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Is The Swindle the First Great Heist Game? 

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The Swindle makes smart use of systems and structure to turn you into a master burglar. Let's break down the ways it encourages you to get greedy and take big risks - which can lead to some fabulous player-driven stories.
Games shown in this episode (in order of appearance):
Uncharted 3: Drake's Deception (Naughty Dog, 2011)
Payday 2 (Overkill Software, 2013)
Monaco: What's Yours Is Mine (Pocketwatch Games, 2013)
Grand Theft Auto V (Rockstar North, 2013)
The Swindle (Size Five Games, 2015)
FTL: Faster Than Light (Subset Games, 2012)
Invisible, Inc. (Klei Entertainment, 2015)
Super Mario Bros. (Nintendo, 1985)
Music used in this episode:
North Yankton Memories (Grand Theft Auto V)
Title (The Swindle)
The Slums (The Swindle)
Warehouse District (The Swindle)
The Swindle (The Swindle)
Clip credits:
"Original Super Mario Bros - Infinite Lives - Turtle Tipping" - Lief098
• Original Super Mario B...
Contribute translated subtitles - amara.org/v/C3...

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3 окт 2024

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Комментарии : 329   
8 лет назад
I've got only one problem. Those slippery, unresponsive controls. In a onehit kill heist game, controls should be precise, take Mark of the Ninja for example
@fransjacob1759
@fransjacob1759 6 лет назад
This! It stopped me from enjoying the game!
@allyourbase2010
@allyourbase2010 5 лет назад
Exactly, for all of the games strengths, I will never recommend it to anyone because of the controls, in fact, I think I would advise my friends to not pick the game up at all.
@daibonehead
@daibonehead 5 лет назад
I don’t find the controls bad at all.
@senza4591
@senza4591 5 лет назад
That is a fair enough critique. I wonder, have they done anything to fix this?
@cyberdiver7076
@cyberdiver7076 5 лет назад
Wait really? I didn't have any troubles at all.
@MegapiemanPHD
@MegapiemanPHD 8 лет назад
The Swindle is a great idea for a game but it's poor controls and sometimes odd level generation leave a lot to be desired :/
@benb2399
@benb2399 8 лет назад
I couldn't agree more! I was in love with the systems and ideas of the game, and found myself uninstalling it despite this just because I felt like I was being cheated by the jump button failing me over a pit or an early level feeling out-of-place difficult because of its weird design.
@furgel7717
@furgel7717 4 года назад
@@benb2399 Also, fucking falling damage.
@senza4591
@senza4591 4 года назад
Yeah, also there are obvious and kinda stupid roadblocks like when you go from level 0 to level 1 for heists and you can't get in without a certain upgrade.
@Coruscanta-Aden
@Coruscanta-Aden 3 года назад
@@senza4591 You (usually) can get in and this ability to approach problems in different ways, with different outcomes is awesome in this game. Early on you will probably have only bombs, but these are enough to make your way in without hacking
@xaosbob
@xaosbob 8 лет назад
I just discovered your channel tonight. You strike a lovely middle ground between Extra Credits and something like Every Frame A Painting. You have a thoughtful, respectful process in your analysis, and that really resonates with me. Thank you, and subbed. :)
@Dracinard
@Dracinard 7 лет назад
I know its an old comment, but I was trying to figure out why this series struck such a chord with me and you described it perfectly. Thanks! Oh, and it also reminds me of the Fail Forward series from Rock Paper Shotgun. I think there were only 7 episodes, but it's worth checking out if you haven't before and liked this.
@ChaseFace
@ChaseFace 9 лет назад
I had to give in. Your content is too good for my not to throw you some money on Patreon. Love your work, Mark! Can't wait to see what kind of content you'll bring us next!
@GMTK
@GMTK 9 лет назад
***** Thanks!
@tasoganedude
@tasoganedude 8 лет назад
+ChaseFace Woohoo! Chase was here too!
@VraccasVII
@VraccasVII 8 лет назад
The best heist game I played was the early access of Rust. Nothing quite like raiding an enemy base after watching them for days, stealing a week worth of stuff, then trying to bring it back safely to your house and worrying if they will find you or be able to raid you in turn.
@Dinofly4
@Dinofly4 8 лет назад
Someone should make a multiplayer heist game with defenders and attackers, if there isn't one already.
@geoffreywilson7008
@geoffreywilson7008 7 лет назад
There are games like The Castle Doctrine, but the cleverness of players makes balancing it for the long run nightmarish.
@MrKrachachla
@MrKrachachla 5 лет назад
@@Dinofly4 maybe it's too late but there was a game called "Of Guards And Thieves"and it was just what you descirbed
@tabushka292
@tabushka292 4 года назад
But Rust also suffers from the "dominant strategy" issue. Offline raiding offers MUCH less risk than trying to raid a base in which the owners are online, so pretty much everyone just offline raids for easy loot. In the 1000 or so hours I played Rust, my team was onlined like 4 times, but I happened to be online for just 2 of them. So yeah, Rust would certainly have the "high stakes" part covered because you have to spend hours upon hours to gather enough sulfur for a raid and you'd be bringing your best gear to protect yourself, but you rarely see it happen exactly because it's so incredibly risky and there is a less risky alternative in offlining. Just land on some guy's roof, blow it open and have 3 people on your team camp counters from the top.
@backpaper4815
@backpaper4815 4 года назад
@@Dinofly4 deadly daylight kind of?
