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Stories That Don't Want to be Told 

Tale Foundry
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26 сен 2024

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Комментарии : 765   
@TheTaleFoundry
@TheTaleFoundry 23 часа назад
BRILLIANT ➤ brilliant.org/talefoundry Get your first 30 days free, AND 20% off an annual subscription with the link above!
@mustafasoylu8281
@mustafasoylu8281 21 час назад
Mine is mort theory
@valeforedark
@valeforedark Час назад
I feel sometimes it's more sharing a world maybe an experience more than a story
@Senok13
@Senok13 33 минуты назад
The description of Ergodic Literature brought to my thoughts about games like D&D, Vampire: The Masquarade, Fate Core, and all those similar ones, where the players - by their own decision - will be the heroes or villains of the stories, which are mostly described by the Game Master (in D&D it's called Dungeon Master), and the group together write one collective story. If they doesn't do anything, they wouldn't be part of the story - therefor they are forced to do something. In a similar way, as you talked about the video games, a good session isn't a "railroad"-ed one, where doesn't matter which direction you choose, ends up at the same spot, but a vast world, where every action has a consequence, and you need to work for your goals.
@Broomer52
@Broomer52 22 часа назад
I remember that the biggest inspirations for the creator of the Souls Series came from a simple moment. When he was younger and he would read foreign fantasy books. There would often be parts of the story where his knowledge of the language failed him and he had to guess and theorize how the parts that he didn’t understand connected with the parts he did understand. This too informed his writing style in the game as he leaves vague hints and clues that tie in some way to the parts the game lets you know without any struggle. Putting you in that same position of knowing parts of the story while having other parts clearly be there but obscured just enough to make you wonder what happened in those blurry moments.
@deannal.newton9772
@deannal.newton9772 22 часа назад
Oh, so that's why the NPCs in those game either speak cryptically or in riddles.
@maxleavitt8199
@maxleavitt8199 19 часов назад
I love that type of storytelling in games, you can also see some of that in the game Ultrakill, where many parts of the story are clearly said in enemy descriptions, theres also a lot of environmental storytelling, such as seeing the giant Earthmover look down at you even though there are lots of other Earthmovers around it that it was fighting just then, this implies that V1 (the robot you play as) was designed to take down Earthmovers, small details like that can add a lot to the story of a game or movie
@sad9456
@sad9456 17 часов назад
when'd he say that?
@lonelyshpee7873
@lonelyshpee7873 16 часов назад
​@@maxleavitt8199Glad I'm not the only one who's noticed how Souls-like the writing in Ultrakill is. Only difference is that Ultrakill's lore is much more willing to give concrete answers if you put the pieces together, and the creator actually engages with the community and confirms/deconfirms theories.
@yawarapuyurak3271
@yawarapuyurak3271 10 часов назад
As a gamer, I don't like such storytelling. As a student of game design, I find it amazing. Truelly creative work. And as a souls fan, I find it endearing.
@amgoose5359
@amgoose5359 23 часа назад
HOUSE OF LEAVES MENTIONED ‼️ WHAT THE FUCK IS A RELIABLE NARRATOR ‼️⁉️🗣️
@greywolf9783
@greywolf9783 22 часа назад
Two narrators that aren't quite reliable yet so interesting
@JoyfulOrb
@JoyfulOrb 22 часа назад
I love this book!
@ScrimmyBingus42
@ScrimmyBingus42 21 час назад
We making it out of the five and a half minute halfway with this one
@IndustrialBonecraft
@IndustrialBonecraft 21 час назад
Hey bro, I heard you liked footnotes, so I put a footnote in your footnote... and then I put another footnote about that footnote in a footnote, but upside down, at a diagnoal angle, fifty pages later, down the side of the page.
@colinwhelan2099
@colinwhelan2099 20 часов назад
​@@IndustrialBonecraftdon't forget the footnote that mentions 20 pages of incomprehensible scribbling from a crazy woman at the very back of the book
@HEXoslav
@HEXoslav 23 часа назад
The C programming language manual fits this description exceedingly well.
@magicatom2578
@magicatom2578 23 часа назад
@@HEXoslav LMAO
@carolinelabbott2451
@carolinelabbott2451 22 часа назад
COBOL 😊
@jurbroek8117
@jurbroek8117 22 часа назад
I laughed, yet I was sad.
@AOSP-is-still-Linux
@AOSP-is-still-Linux 22 часа назад
Then try assembly
@ficolas2
@ficolas2 19 часов назад
Tbh C is easy to grasp, but hard to use
@Blessom
@Blessom 23 часа назад
Is that the Moon Presence from Bloodborne in the thumbnail.
@mineshot5268
@mineshot5268 23 часа назад
Yes
@tuckddd9
@tuckddd9 23 часа назад
No it’s a gremlin when you put it in four loko instead of water
@GuardianOfTheFloodedFortress
@GuardianOfTheFloodedFortress 23 часа назад
That's me, they stole my likeness for the thumbnail
@justcallmeleonardo
@justcallmeleonardo 22 часа назад
No, that's just Jerry from accounting
@DanielGarcia-rx3kt
@DanielGarcia-rx3kt 22 часа назад
Yup. Her name is Flora.
@tatuvarvemaa5314
@tatuvarvemaa5314 22 часа назад
9:37 I think it should be mentioned that Miyazaki made games like Demon souls and dark souls based on his own difficulties in life and wanted the games to be difficult in part to reflect that, and in the end when you do beat it, it becomes an example of the indomitable human spirit and the strength to push through every challenge no matter how hard. It's the core message of: no matter how big the challenge, all you need is to keep going. It's also reflecting the ruined world you have to brave your way through where most of the friends you make die, enemies are not always even evil just in the way or corrupted and the world as a whole is dying. Yet you, the player, keep pushing forward. In that sense its a shame people make it about just flexing, when its suppose to be a deeper and more universal message.
@InfraredEd
@InfraredEd 22 часа назад
Exactly
@rahvithecolorful
@rahvithecolorful 21 час назад
I get the original idea, but imo it's hard to get a message like that from that kind of gameplay. "You gotta memorize this guy's attack patterns until your hands can press the right button at the right timing before your mind can even register what they're doing if you wanna beat this game" doesn't exactly teach much about hardship. Specially since irl, real challenges are ones where you get no do overs, not ones where you can't move forward until you're an expert at this one very specific thing. I know you mention the story as well, but that does tend to get overshadowed by gameplay, since it's not like technically easier games don't have impactful messages on the same lines. But I agree it does end up being more about ppl ignoring everything else and just flexing about having great reflexes with a controller rather than necessarily being the game's fault.
