - 2002

Hypnospace Outlaw- 2019

Her Story- 2015

Halo: Master Chief Collection- 2019

Yooka Laylee and the Impossible Lair- 2019

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20(19) Games You Should Have Played

2019 was a bumper crop for fantastic games, but that's had the  unfortunate side-effect of meaning that a bunch of otherwise great  or  interesting games have been overshadowed by AAA giants. The Architect  considers this to be a grave miscarriage of justice, and so - for the  third time - is attempting to wrap up the year by telling you all about  the games you should've played, but probably didn't.   

The Complete List: 

 - Katana Zero 

- Untitled Goose Game

 - Steamworld Quest  

- Ape Out 

-Trailmakers 

- Pathologic 2 

- A Short Hike 

- Dicey Dungeons 

- Crying Suns 

- My Friend Pedro 

- Sayonara Wild Hearts 

- Descenders

 - Supraland 

- Heaven's Vault

- Hypnospace Outlaw 

- Forager  

- Frog Detective 2 

- BABA IS YOU 

- Outer Wilds

- Disco Elysium  


You Also Saw:  

Jedi: Fallen Order (2019)

Sekiro (2019) 

Nier Automata ( 2017) 

Dreamquest (2014) 

Into The Breach (2018) 

Antichamber (2013) 

Halo: Reach (2010) 

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How Platinum Design a Combat System- Director's Cut

 

Hey! Welcome to another director’s cut!

One of the big things Platinum do well that I just didn’t quite have the space to talk about is the interesting way they try to make games accessible for people who might struggle with vision or hearing or both. Normally, so-called “hardcore” games don’t always cater to disabled audiences, so Platinum’s commitment to these audiences was really heartening to see during my time with their games, even if they’re not always successful- but more on that later.

In order for combat to be satisfying, and for all players to feel like they’re able to feel the way Platinum wants them to feel, games need to be able to communicate important information over the visual and auditory noise of combat. Often, just expecting players to pay attention to animations isn’t enough, particularly when there’s more than one foe on-screen or time-sensitive parries are involved. Even for people who have no trouble with visuals, sometimes there’s simply too much going on to spot every attack and opportunity to strike. Without properly signposting this stuff, more subtle attacks can get lost in the shuffle and so players will feel like they’re being attacked out of nowhere, even if they actually aren't, compromising the empowerment fantasy most Platinum games are built on.

The best way that Platinum fix this is, kind of counter-intuitively, to make each attack as distinctive, over the top and colourful as possible. In metal gear rising, countering enemy blows and knowing when enemy body parts are vulnerable to being sliced into bits with blade time is a huge part of the game, and so, these features are made as obvious as possible. When an enemy charges up an attack that can either be parried, they stop, flash red, make a noise and charge up for a little while before unleashing the attack, not only does this stand out against the fairly understated enemy palettes, but it also signifies which attacks can be countered and which ones can’t. Unblockable moves like the hammer soldier’s smash have a gold outline instead, and it’s usually a good sign that you need to get out of the way.

Similarly, when you stun an enemy such that they’re vulnerable to a blade time attack, there’s this big blue flash, which prompts you to press the button to start a little quicktime event where you can hack them into a million pieces. These big flashy moments help to subtly teach newer players that something turning blue means that it’s become vulnerable to blade time, and lets them gradually start working it into regular combos, chopping off enemy limbs to take them out of the fight and destroying armour to make baddies more vulnerable.

Not only do all of these status effects have a colour associated with them, they’re also accompanied by a Japanese symbol (which I’m unable to translate) to help distinguish them even further. All platinum games follow this pattern, enemies will make noise, flash a  particular colour and do insanely exaggerated animations before they attack to make sure that players can spot the move and react accordingly. This strategy makes it easier to anticipate moves, but crucially doesn’t affect the tactical side of the combat at all - shifting things in a more conceptual direction rather than relying on raw mechanical skill.

However, it’s on that note that I do have to mention some accessibility areas where Platinum fails. A lot of their combat, and in particular the quick-time events (which are designed to be beginner friendly) are heavily reliant on button mashing and quick, repeated inputs. From listening to friends with RSI, chronic pain and related conditions, these segments can be a nightmare to deal with, even if the actual combat is perfectly manageable. Simply adding alternate control schemes such as holding a button down would alleviate this concern immensely, and allow an even wider audience to appreciate Platinum’s games. 

