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Balatro's 'Cursed' Design Problem 

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Balatro is the current game design darling. But even the designer is aware of a ‘fundamental design flaw’. What is it, can it be fixed, and what does it teach us about making games for people?
=== Sources and Resources ===
- Sources
[1] [AMA] I am localthunk, developer and artist for Balatro. Ask me anything! | Reddit
/ ama_i_am_localthunk_de...
[2] GD Column 17: Water Finds a Crack | Designer Notes
www.designer-no...
[3] 136: Going in Blind with Balatro | Eggplant
eggplant.show/...
[4] Postmortem: McMillen and Himsl's The Binding of Isaac | Game Developer
www.gamedevelo...
[5] Isaac vs Mewgenics | Steam
store.steampow...
[6] External Item Descriptions | Steam Workshop
steamcommunity...
=== Credits ===
Music provided by Epidemic Sound - www.epidemicso... (Referral Link)
=== Subtitles ===
Contribute translated subtitles - amara.org/vide...

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28 сен 2024

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Комментарии : 2,3 тыс.   
@RBAlejandro
@RBAlejandro 5 месяцев назад
To me, not being able to preview the score is one of the game's greatest strengths, but the ability to calculate it yourself as a last resort is exactly what makes Balatro an all timer. Sure, you can mostly rely on rough estimation without thinking too hard about everything, but there's also an undeniable magic in the adrenaline of having only 1 hand to cover a ton of points and having to desperately pull out your calculator to figure out what combination of jokers, card order or hand type can get you through. Plus, even when I do so, there's been so many times when, in the heat of the moment, I fail to take card interactions, debuffs, effects, or boss abilities into consideration in my calculations and end up failing miserably when I was so confident, or crushing the blind when I thought all hope was lost, and it is extremely fun no matter the outcome. To me, the only thing that would suck the fun out of it is using the dedicated hand calculator, but even then, if someone chooses to play like that and still gets a fun and rewarding experience out of it, then it's still a net positive.
@najjaman
@najjaman 5 месяцев назад
This exactly. See also my toplevel comment
@yellowsaurus4895
@yellowsaurus4895 5 месяцев назад
People seem to be forgetting that at its core, Balatro is a gambling game cleverly disguised as a roguelike. Every action you take, whether it's skipping a blind or buying a booster pack, is a choice that could gimp your run just as much as it could help you. Showing the score would just remove another layer of that uncertainty that makes the game so addicting in the first place, imo.
@profoundpro
@profoundpro 5 месяцев назад
Bingo. There's been moments where I'm on my very last hand to try to get the dub... it's in reach and I'm running about 100 calculations in my head, trying to see if it works out... and eventually I just say "ah screw it" and play it. It's that moment where you're in this area of "come on, come on, come on" that is INCREDIBLE when it works, and heart wrenching when it doesn't. But then you think... "let's try that again". A score calculator seems like it would take that heart pounding feeling away entirely. Though, the mod that offers a Joker that will calculate your score is actually pretty brilliant. Giving up a spot for jokers to have such a utilitarian card has been done in other games, and I think this would be a great compromise.
@electra_
@electra_ 5 месяцев назад
I agree. Usually, I'll just throw out the hand with a rough guess of what it'll be, but in a pinch situation I'll do the math and it's satisfying to get it right.
@zixvirzjghamn737
@zixvirzjghamn737 5 месяцев назад
it's also good for becoming better at math if you just don't use a calculator
@reneethefox4797
@reneethefox4797 5 месяцев назад
I think Isaac's "figure it out" approach worked at the start because there were less 200 of them and most of them had a a pretty immediate effect. Nowadays there's over 700 of them, and some of them have really weird effects and/or only activate under specific circumstances. Especially with trinkets, I have over 1000 hours in the game and I really just do not remember what half of them do. Without Item Descriptions, a lot of trinkets just become "thing I pick up and then replace with something that I actually know about without ever seeing their effect activate". I like the method used in The Void Rains Upon Her Heart. Item pick ups are initially kept hidden to the player, but after picking one up, you can unlock their description. Something like that in Isaac would be a nice compromise.
@Willie6785
@Willie6785 5 месяцев назад
Exactly, the discovery part in isaac is actually quite fun, and I had a blast debating what things did with friends back when both the original tboi and rebirth came out. Many of the later effects are just too wild for that same philosophy is all.
@AdrianVM19
@AdrianVM19 5 месяцев назад
Maybe something like beating the game with an item unlocks the description on future runs? That sounds fun
@stevethepocket
@stevethepocket 5 месяцев назад
Trinkets in particular are pretty bad about not even making it obvious what they do _even as you're using them._
@kitsunin4690
@kitsunin4690 5 месяцев назад
Trinkets are really bad. I started using the item description mod because I realized that even after playing hundreds of times, *I still had no idea what the vast majority of trinkets actually do*. And also, because with half a dozen massive expansions now you are often going like ten hours between seeing the same items. I wasn't really able to remember what most of them do even despite having seen them a dozen times. A lot of the interesting decisions you make in Isaac don't apply if you don't remember what anything does.
@bmcgov
@bmcgov 5 месяцев назад
And add on that a lot of item icons are very similar to each other. In addition to remembering all of the effects you have to remember if this specific eyeball, or cat, or fly, or zodiac sign is the one that may ruin your run or if it is the one that makes you overpowered. The mystery was a fun aspect of the game, until it got so complex that it wasn't anymore.
@MichaelFromTheAttic
@MichaelFromTheAttic 5 месяцев назад
For Isaac, I always thought the easiest thing to do was to add full item description after you tried said item at least once. That way, I feel like players would be more willing to experiment.
@gameplayfirst-ger
@gameplayfirst-ger 5 месяцев назад
In the past yes, now with hundreds of items, that wouldn't be good enough for new players. Also a problem after you reinstall the game and lost your save.
@SlippyLegJones
@SlippyLegJones 5 месяцев назад
Maybe the beastiary style solution: -First pickup: no name, no description, no stats, no synergies, just an icon -Second pickup: Brimstone, no description, no stats, no synergies, Icon ... -5th pickup: Brimstone, Shoots a blood laser barrage, Deals x0.3 Isaac's tear damage per tick and tick rate scales with tears, Has a synergy with 2 items in your inventory, Icon
@SlippyLegJones
@SlippyLegJones 5 месяцев назад
@@gameplayfirst-ger Losing your save should never be taken into consideration with any features being added since that would discourage the devs from ever adding unlockable content if that was the case.
@Hudelf
@Hudelf 5 месяцев назад
Or after completing a run with the item. Give people a reason to try some of the less popular things even if they look up what they do.
@tvs99999
@tvs99999 5 месяцев назад
@@gameplayfirst-ger why tho? new players should explore the game. not knowing what comes next. In such game id rather not know what am I going to fight with than know precisely what each thing does
@SystemsInPlayPod
@SystemsInPlayPod 5 месяцев назад
Cool mechanics and fun gameplay aside, can we talk about the art for the joker cards for a minute? Look at the subtle smirk on their faces, the tasteful sheen of their foil. Oh my god, they even follow your cursor when you mouse over them.
@psychodrummer1567
@psychodrummer1567 3 месяца назад
I don't know why, but the sound of the Blind Chip disintegrating reminds me of the sound of opening a chocolate bar (Mars, Snickers, etc.) and I get instantly hungry.
@berrylly
@berrylly 3 месяца назад
Fun fact: all the art was done by localthunk except for one single joker, made by lumpytouch, simply because he loved the game and wanted to contribute
@SystemsInPlayPod
@SystemsInPlayPod 3 месяца назад
@@berrylly I did not know that! That's sick, I love Lumpytouch
@bpansky
@bpansky 2 месяца назад
lightning bolt flashbacks to playing solitaire on our computer in the mid 90s
@TheMadwomen
@TheMadwomen 2 месяца назад
This comment gives face cards a 1 in 2 chance to make $2 when played.