@quisslequassle404
@quisslequassle404 20 часов назад
​@@rahvithecolorful With a couple of exceptions, most bosses really don't require you to memorize attack patterns in that way. Unless you're a challenge runner (or the boss is shit let's be real) you probably wouldn't actually know exactly what every attack is the second you see the wind up. It definitely doesn't require you to act without thinking or purely on reflex. At least in my experience, it's much more a matter of getting a "feel" for the boss. You don't learn that when he raises his arm at exactly a 42° angle he'll do one backstep and then swing horizontally at a 62° angle, you learn that this is a boss that tends to swing horizontally, so rolling backwards is more effective than rolling sideways. Or that this particular boss moves great distances in little time, so trying to flee to heal doesn't make any sense. It isn't memorizing, it's getting comfortable. Most of all, it really isn't reflexive. Bosses are really tense, specifically because they require a ton of concentration and in the moment thinking. Generally any one wind up can mean several different attacks & there is always a risk of a boss acting in a way you didn't expect. It's a constant push & pull of risk & reward. Do you attempt to get in a few extra hits at low health, even knowing that there is a chance that the boss will punish you for it? Do you risk dodging another attack instead of running away, knowing that most bosses will punish you for exactly that behavior? There's certainly a lot of soulsborne games (especially the non-fromsoft games) that are way more unfair than this & do actually require you to memorize every little potential movement, but imo that's also generally a marker of a bad soulsborne game. Additionally, bosses aren't the end all be all of fromsoft games. There's just as much exploration. One of the most famous mechanics are souls/runes/bloodechos, which are arguably a much larger part of realizing this theme. The games don't teach you to deal with frustration through the bosses, at least not exclusively, a much larger part of the games is learning to let go of your level up currency. If you make a bad decision, or have bad luck, you risk losing potentially hours of progress. Worth noting that leveling up actually barely makes a difference most of the time, but the prospect is still deeply frustrating. This is probably why Sekiro simply doesn't have a traditional level up mechanic. That game, with its focus on parries, actually does require you to learn every attack in a much more exact manner if you want to beat it. Thereby you have to attempt every boss a lot more than you ever should have to in a more traditional fromsoft game, which would make the additional risk of losing your progress much, much more punishing. Sorry for the rant, I hope you understand what I'm trying to say. English isn't my first language.
@tatuvarvemaa5314
@tatuvarvemaa5314 20 часов назад
@@rahvithecolorful The difficulty in the game is a reflection of difficulty in real life and real life hardship, it cant really ever truly match it. But for many people the fact that its difficult but do-able is amazing, more than. I've heard of people who struggle with mental health problems playing lots of souls games and really loving them because it gives them insurmountable odds but allows them to beat them giving a sense of control in spite of the lack of control they have in real life. And to many people they will hop on one of these games and get immersed in the story and world building for escapism (me included). Most of them don't want a challenge that reflects their actual problems they either cant escape or solve, and would rather have that boss that's bs.
@rahvithecolorful
@rahvithecolorful 20 часов назад
@quisslequassle404 Your English is great, and it's not mine either haha I think I do understand what you mean, it's likely just that to my adhd brain that needs to think of every movement I do that isn't very different from having to memorize. Might not be a exact as my comment came off, but nevertheless it expects you to know exactly what's coming when before you have time to register it properly. I did play some of these games too, and from my perspective, they tends to become more like what you said and less memorizing the more you play exactly because your reflexes are good enough and the mechanics are similar enough that you don't need to memorize as much because you already did. You're use to the gameplay now, so it's ingrained. It's like learning to drive. Your take on leveling up and letting go of resources is interesting to me, honestly. Exactly because, to me, that is part of what makes the focus end up on the hard combat. Because what else you do in the game doesn't necessarily equal actual progress. That being said, it's nice to see how others see the same game when they don't have the same difficulties so their focus is on different parts of the mechanics. Thanks for talking the time to reply, it's not a rant at all!
@hokuhikene
@hokuhikene 23 часа назад
0:35 Yeah, Rainworld is really the perfect example for that. Beautiful game, but one of the hardest games to set a foot in.
@ruthlesshunter9187
@ruthlesshunter9187 22 часа назад
Dude, I wish I could play Rainworld, but that game feels like trying to get a wet sock to jump across a pit for a berry.
@hokuhikene
@hokuhikene 22 часа назад
​@@ruthlesshunter9187 If they just played a bit more like a cat than a slug^^
@aidannatsume9550
@aidannatsume9550 21 час назад
Yeah, he started to talk what it was. And Rain World was the first thing I thought
@The_shady_puffer
@The_shady_puffer 21 час назад
Not only beutiful but once you master it it's also one of the most rewarding. First time taking down a vulture was one of the most satisfing things in all games for me (competing only with hollow knight's last pantheon and celeste's dlc)
@EvelynNdenial
@EvelynNdenial 19 часов назад
@@hokuhikene the movement doesn't need to be changed at all. you're slow and clumsy if you're just using the basic movement, if you take the time to start learning the very complex system of movement built on top of those simple foundations you'll be sliding and backflipping around in no time and the game gets significantly easier.
@djukor
@djukor 23 часа назад
Sometimes i wonder if the kill everyone route or as fans call it the ""Genocide" route in Undertale is a story that does not want to be told. As if the game tries as hard as possible to stand in your way of finishing the story of "what if you killed every single major character" in a video game.
@erinfinn2273
@erinfinn2273 22 часа назад
And punishes you for doing so, saying "No! You don't get the Good Ending EVER AGAIN!"
@person-lk5kq
@person-lk5kq 22 часа назад
yeah probably jerry exists for a reason
@diegocassola1
@diegocassola1 22 часа назад
More than hard, the genocide route makes the game boring, everyone remember the extremely hard boss battles but forget that at least 90% of the time in that mode is walking back and forth repeating the same battles
@MrClickity
@MrClickity 21 час назад
​@@diegocassola1exactly. It's got 2 punishingly, frustratingly hard boss fights and... that's about it. Beyond that, just hours of grinding through fights that don't present any challenge whatsoever. And if you screw up and go through too many screens without "clearing" an area, the run is screwed. It was very explicitly designed to be an unfun experience, to make you feel like that much more of a bastard when you do it. By contrast, the True Pacifist run is fun and engaging while still managing to throw some tough (but fair) challenges your way. Toby Fox knew what he was doing.
@diegocassola1
@diegocassola1 20 часов назад
@@MrClickity When I lived in a dorm my firend tried the genocide run, just watching him clearing an area seemed dull beyond any reasonable game design logic and I couldn't even fathom doing it by myself just by watching how boring it was. It was absolutely a deliberate choice
@GrateGuardian
@GrateGuardian 23 часа назад
House of leaves was what I was literally thinking about lol
@jercoxthealmighty
@jercoxthealmighty 21 час назад
Same, literally said it out loud like two seconds before he started directly talking about House of Leaves.