We as a community have got a fair distance still to go when it comes to accommodating all possible players, but Platinum do appear to be leading the charge somewhat, in-fitting with their accessible mandate I talked about in the video itself. 

I will admit though that I’m no accessibility expert and I could’ve grossly misread Platinum’s design- if I have, sorry! And please do tell me where I’ve gone wrong, this is a topic I didn’t really have time to research and so your feedback/corrections are very much appreciated!

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How Platinum Design a Combat System

Platinum games are a one of a kind studio- no-one else can make games  that feel quite stylish and fun to play, and what's more, Platinum  titles can be enjoyed by just about anyone.But how do they do it? Join  The Architect, who currently has a cold, on a journey to find out how  making deep games can actually make them more accessible.

Thomas Game Docs: https://www.youtube.com/channel/UCyy7dZhgfeMMctSoo3wDXlQ  

Platinum GDC Talk: https://www.youtube.com/watch?v=wrw2IP6pZu0  

GeneralBeatrix: https://www.youtube.com/watch?v=mGy_mCHgDn0  

You Saw:

The Wonderful 101 - 2013

Devil May Cry 3- 2005

Dark Souls 3- 2016

Vanquish- 2010

Bayonetta 2- 2014

Metal Gear Rising: Revengance- 2013

Nier Automata- 2017

Transformers Devastation- 2015

Abzu- 2016

Magic: The Gathering Arena- 2018

Apex Legends- 2019

Bayonetta 2009

Super Mario 64- 1996

Madworld- 2009

Borderlands 2- 2012

Dusk- 2018

Rocket League- 2015

Spy Party- Early Access

Dark Souls- 2012

Celeste- 2018

Halo: Reach- 2010

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How Gameplay Loops Keep You Playing

Check out Errant Signal: https://t.co/57JMC0IPXm?amp=1

Also I lied, you folks don't need a link to my Patreon, sike!

The Architect isn't the only person out there with a steadily growing backlog of games that's impossible to ever finish- and despite that, they still go back to the same old games time and time again, but what makes a game compelling, and what makes us get bored of a title long before we've finished it?

The answer, is gameplay loops, a foundational game design trick designed to keep you playing for longer, but that's not always a good thing.

You Saw: 

Starcraft 2 - 2010

Frostpunk- 2018

Astroneer- 2019

Grim Dawn- 2016

Deus Ex: Mankind Divided- 2016

Steamworld Dig 2- 2017

Transistor- 2014

Hades- Early Access

Destiny 2- 2017

Steamworld Quest- 2019

Wandersong- 2018

Pyre- 2017

Super Mario 64- 1996

Doom- 1993

DOOM- 2016

New Super Luigi Bros U- 2014

A Hat in Time- 2017

Jamestown- 2011

Furi- 2016

Bayonetta- 2009

Total Warhammer 2- 2017

Final Fantasy 6- 1996

Dark SOuls- 2012

Sunless Skies- 2019

The Hex- 2018

Far Cry 3- 2012

The Lenged of Zelda: Breath of the Wild- 2016

Far Cry 5- 2018

Super Paper Mario- 2007

Pokemon Ultra Sun- 2017

Pokemon Fire Red- 2004

Pikmin- 2001

Factorio- Early Access (technically)

Devil Daggers- 2016

Bad Rats- 2007

Clash Royale- 2016

Candy Crush- 2012

Bejeweled 3- 2010

Sonic Adventure 2- 2001

Rimworld- 2016

Her Story- 2016

Ai War 2- 2019

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Architect Address- November 2019

And we're back with another Architect Address! I've also gone through the liberty of posting the transcript here in case people would rather read than watch:

 

Iiiiiit’s been two months since my last architect address and I guess… sorry about that. Yeah. I really need to get better at doing these, but it’s hard to find the time between working on actual videos and doing other stuff, I’ll try and do better in future. Anyway, what things do I want to talk about? Let’s start with a little bit of a thing I’ve been concerned about and that’s the number of videos I’ve been putting out

This year, assuming nothing completely crazy happens I’m on track to put out a decent number fewer videos in 2019 than I did in 2018, and I’m not entirely sure how to feel about that. On one hand, I think the videos released this year have been better, both in terms of content and production quality, but I also think that I really could stand to make more and generally have a better work ethic, particularly as I’m kind of shifting into making youtube a career. It’s a difficult balance to strike and whilst people will tell me I can take my time, I do think I need to up my game a bit and stop pissing around quite as much.