@gromar3
@gromar3 4 месяца назад
Something very very similar happened with Rimworld. The game creator, Tynan Silvester, created the game as a story simulator with drama, loss and struggle. But that's not how most people play it. In fact it's most often played as a base building strategy game in which loss is seen as something to be avoided. The game designer decided to push back hard against that kind of playstyle. People made kill boxes for raiders so he nerfed turrets, people responded with traps so he added tunneling enemies which ignored walls so people made the wall into a killbox, so he made enemies which drop down from the sky right into your base and.... you get the idea. The constant arms race has, in my opinion, made the game worse for both types of players so I think it's best to just give the players the freedom to choose how to play is by far the best, possibly with a message explaining the pros and cons like you suggested.
@queenofthesalt5199
@queenofthesalt5199 2 месяца назад
The ability to choose is 100% the point here. A dev shouldn’t be clamping down directly on certain ways of playing, unless those play styles make the game directly worse for other players, such as in multiplayer-focused games. If anything, that’s why I think a feature like this should be contained as a mod. For those who don’t want to do the calculation, it’s right there, but it doesn’t force its way into the gameplay of others.
@warzed6220
@warzed6220 29 дней назад
I think it's the exact opposite, actually. This is a good thing for Rimworld. The developer is making things more fun for the people who want to play his way by making gruesome sadness death movie simulator and giving more fun for people who are optimizers who want to play ultimate nerdy numbers game. By changing the meta constantly, optimizers can have the fun of finding a new meta. They *want* to problem-solve, and the dev is giving them a problem to solve. And the story-focused guys didn't really care about the meta at all, so nerfing turrets a bit isn't going to reduce their fun by much. They're there to find a story, not to build the ultimate defense.
@Ghorda9
@Ghorda9 9 дней назад
except there are in game options for this
@yeetman4268
@yeetman4268 5 месяцев назад
Fun fact: Balatro is actually an old word for jester or joker, which was used frequently in Ancient Rome
@1TieDye1
@1TieDye1 5 месяцев назад
I've been curious where the name came from! Thanks!
@Fachewachewa
@Fachewachewa 5 месяцев назад
It's also the Finnish word for witch
@RandomNameName
@RandomNameName 5 месяцев назад
Thats actually a cool fun fact, thx
@635574
@635574 5 месяцев назад
I was almost gonna google that
@hive_indicator318
@hive_indicator318 5 месяцев назад
It doesn't sound like Latin though
@Zhon66
@Zhon66 5 месяцев назад
Amusingly, mods have already done what you've described: there's a mod out there that adds a bunch of new jokers, and one of them is Scouter - and all it does is show you how many points you're going to score. Making it a Joker is also really interesting because it means you're not using that Joker slot for something that actually provides a mechanical benefit, so there's an inherent trade-off to having that information available.
@dudeweedlmao8519
@dudeweedlmao8519 5 месяцев назад
Just slap the wheel of fortune negative on it gamer style
@albert2006xp
@albert2006xp 5 месяцев назад
But there's no real benefit to calculating exactly how much in 99.9% of cases. You only need to find the highest scoring hand you can make and you don't need to calculate it exactly to know that. You have to be completely inept to not realize which hand would score higher and roughly how valuable it is.
@dingochungis6814
@dingochungis6814 5 месяцев назад
ultimately i'm very glad James hasn't used his insane coding skills to turn his Scouter Joker into a mod that just does the score preview without the Joker, for basically all the reasons stated in the video here even then, if such a thing were to exist, it wouldn't be perfect: the Scouter Joker calculates what a hand will do, BUT for random elements (Bloodstone, Misprint, Lucky cards), it just calculates what *can* happen; if you have any of those, then there is a very real chance the Scouter Joker will display an inaccurate score. this is probably the biggest thing preventing a mod from having a score preview--but also one of the biggest reasons why you SHOULDN'T have it, because if a score preview COULD work, and it would tell you the exact amount of Bloodstone procs you would get, or how many Lucky cards would trigger, that would be a pretty big problem
@GiornoGiovannaGangstar
@GiornoGiovannaGangstar 5 месяцев назад
@@dingochungis6814 you should mention that typically the "random" elements are completely seeded, meaning a mechanic like scouter joker would be able to pick up on when your lucky cards would proc. But, that's no fun, nor is it very useful outside of heavily analyzed seeded runs. Like you said, that would be a very big problem.
@hambor12
@hambor12 5 месяцев назад
@@albert2006xp I mean it is called The Scouter and presumably is based on the Frieza Force Scouters from Dragon Ball whose main narrative role was to show that numerically quantifying fighting prowess isn't as huge of a boon as it's thought to be, used primarily as a diplomatic deterrence device for subjugated planets, and in fact made Lord Frieza's army WEAKER through its usage once they were up against enemies and powers who did not fit in the scaling system they had in place
@wiremesh2
@wiremesh2 5 месяцев назад
I wonder if McMillen only rented Zelda as a kid? The game came with an instruction booklet that explained all the items. This does bring up something I think a lot of young people playing retro games don't always understand, which is that the instruction booklet was part of the experience back then. Thanks to memory and technical limitations, there were rarely in-game tutorials, so you were expected to reference the book. Of course, many games were also intentionally obtuse beyond that. Every time I got a new game, I was always super excited to read the story section of the booklet. I kinda miss that feeling.
@Drekromancer
@Drekromancer 5 месяцев назад
Man, I remember those days. I would just sit down and read through the instruction manuals of my games. They were made to be really thematic and fun, too - almost like a little magazine that immersed you in your game's world. I miss those days. 🥲
@technoturnovers7072
@technoturnovers7072 5 месяцев назад
Ffffeh... you _say_ that, but at least in respects to Nintendo games of the era, the instruction book was genuinely 100% optional, and a lot of people didn't read them. Nintendo designs their games in such a way that learning the mechanics is an inevitable result of simple experimentation; for example, in SMB1, you *cannot* progress without learning how to jump, because there's a goomba in your way. You will almost certainly learn about power-ups, because the first bricks and ?-blocks you encounter are placed in such a way that, as a result of evading the next goomba, hitting the ?-block is the most likely outcome. Now, granted, Zelda is a lot more freeform than SMB games are, but the same rules still apply. When you first start a game of Zelda and you're on the first screen, in almost all cases, you _will_ enter the first cave and get the the sword from the old man. Sure, you can technically leave that screen without it, but that's just something that doesn't happen lmao, because that first cave entrance is placed so as to be the most obvious element, and thus the path of least resistance.
@wiremesh2
@wiremesh2 5 месяцев назад
@@technoturnovers7072 Obviously, they're optional of course. And a well designed game will lead you to discover the mechanics in a natural fashion. My point is that booklets fleshed out the experience in an era when space and fidelity were extremely limited. For example, even though Zelda has some story in the game when you let the title screen sit, the booklet further fleshes it out by telling about Impa's flight from Ganon's forces to find Link. It adds some extra worldbuilding.
@saishykitty
@saishykitty 4 месяца назад
Came to the replies sections looking for this! Yes, so many people forget that games had the information written on manuals!!! Nostalgia glasses really ruined a lot of game designers decisions nowadays.
@Raykon333
@Raykon333 Месяц назад
For anybody who doesn't know there's a puzzle/soulslike game called Tunic which builds heavily on the feeling of reading a game manual, except the manual is written in an unknown to you language. Strongly recommend.
@Antoine893
@Antoine893 5 месяцев назад
The game does not give you your score, but it gives you enough info that you can reliably estimate pretty quick. The scores in Balatro are so bonkers anyway that you rarely need to calculate them precisely, but with a little experience you can ballpark them in a bracket narrow enough that you don't need to worry. And anyways this is not the kind of game where you have a lot of different ways to play the cards in your hand, so even if a hand is not enough there's probably nothing you can do better with what you have. To me the most fun about Balatro is to set this little formula in your head and tweak it to maximise your score, it's a really fun game for people that like mental mathematics and a score display would take that away.
@evandrofilipe1526
@evandrofilipe1526 5 месяцев назад
I'm really bad at mental mathematics so maybe this can be introduced as an accessibility option. I mean, that's kind of how it was in Isaac.