@Gainoffuntion
@Gainoffuntion 18 часов назад
Most definitely
@jakebeansboy3755
@jakebeansboy3755 11 часов назад
Ok glad it wasn't just me lol
@craz2580
@craz2580 2 часа назад
I slowly looked at the book laying on my bookshelf
@codybaird4811
@codybaird4811 23 часа назад
So the story in games with more or less "hidden" lore, such as Minecraft, would count as ergodic literature, right?
@e.matthews
@e.matthews 21 час назад
Maybe! There are 4 kinds* of narrative in video games - enacted, evoked, emergent, and in this case embedded. Just embedding a narrative doesn't make it ergodic. But if you have to struggle to collect all the pieces and create a timeline, that's definitely more ergodic. *Based on the work of Henry Jenkins, iirc
@codybaird4811
@codybaird4811 21 час назад
@@e.matthews cool, thanks for the info!
@MeemahSN
@MeemahSN 14 часов назад
@@e.matthews So, FNAF could be considered ergodic? It doesn't even HAVE definitive timeline.
@e.matthews
@e.matthews 13 часов назад
@@MeemahSN Hmmm never played it, but it sounds like an embedded narrative to me - same with a game like The Forest. With no timeline then that takes out a lot of the effort of analysis and interpretation. But it could be! Games present players with difficulty, and in that sense they require effort. But ergodicity involves effort in uncovering the narrative. An ergodic game example might be Return if the Obra Din, which requires investigatory work, memory, and interpretation of the text. There are definitely multiple POVs on this issue.
@tomkerruish2982
@tomkerruish2982 11 часов назад
Sounds like a theory. A GAME THEORY!
@erinfinn2273
@erinfinn2273 22 часа назад
Many Dungeons and Dragons (as well as other TTRPGs) modules are quite a bit like this. With so much of what happens limited by dice rolls and player choices, there is no ONE way to tell the same story. Sure, the major beats or events may still happen, but they will never be the same as before.
@BraamBafflehelm
@BraamBafflehelm 2 часа назад
Exactly this. I immediately thought of Curse of Strahd, where even though the main premise is established, my players are literally creating the story as they go.
@VictorIV0310
@VictorIV0310 23 часа назад
Balam Industries sponsored field trip.
@craftergamer9058
@craftergamer9058 23 часа назад
*Main system activating combat mode*
@UsagiMimiChu
@UsagiMimiChu 22 часа назад
3:49 YES, DO YOU MEAN TOKIEN? [EDIT] 11:18 Ah... More like Fear and Hunger...
@greenkitty1
@greenkitty1 16 часов назад
It would be cool if tale foundry made a whole video on fear and hunger. Maybe someday.
@crowdemon_archives
@crowdemon_archives 14 часов назад
​@@greenkitty1 yea it's going to be a huge project lol ngl
@DotTiuri
@DotTiuri 13 часов назад
A fear and hunger video from them would be so, so interesting.
@magicatom2578
@magicatom2578 23 часа назад
Ok I’m only 39 seconds in and from what you said my brain is going “YUME NIKKI YUME NIKKI YUME NIKKI” lmao Edit: OMG so many likes thanks :)
@pokuu7
@pokuu7 20 часов назад
same 😭😭
@superpikachusam1839
@superpikachusam1839 22 часа назад
6:58 laughs in Matpat going insane over fnaf
@billyalarie929
@billyalarie929 19 часов назад
Never has a goofier “game” done less to earn its reputation
@titaniumteddybear
@titaniumteddybear 23 часа назад
Oh, I thought of another example: The SCP Wiki. Excellent video by the way.
@sheersternfeld1914
@sheersternfeld1914 22 часа назад
I first thought this video would be about Anti-memes
@masela01
@masela01 19 часов назад
@@sheersternfeld1914 didn't this channel already make a video about antimemes?
@sheersternfeld1914
@sheersternfeld1914 19 часов назад
@@masela01 I know, I thought it was another anti-meme video
@Diego-ps7eq
@Diego-ps7eq 15 часов назад
Eh not really, there are some files that are intentionally hard to read as part of the scp but the files as a whole are not. If your talking about how different files seen to conflict and scp 001 well that's just because there's no real cannon timeline.
@infinitesimalphilip1470
@infinitesimalphilip1470 11 часов назад
​@@Diego-ps7eq It's moreso how difficult it is to build a cohesive picture. Even ignoring the conflicting canons and only focusing on one canon, you have to constantly cross-reference tales and articles and tales and articles all the way down in a lot of situations just to get a picture of what's going on. Reading one single article leaves a vacuum for all of the context surrounding it which you have to fill by reading something else, and it's usually hard to tell how related it will be.
@Mr.Dotson
@Mr.Dotson 22 часа назад
The Elder Scrolls series and Minecraft kind of follow this, but most likely not intentionally. You have to really work to get the lore. For the Elder Scrolls, while there are books explaining some of the lore, they're all written from an individual's viewpoint, so you never get the full picture. With Minecraft, Matt Pat already showed how difficult it was to get anything from there. Both games feel like they're guarding their secrets and that you need to fight or, in this case, work for them to give them up.
@cherrybomby6355
@cherrybomby6355 19 часов назад
The Elder Scrolls tells the same story from dif pll views, and to each one of those ppl, it is correct Not mang of thr stories are made to be wrong, unlike things such 40k, All to say the ES franchise gives you info to make your own “correct” conclusions Without having to discredit the conclusions of others
@goldensunrayspone
@goldensunrayspone 23 часа назад
I really like ergodic literature not because it forces me to work harder to read it, but because I enjoy the feeling of being genuinely lost in the pages not just lost in the immersive sense, but lost in the 'hiking without a map' sense.
@EmpereurWellen
@EmpereurWellen 22 часа назад
I'd say Umineko: When They Cry is a good example of such works. Umineko never (at least for the first half, the Question Arc) tell you everything about it despite the pieces being there. Characters figure out what's happening, but they never tell you. The books follow rules that are never explained but are necessary to understand the story. Characters have backstories that they only hint at or lie about. To understand anything you'll have to actively go back and forth, map character's actions and their role in the story. And even then, you probably won't even find the truth.
@koromemento
@koromemento 21 час назад
I love Umineko, it definitely came to mind when the subject of hiding the story came up.
@matteste
@matteste 7 часов назад
Honestly, this ends up being the stories downfall, especially in the second half. While it works in the first half as it has a lot that helps carry it, by the second everything just completely falls apart.