Speaking of which, let’s talk about the things I should’ve been pissing around on, and that’s the videos that have come out in the last 2 months.

First up, rediscovering the joy of exploration. Hmmm, this was an interesting one, namely in of the fact that it didn’t turn out at all like I expected. I was originally going to make a video all about why Skyrim’s exploration worked so well, but I ended up making one about why it didn’t work! What a world. In terms of my personal game design knowledge, this video was a pretty big learning moment. I’ve always considered making fun worlds to be about just having a space that has a bunch of cool stuff to see in and then letting the player go nuts, but I couldn’t have been more wrong.

In a lot of ways, it’s worlds that feel restrictive and intimate that are the best ones to explore, and working for those cool moments over a long period of time makes them so much better- like in the case of Hollow Knight’s blue lake, which is just a fantastic piece of design, I love it so much. Focusing on interesting stories the player can discover is much more important than just making a theme-park, who knew?

Next we’ve got Bat to basics. I’m going to be real with you here, that pun was the foundation of the entire video- I wanted to make something about stealth and it just didn’t really come together until I thought of that pun, I love it even in spite of how obviously terrible it is. Long story short with this one is that I freaking love the Arkham games, even Arkham Origins which some people cleverly noticed didn’t make it into the final video because it’s a bit rubbish and looks identical to City because it’s in the same engine. 

They’re just so good at making stealth feel dynamic and engaging rather than a boring waiting around simulator. I really wanted to talk a little bit more about insta-loss stealth mechanics because they’re a classic gaming bugbear, but I actually couldn’t find that many examples, they’re so frustrating that I’ve tricked myself into thinking bad stealth mechanics are more popular than they actually are. Maybe there was a few years where a bunch of games got released at the same time that all did them badly, that’s a mystery to figure out because this particular gaming sin has all but vanished from recent titles and… well good riddance basically. 

Finally, is how systems saved Zelda. It’s a bit of a clickbaity title because err, I never really explain *how* they saved Zelda, that bit got cut because the answer is obvious. This video is a bit of a departure because it’s focused on a Nintendo game, which as you can see from my 60fps footage was captured on a real SNES, and I definitely didn’t emulate it. Basically I’m too poor to buy a switch capture device so, this was my only option. Sorry Miyamoto.

Systemic games are fascinating for a whole host of reasons and I really could’ve done this whole video on Zelda or Noita or Spelunky, but it felt more natural to talk about the genre in broad strokes. I was surprised to see how few people had heard of systemic games before to be honest, and there’s a very interesting topic in what really distinguishes a systemic game from a sandbox or an immersive sim, but that is a topic for another day. This video was kind of bad timing on my part because a lot of the best systemic games are also stealth games- so I felt like I was repeating myself a bit with the Dishonoured talk, but hey, what are you going to do, right?

Aaaanyway, those are some videos that I made, as well as my thoughts on them. I hope you enjoyed, I’ll endeavour to get another one of these done by Christmas, hopefully I’ll have some stuff to talk about then! Bye!

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What Is a System? And How Did They Save Zelda?

Systemic games are a real enigma, they're revolutionary and important- but no-one can really explain what they are. To make things even worse, systemic games are also supposedly responsible for fixing the legend of Zelda!? What the hell???

Luckily, The Architect has you covered, and they've come up with a helpful way to explain what systemic games are all about without having to go through the boring business of redefining words.


You Saw:

Metal Gear Solid 5- 2015

Deus Ex: Human Revolution- 2011

System Shock 2- 1999

Hitman 2- 2018 

Deus Ex: mankind Divided- 2016

Pikmin 3- 2013

Warhammer Total War 2- 2017

Fallout New Vegas- 2010

Noita- Early Access

Dishonored 2- 2016

The Legend of Zelda- 1986

The Legend of Zelda: Twilight Princess- 2008

The Legend of Zelda: Ocarina of Time- 1998

The Legend of Zelda: Majora's Mask- 2000

The Legend of Zelda: Breath of The Wild- 2017

The Legend of Zelda: Skyward Sword- 2011

The Sims 4- 2014

Sid Meier's: Civilization VI- 2016

What Remains of Edith Finch- 2017

Uncharted 4: A Thief's End- 2016

Middle Earth: Shadow of Mordor- 2014

Far Cry 2- 2008

Cube World- 2019

Fallout 4: 2015

The Elder Scrolls 5: Skyrim- 2011

Spelunky-2008

Rimworld- 2016

Bioshock- 2007

Gunpoint- 2013

Dark Souls 3- 2016

Undertale- 2015

Neir Auto tomato - 2017

Hellblade: Senua's Scarface- 2018

Golf It: 201

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How Batman Takes Stealth Back to Basics

