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The Prototype that was Banned from Halfbrick 

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Tank Tactics was a simple strategy game that was played by 17 employees of Halfbrick Studios. 8 days later it was banned from the workplace. People got upset, rivalries formed, and two employees in particular still don't speak to each other to this day. So the question is, whose fault is all of this? Was it the players' fault for taking the game too seriously, or the designers' fault for creating a system that fosters such destructive social behavior? This 2013 GDC talk from Halfbrick Studios' Luke Muscat explores the story of Tank Tactics, and examine how the mechanics of this game, and many others, influence player behaviors.
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27 май 2024

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Комментарии : 237   
@EngineerLume
@EngineerLume 5 лет назад
"In this talk, I'll explain how I accidentally created a war between two superpowers because I was bored of my fruit slicing game."
@JWbrasser
@JWbrasser 5 лет назад
This to me sounds alot like EVE sov block warfare at its best... Back around the great war of the north and south era..
@nuklearapple
@nuklearapple 5 лет назад
Sounds like something donald trump might say
@TheShattubatu
@TheShattubatu 2 года назад
27:38 Don't let the amazing story of psychology, strategy and betrayal distract from the fact that they just confirmed they deliberatly made bombs overlap with fruit in fruit ninja. I freaking knew it
@the_god_killah
@the_god_killah Год назад
yea
@zza7217
@zza7217 Год назад
That's why our world is still in agony
@RamadaArtist
@RamadaArtist 3 года назад
Summary: Mobile game dev accidentally creates tabletop EVE Online in the office.
@Noqtis
@Noqtis 2 года назад
They should have kept going. Spaceships were so close!
@Jiyko
@Jiyko 7 лет назад
This is possibly GDCs most underrated talk ever
@ichifish
@ichifish 2 года назад
Very interesting talk. I came here after watching a summary of this on the channel "people make games." In boardgames with hidden roles (Battlestar Galactica, Secret Hitler, etc.) you have a permission structure that presents betrayal not just as required but also thematic. It seems like if Tank Turns was themed "Catina shootout" and titled "A wretched hive of scum and villainy" or something equally thematic players might have shrugged off the betrayals a little more easily (players could feel "they beat me to the betrayal" rather than "they betrayed me."). The point about time investment is really important, too. In board games like Dune when people betray others (through a more formalized system), the fact that players have only invested 4-5 hours is probably important. I wonder if the thought "There's a TV show called Survivor in which the audience and the eliminated players hate the players who are bad at manipulating others, so maybe that's not a great start," ever crossed the designer's mind.
@dedcove7466
@dedcove7466 5 лет назад
This sounds exactly how "senior assassins" went in my senior year of high school. For those unfamiliar it's a weeks long game of teams of two shooting each other with water guns off campus. There was money involved but literally nobody even cared about getting the money, it was all about revenge. People would lie, break friendships, text or call the judges (also students) at all hours of the day for judgment calls. By the time a winner had been crowned it didn't really matter, the whole experience was spoiled. And like this it was all everyone cared about. I'm sure grades dropped during that time.
@xylantexodus9706
@xylantexodus9706 6 лет назад
This is a magnificent example of emergent gameplay.
@revimfadli4666
@revimfadli4666 3 года назад
And one that comes from the human element, rather than in-game systemic/mechanical interactions
@solsystem1342
@solsystem1342 8 месяцев назад
​@@revimfadli4666it is at least mostly the fault of the rules the game bites this bad. I did a recreation of tank tactics changing out a lot of the most prickly stuff (removing the jury, making moves play out simotaniously via programmed movement, shortening play time, etc)
@danielkrawisz8345
@danielkrawisz8345 7 лет назад
I'm less than half way through this and this is already one of the greatest stories I've ever heard.
@Talon3000
@Talon3000 7 лет назад
So basically EVE offline?
@AndreaGiuseppeCastriotta
@AndreaGiuseppeCastriotta 6 лет назад
So basically Diplomacy?
@JWbrasser
@JWbrasser 5 лет назад
Yeah this is EVE around the BOB vs Goon era...
@vitriolicAmaranth
@vitriolicAmaranth 3 года назад
I was thinking Dominions.
@deeliciousplum
@deeliciousplum 4 года назад
Throughout this insightful and stirring talk, thoughts of the trolley problem, the prisoner's dilemma, and of other psychological, ethical, and philosophical components kept emerging. The friendships that were being strained added such a challenging element. Thank you to Luke Muscat for sharing numerous intimate glimpses of the joys and tensions of Tank Tactics. And, a huge thank you to GDC for hosting this talk. 🌻
@ImmellemmI
@ImmellemmI 7 лет назад
This reminds me a lot about the board game Diplomacy, which is set among the empires of WW1. it's also meant to be set at 1 turn a day and secret alliances are heavily encouraged. Tank tactics sounds like a simple version though the point trading mechanic is new.