@SiiKei
@SiiKei 3 часа назад
I'd say that Umineko, its sister Higurashi, and all the non-linear mystery visual novels that tend to play a lot with structure (Zero Escape series, Raging Loop, Sekimeiya: The Spun Glass, Somnium Files etc.) fall into this. But Umineko perfected that active engagement required for the story to make sense. A lot of Umineko, especially back in its heyday when it was getting translated, happened outside the game (forums, social media, blog posts) where fans kept theorizing for years and years until the manga came out with the definite solution.
@darryllmaybe3881
@darryllmaybe3881 23 часа назад
I love stories like this. I don't often get to participate, but it's not like I've never participated. What I love about ARGs, even the one's I don't get to be part of myself, is that there are really 2 stories. The story the ARG is telling and the story of the ones the ARG was told to. They're often both just as interesting.
@blindedjourneyman
@blindedjourneyman 17 часов назад
Aye, picking up the peices when the game is already over can be its own reward. Even if you know finding all the peices is a discord visit away, treading the path alone can give quite the unique view on a story.
@JDKT002
@JDKT002 22 часа назад
"where real men test their mettle!" My femme ass having beaten every souls game and finished Bloodborne multiple times. But all jokes aside, I think video games are a perfect medium for this kinda of writing. It allows you to feel like you're discovering the story layer by layer by exploring every little corner of the games universe and setting.
@deannal.newton9772
@deannal.newton9772 22 часа назад
Yeah, especially if you 100% a game because you get additional story content of it or get rewarded. Then again the game could also make fun of you for being a "try hard" but we'll never know until we do it.
@JDKT002
@JDKT002 20 часов назад
@@deannal.newton9772 *cough* Drakengard 3 *cough*
@FilipeLeviSilva
@FilipeLeviSilva 20 часов назад
You're a real man then. /s
@JDKT002
@JDKT002 19 часов назад
@@FilipeLeviSilva god I hope not. xD
@FilipeLeviSilva
@FilipeLeviSilva 19 часов назад
@@JDKT002 Damn. It's not that bad 😟
@carrie_white_
@carrie_white_ 22 часа назад
I knew "House of Leaves" was going to be mentioned as soon as you mentioned ergodic literature. Such a fantastic, brain-bending read.
@matteoanthonyarayon793
@matteoanthonyarayon793 23 часа назад
YEAHHHHH TALE FOUNDRIES!!
@rowanbowers5743
@rowanbowers5743 21 час назад
A really good game series like this that wasn't mentioned is the Cultist Simulator and Book of Hours games. They're a bit obtuse, but this vibe really creates the atmosphere that you're pouring through occult texts rifling through to find the deep secrets of the world.
@candlestone5397
@candlestone5397 16 часов назад
Well. I blame you now for Cultist Simulator going on my wishlist. Because it is entirely your fault. Thank you.
@rowanbowers5743
@rowanbowers5743 16 часов назад
@@candlestone5397 see you in the Mansus soon fellow Long
@autusticrat
@autusticrat 23 часа назад
I think the sound and the fury falls in this category
@konigstigerr4518
@konigstigerr4518 23 часа назад
if you see this, read the book of the new sun by gene wolfe. this is a threat.
@JoyfulOrb
@JoyfulOrb 22 часа назад
Already did! Now you read Hyperion by Dan Simmons!
@emilyreames7748
@emilyreames7748 19 часов назад
both of these (book of the new sun and hyperion) have been on my reading list for going on a decade. The universe has spoken - it is time. Also read Snow Queen by Joan D Vinge (edited to say that it's not Too hard to understand - it's more that it very slowly reaveals the inner workings of why things are the way they are, and about half can be figured out from foreshadowing and the others can't, which makes subsequent rereads almost necessary. Similar to Ender's Game in that way, I think. There are enough levels to the Fantasy Game in that one that I still don't have it all figured out)
@DreadPirateRobertz
@DreadPirateRobertz 14 часов назад
Challenge accepted
@sleepingbee8997
@sleepingbee8997 9 часов назад
My first thought on this was Shadow of the Colossus. A game with no lore collectables, no audiologs, no diary, almost no NPCs to interact with, and not a single moment where someone turns to the screen and starts lore dumping. The characters act as though they're all fully aware of what is going on, so they never need to say it out loud for the player's benefit. If you want to come to a conclusion about what happens both during the events of the game, and what lead up to those events, you must play the game multiple times and traverse the game world all by yourself, observing the smallest of details and connecting the pieces. The other games in the trilogy, Ico and The Last Guardian, are like this as well, but I think Shadow of the Colossus does it best.
@person-lk5kq
@person-lk5kq 22 часа назад
1:53 guys dont turn on the auto-captions it wont help hear/understand better
@Gamier417
@Gamier417 20 часов назад
I should have listened to you😓
@greenhydra10
@greenhydra10 17 часов назад
Saw where that one was going.
@1003JustinLaw
@1003JustinLaw 15 часов назад
RU-vid is sus
@crowdemon_archives
@crowdemon_archives 14 часов назад
😂
@brennanschuh
@brennanschuh 14 часов назад
🤣
@GrateGuardian
@GrateGuardian 23 часа назад
Rainworld makes me think this all the time
@LycorisRadiata
@LycorisRadiata 22 часа назад
erotic literature is my favorite genre of literature. thank you auto-subtitles.
@favouriteK
@favouriteK 9 часов назад
I realize that this isn't quite on topic but in regard to the Dark Souls "wouldn't be the same" train of thought, I feel like a lot of the people who make that argument (if not nearly all) are assuming that the people requesting or requiring an easy mode can play and complete the game on normal, and may be lazy or unwilling to dedicate the time to play "properly". I have some brain damage from long-term, unrecognized seizures. Memorizing skills or recipes, understanding talent trees, and focusing on grinding out gear/levels are not easy tasks. I also don't have incredible reflexes, dexterity, or hand-eye coordination. Games like Dark Souls or Hollow Knight are completely inaccessible to me in their normal modes. Luckily I have a partner who has exactly what I don't and loves gaming, so if I want to experience certain games, I can do it as a fly on the wall, although then it's like super easy mode as I have literally no stake in the game and kind of invalidates the original "easy mode" argument. So yeah. Great video though!
@victordayet
@victordayet 23 часа назад
Wait, so if I understand well, poetry is in a way an ergodic genre in itself
@KristofskiKabuki
@KristofskiKabuki 21 час назад
I feel like there’s this trend of viewing art/media as a puzzle to be solved rather than something to be experienced. I really don’t like it (particularly as a David Lynch fan who also enjoys video essays)
@emilyreames7748
@emilyreames7748 19 часов назад
I don't like the idea of media as a puzzle where you "win" if you solve it. However, media that makes me work feels like a meal I have to chew - I get more time with the flavor and there's the satisfaction of digging my teeth into something. If I get to enjoy the puzzle's picture and also enjoy the act of solving it, that's double the fun - but it's too easy for it to turn into "finish the thing! Go!" which sucks. I guess I'm saying I agree and also don't? It's experience first, and solving can add to that, but being an experience should always be priority one.