@QwertyCaesar
@QwertyCaesar 9 лет назад
Something worth noting, Payday 2, which you referenced, has a mode where ifyou pull off the mission you get more money and experience points, but it requires a higher down payment and you can't restart the mission from the beginning. If you screw up, you must continue. Making you pay for a lot for the mission and not giving you any restarts does raise the stakes, as its fairly easy to not make your money back if you botch the job. It doesn't have the behavioral feedback loop Swindle has as the individual heist is not in the broader scheme of things, so it ends up being more like double-or-nothing game mode while allowing the player to play normally if they so choose. It doesn't fundamentally change the game but it can change how a player approaches an individual heist. That said, most traditional games don't do anything to raise the stakes well. Thats why you end up with player set limitations on generally unchallenging games like the Nuzlocke or the many open world games where players decide to play until their first death and keep a journal of their experience.
@trollbreeder2534
@trollbreeder2534 5 лет назад
By the way, they actually removed that type of mission in payday 2.
@martinator9480
@martinator9480 5 лет назад
And added crime spree
@Airbomb
@Airbomb 4 года назад
Holdout is good too
@thePyiott
@thePyiott 3 года назад
Payday 2 raises the stakes with social pressure. Fail and you up for your crew
@Pityuu2
@Pityuu2 3 года назад
@@thePyiott Exactly. I think PayDay is great at raising stakes: it won't make you lose in-game money or endorse some magical time limit. Failing a mission just wastes your crew's time. The punishment for failure is failure itself - knowing you did not do well enough. It works well whenever you play the game with friends.
@consoulcommands36
@consoulcommands36 5 лет назад
Look into Heat Signature. It's a permadeath ship infiltration game with no saves or loads and randomly generated ships. Equipment is general in use, and the player is heavily encouraged to find creative ways to get past obstacles by using their items in unconventional ways, should they find themselves up against something they can't beat head on. I find it gives rise to some wonderful stories of player experiences; the Steam cards are user-submitted tales of unique problems and solutions. In my opinion it's a great game for making do with what you've got and outside-the-box thinking when your plan goes awry, because there's no saves to fall back on.
@styxrakash4639
@styxrakash4639 Год назад
Him never talking about heat signature is a fucking crime
@Sparclen
@Sparclen 3 года назад
The important part to understand when encouraging your players to engage in the most fun playstyle is this: Do not punish the slow and safe styles, but reward the risky fun playstyle. X-Com had this problem where players would carefully advance during each level, playing safe and taking their time. But going in like a Blitzkrieg was actually more fun. So X-Com 2 released with a turn-timer, if you didn't finish the lvl within x turns, you'd fail. People hated it because they felt like they were forced to play a certain way they didn't want to. Instead of a stick, you need a carrot. Give extra bonusses for risky plays instead of punishing or making impossible the slow way. That way people can still play the way they want while being encouraged to do it the fun way.
@KedViper
@KedViper 7 лет назад
It's interesting you mention how the 100 day limit encourages players to take risks for bigger rewards. The lesson here is that it's the designer's job to make the game in such a way that encourages or even forces the player to play it in a fun way. As was mentioned, players will almost always choose what approach is most efficient and no one can act like they're playing the game incorrectly when it was made with that as a possibility. The reason I mention this is this came up in a TotalBiscuit video where some of the viewers criticized him for playing Titanfall 2 the 'wrong' way because he didn't make use of the platforming (which is perhaps the game's biggest selling point). It would have probably been more fun, but he did what was more efficient, in this case being the less fun option.
@GMTK
@GMTK 7 лет назад
Yes! Titanfall 2 is really fun... if you force yourself not to play it like Call of Duty. Developers should do more to encourage (maybe not force :P) the player to experience games in its best possible light. Thanks for the comment
@artstsym
@artstsym 7 лет назад
That example doesn't scan though, as there's no game ending timer that would necessitate you wall running in Titanfall. Yes, the time limit mechanic by itself doesn't entirely shut down defensive cheese, but it heavily discourages it in an intuitive manner. I wish Darkest Dungeon had used one from the start, so the devs could see how much of a wreck their game was when actually contextualized with a failure state.
@MiauFrito
@MiauFrito 7 лет назад
+Meris He's not talking about a time limit, but about forcing the player to play the game in a fun way
@artstsym
@artstsym 7 лет назад
Sure, but I'll expand that to "there's no simply-integrated solutions in this example that encourage good play." The environments already require wall running as much as they can without it becoming annoying, and adding in-depth mechanics to further prioritize it would likely detract from the experience as a whole. Perhaps some better enemy and boss design would have helped, but mechanically I don't think TF2 needed to emphasize the wall running any more than it did. I am of course talking about story mode. I've found wall running indispensable in multiplayer, and after a certain amount of watching everyone around you doing it, if you can't be bothered that speaks more about you as a player than the designer. They've also already made a mechanic that further encourages/supports it, the grappling hook.
@mr.cup6yearsago211
@mr.cup6yearsago211 6 лет назад
Meris I was so confused when you said TF2, because for a second I thought you meant team fortress 2 XD
@johnsmith-eo3nz
@johnsmith-eo3nz 5 лет назад
Heat signature is similar to this
@johnleorid
@johnleorid 3 года назад
Heat Signature has no pressure at all - it's a great game but the map is too big and dominant strategies work all the time. You want to gain XP fast, but failing is OK as long as you make it out. If you constantly vary your weapons/tools the game is cool but theres nothing to stop you from using the same strategy over and over and over again which makes the mid/endgame quite grindy. The update didn't fix this - with a self charging crashbeam and armor piercing blades (and maybe a self charching visitor) you are basically a god in this game. Exploding enemies can be killed by throwing your sword and every kind of shield can be crashed - with more weapon slots in your inventory you can kill a group of 5 enemies by just teleporting right to them. Also there are far too less windows, exploding engines and other environmental things to adapt to. Still love this game and play it every once in a while.