@hogpen
@hogpen 7 лет назад
Sounds like the negative space in the playtime is the culprit here. All the time that they're "not playing" when they actually are playing in the background is where the toxicity is. Take the same rules but change the AP drops to once every minute so that the game is only being played for an hour or so and it's a clean experience where the background play is contained.
@cacheman
@cacheman 7 лет назад
Great point. You want to play the game, but can't do it directly because you don't have APs... and so nature finds a way.
@hogpen
@hogpen 7 лет назад
eloj I wouldn't say you "can't play the game", it's undoubtedly the empty space itself where the organization and planning is taking place (based around the assurance of future AP production) which is the key component that makes this game exciting and engaging. The problem he's describing is that it's too exciting for too long. A rollercoaster for 5 minutes is fun, a rollercoaster for 5 days is pain.
@mygaffer
@mygaffer 7 лет назад
Except that change takes away a lot of what makes the game so compelling in the first place.
@Ayoul
@Ayoul 7 лет назад
Exactly, remove the strategy aspect and you're left with basically a slower version of agar.io
@ARVash
@ARVash 7 лет назад
It's not just the negative space, it's the negative space AND the real time component. That means if you aren't watching the game at all times you could be punished.
@OhNoRh1no
@OhNoRh1no 7 лет назад
The biggest issue with MOBA's and toxicity is that a lot of times you are teamed up with strangers - so unless you are playing with people you know there is little incentive to be forgiving when someone makes a mistake
@EpicFishStudio
@EpicFishStudio 7 лет назад
what I have found is that many people play mobas like single player games. teammates are useless npc's which you tend to not care about, unless playing in support role.
@kevinbooth-
@kevinbooth- 7 лет назад
Dat, I feel like that describes the way most people approach the real world.....
@Graysett
@Graysett 7 лет назад
I made a game that had the effect mentioned in the video and in this comment string. The TL:DR of it is that in highschool i made a game that got people so hyped up (despite it being entirely verbal communication and negotiation with a bit of trading of K'nex pieces) that, about 20 minutes after the end of the first session, a guy i'll call Mark (who i'd known for 2 years) got up while one of his best friends was talking (a guy i'll call John who Mark had known and been best friends with for 6+ years) about why John had played the game the way he did (and made everyone not on his team unhappy doing it), and in front of 19 other students and 3 teachers, Mark walked up to John and just started strangling him mid-sentence for like 4 seconds before Mark got a hold of himself. This was a group of teenagers who were all really inclusive and on great terms with each other, who'd known each other for many years in most cases, and for about an hour and a half the game i'd made in like 3 hours of work had turned them into particularly well spoken savages and ended on the high note of a guy strangling one of his best friends in front of everyone else, all because the other guy had closed down trading for his team and made the game effectively unwinnable for anyone. There's just something about the "Us VS Them" mentality that makes people go crazy and even turn against people they'd known and liked for ages for the duration of the experience. That was the last group of people i'd have expected to see that kind of behavior from, but it happened anyway. Ain't people fantastic? (Also i was one of 3 moderators for this game and 4 teams tried to bribe me to look the other way or get them a few trading parts or make a deal for them, a few teams a multiple times even.) (Also also literally everyone who played it the first time wanted to play it again and most of them came back to me multiple times through the rest of the year to ask if they could play it again. Every time i told them "Ain't up to me, ask (Teacher) and get him to let me run it again.)
@EpicFishStudio
@EpicFishStudio 7 лет назад
it is very bad to stereotypize, but I would say that americans have quite deeply rooted competitive mind built in. In finland, where I live kids have pretty much no competition compared to USA. they don't even play yugioh in breaks. No one just cares about you being better, mindset is rather like "dafuq you are pretending, like why do you have to, already as successful, you make me feel embarassed, staph".
@OhNoRh1no
@OhNoRh1no 7 лет назад
Right @Zwenk Wiel but we aren't arguing that some people are shittier than others - rather that the nature of the game is more conducive to toxicity than some. Certain games allow for more toxic behavior through game-play mechanics: Team reliance, friendly fire, VOIP, etc.
@unscenegamers
@unscenegamers 3 года назад
18:00 is when the big twist starts and I love it.