@mikkoleinonen9846
@mikkoleinonen9846 21 час назад
Regarding the difficulty of SoulsBorne games, I think that it is not just to make winning the game more satisfying, but the struggle is a very important part of the character arc of the main character. All the MCs in SoulsBorne games start their journey weak outcasts, and through their hardships they become stronger.
@VeritabIlIti
@VeritabIlIti 14 часов назад
I appreciate the personal angle you put on this topic, and to a large extent it's true: everyone is going to have their own interpretations, their own experiences. But especially regarding the community aspect, Miyazaki himself has discussed how the other half of the difficulty argument is that the game is designed to be figured out and conquered by a community. While there are some bad apples, the overwhelming majority of these communities want to help you progress and fall in love with their favorite media. However, they won't do it for you: they will give you knowledge, but only you can beat the odds. As for why, especially with Elden Ring, the stories themselves are told in this way because it just makes sense for the world. Dark Souls and Elden Ring are worlds of untrustworthy gods and foolishly ambitious mortals all struggling for themselves: some for survival, some for power, some for understanding. There are mysteries that we will never get answers to because the gods that they concern dont want us to know about them. We have to parse through various perspectives and lives and consider what is coming from a reliable source and what is purely relative. And for many, this active engagement is what keeps us pushing through to find the next clue, even if we feel in our hearts we'll never get all the answers. The recent Elden Ring DLC in particular brought this to a point for me. Fans wanted it to explain mysteries from the base game, but it largely introduced new mysteries unique to the Land of Shadow instead. Instead of telling the story the fans want, these media tell the stories the worlds require.
@acontic8203
@acontic8203 16 часов назад
"The Old Axolotl" by Jacek Dukaj comes to my mind. Author loves to create entire worlds and pages of terminology for his stories, but leaves most of it outside of the actual book, leaving it to speculation. This particular book was intended to be digital and it feels a lot like an ARG - lots of footnotes, links, even 3d printable models. I have a physical copy and literally half of the book is reserved for this additional content. The first time I read it I felt as if I was going insane alongside the protagonist.
@highwaytoheaven99
@highwaytoheaven99 21 час назад
From my experience, piercing together the hidden lore of souls games is a whole game of its own, so I can understand how people may find it interesting. However, if you hide too much from the player, you risk leaving them unsure of what to do to progress the game. I am a souls games veteran and even I was, on multiple ocasions, left thinking "ok what the HELL am I supposed to do now???" and was forced to browse wikis to progress the game. No matter what your stance on "game difficulty" is, you must admit this isn't very fun.
@xXSamir44Xx
@xXSamir44Xx 12 часов назад
I've never had that experience past the halfway point of my first Souls game. Just getting to the end of the game isn't hard to figure out. Most of the time NPCs will straight up tell you where to go.
@seekthevisceral
@seekthevisceral 21 час назад
Tale Foundry, when I have money I will give you money. :)
@orderlysummit
@orderlysummit 6 часов назад
A lot of people don't realise that accessibility features don't preclude a "standard" difficulty
@YLCinnasnail
@YLCinnasnail 22 часа назад
Yeah, one of the stories that don't want to be told is called "ALL OF MY COMMENTS ON RU-vid FROM BEFORE 2024"
@amastelaire
@amastelaire 17 часов назад
There's also a bunch of games where understanding is harder than the game itself, where you play not for the "gaming" challenge but for the intellectual one. Things like Outers Wilds or Tunic (even though that game not only is hard but is near impossible to decrypt alone)
@estherbunny7069
@estherbunny7069 23 часа назад
Oh shit I’m early! Just watched the insidious horror video, new fan!
@tonysladky8925
@tonysladky8925 22 часа назад
Not to be confused with "ergotic literature" which are stories that only make sense if you're under the influence of ergot, the fungus from which LSD is derived. Would you consider there to be such a thing as ergodic literature-lite? Your description of House of Leaves got me thinking of the recently released sequel book to the TV show, Gravity Falls, and while the show itself is plenty accessible (it's a show aimed at kids after all), the clues and hints and literal coded messages seeded throughout the series, to say nothing of the ARGs that emerged after the series ended, seems to be at least a cousin to or subset of ergodic literature.
@Neo-925
@Neo-925 22 часа назад
"The fromsoftware theory of storytelling"
@candlestone5397
@candlestone5397 16 часов назад
Basically, Throw the Player in a well built world, Explain as basic a premise as you can, then let them figure it out.
@jackofminds8338
@jackofminds8338 22 часа назад
I kinda disagree with you here. The difficulty in From games is PART of the story. Not the lore. The story. Every playthrough is unique, because every player meets those challenges differently. Those moments of overcoming sheer frustration are part of the image the makers wanted to convey. Facing every challenge with bullheaded resolve, or stopping, pulling back, and finding a different way. You say there is no easy mode, but that isn't true. Every single From game ever made has SOMETHING that can be done to make your experience a little smoother than average... if you care to learn the game and figure out what they are. Sure there are always toxic jerks like the one shown in this video, but there's also a whold community out there that is absolutely rabid to help you up where you fall and get you back on your adventure. Things like that are PART of a story much bigger than just the lore, and I argue against an easy mode not because it'd cheapen the experience for me, but because it would for you. You'd miss out on so much of these games if you didn't have to struggle and FIGURE OUT your own ways through. While some may be okay with that, to be honest, it makes me very sad that they'd so vehemently insist that this entire part of the game is unneeded, and that they don't even want to try seeing it.
@MySerpentine
@MySerpentine 17 часов назад
It prevents a lot of people from ever playing at all, though. Not everyone can intuit whatever arcane combination of the right stats and the right items will help, and not everyone has perfect eye-hand coordination.
@jackofminds8338
@jackofminds8338 15 часов назад
@@MySerpentine I mean, I have chronic hand pain, terrible eyesight, and am clumsy af. I not only play them, I LOVE them, because with practice I can overcome those problems. Sure it's INTIMIDATING, which I get, but I don't think it's nearly as bad as people claim. To be frank, instead of an easy mode, I think the series could benefit more from a practice mode like Nioh 2's Dojo. Like a place where you can just summon some different enemy types to practice with and gain confidence, then go back to tackle the main game.