@chump6220
@chump6220 3 года назад
@@johnleorid its great just the dev doesnt want to update
@GMTK
@GMTK 9 лет назад
Sorry for the delay - English subtitles are now live! Thanks for all the comments - I read them all :)
@fakename105
@fakename105 9 лет назад
Mark Brown I love the series, but I'm wondering why you don't have adds on your videos. sure, we don't have to wait 5 - 15 seconds to see the video, but if you make more money, you can make more videos, and if you make more videos, i get a new series to look forward to each week, and you make more money!
@GMTK
@GMTK 9 лет назад
Ads don't actually make all that much money on RU-vid unless you get millions of views or you're pumping out content daily. Luckily, some people have been generous enough to support me through Patreon instead, which is incredible! Also ads stink :P
@justamanofculture12
@justamanofculture12 3 года назад
@@GMTK it's beautiful how much you've grown. You deserve all the subscribers you have today. You deserve even more than 1.3m.
@O52401
@O52401 7 лет назад
Personally, I love the existence of dominant strategies in certain games. It's immensely satisfying to discover some consistent, effective strategy, especially if the game is particularly difficult. It feels like I'm beating the system when I can overcome obstacles with ease because of careful planning or a clever workaround. When the optimal strategy still requires some skill (or plenty of patience) to pull off, well, that's the best. Could a developer use "dominant strategies" to their advantage, I wonder?
@CERTAIND00M
@CERTAIND00M 7 лет назад
Best heist simulator? Eve Online. It's the only game that was smart enough to know that if you want people to take an in-game robbery seriously, you need to give them the ability to steal real money. Also, don't tell people it's a heist game. That part was just genius.
@negative6442
@negative6442 6 лет назад
Joel Farrelly Ikr, "Space Sim" my ass. The only thing I ever see coming out of that game are stories of robberies, espionage, and the occasional space battle
@chekovsgunman
@chekovsgunman 5 лет назад
It’s not really a heist “simulator” as it is a heist “facilitator”
@FrMZTsarmiral
@FrMZTsarmiral 9 лет назад
It's good to see designers remembering that failure, high risks/high rewards scenarios and vulnerability when done well can be one of the best parts of playing video games.
@gostreiver8036
@gostreiver8036 8 месяцев назад
You are an excellent journalist The way you set up the “feeling” this game gives you with narrative from other well known games and phenomena humans experience. Instant purchase. This video was such a delight to watch
@gaben421
@gaben421 9 лет назад
While Payday 2 may not be as great as the Swindler in this regard, it is still chock-full of good design choices, and is both great and a heist game. To me, this video should have been titled "Is the Swindler the first great risk-based heister?"
@1bradsta1
@1bradsta1 9 лет назад
Gabe Nathan Thank god no-one asked you then right?
@krombopulos_michael
@krombopulos_michael 9 лет назад
I don't think he was saying that Payday is a bad game at all, it was just used as an example of a heist game where messing up doesn't really have any major consequences because you can just do another level. In Payday, you kind of are able to just keep taking the easy road for smaller cash sums, just like in the original Swindle design because there's no limit on the number of missions you can do.
@gaben421
@gaben421 9 лет назад
Yes. I'm saying that wasn't clearly communicated by the title. Sorry if there was poor wording.
@gayMath
@gayMath 5 лет назад
I've never played this game, but it reminds me of heat signature, where your liberation progress lets characters start with more money and have better optionz in the shop, but all the truly great items need to be stolen, and the really good items tend to be in the hardest levels.
@BeleuchteteBrueder
@BeleuchteteBrueder 7 лет назад
I have little to no time to spare at the moment and here I find myself one late evening after another watching all of your videos, because they are so insightful, to the point and interesting to watch. Best video game related content I have ever seen. Thank you very much, I think I will have to look into this Patreon thing. Looking forward to more evenings of time spent wrong/right.
@EthanCuka
@EthanCuka Год назад
My favorite heist game by far is Tom Francis' incredible Heat Signature. Very gentle permadeath adds stakes without being too punishing. A diverse failure spectrum ensures that the tension on a heist is always slowly ratcheting up as alarms go off, more guards show up, escape timers tick down, and the enemy crew closes in on your location. However, time can be paused at any time, and bailing on a mission is as easy as smashing the nearest window, so the player is encouraged to take risks, play through their mistakes and be a little greedy, knowing that most situations are recoverable with a little creativity, and that escape is usually there if you really need it. And if you really do botch it, you rarely lose more than a few minutes of progress, and can even regain it by rescuing captured characters. The game lacks the time pressure you describe in Swindle by default, but does add optional challenges such as special characters with time limits, Ghost or Pacifist vows, or missions with special requirements, so that bigger challenges are always available when you're ready for them. Definitely one of the best stealth/heist experiences out there IMO.