@yellowsaurus4895
@yellowsaurus4895 5 месяцев назад
​@@evandrofilipe1526 you dont even need to be doing rough estimates past the first ante though, imo. The 1st small blind can be beat in one hand with a high enough flush, straight, or full house, and any combination of those same hands will 2-shot the boss. In ante 2 you should hopefully have enough scoring jokers to easily one or two-shot all the blinds regardless of what you play, and by the time you're in ante 3 and 4 you should be getting your deck narrowed down enough that you're pretty much just playing your strongest hand every time. At that point i just worry about whether or not I'm one-shotting the small blinds and do some rough estimation. For example, let's say the small blind requires 300k points and the boss requires 600k (ante 6). If you can beat the small blind in one hand then you know you should be able to beat the boss in 2 hands, assuming you don't get super unlucky. Tl;dr: just make a mental note of how much you're scoring with a strong hand and use that to estimate how many hands it will take to beat the boss
@yellowsaurus4895
@yellowsaurus4895 5 месяцев назад
So i realize i kinda contradicted myself back there lol, but the main point is you really don't need to do any difficult math to get a decently accurate estimate, even in the higher antes you really just need to be adding three digit numbers
@evandrofilipe1526
@evandrofilipe1526 5 месяцев назад
@@yellowsaurus4895 I know that but thanks and also, I think you've been playing higher difficulties because I don't know in what world ante 6 small blind is 600k
@yellowsaurus4895
@yellowsaurus4895 5 месяцев назад
@@evandrofilipe1526 the boss on ante 6 is 600k, not the small blind :) I definitely have not been playing on higher difficulties, I just barely got my first red stake win yesterday haha
@headphonez603
@headphonez603 5 месяцев назад
I love that Balatro doesn't have the score preview for all the reasons you/localthunk have stated, I think an additional advantage is that it allows you to get a different feeling/intuition about each run, instead of having to do a calculation most of the time you can draw on your past experience in the run and just make an approximation of if the hand you're about to play is good enough based on your recent history.
@unconcernedsalad2
@unconcernedsalad2 5 месяцев назад
this is exactly how i play. there are times where i want to vibe and i just play based on experience. other times i’m super sweaty and i start doing all the math. without an explicit score preview, i love having *the option* to play either casually or sweaty, depending on my mood.
@r3dsnow757
@r3dsnow757 5 месяцев назад
​​@@unconcernedsalad2 same, I will usually make hand builds and try for example to max out 2-3 card hands levels with planet cards and the best jokers for these specific hands. I can then ballpark the points and I know I can win rounds in 1-3 hands until a certain blind level.
@unconcernedsalad2
@unconcernedsalad2 5 месяцев назад
@@r3dsnow757yeah eventually you can just look at a hand and be like “eh i’ll probably be fine”
@bmccarthy9
@bmccarthy9 5 месяцев назад
yeah the issue of calculation only really comes up when you aren't just trying to win in as few hands as possible. Needing to get >100k in as few hands as possible is easy to deal with - you can just calculate the differences between hands and see what is bigger. Needing to average 25k to win in 4 hands exactly is a lot harder to calculate (and very variable - do you score 1000-1000-1000-150k, or 20k-20k-20k-50k).
@kai19971201
@kai19971201 5 месяцев назад
It also helps that the required scores grow exponentially. Since we aren’t great at estimating big numbers, eventually you just try to “feel it”
@thepowerfulpaet4937
@thepowerfulpaet4937 5 месяцев назад
I think Binding of Isaac is kind of a different case. The game has like 1000 items and not knowing what they do is frustrating. Half of them have effects that you would NEVER figure out unless you looked it up, and others will instantly destroy your nice build that you spent an entire run making. The item description mod has in my opinion been the best thing to ever happen to the game.
@furgel7717
@furgel7717 5 месяцев назад
Risk of Rain 2 does it quite well IMO, it doesn't explain item scaling or mechanics when you pick up an item, but they generally give an idea of what it does. Then you can look up in the codex how the numbers work. Also helps that with very rare exception all RoR2 items are positive.
@SuperDestroyerFox
@SuperDestroyerFox 5 месяцев назад
As Sam o’ nella said, ambiguity is the worst thing in rougelikes.
@gigitrix
@gigitrix 5 месяцев назад
Agreed, very different risk/reward tradeoff. In Balatro people know if it's down to the wire that they can do the math, but rarely does it come down to this and thus there is ample opportunity for surprise in both directions when that Joker ordering of operations ends up behaving differently to your expectations.
@oposdeo
@oposdeo 5 месяцев назад
Depends on the player. As Edmund mentioned, he wanted to recreate the mystery from his childhood. Players who aren't in a rush to complete things may appreciate the wonder and whimsy of experimentation, and find the runs that end because of weird items to be funny, rather than frustrating. I think the majority of modern gamers prefer to have the descriptions though.
@Delulu1886
@Delulu1886 5 месяцев назад
​@@furgel7717 agreed
@cjlister8508
@cjlister8508 5 месяцев назад
This is very reminiscent of the "should there be an easy mode in Dark Souls" argument.
@palool6
@palool6 5 месяцев назад
I wouldn't call this a design problem at all, it gives casual players the thrill of not knowing what they'll get, and people who enjoy tryharding get to predict and calculate the optimal paths. It's a form of skill expression that is in tune with the gambling nature of Poker.
@Mirtual
@Mirtual 5 месяцев назад
Straight facts. Sounds like he called it a flaw for the sake of clickbaiting the most popular game right now, not a flaw whatsoever
@curtmack
@curtmack 5 месяцев назад
When Tunic nerfed an overpowered item combination (increasing its mana cost from 1 to 4), they also added a code that reverts the nerf for 80 seconds, specifically because the speedrun depended on the cheaper mana cost. I can't remember if this code is alluded to in-game.
@M4niacks2
@M4niacks2 5 месяцев назад
In magic the gathering, the information in between "hidden" and "public" is "derived information". "Public information" is everything a player is required to share to his opponent about his card on demand, things like amount of cards in hand, life total and others. "Hidden" is every information unkown to one or both player, like what cards are in your hands, what is the order of cards in your library. "Derived" Is everything you can deduce from public information, if a player returns a card from play to their hand, they are in no obligation to reveal that this card is now in their hand because it's a "hidden" zone, but a skilled opponent will remember this "derived" information. I think it's a pretty good naming convention for this "in between" for information technically public but not easily available.
5 месяцев назад
I was just thinking about MTG. A direct parallel to the Balatro score thing is what's in the opponent's hand. Like you say, if player 1 returns a Merfolk Trickster to their hand, and doesn't discard/exile face down/return to library anything, player 2 knows with 100% certainty that Merfolk Trickster is there. For this reason, some implementations like Magic Arena will actually show player 2 the card for as long as it is "derivable" that p1 has the Trickster. But this is not uncontroversial; some players feel that the game shouldn't "aid" you like this, especially when the rules of the game when played in paper offer no such aid.
@zeusthunder6674
@zeusthunder6674 5 месяцев назад
notably, legends of runeterra shows you how much life total players will lose after the resolution of a spell or attack, and there's an icon that you can mouse over that will also show you the entirety of the board state, including lost creature health and generated cards in hand.
@whebon7266
@whebon7266 5 месяцев назад
On mtg arena, the game will help you to remember this derived information. For example, by adding a little eye icon to cards in your hand that have been revealed to the opponent. This makes sure that tryhard players that make notes on paper do not have an advantage over casual players. It also makes games faster, as players don't have to spend time and energy playing a memory mini-game and can focus on the important aspects of the game instead.
@leshtricity
@leshtricity 5 месяцев назад
do people still play magic in 2024? wizards has fallen so far, it's hard to believe it's still popular.
5 месяцев назад
@@leshtricity I mean kitchen table Magic is a concept that exists
@dreamcanvas5321
@dreamcanvas5321 5 месяцев назад
I kinda disagree with your conclusion here. I think the solution Balatro arrived at is awesome, because it's easy to "guesstimate" your score, which is a major strategy factor...but it's hard to precisely calculate it. Often not quite "impossible" but still...Thus, for me at least, the score preview provides guidelines, and I usually find it more interesting and efficient to experiment with different hands at various points in order to test or confirm what actually works best for my current deck and joker loadout.
@Dion06
@Dion06 5 месяцев назад
this is the closest we've got to an inscryption video
@keremmadran
@keremmadran 5 месяцев назад
3:38 "Stern spreadsheet style strategy" is my new favorite vocal warmup
@Ramsey276one
@Ramsey276one 5 месяцев назад
XD
@Marky-Mark1337
@Marky-Mark1337 5 месяцев назад
Ngl, i only calculate my score on the boss bind where you are allowed one hand.