The Batman Arkham games are beloved for a reason, they perfected cinematic action brawling, they've got great open world and some of the best baddies in videogaming, but there's one thing that The Architect thinks the Arkham series does that's gone under-praised, and that is the Predator sections.

The Predator mode in the Arkham games is a masterclass in tense, endlessly compelling stealth design, and that appeal is ultimately down to how the fine folks at Rocksteady tap into the same primal instincts that have driven games about hiding and seeking since the dawn of humanity. How does that relate to billionaires dressed up as bats punching clowns? Find out inside.

Take a look at People Make Games: https://www.youtube.com/channel/UCZB6V9fUov0Mx_us3MWWILg


You Saw:


Batman Arkham Asylum: 2009

Batman Arkham Knight: 2015

Batman Arkham City: 2012

Shadow of Mordor: 2014

Volume: 2015

Spy Party: 2018

Metal Gear Solid 5: 2015

Hitman 2: 2018

Uncharted 2: 2009

The Legend of Zelda- Ocarina of Time: 1998

The Legend of Zelda- Majora's Mask: 2000

Dishonored 2: 2016

Metal Gear Solid: 1998

Invisible Inc: 2015

Mark of The Ninja: 2012

Deus Ex- Mankind Divided: 2016

Untitled Goose Game: 2019

Cube World: 2019 :(

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Rediscovering the joy of Exploration- Director's Cut

 

Fun fact about this episode- and a small part of the reason why it took so long, is that what was originally going to be a single video has split and mutated into three different episode concepts!

It all started with me playing Batman: Arkham Asylum for the 10th anniversary of the game and getting the idea to do a bit of a series retrospective. Long story short, all the different ways the Arkham games have shifted and changed over time to match changing design trends took so long to explain that I may as well have made the primary talking points into their own videos.

Enter: a video about open world design, and a possible upcoming one about how to make a fair and fun stealth system. Even with these videos either done or sketched out, there’s STILL room for an Arkham retrospective at some point in the future, it’s wild. 

Anyway, because the real Arkham video won’t be coming for a while if at all (still not fully decided if it’s a good idea or not) I wanted to quickly break down my thoughts on why Arkham Asylum in particular was so damn good, and it might come as a surprise to some people that I don’t think it’s because the game “lets you *feel* like batman”. 

I’d argue the opposite is actually true. The Arkham games, for those who don’t know, put you in the shoes of The World’s Greatest Detective- ManBat himself. You get to fight baddies with Assassin's creed style combat, solve puzzles, swoop around a vaguely metroidvania-ey open world, it’s good stuff. But the real appeal is the unique aesthetic and tone you get when the comic book style and mythos of batman is treated very authentically. 

The game doesn’t play like your regular brawler, fights are strategic, with you either surgically taking out foes from the shadows, or dancing between mobs of goons to isolate and take down the heavy hitters. The combat is really quite basic, but looks incredibly flashy, with batman flowing from punching to counters effortlessly with a push of a button- creating a great flow-statey combat feel. The cast of villains, too, are far from being one-dimensional excuses to punch baddies, a large portion of the game is spent watching the back and forth between batman and his nemeses, all of which have themed areas. Killer Croc has a sort of stealth section, Poison ivy lives in a big plant, and The Scarecrow’s levels are platforming gauntlets taking place in a twisted nightmare mindscape. The game is spent bringing these guys to justice in epic fashion before a final showdown with The Joker- played by the brilliant Mark Hamill.

You’d think from this that the game - much like other superhero titles - is all about power-trips, and making you feel like an unstoppable crimefighting badass, but it really isn’t. Arkham Asylum makes you feel incredibly vulnerable. If you’re not paying attention, regular goons can take you out in a few hits, and a straightup fight with even two baddies wielding guns is usually suicide.