@Honeyxilim
@Honeyxilim 8 лет назад
Actually, PAYDAY 2 is a great heist game too, it doesn't have limits about how many heists you have to do to finish the game(there's no end btw), but it gives you many solutions to finish a heist, and there's also a RNG that can change the way you have to play the heist. even if the tons of DLC may make it look like a bad game, it still got good gameplay mecanics, and it's fun to play heists that has been planed, and how to repair failures However, it's still a good video, and i love your channel :)
@SteelFyire
@SteelFyire 8 лет назад
+Honeyxilim It's fun if you get a team that's going to try to finish the level no matter what goes wrong, but if everyone leaves the moment an alarm triggers (assuming you weren't just going in guns blazing) then it's rather meh.
@alwest4472
@alwest4472 5 лет назад
And the music when playing loud, oh boy.
@jacupiri
@jacupiri 8 лет назад
Mark, I've been watching your movies for the last 3 months, and the are really great! I supported you with a one time funding at Patreon and I do not regret! Congratulations! Keep going!
@moeezS
@moeezS 9 лет назад
Marvellous Miss Take is another great heist game, and a great stealth game on top of that! Was gonna mention Invisible Inc as a heist game but you already did, and the advantage this game has over that for people who don't like failure states as much. The roguelite nature added to a high stakes heist theme makes so much sense, hadn't thought of it like that until this video. Thanks!
@YourPetSnake
@YourPetSnake 3 года назад
Thank you GMT for showing me new games
@Rhyno012345
@Rhyno012345 4 года назад
I think another game that nails this risk/reward system is This War of Mine. The scavage sections can be incredibly tense. Getting high-value items usually requires you to use risker stealth moves or even resort to combat tactics, and failure could leave your character seriously wounded or even dead, which leaves you with fewer survivors to make it through the remainder of the game.
@carsungeorginitus8662
@carsungeorginitus8662 6 лет назад
Omg, I just found your channel a few weeks ago and this is the 10th video I watched. I was disappointed with how my friends didn't like the swindle or realize why I spent a solid week on it. You are so great and honest with every game you analyze. Today alone I found 3 great and innovative pc games from the past few years that you have made videos explaining. (Her story, [0], snake, ect..) You sir, are a RU-vid GOD.
@iamnoimpact
@iamnoimpact 3 года назад
Great episode!! Definitely made me want to play this game but also, as always, brought to light some of the spins in games that make it worth playing over others that try for the same concept but end up making something entirely different. Thanks!
@SaraSpalding
@SaraSpalding 5 лет назад
That time limit is the very small but oh so important tweak I wish Darkest Dungeon had when I played it. A game of genuine tension when you take risks, but there's no need to take them when you have all the time in the world.
@erafuwa
@erafuwa 9 лет назад
I would like to thank you. This game appeared in my discovery queue on steam and I would have just dissed it as "another indie steampunk game" but, I figured that with this, I would get a neat stealth game that reminds me of Monaco, which is a game I love. Cheers
@kristadisgumundsdottir3658
@kristadisgumundsdottir3658 8 лет назад
I think that being a side scroller is what makes this work. I would argue that Payday 2 is a really neat Heist (and more) game when it comes to getting into banks and casino's unseen and getting out with the highest amount of cash. Both of these seem equally tense when it comes to sneaking around. :)
@meneldal
@meneldal 6 лет назад
The problem with Payday 2 is realistically, at higher difficulties you're choosing to go Stealth or Loud from the start and if you get spotted, you need to reset. You can't really deal with enemies on a stealth build and loud builds make stealth impossible. The penalty for restarting is also quite low. The only part where they do raise the stakes is for the crime spree because you can't restart freely there.
@mattshap9731
@mattshap9731 6 лет назад
Antoine Chauvet Clearly, you’ve never played murky station
@AdriBlt
@AdriBlt 5 лет назад
I feel like I am mentioning this game for each of your - brilliant - videos, but this is also what Spelunky does! (which can also be seen as a Heist game...) I know you're also fond of this one. Thanks again for the videos.
@CraparellaSmorrebrod
@CraparellaSmorrebrod 8 лет назад
The mentioned mechanics where the game seduces you to take more risks because there is a final mission where the added loot would help is very similar to Invisible Inc. You mentioned that game as well, but only the latter was critically acclaimed.
@darkxarth
@darkxarth 8 лет назад
I know you mostly look at more recent games, but the 100 day limit made me think of the original Pikmin game. I wondered if you've considered taking a look at how that type time and resource management can effect gameplay or if it's part of a larger mechanics methodology.
@THEspindoctor84
@THEspindoctor84 3 года назад
pikmin -such a great and unique game.
@rendzkho8068
@rendzkho8068 7 лет назад
I always got tense doing a Need for Speed: Most Wanted cop chase. Just the thought of being caught was always so harrowing and the way the made time slow down when you were spotted (shivers)
@Darkernorakeln
@Darkernorakeln 9 лет назад
The bit about optimal strategy is sooo true. Its one of the reasons why I think Dark souls actually is worse for having the ability to grind. I am building a weird horror game and it had light rpg elements, but I had to remove them because they incentivized grinding instead of exploration, so I switched it out to a lighter stat upgrade system that consumes rare items with increasing cost.
@AlexLorentzenloganjamesalex
Finally picked it up after being a long time fan of the channel specifically because of your recommendation. 80% off sale helped lol
@WOWItsPhil
@WOWItsPhil 9 лет назад
Great stuff, as always!
@GMTK
@GMTK 9 лет назад
Rogultgot Thanks dude :)
@strangeencounter8924
@strangeencounter8924 9 лет назад
MGS 1 did an interesting thing to raise the stakes, when you were being tortured you could fight off the pain or give them the information they wanted. And they heavily implied that if you die while being tortured you couldn't continue the game.