@Fires_Phoenix
@Fires_Phoenix 5 месяцев назад
I calculate on that one, The Needle, or the Violet Vessel, the one with the massive blind. In every other situation if I lose, I lose lol
@MelodiCat753
@MelodiCat753 5 месяцев назад
I also calculate my score only for the very first small blind just to see if I'll oneshot it. Otherwise I just play because it's more fun that way, and usually I'll be fine or die regardless!
@r3dsnow757
@r3dsnow757 5 месяцев назад
I do too, and always have this moment of reflection when I realized I messed up in the run before playing that doomed hand. Occasionally, I'm totally lucky and I get saved by Mr Bones which I always forget when I have it.
@hodgesjake
@hodgesjake 5 месяцев назад
The Needle gets me every time I play while I smoke. Every time.
@Fires_Phoenix
@Fires_Phoenix 5 месяцев назад
@@MelodiCat753 I did at one point but I can intuition what hands will one shot the first small blind. It's normally 5 card hand with high cards, so high straight/high flush kind of hands.
@TornadoTK
@TornadoTK 5 месяцев назад
I'm (mostly) on team "leave it the way it is". I've had a handful of Balatro moments where I've cleared the blind by the skin of my teeth, came just shy of the point total, or completely miscalculated and either blew the blind out of the water or fumbled the bag. Trackable information isn't necessarily a design flaw, as it gives players an analog choice: Some will ignore the idea entirely, some will brute force it with calculators or mods, and some like myself will do something in the middle. Face down cards (and I think stone cards as well?) can have their information sussed out by sorting by rank or suit and comparing their position to neighboring cards. Usually I don't go to great lengths to identify anything beyond suit (flush gang where you at), but sometimes you gotta do some heavy tracking and logic puzzling to nail that one straight so you don't die to a stray boss blind. I'll even slow the game down back to 1x just to track face down jokers and reshuffle them back into their proper order. The key thing here is letting players discover and manipulate the game the way they see fit. Adding the score calculator or a hand scoring preview could be an assist feature for players who aren't fans of math, but I don't think it has any place in affecting the core game.
@leomeror
@leomeror 5 месяцев назад
2:48 quick note The score burns when it is equal or bigger than the amount of score you need to win the round. It's not luck based and doesn't get hotter.
@Romanticoutlaw
@Romanticoutlaw 5 месяцев назад
now that is information I would actually like the game to have told me lol
@qinn1996
@qinn1996 5 месяцев назад
​@@RomanticoutlawI see where you're coming from but tbh that's not too hard to figure out yourself
@onekone_
@onekone_ 5 месяцев назад
It doesn't burn hotter, but it definitely lights up when you get particularly overflowing hands (like in orders of thousands+ times the target score)
@topgoose4818
@topgoose4818 5 месяцев назад
The fire gets larger and more ravenous depending on how much you’re beating the target score by
@MonoxideTF2
@MonoxideTF2 5 месяцев назад
If you keep scoring beyond the flames the flames get bigger and then turn purple so yes it does get hotter just not luck based.
@AgeAgeAge
@AgeAgeAge 5 месяцев назад
If your game has a "ruin fun" button (using external tools to calculate everything and remove suspense) but you manage to design the game so that only a tiny percentage of players actually bother pressing it, then that's good design right? I get that from a purely objective lens the game has something you could describe as a game design flaw, but it's also something that most people won't encounter. Effort and time are resources too even if they aren't in the code, and this time the game has been balanced in a way where the time/effort to calculate your hand just isn't worth it to most players so in my eyes the problem has been solved.
@venyren
@venyren 5 месяцев назад
It's a thing that the small percentage of people think they want but actually don't. BOI is an amazingly bad comparative, but in Balatro, having a score preview be anything other than a rare joker (That would then actually take up a slot and make it impossible to beat the base game for anyone that needs the score preview), would ruin fun. It would be an effective "Ruin fun" button that some people would press, think is cool, then never play the game after 2hours
@cazminah
@cazminah 5 месяцев назад
I resent the implication that mathing everything out to maximally optimise your plays makes the game less fun, or that such a desire only applies to people who are really invested in Balatro. This is just how I play all games, and I love it~ I think spreadsheets are fun! It may not be “normal”, but my experiences are still valid. Justice for the autists! :D
@TheL0rd0fSpace
@TheL0rd0fSpace 5 месяцев назад
I think Balatro gets away with not having score previews, because in most situations (outside of ante 1), you aren't beating the blinds by a small margin: you're more often beating them by 5-20% or more, depending on how strong your build is relative to the ante. So, you don't *need* to precalculate your hands. You can just rely on learned gut instinct, because even if you estimate a hand is worth 60k chips, but it's actually 50k, it doesn't matter against a 40k blind. In short, because you win or lose by bigger margins, you can get away with making educated guesses rather than precalculating each turn. For this reason, and the ones localthunk brought up, I hope he never changes it. I want the feeling of a gamble to always be there (at least, for those of us who'd rather play cards than play calculator 😂).
@samuelmalcolm5121
@samuelmalcolm5121 3 месяца назад
With scaling jokers, you don't want to beat the blind in 1 go, but you want to get close and that's where is issues start happening
@cherubin7th
@cherubin7th 5 месяцев назад
Zelda was that way exactly because they wanted people to reach for information outside of the game. But because the internet was too new, it implied asking friends.
@Canadas_Very_Own
@Canadas_Very_Own 5 месяцев назад
The Internet was not even publicly available when the first Zelda game was released. It was not until the early 90s that online discussions became a big thing in video games.
@svenbtb
@svenbtb 5 месяцев назад
@@Canadas_Very_Own lol yeah I was going to say, in the 80's it was just DARPA-net, The Internet wasn't an available thing for people.
@gorrnan3117
@gorrnan3117 5 месяцев назад
3:14 the misclick three of a kind instead of the full house hurt me
@MichaelButlerC
@MichaelButlerC 4 месяца назад
There's a fair amount of random chance cards in balatro which is why I think full score calculators aren't that helpful for all builds. For now I'm glad it doesn't have them, I like to play casually and enjoy the slot machine effect.
@ReggieVdz
@ReggieVdz 5 месяцев назад
I usually calculate or estimate my score in the first two/three rounds where it's easy to do it by head, without a calculator, because I feel like the beginning of a run is really defining, and I don't want external tools. I can't say I'm surprised some people actually use external tools though, I indeed did that with Isaac as well (only when I felt the need to understand an item)
@roeelanger
@roeelanger 5 месяцев назад
Happy to see "streamed by pretty much everyone" = Northenlion
@Kiaulen
@Kiaulen 5 месяцев назад
The egg rises!
@bradleysiddeguzman3466
@bradleysiddeguzman3466 5 месяцев назад
Egg mentioned, we stay winning
@int3r4ct
@int3r4ct 5 месяцев назад
Stay pegged everyone
@Yingxera
@Yingxera 5 месяцев назад
@@int3r4ct Many people are saying this
@HighLanderPonyYT
@HighLanderPonyYT 5 месяцев назад
He lost me when he turned casual.
@agentraf
@agentraf 5 месяцев назад
The Binding of Issac situation actually reminds me a lot about how the Risk of Rain series (1, 2 and Returns) has a similar issue, albeit to a smaller extent, where the effects of each item are described but not the exact numbers (for example, Soldier's Syringe tells you it gives attack speed but doesn't directly specify via. popup that's it's +15% per stack). Then again, Risk of Rain does have tools to see those exact numbers via. mods, wikis, and the logbook outside of active play.
@cursesin
@cursesin 5 месяцев назад
Risk of rain 2 has some hidden substats that make even the better item description mod incorrect
@elegy8187
@elegy8187 5 месяцев назад
I think Risk of Rain handles this really well. The item description will tell you the basic info but if you’re curious about the details then you can check out the log book or the wiki for the exact values, and it also adds a sense of mystery when the item description doesn’t tell you what the item does. When you first pick up a ukulele and all it tells you is “…and his music was electric.” it lets you know that this item stands out from the rest.