@gamecubeking
@gamecubeking 7 лет назад
Loved this talk. I honestly wish I was there when they were playing the game.
@jan-Juta
@jan-Juta 3 года назад
Reminds me of the saying in EVE "the best ship in eve is friendship"
@Adalore
@Adalore 7 лет назад
Great talk about engagement of games on the day to day. Because League of legends was mentioned, I do want to say that there is a surrender mechanic to dodge that "having their face beaten in with no recourse" bit. Now a days there is also a fare amount of comeback mechanics now. The blame game lives, as it will always.
@TobyIKanoby
@TobyIKanoby 5 лет назад
Very interesting. And great powerpoint too. So much people don't understand how to make a good ppt presentation. This one is an example of how to do it right.
@bobzar77
@bobzar77 6 лет назад
The stories created in your game mirror stories I have read about eve online. I love when a game can distill this kind of Machiavellian knock down drag out combat. As a side comment, I dont think the creator of the game is responsible for damaged friendships. As adults, we can be responsible for our own relationships.
@artstsym
@artstsym 4 года назад
Richard Eldridge Adults also recognize that responsibility isn’t an all or nothing proposition. He literally has a section in the talk on player responsibility. You don’t have to be a prick when things don’t go your way, but certain design decisions can also soften blows to the ego that might otherwise frustrate a player into bad decision-making.
@blacklightredlight2945
@blacklightredlight2945 2 года назад
As adults, we have to take responsibility for our effect on other people's relationships.
@sirvalhart7464
@sirvalhart7464 3 года назад
knowing that my uncle works for halfbrick makes this all the more interesting
@Forcoy
@Forcoy 2 года назад
Ask him about this
@TiagoTiagoT
@TiagoTiagoT 5 лет назад
At some point in the future, I expect some secret military document will be declassified that will show a game with a set of rules like this will have been used as a form of sabotage...
@halotroop2288
@halotroop2288 4 года назад
Finally found this awesome video again.
@Scottagram
@Scottagram 3 года назад
This game is so engaging that the audience questions are nothing but people chipping in on how to make the game even better
@aknotienenestefito
@aknotienenestefito 7 лет назад
This sounds like the best strategy game ever, the experiences here remind me a lot of experiences playing travian.
@kosterix123
@kosterix123 5 лет назад
omg this reminds me of one time Diplomacy. Got terribly out of control.
@vitriolicAmaranth
@vitriolicAmaranth 3 года назад
"it's difficult to make it popular because most people only want to play it once" worked for monopoly
@AndiVx
@AndiVx 7 лет назад
The key is time investment and that losing has a meaning. If you lose you can't compete. You can do some things, but not winning, and you are not playing the same game that you where playing until then. There is a korean reality show (all staged, ofc, but entertaining) where in every episode they play a normal game, but they don't just "play it". They are left 1 hour or something to form alliances, to feel paranoic or share information, and then they start the game and stop it again, letting people respond to any betrayal and form new alliances, new plans, get mad, etc, then they resume playing, etc. The games are "normal" but the thing is that if you are risking something, if you can be eliminated from the game that everyone is still playing (in this case, from the competition for the whole season) that fucking sucks. Games like ogame, trivalwars, etc ring the same way to me when played with a bunch of friends. I really understand how playing anything like this (open to negotiation and betrayal) potentially for "8 hours" a day could make a terrible work enviroment. That said, anything like that sounds f. awesome to me, as the posibility of losing EVERYTHING in a game is always pretty cool, it makes everything matter.
@2Cerealbox
@2Cerealbox 7 лет назад
That guy talking about the Battlestar Galactica game reminded me of a game I played at a board game meetup. I don't remember all the details of the rules, but it was basically this: one person was the saboteur and each turn you went on a "quest" where you put a "cooperate" or "not cooperate" card into the pile. If "not cooperate" was in there, you lost the quest. Then, each turn, you could vote on who you wanted to kick out (the idea being that they were the conspirator). That was basically the whole game and I noticed it immediately got very intense, even among a group of basically strangers. Perhaps the answer is as simple as: a game that involves being suspicious of another player's true motives and encourages politicking and conspiracizing can quickly get out of control. I'm not sure what it says about me that I absolutely fucking loved the game and no one else wanted to ever play it again.
@maximeteppe7627
@maximeteppe7627 7 лет назад
given that the time investment isn't the same, i wouldn't think the game you're talking about (the resistance) is the same, given that the game is much shorter and self contained. There is much less potential for friendships breaking.