@QwertyCaesar
@QwertyCaesar 9 лет назад
Strange encounter That example is kind of undermined though, because one minute prior to you being captured you're contacted and outright told to save the game. Your save doesn't get deleted or doesn't get pushed back to prior to fighting Wolf, you just run a bit ahead and skip through a cutscene. It does something interesting in that the failure state is viable, but if somebody doesn't want to live with not winning the interogation sequence, there's no substantial penalty. About two minutes of real life being spend to reload that save and skip through all the dialogue. It does try, but its undermined by the save system. If they did something like put you back before the boss battle with Wolf and you had to redo that every time if you wanted to retry the interrogation sequence then it'd be a sufficient deterrent. Instead, the game outright tells you to save so you wouldn't have to do just that. In fairness, I think that was probably a concession made that was needed for the game to get published.
@willcrossley
@willcrossley 7 лет назад
The torture scene in Metal Gear Solid 1 is a great example of "I've only got one shot at this" done absolutely perfectly.
@GigaBoost
@GigaBoost 9 лет назад
See also: "Monaco: What's Yours Is Mine"
@erafuwa
@erafuwa 9 лет назад
That was actually in the video. I quite like how the game raised stakes in the single and the multiplayer for that. If you die in single player, you lose that role. And if you die in multiplayer, your team needs to help you up
@rhill571
@rhill571 8 лет назад
+GigaBoost Monaco has my favourite stealth mechanics. But it doesn't do what he's talking about here, where you can choose greater risk for a bigger payoff. In Monaco the heist has pre-defined goals you must complete to finish the level (and optional goals if you want achievements) but there's no reason to value the loot outside of an individual heist.
@MrRemorseless
@MrRemorseless 8 лет назад
This was so great! Your videos are good enough for an online course XD
@jeremiahgallo1055
@jeremiahgallo1055 9 лет назад
Glad to have stumbled upon this great channel! Your analyses are far better than other channels' (not naming any); or I am just biased because your content is just really good! Keep it up! By the way, can you make an analysis on what makes a great fighting game? Say... Skullgirls?
@michaeldawson1194
@michaeldawson1194 8 лет назад
The criminal mastermind challenge on GTA V sort of achieves this. There's a massive cash reward for beating all the heists on hard mode without dying once, and the same exact group of people. The high stakes puts a lot of pressure on you to watch every movement you take
@EqualToBen
@EqualToBen 5 лет назад
HEAT SIGNATURE!
@occamsbeatinstick.3076
@occamsbeatinstick.3076 4 года назад
I would say if you want a heist game, Monaco is another good one. It feels scrappy, like you'll never have what you need to be completely safe and that's a good thing when you're a ragtag bunch of thieves. Getting spotted isn't an immediate loss, but you're always afraid of getting busted since that means losing EVERYTHING and having to start the entire level over again, and some of these aren't small and none of them past the tutorial levels are easy. The minimalist style will turn some people off, but I like the look it's going for where you're invading the blueprints of a building.
@brownie723
@brownie723 6 лет назад
I love your content so much! Did you ever think of releasing a audio-only version of your videos as podcast? That would be awesome.
@Larry
@Larry 9 лет назад
Hey Mark, How does one get a hold of you? You seem quite the elusive man to contact :D
@GMTK
@GMTK 9 лет назад
***** DM me on Twitter - @britishgaming
@moc10100
@moc10100 9 лет назад
Been anticipating the next episode. Will watch now
@strawberrana
@strawberrana 6 лет назад
*gunpoint* Gunpoint is a good stealth game. So is heat signature...
@sweetmemes1661
@sweetmemes1661 6 лет назад
3:48 made me sad for not mentioning heat signature. It's a great stealth heist game and gave me, the player, the fixed idea of the epic journey leading to the grand final (procedually generated) mission. the way it dealt with death, losing your character, having (the option) to rescue lost characters using other new, low leveled characters, it's open world map and it's rebellion mechanic, nothing new but completely fitting for the game, all of this added up to a fantastic experience and i think it would make into a great video
@OlDirtySam
@OlDirtySam 5 лет назад
Thanks for the mentioning of this game. It never apeared on my radar but i think it was about time to do so.
@DoubleATam
@DoubleATam 9 лет назад
I think it's interesting to analyze the concept of "punishing & tense" versus "forgiving and mindless". Either way it's never a sure thing: different people like it at different ends of the spectrum. Also it's more of a problem when stages aren't procedurally-generated - and The Swindle's apparently are. Personally though, an indie favorite of mine, Copy Kitty, does the following: a level select (with levels gradually unlocked as they're beaten), short stages, infinite lives, and level-specific score/time/no damage optional goals (or leaderboards). That way players can choose their own pace. Although it still sacrifices the sheer tension of a strategic "marathon" with limited retries, - again, no 1 solution is perfect, it's like the Heisenberg Uncertainty Principle - it also offers an Endless mode. Also thank you for mentioning an indie game I hadn't heard of.