The world is relatively hostile too- there are very few safe rooms in the entire game, with your current bad guy as well as some minor villains like The Riddler constantly badmouthing you as you explore the world, as well as sending respawning goons to get you. Even Batman’s famous array of gadgets are relatively narrow in use and usually can’t incapacitate an enemy alone - you’ve really got to think on your feet to make the most of them as a tough enemy like a shotgun goon is baring down on you. These threats and enemies aren’t much more than an annoyance, but they all help to reinforce the theme that batman is alone and outmatched. 

The game also goes out of its way to show you the tortured psyche that lies underneath Batman’s cowl through the aforementioned Sacrecrow drug trips- you get to see the murder of Batman’s parents, what would happen if the joker was put in charge of Arkham Asylum and get to grips with the fact that Bruce Wayne is just a costume Batman puts on, not the other way around.

These great moments, which often incorporate some brilliant meta scares like the game pretending to crash work so well because you’re a helpless observer- watching batman deal with this stuff with full knowledge of the context of these character beats. Just like how the free-flowing combat looks technically demanding but is actually controlled for the most part with two buttons, you’re simply watching batman do his thing, not stepping into his shoes. Even the mystery solving is mostly handled without the player’s input, with the only thing the player is required to do being following trails of fingerprints or chemicals.

This all helps to give us an outside, disconnected look at the character, both in his element swooping down on panicking bad guys but also in tense, dangerous situations where we get to see just how fragile (both mentally and physically) old bats is. Arkham Asylum doesn’t get you to feel like batman, even though that would be much easier- a game that lets you feel like batman would be a straighforward brawler romp- because batman is in denial about how much he’s actually helping, and how sane he really is.

However, what the game does do is the far more ambitious task of giving us a birds-eye look at the character of Batman’s deeply-wrought flaws. Flaws that we would never be able to spot from the more intimate perspective of a game that actually put you in Batman’s shoes, rather than an observer of his exploits. 

Unfortunately, not everyone picked up on this, and over time - the series came to revolve around Batman as an unstoppable crimefighting force, rather than the broken, vulnerable person the best comics portray him to be. And whilst Arkham Knight in particular has its fair share of technical and gameplay problems, its this lack of emphasis on what really makes the dark knight tick - as well as how that psychosis is mirrored in all his foes - that affects the game most strongly, with the story beats lacking the emotional punch a much lower-key story like Asylum could conjure effortlessly.

Using video games to pretend to be another person is fine, but we’re kidding ourselves if we believe that’s all the medium can be used for - games can also be used to explore concepts, places and characters from a variety of vantage points simultaneously, and offer a unique connection to a story, even without giving players a personal stake in it. And nobody understood that idea better than Rockstar circa 2009. 

Phew. I’ve rambled enough. Wouldn’t want to spoil the video in the event it actually gets made.

Okay, hope you enjoyed reading, and see you around!

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Rediscovering the joy of Exploration

The biggest gaming trend of the 2010's was undoubtedly the idea of an open, explorable world- but for all the games which jumped on the bandwagon- not all of them pulled it off well.

Now that open worlds are falling out of favour, The Architect dives into a bit of gaming history to find out where the fun of exploration really comes from- all whilst trying not to mention dark souls.

Subscribe to Blackthornprod! : https://www.youtube.com/channel/UC9Z1XWw1kmnvOOFsj6Bzy2g

You Saw:

Dota underlords (early access)

SUPERHOT- 2016

Steamworld Quest- 2019

World of Warcraft-2004

Astroneer- 2017

Far Cry 5- 2017

No Man's Sky- 2016

The Elder Scrolls V: Skyrim- 2011

Assasin's Creed Oddyssey- 2019

The Legend of Zelda- 1986

Metroid- 1986

Destiny 2- 2017

Remnant from the ashes- 2019

Minecraft- 2011

Dark Souls- 2012

Metroid Prime- 2002

GTA 5- 2013

Sunless Skies- 2019

Subnautica- 2018

Outer Wilds- 2019

Terraria- 2011

Super Mario Sunshine- 2002

Hollow Knight- 2017

Super Metriod- 1994

Toki Tori 2- 2013

Guacamelee 2-2018

Grow Up- 2016

Batman Arkham City- 2011

Guild Wars 2- 2012

The Legend of Zelda: Breath of the Wild- 2017

Deus Ex: Mankind Divided- 2017

Batman: Arkham Asylum- 2009

Bioshock- 2007

Hellblade: Senua's Sacrifice- 2018

Unrailed!- Early Access

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A quick update!