@2Cerealbox
@2Cerealbox 7 лет назад
Maxime Teppe The point isn't that the game is exactly the same. Obviously it isn't. The point is to try to understand the dynamics that lead to pathological games. Investment is of course important, but that's not the pathological part of it. I said that "it immediately got very intense, even among a group of basically strangers." Of course it was short and self-contained and the situation in which the dynamics played out didn't lead to tearing apart a social group over the course of weeks.
@maximeteppe7627
@maximeteppe7627 7 лет назад
Ryan N ok sorry, I just saw the end of your comment. For some reason I hadn't the "read more" button displayed on the youtube page. I don't know if it was the fact of playing the game with people used to that type of game, of the fact that I played with friends, but I never felt the game was that tense. I mean suspenseful, definitely, but I never felt the "roleplay" bleed into interpersonal interactions. At the same time, I don't what is your experience with that type of game. In France, a game called "the werewolves of Tiercelieu" is extremely famous, and is also based around secret identities. I personally grew fed up of this game because it is played so often in every casual gaming party... Anyway the point is: In France every one is used to those games where you speculate who's side everyone is on, so this might play a big part in making "the resistance" much less harmful.
@lanelafisking
@lanelafisking 6 лет назад
That sounds like secret Hitler, made by the guys who made Cards Against Humanity
@Archgamer
@Archgamer 6 лет назад
I believe the game is either Resistance or Avalon.
@radordekeche947
@radordekeche947 4 года назад
Congratulations! This is diplomacy. It's fun, but can be very addictive. And that's only with 7 players.
@Marcusaralius76
@Marcusaralius76 2 года назад
Diplomacy, and that entire Genre of strategy games, is incredible, but I can never play more than one a year.
@SleepyAdam
@SleepyAdam 2 года назад
Considering Halfbrick is a mobile developer, could you imagine if a version of this released on people's phones and it got as popular as something like Pokemon Go? Society would crumble. Friendships would be destroyed. Even the non-gamers wouldn't be safe.
@codegeek98
@codegeek98 3 года назад
I've got a question: How did you resolve race-conditions? e.g., it's 8am, *two players both have submitted an action that kills each other.** How do you decide who lives and who dies? Expand and generalize that to: how do you generally _order_ the actions and results of players? As another e.g.: let's say that I _would_ return fire to my attacker, _if_ I knew that my friend had beamed me an Action Point overnight. When do I find out about my new AP, in the ordering of events?
@firstnamelastname3182
@firstnamelastname3182 2 года назад
I'll assume there's an order in which things resolve, e.g. All new Action Points are credited All AP transfers resolve All shots fired resolve All movement resolves If two people shoot at and destroy each other, that's what happens. Both blow up. The main conflict here is if two players try to move to the same spot. (no idea if these are the actual rules, just an example I thought of)
@castirondude
@castirondude 6 лет назад
I think the pivotal attribute is that each person is on their own and alliances are made and broken and involve deception/lies/trickery. If you had made a "red" and "blue" team and the alliances were established, I think that would make a big difference. Although like you said people can still turn to blame the "weakest teammate"
@SuperGamersgames
@SuperGamersgames 4 года назад
I’m considering what might happen if this was online.
@PoxikFrostbite
@PoxikFrostbite 5 лет назад
Congratulations. You made Diplomacy for 17 people!
@Scy
@Scy 5 лет назад
Is just game, why you heff to be mad?
@6tbm
@6tbm 4 года назад
27:43 wow that's actually super smart
@blipboop5594
@blipboop5594 4 года назад
It's Shiri's Scissor in game form! Unbelievable! (Read about it on slate star codex)
@donaldasayers
@donaldasayers Год назад
Reading sci fi from the 50s and 60s almost makes me wonder if I hadn't read this as a story by one of the greats like Asimov. You could almost make a film of it.
@KarjamP
@KarjamP 7 лет назад
Lesson learned from this talk: The meta game is just as important as the main gameplay itself. Therefore, when designing a game, make sure to keep the meta game in mind as well. To be perfectly honest, I'm not surprised that the games turned out like this. When you're designing games, what you're actually doing is designing experiences for your player. This is why games tends to be associated by some people with the science of psychology.
@EpicFishStudio
@EpicFishStudio 7 лет назад
dota has pretty much no meta, just easier and harder heroes. balance updates happen like once in month and affect the all heroes at once.