@ericm1839
@ericm1839 4 года назад
it's all about balancing the perceived risk vs the perceived reward. I'm not going to stick my neck out on the line if it means hours of wasted gameplay just to get a few extra bucks, but if sneaking past 3 guards to get the loot then back past them again means that I can get that upgrade that will help me hit the goals faster, maybe I risk the minor setback and harder run
@jurgenshantz4273
@jurgenshantz4273 5 лет назад
Just finished the game a few days ago and decided to watch this again. Great game and yet I don’t think I’ve ever played a more stressful one either
@shrimpboom8
@shrimpboom8 3 года назад
Given that the steam release of oneshot was really vague about what having one shot meant, I was extremely tense right up until the point when I found out about the old freeware version
@williambarry7208
@williambarry7208 Год назад
Thank you for introducing this game to me.
@eyesrajones
@eyesrajones 7 лет назад
I tried this game because of your video, and it was awesome. When you've got that bonus going and die it is infuriating. Great Video, Awesome Game.
@duythuchoang5095
@duythuchoang5095 3 года назад
There's also Bad North that has a good example of taking hight stakes. In the game, money is everything, you need money to upgrade your troops and their items, and the money you get from the houses you've saved, ao the game has the idea of making the island thta has the most house usually has the worst type of enemies or bad terrain, and choosing those islands will put you up to test of your skills, because if you mess up and killed your commander, you'll lost them forever, along with all the money you paid to upgrade them, and the number of commander is very important because, you cannot just take one guy and expect to win, there's also situation where your left over people will be too much one fighting type, you can't let the archers fight on close combat, so the game gives you the feeling of not just loosing one commander, but loosing the money you spent and the fighting they use
@fundoo203
@fundoo203 3 года назад
The new Hitman model can be great for heist games. Where you repeatedly do the missions in a different way planning your way through all the defences and fortifications. And each time do then in a different way.
@Krebzonide
@Krebzonide 6 лет назад
The thing with those games that have a lot of risk is that after failing once or twice I will just not play it anymore because it won't be as fun having to redo everything for a minor mistake. I think grinding is a fun way to play that is easier than playing regularly but takes a lot more work to get the same outcome making it more satisfying at the end.
@Rabbit-the-One
@Rabbit-the-One 4 года назад
I LOVE this game and am stoked about this video
@ByJingo
@ByJingo 9 лет назад
been on the fence about the swindle but that just tipped me over.
@xystem4701
@xystem4701 4 года назад
While the Swindle is great in a few aspects when you analyze the theory behind it and a lot of the design, in practice the game is slippery to control and full of unfair levels that don't give you anything interesting to do, even if you do want to play risky and go for the higher rewards.
@SephStuff_
@SephStuff_ Год назад
I believe the swindle is a great example of feedback loops, both pos and neg.
@daveythedave5612
@daveythedave5612 3 года назад
Smithing iron daggers was the dominant strategy in Skyrim.
@saul6116
@saul6116 4 года назад
how did you divide the video like that, it's amazing
@jessicalee333
@jessicalee333 4 года назад
I love this channel, I love Mark's deep dives into game concepts, and yet I disagree with his conclusions or perspective so often - including now. 1. I don't want pressure, or tension, or pressure and tension that are even more artificial than the artificial tension of timers and deadlines in real life, because it's not even real life! I just want a game, and the more tense a game makes me feel the less likely I am to return to it - if that's what the game is about, I may just not even play it in the first place (unless it's a horror game and I've specifically signed up for a tense experience, of course). I like the option to do a slow and methodical "grind". I LOVE stealth games, and I'll gladly sit in a dark shadow and wait real minutes of time until I'm ready to make my deliberate and well-considered move. I want slow incremental progress. I don't want a pulse-pounding escape full of expert reflex moves and lucky timing. That's the ultimate fantasy of games! That if you put in the time, you're not just spinning your wheels and keeping the bills paid, you're making meaningful progress toward something - that slow incremental progress leads to something positive - that our actions can make a difference. That's a more fulfilling fantasy to me than any "wooo I can fire literal explosions out of my butt, not explosives, EXPLOSIONS! AND I CAN ALSO USE THEM TO FLY AROUND THE LEVEL!" (someone make that game, though) and way more than any "wooo I may have carpal tunnel syndrome now but I improved my time by 0.0002 seconds and now I'm 2nd on the worldwide server!" I don't care about that stuff, and I'm not interested in suffering for a game. 2. When I buy a game, it's MY game. I play it how I want. I bought it. If you don't want me to have it don't sell it. It's not the designer's game anymore, it's mine. Designer's have to let players have the game, and have their own fun, and give up authorial control over the experience once it's in someone else's hands. I can't imagine anybody wants to be told they're having fun "wrong". For example, I would play this game, The Swindle, if there are mods or cheats to turn the arbitrary time limit off. Why should I play a game where I'm forced to play a way I DON'T want to play, instead of being able to play the way I want to play (or playing something else)? Obviously, some standards have to be maintained in multi-player and especially competitive play, but after wading into the cesspools of humanity in multiplayer games for quite a long time years ago, I've sworn off any of that anyway, in favor of the single-player experience. Mark often talks to people who play games because they want a "challenge". I don't. At all. I mean that. I literally don't want a challenge at all. I don't want to TRAIN for my fun, I don't want to have the content I paid money for held back from me because I'm not "good enough" to be allowed to have fun yet, and there is no real accomplishment or achievement to all that trouble anyway, it's all just a game in the end (except for a tiny handful of people who have gotten so obsessively good and are so young and caffeinated that their reflexes and hand-eye coordination are at Olympic levels, who can turn professional). I don't want frustration. I just want to have some fun (or I want to explore and engage with an interesting story and/or world). Whether that fun is shooting zombies with the biggest possible shotgun, or sniping bandits from halfway across Skyrim, or walling myself into the forest until the Byzantines can research every wall upgrade in history before ever even looking for an enemy out in the fog-of-war. Sometimes it's just seeing what's over the next hill. The parts that make me go "Ah! Oh shit oh shit oh shit!" are never the parts that feel rewarding or that I remember fondly. I wish there weren't such a trend in recent years of games coming out that look really cool or beautiful or interesting, that have as their selling point "it's hard as fuck and you won't get past the first level you filthy casual." It's like, okay, sorry you don't want me, I would have liked to have known you, Celeste. I'd love to have been a part of your world, Cuphead. I'm... still on the fence about whether I should get Hollow Knight, or if the hand-eye-coordination and reflex requirements are too high for me to actually get what I pay for, and get to explore and engage in that really interesting world. I always find it interesting that there are so many people who feel the opposite to me, and actively want a gaming experience that frustrates, denies, and agitates them. Everybody's different, I guess! If you got this far, thanks for reading my manifesto! I hope something nice happens to you tomorrow!