@hammerstix5791
@hammerstix5791 5 месяцев назад
​@@elegy8187That's the best part with RoR is that most of the time, even if the item description is vague, it gives you a hint of what to look for. Ukulele mentions electricity, so when you see little zaps fly between enemies, you have the chance to connect the dots.
@jimijamflimiflam6323
@jimijamflimiflam6323 5 месяцев назад
@@elegy8187 My main issue was that you are not told how much/how each item stacks, though many items in RoR Returns stack infinitely when they didn't before
@bb010g
@bb010g 5 месяцев назад
​@@jimijamflimiflam6323yeah, I love vanilla RoR but having to memorize stack limits again whenever i return to it isn't fun for me. thankfully, I can throw RoRML at it and it's all good.
@vario6492
@vario6492 3 месяца назад
Ever heard of Slice And Dice, that's essentially turn based rpg but you roll dice? You can UNDO the targets and order in which you assign damage / shields / spend mana (you can't undo rolling tho, only the 'combat') And the game is still fun and challenging to play. That's one of the best game design choices I've ever come across
@eeoraaenify5243
@eeoraaenify5243 2 месяца назад
I personally hate not knowing how many point my hand will score ...
@AmbrosiaPoly-yolkEgg
@AmbrosiaPoly-yolkEgg 5 месяцев назад
Something I've noticed when I play Balatro is that I usually don't try to calculate, but when calculating seems like it will be easy enough to fudge in my head, I'll do it. The information being there makes it easier to spice things up by shifting between the working out the ideal move and the pick n hope for the best playstyles without leaving the game
@Ariamaki
@Ariamaki 5 месяцев назад
It's not quite the same vibe, but as a designer myself who likes thinking about combinatorics and the action economy of a game? I absolutely calculated my Balatro turns in advance starting from my very first session. The DIFFERENCE is that I don't pull out a calculator, I just kinda roughly eyeball it and make sure I'm landing where I want it to. It keeps a lot of the thrill of not knowing just HOW big it will be, while still giving me the assurance I'm not making a tactically stupid decision.
@connorking984
@connorking984 4 месяца назад
I know this is a month late but eyeballing it past a certain level or doing so on EVERY important hand takes the fun out. Royally fucking up is one of the things that makes rogue lites so fun, it's up to you to throw the whole run or pull off the greatest run ever and I think it's always preferable to not know which one you're headed towards quite.. People avoid screw ups because of perfectionism and that's its own ball of trauma and fear of failure that sucks away happiness in life irl or in games
@Ornithopter470
@Ornithopter470 4 месяца назад
​@@connorking984for some people, part of the fun IS eyeballing the scores, or running the math to figure out what you need to do to win. Rougelites can be lots of fun when it's a mechanical challenge that you have to skill your way through. When it's rolling dice to see if you win, why not just play a slot machine endlessly.
@Grif_17
@Grif_17 4 месяца назад
Lol exactly. I got it the other day and I’m just like “ehh this one looks better than this, hope i’m right!”
@lancesmith8298
@lancesmith8298 4 месяца назад
And ultimately, the actual strategic backbone of Balatro, the real high minded stuff, isn’t really the score itself. Are you at maximum interest? Is this Joker going to win me this Ante? Is this Joker going to win me the run? What small, incremental advantages can I make when I’m not in combat? All those numbers are almost always less than 100, and usually less than 50.
@Sundji
@Sundji 5 месяцев назад
I dont think the score preview is only for hardcore players. There's a sense of debilitation that can arise when you're not allowed to make an informed decision. There have been plenty of instances in games where I think "why did that happen?" and it's not that I'm a super strategic player, it's that I want a sense of agency in the game that I'm spending my free time playing. When I don't understand what is happening, I don't have agency.
@SamErvin
@SamErvin 5 месяцев назад
I'm not sure if this was intentional or not, but your video of THPS3 (the section on cheat codes at 12:17) is actually of the PC port, not the console original... and it is very clearly modded with LevelMod, as seen in the options menu as well as at the bottom of the main menu. Weird choice to align with the script!
@lostprophet8888
@lostprophet8888 5 месяцев назад
An easy fix and good compromise for The Binding of Isaac seems so obvious to me. It would keep the original design intention while also granting much more accessibility for players - without the need of referring to wikis and mods. Just keep the original design with item descriptions and effects hidden until the player gets and uses(!) them for the first time. And do the same for synergies, interactions and combinations between items. Therefore players feel the excitement of getting and new item and finding secret combinations and synergies, but also gain an in-game wiki of all their previous findings. "Backpack Battles" actually does a great job with an item database and secret combinations exactly like that. Binding of Isaac is just nearly unplayable without any wiki or mod with its 400+ items after all those updates. I'm pretty sure that most players wouldn't use a mod or wiki with that design compromise. And there'll always be a small playerbase of people who want to know everything in advance and get precise information down to the decimal point. Those people will always look up information in a wiki anyway.
@Imperial_Squid
@Imperial_Squid 5 месяцев назад
11:51 Heat Signature mention! Honestly adore this game and I wish more people talked about it
@jaimeaguirre3382
@jaimeaguirre3382 5 месяцев назад
To this day, playing around with the different kinds of teleporters and slowing down time to take down entire rooms of bad guys Superhot-style are some of the most fun gaming experiences I've ever had. Great game tbh
@Imperial_Squid
@Imperial_Squid 5 месяцев назад
@@jaimeaguirre3382 right? Or when the whole ship is hunting you down and you have to perfectly manage stealth shields and key cloners to get out undetected. The gameplay loop is so so addictive!
@erikzarts
@erikzarts 5 месяцев назад
I played through binding of Isaac for hours upon hours before finally caving to adding an item description mod. The reason was simply this: there was too many items for me to remember and it was a hassle to stop mid run to figure out what something did despite me using it already. That is the flaw imo in Isaac. It had become a hindrance. Balatro is different because you will already have a decent idea of your hands capabilities beforehand. You have enough accessible information from your jokers to make the right decisions. It impacts so little people in comparison to something like Issac where the vast majority faces that issue. Change Isaac’s systems to tell you descriptions after discovery still results in a vision Edmund desired, or at least 90% of the way there.
@laszloneumann500
@laszloneumann500 5 месяцев назад
Honestly its just bad design in aroguelike to have item descriptions like Isac, game is just too popular for anyone to dare call it out how sht it is
@dusktor
@dusktor 5 месяцев назад
Casually dropping the sickest Zelda clip in the middle of a Balatro video 7:50
@netboy288
@netboy288 5 месяцев назад
I love the lack of a displayed preview score! it's so fun to do a quick mental estimate just to get a ballpark figure, then letting it rip and hoping that it's on the winning end of the ballpark
@CSSpacePenguin
@CSSpacePenguin 5 месяцев назад
For me, the cryptic messages in Binding of Isaac didn't work out because there's no "safe place" to experiment. Picking up an item can ruin your build (and hence the whole run), which really works against the playful mystery McMillen was trying to invoke. There's also so many items, where a good chunk of them are niche (so you've already used it but don't remember what it does). In that case, there's no mystery feeling either. Though, McMillen acknowledges that in the 2023 post you showed (where the original game only had 100 items, but it has since expanded to 700+).
@unrealed
@unrealed 5 месяцев назад
In the case of Isaac, there are 2 “solutions” i can think of. First, you can have items be not communicated the FIRST TIME that they’re found. My biggest problem isn’t that items don’t have descriptions (I’m totally with Edmund that finding a new power up and not knowing what it does is very exciting), but the problem is that the game has HUNDREDS of them! If you play RELIGIOUSLY you would remember them anyway and they wouldn’t be a mystery, but for people that only play so often, they’re kind of punished by that fact. Showing descriptions after the first time sort of fixes that problem. You could also have a “memory” mechanic, where the game only remember x number of item descriptions before forgetting them, meaning you’d have a rotation of rediscovering items and being excited by that. I’ll also note here that items/power ups in Isaac can be very hard to understand on their own too, and that pushes player towards descriptions. AND can be required for certain aspects of the game The second “solution” is having item icons only HINT at what the item does. So for example, the cat paw could have 5 possible effects. Which one did you get? Well try it to find out!
@ACEYGAMES
@ACEYGAMES 5 месяцев назад
That memory mechanic sounds really interesting and could be an excellent in-between, but I can see people hating it so much because they are losing something they felt they had earnt or were owed. Aka having an unlock relock, even if that unlock's only information you may still have, is a neat feature that noone will enjoy.