@Selvyre
@Selvyre 7 лет назад
I can tell you for a fact that DotA2 has metas. How pronounced the meta is is largely determined by how you're playing the game, though. Play it competitively (higher ranked, for example) and you will run into people who will generally expect you to play heroes that are considered good in the current state of the game, accompanied by what is considered the best play style for said champion. Since your comment is one month ago, if you played a bit recently then before the nerf to a specific talent on Ember Spirit, you may remember that he was mostly played with a focus on spell damage thanks to the 15% spell damage talent. While it was possible to play him in the older way (BFury->Daedalus) this was considered less efficient, particularly due to nerfs in the overall metagame that didn't favor hard farm builds at all, hence why even Anti-Mage was starting to favor an early Vanguard into Maelstrom so he could fight earlier over ricing until he hits a good power spike, and picks like Medusa, Spectre and Naga Siren remained relatively low not only due to the difficulty in playing them but because their power spikes don't generally allow them to thrive in an early-game fighting meta. Earlier patches have had competitive metas that revolved around what emerged as strong in those patches. You'll remember the patch of Sniper/Troll Warlord, for instance. You may also remember the release of Octarine Core and thus the high priority pick of Leshrac on the competitive scene due to his very strong synergy with the item. These warp the game at higher levels because you have to pick around them, both to synergize with them on your team, and to choose heroes who can deal with an enemy also picking what's considered to be very strong - bans can only cover so much, after all, and often you want to ban out counters to your strategy and line-up more than individual heroes - but certain heroes, when they're too strong, can enable specific strategies while not being necessarily ban-worthy alone (Shadow Demon, pre-nerf) IceFrog knows that competitive players will create a meta out of any of his changes. If he hits the people that are considered to be performing over the top in comparison to everyone else, and maybe where they should be, then players will move from prioritizing that pick to prioritizing a different pick and the meta will shift to accommodate this change.This change can even happen due to item changes instead of an obvious hero change. Item changes to Battle Fury are of great interest to Anti-Mage and Ember Spirit, for example, and Underlord is greatly interested in tanky aura items. TL;DR: DotA2 has a meta, it just may not present itself obviously in whichever way you play if you aren't playing high level ranked play or following the competitive scene. It changes frequently, but that doesn't mean there isn't a meta. It's not quit so static as LoL's 1/1/2+1 meta, but it's present, and many players are mindful of it, which can catch you flak immediately if you aren't following it, because the meta often revolves around what is currently strong and therefore if you aren't following it then in their eyes you'd better be directly countering it or else you're hurting their chances of winning and you will hear about it in many different ways, sometimes in many different languages.
@redlion145
@redlion145 7 лет назад
Reminds me of the board game Diplomacy. Cool talk.
@xenobladefan7440
@xenobladefan7440 4 года назад
This was absolutely fascinating
@Naeddyr
@Naeddyr 7 лет назад
Up to fifteen minutes of the talk, but I can see the pattern. If you're interested in other, similar kinds of player experiences, I suggest looking into board game territory (and the mobile game Subterfuge). In particular, the board game Diplomacy is well-known as the grandfather of games that *will* destroy relationships: it is a finely balanced deterministic area-control game with simultaneous moves. Then there's hidden-role games that have a similar social aspect, but aren't that destructive, like the venerable Werewolf/Mafia or the Resistance that someone probably meant in an earlier comment.
@elcidbob
@elcidbob 5 лет назад
It's telling who in these comments has never played a team sport.
@sigurdtheblue
@sigurdtheblue 2 года назад
This game sounds both amazing and evil. It is like a "deal with the devil" invention. I have been thinking of how the desire for great games can also manage to become the bane of humanity when a truly great or near perfect game is made. Also, I am thinking that the game is flawed because of how you basically lack all ability unless you team up but then you basically make a super weapon if enough team up so it feels like people are just trying to override the pace of the game with your mechanic. You may have created an overly high need for collaboration. I think you could either give players more ability at base level, or you could cap the action points a player could hold. Also, it seems like you would be better off if one player in one turn would be unable to deal the full destruction of a unit. The threat of instant death right from the beginning is too much.
@MusicIsKnowledge
@MusicIsKnowledge 5 лет назад
Wow, I had this video in another tab for a week before I watched it. I was about to close the tab, then I decided to watch. I'm glad I did!
@nomukun1138
@nomukun1138 4 года назад
Stories like this make me feel that restrictions, friction, waste, inefficiency, are important parts of human life and when anything becomes too streamlined it can lead to misery in surprising ways. Restricting the maximum number of action points or the maximum number of actions for one tank would force people into playing in a simpler way. The game would be less immersive and exciting, but more fun. Mechanics like restricting interactions and forcing people to negotiate in a certain way might seem very negative but can have very positive effects on the game.