@gaiusfulmen
@gaiusfulmen 4 года назад
Probably a healthier perspective than most people have. Can relate.
@jakereich2080
@jakereich2080 2 года назад
Okay so I didnt read the whole thing, but I like challenges in my games. This does not mean I like to be frustrated. In fact, learning how to overcome that challenge then finally doing it IS fun. If I get agitated then I will most likely take a break. That is not the point, and it sounded kinda passive aggressive when you portrayed that in the third and second last line.
@ShadianVise
@ShadianVise 9 лет назад
Hmm... It almost seems like this is an ad for a game that was just released today. A very convincing ad. Let me just go and add this one to the wishlist.
@matiasfernandez2010
@matiasfernandez2010 8 лет назад
Renowned Explorers is also pretty good encouraging risk taking.
@theanael3741
@theanael3741 4 года назад
I just discovered your channel and was wondering if you would think of talking of game-design of others things than video-games (tabletop games, tabletop-rpg,...) if so this episode made me think of a Tabletop RPG named "Blades in the Dark" that also propose to make scores as a central part of the gameplay.
@JonasRosenven
@JonasRosenven 4 года назад
I think the first great heist game was "They stole a million" for the c64. It was very strategic and required a lot of planning and hiring of the right people to successfully pull off the heists. It was very satisfying when it all came together perfectly.
@FowlPlayPresents
@FowlPlayPresents 8 лет назад
What a really cool game, gotta check this out.
@wesley.3250
@wesley.3250 6 лет назад
What a fun little game.
@Mr.KnowItAll40
@Mr.KnowItAll40 11 месяцев назад
I have been searching for a game similar to the swindle forever now...
@THEspindoctor84
@THEspindoctor84 3 года назад
very late, I know, but I recently picked up this game and really liked it! Good analysis. I agree with some of the other comments that the randomly generated levels can be a bit restrictive sometimes, especially early on when you may not have the abilities to get passed an obstacle. But I think the game makes for it by instilling a GREAT sense of tension. Even though its just a 2D world with yellow lights coming out of the enemies to represent their fields of view, it somehow still feels great to sneak past them. Also, you ALWAYS feel like a boss when you jet out of a level after tripping an alarm, just in time to see the police come.
@caseyanderson9985
@caseyanderson9985 4 года назад
Just got it on PS4 for like, 4 bucks. Saw this video a year and a half ago and remembered it when I saw the title on sale.
@dogstomp
@dogstomp 4 года назад
This reminds me very much of the original Pikmin. You had to risk it because of that hard - coded time limit.
@huntermyers974
@huntermyers974 5 лет назад
I feel like there should be a game that’s like paydays targets and hitmans planning mechanisms to make a game similar to the oceans movie where you can plan out a perfect Heist or go guns blazing
@Drraagh
@Drraagh 8 лет назад
I grew up playing en.wikipedia.org/wiki/The_Clue! Which is a heist game where you need to think about things like guard routes, police presence ,even the fact of fencing goods and being tracked by police.
@IMG8123
@IMG8123 8 лет назад
Nice Brown, its very informative.
@dissonanceparadiddle
@dissonanceparadiddle 5 лет назад
Reminds me the difference in tone between the three Pikmin games. One had a strict time limit one had none and the last one had a limit but rewarded you if you were good to the point it was non existent
@kevinaportelli
@kevinaportelli 5 лет назад
Great review! Bought immediately! 50% off on Switch right now!!
@clauscombat418
@clauscombat418 7 месяцев назад
"They stole a million", 1986 (?), Commodore 64...😗
@lily_astral
@lily_astral 5 лет назад
Rust does high stakes heist gameplay with greed quite well
@xsuperstomp
@xsuperstomp 8 лет назад
This video made me purchase this game and it's awesome!
@regularbanter253
@regularbanter253 6 лет назад
I love this game so much
@narcspector
@narcspector 5 лет назад
Hands down the hardest game I ever played. I was so excited and bought it day one (not many Xbox One Indies back then), and it kicked my ass so hard I uninstalled and haven't played it since
@cabbie1915
@cabbie1915 3 года назад
To sum it up: Every game has a dominant strategy. The swindle uses pressure to make the player use a certain strategy, which is how the developers intend for the game to be played.
@artman40
@artman40 8 лет назад
Now someone managed to complete the game by getting perfect heists in every mission.