@unrealed
@unrealed 5 месяцев назад
@@ACEYGAMES Could be something you improve too. LIke you could potentially unlock more "memory". Or you could just have it as an option. It would still be better than just pulling up the wiki though. In the specific case of Isaac, there are SO MANY items/power-ups that you could the game could "forget" some and you as a player would have forgotten them too, even if you played somewhat often
@ZackZiegler
@ZackZiegler 5 месяцев назад
Reminds me of the card system in Castlevania: Circle of the Moon. You can combine different cards for powers/effects but until you do or see the results of a combination, the game doesn't tell you what's happening. So you have to experiment and try things (or look it up...)
@EvanCWaters
@EvanCWaters 5 месяцев назад
More "traditional" Roguelikes often have some method of identifying items, like Identify scrolls or paying someone to name something, etc. Of course in those kinds of games items can do things like kill you instantly so *some* way around that has to be allowed.
@stracker494
@stracker494 5 месяцев назад
God looking at gameplay at normal speed after getting used to play at max speed feels so slow now ! Not a problem per se, just an interesting thing I noticed.
@krollgrend1888
@krollgrend1888 5 месяцев назад
A few friends and I discord stream our balatro. Everyone max speed but one friend plays at 1x speed. The contrast looking over at his game feels like Im watching .5x speed lmao
@r3dsnow757
@r3dsnow757 5 месяцев назад
I'm a 2x man, slow speed allows you to peak flipped cards on certain boss blinds.
@alicebnuuy6155
@alicebnuuy6155 5 месяцев назад
i think the problem in tBoI that isnt there in balatro is that there's like, literal hundreds items and some of them have really weird effects. balatro only hides your final score, not like.... what your cards do. no one wants to be deep into a BoI run and pick up an item that makes their entire build stop working just because they havent memorized 700+ item effects.
@bpansky
@bpansky 2 месяца назад
we need the concept of "spoilers" to apply to more types of experience than just story plot
@liampouncy7808
@liampouncy7808 5 месяцев назад
Popular StS creator Jorbs created an hour long presentation to explain his feelings on Balatro and the matter at hand, which he designated under Delayed Variable Rewards. (Bear in mind I am paraphrasing) In his experience, he isn't a fan of DVRs, and is largely convinced that they shouldn't form the backbone of entertainment - for exactly the same reason as people are against slot machines. It was an interesting video on the topic that I would encourage other people to seek out and form their own opinion on.
@burn1none
@burn1none 5 месяцев назад
Yeah I watched that one very good
@RizoftheDead
@RizoftheDead 5 месяцев назад
This is super interesting to me. I'm a player that tries to avoid looking up anything on a game at least for the first full playthrough as it completely ruins the fun for me knowing where I "should" be going or what I "should" be using. Obviously I know there's a completely different sect of people that enjoy min/maxing everything in a game, so it's an interesting dilemma.
@enrymion9681
@enrymion9681 5 месяцев назад
You can be both, I play most games blind but also tend to min/max to the point of restarting games if I realize I've made suboptimal choices.
@Soniop56
@Soniop56 5 месяцев назад
I think a key point of balatro that a lot of comments are missing when they say that you can figure out roughly if your hand is winning or not is that, yes it's true but playing your highest scoring hand is not the best move in a bunch of situations, lots of jokers involve doing specific things that make prolonging the round longer And in that case you are trying to figure out how to get close to score enough points while triggering those jokers, which frequently involve non-optimal plays in the view of pure scoring, and in those situations having a score preview would certainly make a difference, knowing how many card you can play to renew your hand when you can't discard to try to trigger a joker without finishing the round get hard without calculating, especially as you get more jokers. At higher stakes, those types of hand that are optimal but not on the immediate score side are definitely important, if you can get more tarot, planets and money it can definitely define if a game is won or lost
@cassandracastro2759
@cassandracastro2759 5 месяцев назад
11:33 I hardly disagree on that aproach, specially on an RPG (never played CC, but if I like some part of the game but not the story and they force me to sit thru it, it will deter me from playing more). The solution is pretty simple: just put a switch for the explicit score on the settings menu, with the default state as Off. People who are more likely to enjoy the surprise score are also more likely to start playing right away without minding the settings. Those who think more strategically are more likely to thinker with the settings a bit before playing.
@fluffy_tail4365
@fluffy_tail4365 5 месяцев назад
Isaac items were more managable before the updates, as there weren't many. Now there are thousands of them with many synergies, without counting the trinkets with small effects
@romiplayer5706
@romiplayer5706 20 дней назад
For the Binding of Isaac, I think the best would be to unlock descriptions as you use each item. That way the first time you find it you still have to experiment, but you don't need to remember all items descriptions from memory. This could also trick the players obsessed with optimal play into experimentation and variety in their build, as they'd try new things just to have a better understanding of it in the next run. Of course people would still use a wiki sometimes, so this isn't a bulletproof solution, just an idea
@Zero0Kenshin
@Zero0Kenshin 5 месяцев назад
The biggest issue I have with balatros design is how easy it is to get a dead run by not getting a joker with mult in the first 3 blinds.
@BenRitter
@BenRitter 5 месяцев назад
We're going through this right now with Brailliance. People asked for a "wordle mode" that makes our puzzle game less like its unique self, and more like the popular option. So, we're A/B testing exactly that. As of this writing, the variant without "wordle rules" is winning decisively with day-one retention.
@celestialTangle
@celestialTangle 5 месяцев назад
"You think you know what you want, but you don't"
@nothingineternityterms
@nothingineternityterms 5 месяцев назад
I think you should consider what I believe would be the best solution here: Allow the "requested version" to be an unlockable mode after playing the game the intended way.
@StillTryingMyBest
@StillTryingMyBest 5 месяцев назад
A little disappointed it doesn't work like Pixletters tbh. Seems like a natural solution.
@mofire5674
@mofire5674 5 месяцев назад
Love the video, but disagree with a point. Saying that "Only the most hardcore of players would want a calculator" feels too polarizing. There are plenty of scenarios where, for example, "should you use or not use a glass card" entirely depends on whether you need it to win or lose on the last hand. It's not hardcore to want to use resources well without risking a run.
@hepcat9528
@hepcat9528 5 месяцев назад
I think Isaac and Balatro would only be comparable if all the Jokers had their effects hidden. Not showing a score preview isn't even in the same ballpark.
@tiddly5
@tiddly5 5 месяцев назад
honestly, i don't think score previews should be implemented in any form. the amount of times you actually need to manually calculate score is so miniscule, i think the game is fine just the way it is. any form of preview would get rid of the rush of not knowing whether or not you're going to win, which is honestly one of my favorite parts of the whole game
@minchalop
@minchalop 5 месяцев назад
I'd describe myself as one of the "incredibly invested" players, having 100% the game and pouring 100s of hours into it already. Personally, I don't think the score preview is necessary and I agree with localthunks design choice, I never once felt the need for it, and the game was more fun without it
@bindstf2
@bindstf2 Месяц назад
I think part of the issue here, especially for a genre like roguelikes, is not letting the player safely experiment. If going into a new situation blind means potentially risking all of your progress, players will desperately try to pull the blindfold off, not wanting to lose their whole run just to figure out what something does.