@killnpc
@killnpc 7 лет назад
Wonderful talk.
@AndreaGiuseppeCastriotta
@AndreaGiuseppeCastriotta 6 лет назад
Well, basically this is what happens every time you start a game of Diplomacy xD
@sayntfuu
@sayntfuu 2 года назад
Back in the early 2000's I played a game called Imperial Conflict which was a web based action points on the hour kind of game similar to Neptune's Pride. It was brutal in the diplomacy/spying/backstabbing/timing thing.
@360dom360
@360dom360 7 лет назад
I wonder if you make this game team based, how it would change. Diplomacy wouldn't be as important, but strategy would be. People wouldn't necessarily feel so paranoid because they aren't worried about being backstabbed.
@willnash7907
@willnash7907 6 лет назад
While I agree with the basic ides, the whole essence of the game was the diplomatic powerplays.
@NathanRichan
@NathanRichan 6 лет назад
You could have three teams so there's still room to have alliances with another team. But still, not sure if that solves the problem, just lessens it. If the core of your game is competition there will inevitably be some negative feelings.
@willnash7907
@willnash7907 5 лет назад
Actually on second thought this would be a TERRIBLE idea on a large scale where cross-team diplomacy is necessary. Due to the innate sense of human tribalism it would create a much worse sense of team divisions.
@baronvonbeandip
@baronvonbeandip 2 года назад
Holy crap, this is amazing. I think this is a very positive thing. It should be run iteratively but in an environment where productivity isn't crucial. There's gotta be drop-in, drop-out. This is literally how societies form. Its solution would do well to explain the problems with violence and war, whether a convergence to mutualism in a sample is possible and at what point that strategy becomes optimal. As it stands, the external goal would have to be defection and loss cause there's no point to unanimous cooperation. Maybe accrued action points.. but then people are incentivized to kill their competitors, if they emerge.
@AlexVoxel
@AlexVoxel 3 года назад
I find the design of the game very elegant
@bocatadeclavos1274
@bocatadeclavos1274 6 лет назад
LOL this feels like a Community episode
@Coroice
@Coroice 2 года назад
Why am I only discovering this talk now?! It's definitely interesting to see how such a simple game (on a surface level at least) can have such consequences on players. Also how difficult it seems to adjust it and prevent negative side effects while keeping a mechanically simple game. I'm wondering if the game would work better (and not destroy friendships) with, in no particular order: - action point limits: that way people couldn't hoard all APs for themselves and would actually have to use them, and couldn't send too many at once - cooldowns: along with the above, it would prevent players from giving away too many APs or killing too many players in a row - move limit: about the same idea as cooldowns, but for mobility - different units with different stats: to fit different playstyles, for example better mobility but less health, bigger range but 2AP to move and so on; think about TRPG unit types, with and without the common RPS mechanics - randomness: could be for AP distribution, initial positioning... and the closer you are to an enemy, the higher your chance to damage them, but the higher the risk - alliances: would require a small set of rules to work, but my idea is that players giving APs to others as part of the same chain of events would be considered as one faction, while being shot/targeted by another member counts as being removed; there could be a penalty for the attacker (since it's technically friendly fire) and/or a bonus for the receiving player (as a compensation for having been betrayed; could be AP, an automatic retaliation shot/attempt...) - fully independent jury: an automated jury or a game master could rule and prevent peer pressure on dead players and toxicity from them - different ways of interacting with the game for dead players: for instance they could drop mines and bonuses on the board, far away enough from players that these items can't directly affect the game; maybe add randomness in the items' positioning, that way it lowers the chances of the blame game happening - but most importantly fully anonymous multiplayer: not just people from the same office who will exert peer pressure and all, but a game where players from all across the globe play together and don't know one another, and perhaps even can't communicate with one another, making the others' intents unclear ...and with things related to already mentioned in the talk, Q&A, and RU-vid comments: - name change: to make people understand this is a game of betrayal and allow them to shrug it off more easily - lower time investment: make game sessions rather than a game spread over several days, give limited time to think and coordinate actions, maybe even make it turn-based on a global scale (everyone plans something, make everyone move at the same time and fall back to another action if the game's state does not correspond to what the player expected; I think it would work well with anonymous multiplayer) - trading tweaks: rewards and penalties for carrying out actions for other players; could even be anonymous - more cooperative gameplay: forcing alliances at the game's start would prevent players from backstabbing one another, though it would become a very different game. And yes, I've just spent about 40 minutes writing that stuff.