@jackofminds8338
@jackofminds8338 15 часов назад
@@MySerpentine Oh also, if you're confused by the stats and systems, don't hesitate to look around for guides to learn. The games aren't as confusing as they look at first glance, but the community helping each other learn is one of the coolest parts of these games that ALSO shouldn't be missed. :)
@antoniomromo
@antoniomromo 14 часов назад
​​@@jackofminds8338 you aren't that different from the dude bro mentioned in the video. You're just better at justifying your gatekeeping with nicer words. 1) You have disabilities and are able to play the game as is, so the disability argument is thus insufficient. (There exist a number of conditions that prevent people from engaging in this game, but hay I guess this game just isn't for them.) 2) people just need a practice mode to 'get good.' after all, there are plenty of people willing to tell them what to do to be better. I guess that means if they still can't win, then it's not the game or designers fault, it's just that this game isn't for them. I would be interested to know how many people need to verify that they are unable to actually play the game in any meaningful way due to no faults of their own before their concerns are valid?
@althelor
@althelor 14 часов назад
Tbh the reason I disagree with having an easy mode is because the difficulty is literally what the game is about. To the point of the player getting frustrated and quitting the game is an actual part of the story. The entire theme of the game focuses on perseverance in the face of overwhelming challenges and fighting the urge to just give up. The game literally puts the player and the game character in the same boat, because just like you are struggling to push through the game. So is your character struggling to hold on to their will to go on, and if you give up and quit the game, that would be the in game equivalent of your character falling victim to the undead curse and going hollow. The plot pairs perfectly with the difficulty to the point where it basically is a textbook example of what it is like to struggle with clinical depression.
@MorgottofLeyendell
@MorgottofLeyendell 23 часа назад
Wow, I'm actually early.
@luminproductions3927
@luminproductions3927 22 часа назад
Morgott the Omen King? No way!
@priyamkumar7417
@priyamkumar7417 18 часов назад
Never thought that you would mention one piece, even though it's the most popular manga of all time I think it still is pretty underrated, most people think of it as any other shounen or don't give it that much credit, I really hope you talk about the world of one piece cause you don't really hear about it anywhere else other than it's own niche
@candlestone5397
@candlestone5397 16 часов назад
That would be a good topic for a few videos. One piece has some of the most insane Continuity, especially considering how long its been since it started. It also has Stupendously strange worldbuilding. and a rather Unique form of magic in both Haki and Devil Fruits, in addition to random weird things like that guy with infinite rope, or the Painting girl, which provides an example of a Structured Magic System (Haki and Devil Fruits) coexisting with a more unstructured Fairytale type of magic
@noaccount2494
@noaccount2494 11 часов назад
So it may not technically fit. But I feel like Nic Cage's Willie's Wonderland movie sort of fits. It's technically just a bad horror action. But it's also a story that requires you to watch it multiple times (ideally with friends) in order to catch all the details that only get 10seconds of screen time. Nic Cage doesn't speak in this film. His entire character is only told in behaviors and environmental clues. I actually, unironically enjoy this film. It's excellent AND bad. It's deep AND shallow. It requires you find the value and motives. If anyone disagrees you're entitled to your opinion
@candlestone5397
@candlestone5397 16 часов назад
Im curious as to if Noita would count as this kind of thing. You never get told anything directly. And yet there is so much to it that its insane. From breaking out of the game world borders into infinite amounts of parallel near identical universes, creating twin suns using esoteric alchemy, to mysteries that to this day NO ONE HAS FIGURED OUT.
@balevoid
@balevoid 14 часов назад
"A well designed world can tell its story in silence." - Hidetaka Miyazaki Even within the same world the experience of someone creates its own story and thus each perspective is a different story. The story that doesn't want to be told but experienced.
@Sanisgillon
@Sanisgillon 18 часов назад
I promise this comment isn't a 'snark snark you said the wrong word' comment... but I find the idea of 'weird masculine vibrato' just inherently very funny. 10:14 Also this feels like a lot of the descriptions of the Pathalogic or Fear and Hunger games.
@theseeker9442
@theseeker9442 22 часа назад
Donny Darko was exactly the example I was thinking of
@krixti9417
@krixti9417 22 часа назад
would ttrpgs like dnd count?i mean players need to interact with it all to get the world going
@MrClickity
@MrClickity 21 час назад
I would say "Sometimes, depending on the party and the DM"
@allisonseamiller
@allisonseamiller 21 час назад
My fave example of this is the 2004 film Primer by Carruth. The ending has a twist that makes you realize what was "really" going on the whole time. So when you watch a second time you notice things you didn't notice before, things that didn't make sense the first time round make sense in light of the new information, and then, this second time, you notice a new twist you didn't even see the first viewing, so now you have NEW new information, and you can watch a third time and now you know what's really REALLY for real going on, until you see another twist that was hidden before you had that information. It keeps going like that as you watch over and over all the way back to the start where you can figure out who is on the phone and WHEN that phone call was placed (and to whom) in the context of the timelines. There's also things the movie doesn't tell you that you would have to either just know or look up on your own. For example, spoiler here, aspergillus fungus does not grow without oxygen, which some think to be a mistake on the part of the film maker but it's actually a plot point that reveals one of the lies one of the characters is telling the other. I've watched many vids on Primer and never see one that actually figures out the full plot.
@Shizan124
@Shizan124 23 часа назад
Am I really the first? Edit:Ok, I am not the first.😅
@juanviicente2394
@juanviicente2394 21 час назад
The works Gene Wolfe are a must read for anyone who enjoys these type of stories.
@PuppyLuver256
@PuppyLuver256 23 часа назад
The bit about it being satisfying to surmount a challenge in a game... I've honestly felt that hard recently with a fictional experience, something that's taken 20 years and a remake for me to accomplish. Ironically with the main topic of this video, the game in question is Paper Mario: The Thousand-Year Door, a game that is shouting out its story both past and present at every opportunity it gets hehe. But last week, I finally beat the final boss after having only attempted it once before many, many years ago, and I gotta say, seeing that end cutscene without a RU-vid layout tacked on felt good. Not to mention that neither of the RU-vid playthroughs of the remake I'm following have gotten anywhere close to the end yet, so I got to see the updated credits sequence for the first time through my own efforts. It's nice :D
@NooNahha
@NooNahha 19 часов назад
i just knew house of leaves was going to be here
@nicolastorres9351
@nicolastorres9351 23 часа назад
Wake up, new video of tale foundries
@zhemdalir4260
@zhemdalir4260 16 часов назад
15:10 one of the best line i've heard
@flibbernodgets7018
@flibbernodgets7018 20 часов назад
1:17 not everything has to be for everybody. I feel like this video started with a faulty premise.
@qenismcgee
@qenismcgee 13 часов назад
There’s a distinction between media that is an acquired taste versus media that is intentionally esoteric and laborious to consume.
@flibbernodgets7018
@flibbernodgets7018 13 часов назад
@@qenismcgee yes, and that's what the rest of the video is about. What was said at the time marked is not talking about that, which is why I think it's weird/misleading to include it.