@WebDesignSEOChannel
@WebDesignSEOChannel 9 лет назад
Really cool and informative videos David. Keep them coming man
@mdd23330
@mdd23330 4 года назад
His name is Mark Brown
@sirprintalot
@sirprintalot 5 лет назад
The problem is The Swindle wasn't fun to play, or control.
@kdhlkjhdlk
@kdhlkjhdlk 8 лет назад
What tension is there in swindle, oh this map generated to be impossible, oh this map has no treasure. oh I'm not getting enough money to actually do anything... what a fun game. Was a great test of Steam's refund policy
@ivanspoljaric9267
@ivanspoljaric9267 6 лет назад
no maps are impossible, every map has loot, if you want more money you need to play more
@MKVProcrastinator
@MKVProcrastinator 7 лет назад
Time limits always stress me out in video games. What if you fuck up near the end of the 1100 days and find yourself in a position where it's impossible for you tto gather enough money to retry the final level? You'd lose hours of hard work. Starting from scratch would suck and most likely just discourage the player from trying again.
@muhammadkhairiaimran6218
@muhammadkhairiaimran6218 7 лет назад
This game deserves a sequel with a more elaborate story.
@Hapidjus_
@Hapidjus_ 4 года назад
XCOM also does this really well!
@c0ntra605
@c0ntra605 4 года назад
Man, we need another sly cooper game.
@mlucc5
@mlucc5 7 лет назад
Well in the gta heists I do the stakes are super high because if you die you have to start the whole mission over, but idk
@jpurssey
@jpurssey Год назад
you definitely got me to buy this game....
@alandelgado5406
@alandelgado5406 8 лет назад
More videos, please. Soon. Thank you.
@rH0und
@rH0und 7 лет назад
This is a awesome game The art design isn't really my taste though I'll still get around to trying this out Thanks!
@jonathandanemo
@jonathandanemo 9 лет назад
Hi Mark, I just wanted to say that I think your channel is really awesome (#subscriber) and I will promote it to some friends in the industry (@King, @Dice) who are going love it for sure.
@GMTK
@GMTK 9 лет назад
Thanks!
@REXanadu
@REXanadu 9 лет назад
I'm not sure about the lessons/points you've highlighted in this game, which boil down to "be a roguelite with a strong incentive to replay content." This point undermines the question you seemed to asking, which was, "How do you get a AAA game to raise the stakes of a major event even after you fail?" Some of the points you did raise could be useful in mission-based games like GTA V and the Payday series, where failure could lead to staking out another heist at another location and losing some equipment and weapons. However, even this solution can be a bit wonky for more grounded story-driven games like GTA V. What happens if Michael is gunned down during a heist and is gone for good? Do we get one of his family members or some other goon to take his place? The former choice would seem silly and untrue to the story Rockstar wanted to tell with the main characters; the latter could eventually make the main story moot if Franklin and Trevor also died during a heist, ultimately leading to the story as GTA Online. Meanwhile, games like Uncharted may not be able to ever have any high stakes at all, since these stories revolve around the character you're playing as. Assuming you fail to get Drake to the other ship, your choices as a designer are either to have the story continue on with another character a la Heavy Rain or have the player start from the very beginning (similar to most Hardcore modes found in Diablo-esque dungeon crawlers). The latter one is a no-no given the context; with all else equal, the former choice could lead to branching paths the developers would have to create to tell a story they never intended to be told. Heavy Rain does exist as an example of this design choice, but the story and its scenarios were so pedestrian compared to David Cage's other outlandish stories. Another good example are the more recent Telltale games and their mostly inconsequential choices. Heavy Rain was a reminder to AAA game developers of how expensive it is to make every choice lead to a major ending; meanwhile, the Telltale games were the result of that reminder. This topic has been talked to death on both traditional game news outlets and game developer forums and blog sites, which is why I find it so disappointing why you reintroduced this concern merely to push it aside to tell me why you think this new game and is game design are interesting to you. You bring up major concerns only to throw them under the bus while you talk about a much simpler topic. Hopefully, the next one of your videos will be more insightful in it application to ALL kinds of games. Until then, take care.
@GMTK
@GMTK 9 лет назад
Hey! Ah, sorry that you were expecting somethings different. The Uncharted opener was mostly just a fun way of saying that games generally don't do stakes very well. The video is primarily about The Swindle. That being said, I've got a video about different ways of handling death (to make it more meaningful) that you might want to check out
@alexandrechoin
@alexandrechoin 9 лет назад
Edgar Onukwugha I have to agree with Edgar that "make it a roguelite" doesn't sound like an interesting solution so here's a review of a game instead. I really do enjoy games that tack on sim elements at the end of things (like the original Pikmin for instance). But I like that more purely for a macro management standpoint and never adding finality to several moments. I dunno the opening Uncharted statement alluded to something more. It's challenging design wise but that's the fun.
@moeezS
@moeezS 9 лет назад
Edgar Onukwugha It would be interesting if a narrative-heavy game didn't have to put in high stakes to count as motivation for the player (make the jump because of "I only got one shot at this" monologue). Of course, that'd be the whole adventure game genre where it's not about world-ending. And where I feel narrative and mechanics are in line rather than at possible opposites or all that ludonarrative dissonance found in games like AAA cinematic games. AAA games have been incorporating roguelite elements or one-time win-lose scenarios, so it's not too far out to think we can get a narrative-heavy game that has it like STALKER where you can lose little quests if you mess it up the first time and it's gone forever. The new Hitman will have live events where you either have to get the mission right in 48 hours or it's gone forever.
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