@BlakeTheDrake
@BlakeTheDrake 5 месяцев назад
Whenever this kind of thing comes up, I'm reminded of a very different sort of game - Darkest Dungeon. There's no question that the brutal difficulty, permadeath, and roguelike 'roll with the punches' design was the whole point. You're MEANT to sometimes lose heroes you've invested heavily in building up, meant to sometimes lose entire EXPEDITIONS and have to claw your way back up from a fresh batch of recruits. Meant to learn from it, and strategize around it by always making sure you keep some veterans in reserve who can lead some fresh-faced new heroes into the dungeon if necessary, as well as realizing that investing in the village is the only thing you CAN'T lose, making it all the more important... But some players, like myself, just bounce off that philosophy hard. Preferring to see the heroes as unique characters rather than disposable minions, unwilling to face the immense amount of lost progress that a failed expedition can land you with, or just too impatient to proceed with the amount of paranoia-riddled patience the game demands... and we, rather quickly, figured out how to copy the game's save-directory to another location. Things went sideways? Exit the game, overwrite the save-directory with the copy you made earlier, open it again, and you're back where you were. It's more laborious than a traditional save-load system, sure, but it works - and how much you wanna use it is up to you. Any time you lose a hero? Only if you lose the entire team? Are you still going to play cautiously to avoid the hassle, or taking advantage of this safety-net to proceed more brashly? And, of course, on top of that there's a bunch of 'rebalancing' mods, many of which were very popular. Increasing your party inventory lets you carry more supplies into a dungeon, and more treasure back out. Enabling characters to equip an extra Trinket allows for more powerful combos, and makes them all significantly more potent overall. You could even grab a mod that just let you revive fallen heroes every time you returned from an expedition, though that one had drawbacks. For those with the vampire-focused DLC, you could mod the 'Crimson Thirst' to make it less virulent, and thus less likely to infect your crew or spread among them. All clearly counter to the developer's intentions. But they allowed people like me, who would otherwise simply have abandoned the game after the first major setback, to play and enjoy it for dozens and dozens of hours... ...shame about the sequel. =_=
@qinn1996
@qinn1996 5 месяцев назад
I don't see it as a design issue, usually you don't need to beat a score within a single hand, so the exact score isn't that important -rough estimates usually get you there. But I like that I always have the option to figure out the exact score when it really matters. Perfect design imo.
@SpacedogD
@SpacedogD 5 месяцев назад
As a hardcore strategy player, you don't need a score preview. Its just skill issue. There are ways to estimate your score and you can always do quick mental math as well. If you want to, make it a joker to estimate the selected hand's score. E.g. the joker changes (e.g. catches fire like the chipa and multiplier when score counting) based on what you selected.
@Jolfgard
@Jolfgard 5 месяцев назад
2:48 "If you're lucky" is a fun way to say "If your hand's score exceeds the total score for the Blind".
@mattyzigzag
@mattyzigzag 5 месяцев назад
Well done
@proydoha8730
@proydoha8730 5 месяцев назад
I play (GZ)Doom a lot. I mostly play it unmodded but one mod that I use shows me current enemy health. While this seems innocent enough I've noticed that it leads to me spending much less ammo during encounters, subconsciously "optimizing" my ammo usage, spending less valuable ammo if I know that enemy is low on health. Which is probably not what map designer intended.
@PKton509
@PKton509 3 месяца назад
I really like how Rogue Legacy 2 does it's item descriptions where all information about the item is "???????????????" until you pick it up for the first time, that way you still get the sense of discovery without having to remember on your own what everything does.
@cjvalmonte1492
@cjvalmonte1492 5 месяцев назад
There is a slight indicator with the fire. The fire means that you scored the round minimum, or higher, in a single hand
@samuelmalcolm5121
@samuelmalcolm5121 5 месяцев назад
That only shows up if the score before Jokers and cards was more than the blind
@elijahkeay3906
@elijahkeay3906 5 месяцев назад
I found enter the gungeon had a good solution to the Issac problem. It has item descriptions that are meant to be more fun and world building centric without giving super explicit explanations. There’s a small blurb that tells you kinda what it does but while playing I personally found I still needed to figure it out for myself
@shadow51090
@shadow51090 5 месяцев назад
I find it funny that McMillen cites Zelda has why he didn't put item descriptions when they are available in the manual. The only reason they're not in the game itself is because of data size limitations. But starting in LttP whenever you pick up a new item there is a text box describing what the item does. What they don't tell you are some of the secondary effects of items, like the hookshot being able to stun or kill certain enemy types along with hooking onto certain objects to travel pits and broken bridges.
@sophiaoconnell1927
@sophiaoconnell1927 3 месяца назад
I just don’t see how these are flaws. I get the devs even say so but I think they are being to hard on themselves. Like balatro there’s no way to guarantee everyone will play the way you want them too and the fact that people who don’t want to have fun with the game don’t have fun with it is not a fault with a design. Someone could do the same thing with a Mario game by building a machine that holds down buttons the precise way to make jumps correctly, it doesn’t mean there’s a flaw with the concept of changing players to make the jump on their own. And in the binding of Issac case, having a wiki with all the item descriptions is just the endgame of the quote he himself said about Zelda being a game where people shared knowledge with each other to win. Like that’s what a wiki is. It’s literally just about perspective with these things neither of these things are inherent flaws it feels like a rare case of lack of ego lol.
@Cyfrik
@Cyfrik 3 месяца назад
I agree with you completely, but I feel I should mention that in regards to "Someone could do the same thing with a Mario game by building a machine that holds down buttons the precise way to make jumps correctly" there actually exists an entire community dedicated to doing essentially that. The "Tool Assisted Speedrun" community.
@HolyDeviant1
@HolyDeviant1 5 месяцев назад
I think that adding in a "ask Jimbo About This Hand" button would be great. Jimbo, if you've forgotten, is the Joker that shows up for the tutorial, and the end of every run. He will congratulate you or mock you, depending on your performance. So having him tell you "Oh, this will absolutely win" or "haha, this is terrible!" with a little jibe for *needing to ask* might be a fun middle ground.
@michaeldunkerton3805
@michaeldunkerton3805 5 месяцев назад
In board games, I've noticed I love games that prompt what I call "informed gut" decisions. Cabo is a game that provides you the information that you need, but often too much of it for a normal human player to track. So you internalize what you've seen, hope your subconscious calculates it in a way your conscious can't, and make a gut decision, still unsure of the outcome. Of course, some people are just smart enough to track every piece of info a game gives them, which risks it becoming "solved", or can't abide taking an informed guess so they sit there with analysis paralysis and take half hour turns. I could see Balatro thriving in the informed gut sense, having a notion that this hand is really gonna do it without doing all the math, and then waiting to see if you were right.
@Secondhelix
@Secondhelix 5 месяцев назад
Honestly the biggest request I have for Balatro is to allow the player to view the current ante from the store without progressing. The current method allows a player to see the upcoming rounds only after leaving the store. That also decreases the opportunity to plan around boss ante abilities to only two rounds, and you may not even be given the ability to fix issues if you can't see them upcoming. Flush decks where that suit is negated is a great example
@fishtrekgames
@fishtrekgames 5 месяцев назад
its not as easy as i'd like but if you click on Run Info -> Blinds - is that what you mean?
@Yuusou.
@Yuusou. 5 месяцев назад
You have something called Run Info. There is an overview of the blinds.
@ZeludeRose
@ZeludeRose 5 месяцев назад
are you on console? you can 100% do this on the current pc patch. run info -> blinds while in the store shows you the current ante. maybe it got added in a patch that hasn't gotten to console yet, idk.
@Secondhelix
@Secondhelix 5 месяцев назад
I'm on console. And thank you all for the tip, I do wish it were easy to find in the actual shop tab, regardless
@viniciusricco293
@viniciusricco293 5 месяцев назад
Was waiting for a video on Balatro! Thank you GMT!
@half-faust
@half-faust 5 месяцев назад
This is one big advantage of mods; if players want something badly enough, someone will make it. And installing a mod is harder than checking an option, so it's a pretty concious commitment.
@ThecatThecat-hq1op
@ThecatThecat-hq1op 4 месяца назад
This is partly a matter of convenience as well. If binding of isac wasn't so punishing with each run having a long runtime, then I think the amount of people going out of their way to look stuff up wouldn't be as prevalent. Honestly, it's more fun to look it up over losing 30 min of playtime cause you picked up a dud power you cant put down.
@CrashSable
@CrashSable 5 месяцев назад
Two things: 1) How many times does Soren Johnson's "timeless" quote have to be proven wrong by swathes of challenge-runners finding their own fun in spite of the optimal play before people stop claiming that all gamers need to be protected from themselves? 2) How disrespectful can you get to just assume every player would turn a score preview on even when they know they would have a less fun experience by doing so? Some people would turn it on when they realise they're calculating scores and it's taking too long and eating in to their fun, so they let the preview off-load that work. Meanwhile, others would leave it off because they know they prefer having the surprise I mean, seriously! The designer proves that people who would prefer not using a preview exist BECAUSE THEY ARE ONE OF THEM! LocalThunk even proves that people CAN choose to not use the option by choosing to not implement a very easy feature that would diminish their own fun if they were to use it. The argument that EVERYONE would turn it on without thinking simply doesn't work under the most basic examination
@madiedamonsta
@madiedamonsta 4 месяца назад
This might sound corny, but to me having to map out the item descriptions is like a small community. Like its these few people on the internet working together to catalog all the information, they're players who are deeply invested. I played binding of issac with my laptop open and it was fun to max things out. Idk i think its fun to talk about your favorite jokers online with other people who are just as interested
@Nezuji
@Nezuji 5 месяцев назад
"If you somehow haven't played Balatro..." Until this moment I hadn't even heard of Balatro.