@EnRandomSten
@EnRandomSten 5 лет назад
in school we played risk on our phones, we were 8 guys and we played with no alliance mechanics so all cooperation was based on verbal agreement and OH GOD that went bad. The backstabbing and the bluff tactics was INSANE. we played games that last the whole week (weekends was peace times because parties and shit) it went so bad that people actually started sending out spies and started fishing in chat for information about territories.
@rogerwilco2
@rogerwilco2 7 лет назад
This reminds me of VGA Planets and Diplomacy. I think another important cause is: - The need to work together. - The benefit of backstabbing is high.
@hungryhedgehog4201
@hungryhedgehog4201 3 года назад
"you can play Counterstrike for an hour and cycle through a bunch of players", not in ranked ... competitive videogames, is the same
@Syraleaf
@Syraleaf 7 лет назад
Ahhh, this reminded me of my time in minecraft on a server with everything allowed! The talk was fantastic! A really interesting story with some great insights.
@fairytail6804
@fairytail6804 7 лет назад
are you gunna tell it?
@Syraleaf
@Syraleaf 7 лет назад
Haha, if you want to hear it. However, I have to clarify that I meant that the talk was interesting :)
@fairytail6804
@fairytail6804 7 лет назад
I'd like to hear. Entertainment is entertainment! :P
@cadenhood
@cadenhood 4 года назад
@@fairytail6804 *crickets*
@mrchair5676
@mrchair5676 2 года назад
* more crickets *
@JinKee
@JinKee 5 лет назад
He told us the rules. The Game is in the wild now.
@lawmanlawreaper
@lawmanlawreaper 6 лет назад
You could add a shield point as well.
@ghurcbghurcb
@ghurcbghurcb 2 года назад
Actually, it's wild how a whole studio failed to fix this game. And it wouldn't be THAT hard. 1) Shorter sessions. ONE action point PER DAY?! Who thought that was a good idea? And the solution lies in the name. Tank TURN tactics. Make it turn-based and limit every turn to 15 seconds. That way, a single session wouldn't last for more than an hour, almost completely removing the toxicity. The main problem of the game was that it happened mainly outside the playing space. 2) Limit the number of action points one can hold to prevent killing sprees. Five would be perfect. 3) Remove daisy-chaining. Even better, invert the mechanic. You shoot people inside your range, you share with the ones outside of it. Then, the teams would be dispersed throughout the map, instead of sticking into clusters. It would make for a more unique gameplay situations. 4) Rework jury. I think it could work this way... Once a player is killed, they become "an investor". Each turn, the investor can either give someone an action point, or heal a single HP. That would be the only way to restore HPs. Unable to heal themselves, players would die faster, making the game shorter. 5) Increasing shooting range is not necessary. Keep it simple.
@revimfadli4666
@revimfadli4666 Год назад
Guess following the trend of "daily energy" addictive games did that to them
@alestane2
@alestane2 4 года назад
I don't find it so surprising that a game company has hard core players among their employees. I had similar experiences on a smaller scale playing Diplomacy (the boardgame) at work at on turn per day. Also, spies, traitors, diplomacy, paranoïa playing Killer (Real life assassination game, Steve Jackson) by teams, with 5 teams over two weeks...
@nintendude794
@nintendude794 2 года назад
Anyone remember Blast Off!? Pretty sure it was a Halfbrick game. I miss falling asleep to the soundtrack!
@voidDia
@voidDia 2 года назад
I do!
@voidDia
@voidDia 2 года назад
I also fell asleep to that soundtrack too
@voidDia
@voidDia 2 года назад
If you want to hear that again, search up "halfbrick blast off bandcamp"
@nintendude794
@nintendude794 2 года назад
@@voidDia good call! Just wish it was on Spotify!
@theravenmonarch9441
@theravenmonarch9441 5 лет назад
This is awesome
@cosmotect
@cosmotect 6 лет назад
Holy shit this is amazing
@theeversor69
@theeversor69 2 года назад
Last question is "among us" essentially?
@sigurdtheblue
@sigurdtheblue 2 года назад
This whole Tank Tactics game reminded me of Among Us because they have to just agree upon something even if they may not want it 100%. But yeah, Battlestar sounds like a predecessor to Among Us.
@TheItchyDani3l
@TheItchyDani3l 4 года назад
The problem with these toxic games is because of the amount of time and energy the players are investing into it. If you played the same game but over the course of 3 hours instead of months, then nobody would be salty about it. It's no skin off their back. I think people react to these games the same way they react to gambling, which is great euphoria when their plan succeeds, but great mental distress when they fail, because of the investment they've made (whether time or money)
@adrixshadow
@adrixshadow 5 лет назад
Reminder that Sandbox MMOs are still in the stone age.