@qenismcgee
@qenismcgee 13 часов назад
@@flibbernodgets7018I just disagree. It might have been a leading question, but to me it felt like a good jumping off point that transitioned into the media which was discussed in the video
@swiftsushi
@swiftsushi 8 часов назад
@@flibbernodgets7018the quote said at the timestamp is “why make something like this? Why create a story that doesn’t want to be told?” That seems to align with the rest of the video pretty clearly
@flibbernodgets7018
@flibbernodgets7018 Час назад
​@@swiftsushithe rest of the video, yes. Everything before that, no. When I saw the title, I was expecting them to talk about House of Leaves, which they did eventually, but I disagree with how they started out. The first part of the video sounded like it was describing a souls-like (safe bet from the thumbnail) or EVE online. I wouldn't say either of those are stories that don't want to be told, but they're not stories I and many other people want to engage with because of the nature of the gameplay. The example they described at the beginning didn’t fit the conclusion they drew at the timestamp, and that's strange to me because they had better examples after it.
@Gh0stly_fell0w
@Gh0stly_fell0w 23 часа назад
When will the day come?
@Codexionyx101
@Codexionyx101 21 час назад
I'm not quite sure this counts as ergodic literature, but "vignette" stories (there's probably a real name for this, I just don't know it) that are told through small, out-of-context excerpts taken straight from a bigger narrative, are one of my favorite kinds of media, and it's some of my favorite to write. Think trying to figure out the plot of Lord of the Rings using just random pages. It's sort of like a story made entirely of hooks, just carefully chosen to lay out a path you can follow to piece together the overarching narrative. You could also call it the ultimate in environmental storytelling - the plot left evidence of its happening in the information we receive. Like a mystery nove-- wait.
@emilyreames7748
@emilyreames7748 19 часов назад
In Conquest Born!! It's got a "main" plot but also a lot of vignettes - I think maybe??? it would make sense if only the "main" bits were read, but there would be next to no worldbuilding. I really like that balance for when I need something digestible to keep the simpler parts of my brain hooked, but I also want pieces to put together. Edit: also The Diamond Age. the shark is half jumped, but that's Stephenson for you. I think I just like a character center of comprehensibility and everything gets more and more ergotic the further from them it gets
@HeroinYoda
@HeroinYoda 22 часа назад
I think this quote explains what people, who try to figure out these stories, think: "We choose to go to the Moon in this decade and do the other things, not because they are easy, but because they are hard; because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept" -JFK, Sep. 12th, 1962
@candlestone5397
@candlestone5397 16 часов назад
Hilariously, that quote is Extremely fitting with this topic, While much less true of what it originally was talking about.
@No-uc6fg
@No-uc6fg 19 часов назад
The Project Moon experience. Angela did nothing wrong!
@aaabatteries627
@aaabatteries627 17 часов назад
Project Moon, where pain is the point
@jackielinde7568
@jackielinde7568 16 часов назад
9:43 - There is an argument for not having an easy mode, but that guy's shit isn't it. I can see talking about artist's vision (Which you do hear) and the lack of an easy mode could be an analogy for this like the very lives we lead. But that idiot is a gatekeeping arfhole only interested in defending a very poor take spoon fed to him by interests behind such garbage. It is not the reason there should not be an easy mode in the Dark Souls game. Nor is it a reason to strip easy mode from most games. As someone who's struggling to make a game (and some other creative works), I would put an easy mode in my games, because an easy mode nether takes anything away from those who are looking for a challenge nor is required for anyone wishing to play my games. If I were making an MMO, I wouldn't include difficulty modes, because that's part of the nature of MMOs. But single player games with single player experiences are personal spaces for the single player to explore. And difficulty modes work well in those spaces. If you don't like a particular difficulty level, then don't play it. But don't stamp your feet and make people feel bad because they don't play the game the way you do. And this is coming from someone who doesn't play on easy mode. I usually start on normal and work my way up Okay I'm getting off my soap box now.
@Cathowl
@Cathowl 15 часов назад
Yeah. I can respect "artist's vision" and "the difficulty is part of the story" arguments for skipping easy modes. But just chest-beating "it's manly to struggle!" arguments are just like. Okay? Then play on hard mode? Let others who don't want to prove their manliness just enjoy their games? I do feel like some games would in fact, suffer from having easy modes. It would hurt the intent of the game. But at the same time adding easy modes makes it so more people can play those games. There isn't one true answer here that will work for all games! I'm working on a game now that won't have difficulty modes. But A. There will be other ways of making your experience harder or easier and B. The game is completely non-reflex based. Absolutely nothing in the game requires timing. Even if a person doesn't have any hands and their arms end in one finger and an elbow (example based on a real person I once knew), they could play it. Just... slower. The difficulty comes from the decisions you make during it, not your physical abilities.
@VictorIV0310
@VictorIV0310 23 часа назад
Greetings
@nanyuri_
@nanyuri_ 7 часов назад
Perfect example of this is the Loonaverse, which is a KPOP Girlgroup's lore
@tristanfarmer9031
@tristanfarmer9031 10 часов назад
So... the worlds you work on for years for an Oc you've given unnecessary trauma for "character development"?
@BiggerBubba
@BiggerBubba 7 часов назад
If that intro means you need a Cary in bloodborne and you would like a tour guide comment back. I’ll happily walk you through. Even just to sight see it’s worth it
@sparty-sama7149
@sparty-sama7149 8 часов назад
What would be great, besides 343 or any devs returning to the essence of the Halo ecosystem, i think we could get something interesting narratively with this setup : - We have a part of the campaign on the side of the Arbiter, finishing his task and leading to Zeta Halo to rescue Chief and Infinity crew, they manage to go back to Reach. - There they search for the portal to the Ark ( we can have a whole selections of missions on Reach, feel free to put your ideas ) - They arrive to the Ark, and discover that the Spirit of Fire crew where fighting here for a while, join them against the Banished and then... Flood outbreak !
@Jsgamer117
@Jsgamer117 7 часов назад
@TheTaleFoundry if you have the opportunity to do an analysis of ergodic literature in games I'd recommend you check out Pathologic and Pathologic 2 which both actually cover the same story but require a great amount of attention to detail in regards to how you interact with the npcs, narrative etc. Thanks for making this video as I've been trying to find a genre to place this media under and will be looking more into it.
@cicadaenthusiast3954
@cicadaenthusiast3954 9 часов назад
Haven't finished the video yet so my bad if you talk about this, but I feel yume nikki definitely fits the bill of ergotic literature. There's so many obscure puzzles and weird dead ends and events tied to completely random (and small) chance throughout the game, as well as the fact that there's little to no distinct "narrative" to speak of, it's more puzzling things together about the story through the context clues and environments
@peterregan8919
@peterregan8919 3 часа назад
Lemony Snicket approaches.