@kothemagica
@kothemagica 5 месяцев назад
I think there is a fundamental different between the two example. In Issac, what's hidden is the item's ability, which in Balatro would be like hiding what each Joker do. And I think it is very different between hiding ingame mechanic that makes players have no idea how strategize around and hiding the exact result of strategizing with enough knowledge
@Virtrial
@Virtrial 5 месяцев назад
I'd argue that doing the potential score calculations in my head, just staying in game without a calculator, is one of the most enjoyable parts of Balatro for me personally.
@SwingyDingers
@SwingyDingers 5 месяцев назад
Maybe a half measure then: Instead of a score preview a "fire preview" where it's shown how viable a play is by hotter or colder icons but not the exact amounts - so that players feel they dont always have to optimize the game, and the game doesnt just outright give it away
@kipandcop1
@kipandcop1 5 месяцев назад
It would feel very hard to do that without just being able to game it anyway. Like how would you choose the threshold for when the fire went hotter? Because if it was around the amount you needed to win then that's effectively all it does. If it's an arbritary amount above or below the exact amount you need, then it would almost be worse than not existing because you would never trust it/use it to ascertain if you could in that hand because it could be "wrong"
@syrusalder7795
@syrusalder7795 4 месяца назад
Oh god the early clip of the vampire joker wiping the gold face cards only for the other ioker to immediately reapply it, thats genius
@nemo1342
@nemo1342 8 дней назад
Trying to figure out how to get 'players' to optimize for the right goals is, in my view, one of the biggest, most fundamental problems in all of life.
@MrSam1804
@MrSam1804 28 дней назад
The problem with binding of isaac for me there's so many items i just cant remember what they do, and its more frustrating to forget so quick than excitment of discover.
@shroomer3867
@shroomer3867 5 месяцев назад
The thing about comparing to The Binding of Isaac, is that in Isaac there are thousands of items, most of them with some sort of negative downside, and you wouldn't know it until you picked it up and tested, but some of them are obscure and you might not even figure it out by yourself if you wanted to. It's like if the Joker cards didn't have a description. Another game, which has a somewhat similar type of problem is Risk of Rain 2, where items give you somewhat of a description of what they do, but they don't tell you how they stack or how they interact with each other. But it's less of a problem because you don't need to have a wiki open on the side unless it's a lunar item or something. In other words, if players want to calculate, let them, but don't add it as an option or at the very least make it a Joker, like the Scouter mod.
@brokensky2378
@brokensky2378 3 месяца назад
I would argue is not actually not a flaw at all. It runs on the same principle as Minecraft Creative mode. I always prefer to speed through my calculations, preferring a balance between speed and accuracy. The UI is so simple that I would actually be extremely annoyed at being forced to open a calculator or overlay. Balatro is designed for players like me, who play RTS at five times speed, who rely on their number sense for calculations. And there’s actually a lot of us.
@Chmmr
@Chmmr 5 месяцев назад
I think the biggest problem with Isaac wanting players to experiment with each item before learning what they do is that Isaac is a roguelike where experimenting with certain items can end your run early and there's no way to guarantee you ever see a specific item again on later runs, especially with how many items were added in rebirth/afterbirth/etc
@Kraiglyndor
@Kraiglyndor 5 месяцев назад
One solution, after the player has unlocked the mode or used the cheat code, would be to throw up a pop-up after 2 or 3 rounds. “Hey, we’ve noticed you’ve been playing in a mode going against the intended play style. Balatro has been designed with the thrill of wether or not your hand is enough. With this in mind how do you think being able to see the score has affected your experience? >Positively >Negatively >No Change” Adding a timer to prevent messing around could also work.
@Kutaloo
@Kutaloo 5 месяцев назад
In my opinion, the way Balatro's dev did it, i.e simply hiding the score was a perfectly valid way of doing it. Yeah the game isn't exclusive to "casual" enjoyers but I think it's less about the "right" way to play it and more about the way YOU want to play it. I think a late game unlock could work but I also like the idea of the developer keeping his game the way he wanted it to be to begin with. Mainly I think if the way you're trying to play the game is boring to you, then you're not playing it right. You're not "cheating" but it's like making up rules to guarantee you can win, which is never fun. At least not in my opinion.
@ohadbenhamo7346
@ohadbenhamo7346 5 месяцев назад
A Fun little side note - The developer actually managed to get the difference between poker players. You got the ‘textbook’ GTO poker players and on the other side - the ‘Gut feel gambling’ poker players. Great video!
@SickegalAlien
@SickegalAlien 5 месяцев назад
If Balatro let you preview the score, it would basically play itself. There would be no choosing anymore. You just click every card combination in turn to get the highest score. By the same logic, why not just highlight the best pick right away? Why allow the player to pick at all? Make it an "auto-battler" etc ...
@ikushin2012
@ikushin2012 5 месяцев назад
I wonder if this also applies to fighting game developers, as some are very insistent in withholding all of a moves properties forcing players to head to wikis for detailed info, while others particularly smaller devs happily welcome people to poke around in training mode.
@Lukegunter19
@Lukegunter19 5 месяцев назад
There is “sort of“ a score preview. If you will score enough chips with a hand to cover the entire Anti the score will light on fire when you have the hand selected but not played.
@amaryllis0
@amaryllis0 5 месяцев назад
You can also design your game in a wiki-hostile way to preserve the necessity of exploration and experimentation. For example, say you have a roguelike like Isaac with mysterious items. You could randomize what sprite is shown (each could have an overlapping pool of fitting sprites)
@amaryllis0
@amaryllis0 5 месяцев назад
Whoops, accidently posted and you cant edit on this dogshit mobile site. I was going to add, not giving items any names at all. The player could be given the opportunity to enter a custom name for it, and even write a custom description as notes on what it does. This kind of system is also suited for a more simulationist approach to items, where the effects and properties aren't necessarily hardcoded but can be randomized too.
@yodxxx1
@yodxxx1 2 месяца назад
The reason why the withholding of information in isaac doesnt really work is because there are several items that are either dangerous to you, or straight up kill you. If you have a good run early in the game, you just cant risk using anything for which you dont already have the info ingrained into your brain
@Anondod
@Anondod 5 месяцев назад
One difference between Balatro and The Binding of Isaac is that in Balatro you usually know what the best hand is. What can occasionally happen is that you don't know if that best hand is good enough to beat the blind or if you need to chase something better.
@smeatar
@smeatar 5 месяцев назад
The thought that someone would play Balatro just randomly like that without at least vaguely calculating your score is insane to me!
@SamuraiPipotchi
@SamuraiPipotchi Месяц назад
Binding of Isaac hiding it's item descriptions is a massive issue because not knowing what something does can put you at a massive disadvantage. Balatro doesn't have that issue because nothing is actually hidden. It's just not plastered on the HUD; which if you ask me is better because it allows for a style of play where you only feel the need to calculate things while at-risk.
@KaviDGaming
@KaviDGaming 5 месяцев назад
Uhh, its not as much of a problem as this guy is making it. Nobody thinks this except the very very smallest group of players. The biggest thing ppl complain about is the bosses hard countering your builds. Which is a stupid but legitimate complaint. I am active in the Balatro gaming community i know what ppl are saying.
@kaba9926
@kaba9926 4 месяца назад
I encountered that issue in a board game recently and after some discussions I realized I was the only one caring. It can be so frustrating to know you could win but didn’t because you didn’t want to lose hours of calculation
@kaba9926
@kaba9926 4 месяца назад
This was for 7th citadel actually. There are obvious ways to manipulate the recovery process in order to make the game predictable where it shouldn’t
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