Hi!

Just a quick headsup to say I decided to take a few days off for my health after getting a bit sick, so expect the next video in a few days rather than, like, today- which is when I originally planned to get it out.

On the bright side, I'm now back in action and I've come up for a killer idea for the NEXT video, so I should be able to get that one done nice and quick!

Thanks for your patience, just thought I'd keep you all in the loop.

Your Pal,

The Architect

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Architect Address- Sept 2019

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Why We're Wrong About Violence in Games

Hello Patreon Friends! here's the latest video- there's a few error corrections I make in the credits section because I missed that some of you were giving me money! If you see me miss anyone's name again or just an error in general, feel free to let me know!

---

Violence in video games is a bit of a hot button topic right now- from angry journalists, to even angrier gamers- but have we been talking about video game violence in the wrong way? The Architect thinks we have.

Instead of looking at whether games contain violent themes and imagery, we need to go a little bit deeper and analyse the way we play games to truly get to the bottom of some of the industry's biggest problems, and a wonderful game called Wandersong can show us how.

Subscribe to Rush Garcia: https://www.youtube.com/channel/UCm2GrZjyqP5pF-wTa95r_AA

Watch my Undertale Video: https://youtu.be/_am0RobOxAs

Buy the Wandersong Soundtrack you degenerates it's really good: https://ashellinthepit.bandcamp.com/music


You Saw:

DOOM- 1993

Call of Duty Black Ops 4- 2018

Darkest Dungeon- 2016

Civilization 6- 2016

katana 0- 2019

Path of exile- 2013

Apex Legends- 2019

Bad North- 2018

Steamworld Quest- 2019

Destiny 2- 2017

God of War- 2018

Dota Underlords- Early Access

Abzu- 2016

Minecraft- 2009

Stardew Valley- 2016

Return of The Obra Dinn- 2018

Pheonix Wright: AA- 2001

Half Life 2- 2004

Wandersong- 2018

Undertale- 2015

Nier Automata- 2017

Star Wars: Return of the Jedi- 1983

Star Wars: Empire Strikes Back- 1980

Star Wars: The Last Jedi- 2017

Dead Cells: 2017

Starcraft 2- 2010

Hellblade: Senua's Sacrifice- 2017

DOOM- 2016

Dark Souls 3- 2016

Battle Chef Brigade- 2017

Lovely Planet 2- 2019

Northgard- 2018

Offworld Trading Company- 2016

Iconoclasts- 2018

Super Metroid- 1994

Metroid Prime- 2002

Dark Souls- 2012

Splatoon 2- 2017

Griftlands- Early Access

Super 3D Noah's Ark- 1994

Wolfenstein 3D- 1992

XCOM 2- 2016

Risk of Rain 2- Early Acess

Astroneer- 2019

Hitman 2- 2018

The LEgend of Zelda: Twilight Princess- 2006

Monster Hunter World- 2018

Mass Effect 3- 2012

No Man's Sky- 2017

GNOG- 2016

A Hat in Time- 2017

Celeste- 2018

Metal Gear Rising: Revengance- 2013

Hollow Knight- 2017

Sunless Skies- 2019

Anno 1800- Early Access

Wargroove- 2018

Subnautica- 2018

Hades- Early Access

Yoku's Island Express- 2017 

holy crapoli thats a lot of games

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Fixing the Genre Fusion

Genre fusions are a bit weird, AAA devs seem to love lumping a bunch of genres together to try and appeal to as many people as possible, but the end result is often a watered-down version of two different games that happen to share a program. So how can we fix this?

Well, The Architect has a few ideas, and most of their inspiration comes not from gaming, but cookery- and how great chefs can combine ingredients with very different tastes by unifying them around a single shared theme. Yum.