@ShrimplyAman
@ShrimplyAman 6 часов назад
The thing about souls games is that, it needs no hard mode or easy mode because, depending on how one approaches the game like for example, being methodical and exploiting weaknesses of enemies is significantly easier than running in head first blind into everything you see. The challenge is still there it just depends on how you approach it.
@J2982able
@J2982able 18 часов назад
Bram Stoker's Dracula immediately comes to mind. Thing reads like a brick to the teeth.
@Mictecacihuatl-198
@Mictecacihuatl-198 14 часов назад
Doing a video on the Hades and Persephone myth and it’s effect on pop culture would be very interesting to analyze
@WitheredCircle
@WitheredCircle 19 часов назад
This is literally just FNAF theorizing, brilliant video
@matthewnardin7304
@matthewnardin7304 17 часов назад
My example is Cloud Atlas. I finished it but god damn it wasn't fun.
@DuskyPredator
@DuskyPredator 8 часов назад
I wouldn't be elitist of the need to be good at hard game is the only ones worthy to the story. But the difficulty does I think have weight in a purpose to the medium. Such be the dangers faced by a hunter, or that an undead will die but will only fail if they give up hope in the face of it.
@TheRealCyberWolf_youtube
@TheRealCyberWolf_youtube 16 часов назад
on the topic of Args there's always been a question on my mind. i want to understand how the Args got So good and the well made ones like boiled one, vita carnis, Walton files heck even the Godzilla arg. maybe even some lesser known ones. like the Blackhound abyss files. or the batman Arg by "OBlIVIoN." iv always been a fan of analog horrors and wanted to learn more about them
@magicatom2578
@magicatom2578 22 часа назад
This is one of my favorite videos I’ve seen from this channel. Some of my favorite pieces of media are when they’re really hard to actually understand. Finding all the secrets in an analog horror, deciphering the story in Yume Nikki, and BEATING GODDAMN SANS in the no mercy route of Undertale, are some of my favorite things in those pieces of media, and this video, as always, is exceptionally well made. And it’s a bonus that it’s about one of my favorite things :)
@Indigo42Kitsune
@Indigo42Kitsune 22 часа назад
All of this made me think of Serial Experiments Lain, you have to do extra research for everything to make sense. Thankfully the show has one episode that gives you just enough information to start doing research that extends what is going on.
@wertelka_1
@wertelka_1 Час назад
Tale Foundry hand reveal!!!
@jfangm
@jfangm 22 часа назад
Myst was a fantastic example of hiding the story behind the play.
@oddmott7653
@oddmott7653 18 часов назад
Open question: are there any pieces of literature / media you know of that one would consider 'ergodic,' but that people just did not want to engage with?
@Zw-yr6bp
@Zw-yr6bp 20 часов назад
I think one of the greatest examples of ergodic literature in most of gaming is definitely lobotomy corporation, considering the game is filled to the brim with lore, and the more you keep going the more depraved, hellish, and borderline masochistic it gets.
@ScadrianGhostblood
@ScadrianGhostblood 23 часа назад
Nier comes to mind. The entire story is spread not only through multiple games and 2 franchises, but also through short stories, different adaptations, mobile games and collaborations. I found quotes from the Nier creator about this topic: "I’m not making games to reveal a clear setting, but rather drama and experience. I’m always thinking of the setting and how things fit together, but as far as each individual game goes, there’s a lot of information that isn’t necessary to tell the story. I always think that each story is its own thing and there’s no need to know anything more than what’s told within that singular story, even if other details do in fact exist. For example, Automata is just Automata, Replicant is just Replicant, and the same is true with YoRHa Ver.1.3aᵃ. I think they are complete as they are."
@tanuki01
@tanuki01 3 часа назад
Five franchises, it turns out. Final Fantasy 14, SinoAlice and Voice of Cards are also involved in the Taroverse. Drakkenier is just at the center of his lore, and I’m still trying to piece things together
@ScadrianGhostblood
@ScadrianGhostblood 2 часа назад
@@tanuki01 it doesn't help that a lot of lore is locked in Japan exclusive media. Accord might be the most important character in the entire Nier universe, while only appearing in drakengard 3 when it comes to big budget games.
@paticornio9592
@paticornio9592 8 часов назад
Hey if you know Spanish I recommend you the book "y Zeb / y dev 6.4 en volver a Tragarse los pájaros & 8081 de brilla Baby Locus 7", it is a very difficult read but it's my favourite book. It basically is an anthology but the whole book is a wall of text and in between the stories there is random text, words, numbers and phrases with very little meaning.
@sheersternfeld1914
@sheersternfeld1914 22 часа назад
Are we talking about Anti-memes again? "ideas that don't want to be perceived" and such? Edit: OK, I'm about a minute in, and this does not seem to be the case.
@Eagle-Fly
@Eagle-Fly 17 часов назад
I hppe you take this as a compliment Your voice is so calming. I just fell asleep listening to the video Yet the content is still so interesting that I come back to watch your videos over and over
@matteste
@matteste 7 часов назад
This was something I really noticed with the indie game Hellsinker. It's world and plot was incredibly obtuse and weird and did not give up it's secrets easily due to how many factors play into the game giving you bits and pieces. Void Stranger follows a similar pattern,
@Broomer52
@Broomer52 22 часа назад
I remember that the biggest inspirations for the creator of the Souls Series came from a simple moment. When he was younger and he would read foreign fantasy books. There would often be parts of the story where his knowledge of the language failed him and he had to guess and theorize how the parts that he didn’t understand connected with the parts he did understand. This too informed his writing style in the game as he leaves vague hints and clues that tie in some way to the parts the game lets you know without any struggle. Putting you in that same position of knowing parts of the story while having other parts clearly be there but obscured just enough to make you wonder what happened in those blurry moments.
@SporkMan2k
@SporkMan2k 9 часов назад
Me trying to dive into The Elder Scrolls lore.
@hendrikm9569
@hendrikm9569 21 час назад
Funny, I am reading House of leaves right now :D
@akraftmann6667
@akraftmann6667 12 часов назад
Ergotic literatures usually use the concept of ' hearing about it is better than reading it'. giving voices to others who may have never had one before
@GrateGuardian
@GrateGuardian 23 часа назад
8:27 is where my “I n t e r e s t i n g” and my “ECOSYSTEM?!” was lol
@The_shady_puffer
@The_shady_puffer 21 час назад
Little nightmares is an amazing example of that
@GuardianOfTheFloodedFortress
@GuardianOfTheFloodedFortress 23 часа назад
Love the little talebot with the Hunter's hat
@o.ruoroch9869
@o.ruoroch9869 7 часов назад
*Julio Cortazar's Rayuela enters the chat*
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