You Saw:

Cook Serve Delicious 2- 2017

Overcooked 2- 2018

Battle Chef Brigade- 2017

Spelunky- 2008

Rise to Ruins- Early Acess

Northgard- 2017

Starcraft 2- 2012

Mass Effect Andromeda- 2017

Mass Effect 3- 2012

Mass Effect 2- 2010

Assassin's Creed Syndicate- 2015

Assassin's Creed Origins- 2017

Far Cry 5- 2018

Yoku's Island Express- 2018

Super Metroid- 2994

Hollow Knight- 2017

Stardew Valley- 2016

Katana Zero- 2019

Borderlands The Pre-Sequel- 2014

Toki Tori 2- 2013

Braid- 2008

Enter The Gungeon- 2016

Prey- 2017

Prey: Mooncrash- 2018

Dungeon Crawl Stone Soup- 2006

Slay The Spire- 2017

Magic The Gathering Arena- 2019

Celeste- 2018

Hades- Early Access

bejewelled 3- 2010

Puzzle Quest- 2007

You must Build A Boat- 2015

huniepop- 2015

Sanctum 2- 2013

Undertale- 2015

Don't Starve 2013

Donkey Kong Country: Tropical Freeze- 2014

Narbacular Drop- 2005

Portal- 2007

Portal 2- 2011

The Witness- 2016

Antichamber- 2013

Borderlands 2- 2012

Runescape- 2001

Demon Souls- 2009

Dark Souls 3- 2016

Dark Souls- 2012

Shadow of the Colossus- 2005

Dark Souls 2- 2014

Final Fantasy 15- 2016

For The King- 2017

Maplestory 2- 2015

Tooth And Tail- 2017

XCOM 2- 2016

Terraria- 2011

Subnautica- 2018

Minecraft- 2009


Interesting Links:

Crackermilk! - https://www.youtube.com/channel/UCMn-zv1SE-2y6vyewscfFqw

That Prey GDC Talk- https://www.gamasutra.com/view/news/335022/Attend_GDC_and_see_how_Arkanes_innovative_Prey_DLC_Mooncrash_was_made.php

Interesting news about a possible return of Mass Effect: https://www.forbes.com/sites/paultassi/2019/04/10/mass-effect-is-warming-back-up-at-bioware-how-should-it-return/#1195b2902020

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The Architect Address- July 2019

Another Architect address, this time dealing with two new videos and the issues of making the damn things fast enough.

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Engineering The Perfect Enemy

Enemies in video games are one of the most obvious sources of great design, from the humble goomba all the way up to the likes of Prey's mimics. So why is it so hard to explain why we like these enemies so much?

Join the Architect in an attempt to find out the secret ingredient for a great enemy, all the while leaving a trail of bodies in their wake- but that's to be expected by now.

Check out Game Score Fanfare: https://www.youtube.com/channel/UC8P_raHQ4EoWTSH2GMESMQA/featured


HALO SPV: https://www.moddb.com/mods/spv3-for-halo-ce/downloads/spv3-2-0


You Saw:

Dark souls 3 (2016)

Space Invaders (1986)

Risk of Rain 2 (Early Access)

Dusk (2018)

Bioshock (2007)

Super Mario 64 (2006)

Prey (2017)

Undertlae 2015

Wandersong (20128)

Mega Man 11 (2018)

Donkey Kong Tropical Freeze (2014)

Shovel Knight (2014)

Dark Souls (2012)

Dark Souls 2 (2014)

Deep Rock Galactic (early Access)

Diablo 3 (2012)

Bioshock 2 (2010)

Half Life 2 (2004)

Call of duty 4 remastered (2016)

Titanfall 2 (2016)

For The King (2017)

Dishonored 2 (2016)

Hellblade: Senua's Sacrifice (2017)

Path of Exile (2013)

Yooka Laylee (2017)

Hollow Knight (2017)

New Super Mario Bros U (2012)

Subnautica (2018)

The Legend of Zelda: Breath of The Wild (2017)

Enter The Gungeon (2016)

Mario and Luigi: Superstar Saga (2003)

DOOM (1995)

Left 4 dead 2 (2009)

Dicey Dungeons (Early Access)

A Hat in Time (2017)

Halo 1 (2001)

Rayman Legends (2013)

Super Mario Maker 2 (2019)

Into The Breach (2018)

Fallout 4 (2015)

Alien Isolation (2014)

Minecraft (2009)

Phoenix Wright: Ace Attorney Trilogy (2019) 


Interesting Links:


A great vid from my boy Turbobutton on Enemy Design in Bayonetta: https://www.youtube.com/watch?v=3HcvGEHRS9Q

An article on game design that hits many of the same notes I do, plus halo!: https://www.gamasutra.com/blogs/MichelSabbagh/20151021/256899/How_to_design_formidable_and_unforgettable_video_game_enemies.php

A loveletter to prey from the people at Kotaku: https://www.kotaku.co.uk/2018/01/05/prey-is-a-game-about-gaming-that-deserved-better

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