@iantaakalla8180
@iantaakalla8180 Год назад
As a question, is there any combination of people that would successfully complete a game of Tank Tactics without seriously harming the relationships within that preexisting group?
@revimfadli4666
@revimfadli4666 Год назад
Perhaps the cast of The Genius(Korean game show) would
@alfiekelly3852
@alfiekelly3852 5 лет назад
man in counter-strike, players can't be replaced
@TreetopCanopy
@TreetopCanopy 7 лет назад
Sounds like EVE Online.
@Denvercoder
@Denvercoder 5 лет назад
Here are our group of guys...*literal group of ALL guys*
@mygaffer
@mygaffer 2 года назад
44:40 He couldn't be more wrong. There is a reason so many people have house rules for that game.
@CrimeaRiver
@CrimeaRiver 6 лет назад
This could be a movie.
@jeffreymoffitt4070
@jeffreymoffitt4070 3 года назад
This perfectly encapsulates our political systems.
@kaine48
@kaine48 2 года назад
Make it a big brother-esk reality show with a mechanic for resurection. So the jury stays engaged.
@rioppp7855
@rioppp7855 5 лет назад
getting my res hall floor to play this game now :0
@suckmylol
@suckmylol 7 лет назад
He should remake the game with an anonymity aspect to it, in which only the GM knows the true Identity of the players, and they have to drop the moves into a box for the GM to carry out.
@ITR
@ITR 7 лет назад
He said he tried it with the players being anonymous, but that people managed to figure out who's who since they're talking about the game
@TiagoTiagoT
@TiagoTiagoT 5 лет назад
Game designs need to be run thru an ethics committee like psychology experiments?
@AstralWarrior
@AstralWarrior 2 года назад
This game reminds my to the boardgame "diplomacy"
@FantasKanal
@FantasKanal 2 года назад
A fix would be to make the turns faster, so far its a turn a day. by making a turn last an hour or so, people wont be as upset since it doesnt have as much time to steam.
@Hachiae
@Hachiae 7 лет назад
uhhh at 39:00 i dont think he knows that counter strike has ranked matchmaking that you cant just drop in and out of... actually counter strike would have been another good example of time investment.
@EurojuegosBsAs
@EurojuegosBsAs 2 года назад
Dude! You made your whole office play Diplomacy! That's hilarious! :,D
@gavinpeters9531
@gavinpeters9531 6 лет назад
But why did they all give their action points to one person? Was it just chance? Why would anyone opt to give up an action point on the first turn, before any strategy had formed? Doesn't seem to fit.
@graysongdl
@graysongdl 6 лет назад
Obviously it wouldn't happen on the first turn.
@boggers
@boggers 5 лет назад
@gavin peters: Say you started in a corner, you can reach only one other player to shoot or give points to. If you give points on turn 1 that player becomes an ally and a shield between you and the rest of the players. If you shoot first instead, you might win that first fight, but you'll be left with 1 heart, no shield between yourself and the players who cooperated, and you'll have a bad reputation and an enemy on the jury. The pressure to cooperate only increases as you move up the chain toward the front lines.
@fairytail6804
@fairytail6804 7 лет назад
Somebody make this
@AndreaGiuseppeCastriotta
@AndreaGiuseppeCastriotta 6 лет назад
Already exist, it is called Diplomacy, you can play it online with a ruleset very similar to this game, with one action you can take every day.
@MichaelKhaimov
@MichaelKhaimov 4 года назад
I wounder if the game would be less stressful and have less negative impact on relationships if you would break all the players on teams.
@nikolaisafronov3452
@nikolaisafronov3452 2 года назад
They needed a separation taken from larp, player and charecter - are different entities
@bostycraiova
@bostycraiova 2 года назад
Sure, but I think in this example most players were just playing as themselves. Unless the game is marketed as an RPG, a player's character is basically synonymous to the player. If they are capable of being conniving and backstabbing, it means that the actual person is also capable of that.
@miguelgarcia-yn8mn
@miguelgarcia-yn8mn 5 лет назад
this is so fun story
@LordMazafeff
@LordMazafeff 5 лет назад
So, he made Diplomacy?
@CHR1SZ7
@CHR1SZ7 2 года назад
Diplomacy has a key difference in that all player actions are taken simultaneously through hidden orders, so you don’t have the element of needing to watch the board all the time to respond to moves made at unexpected times, which i think makes it a lot less stressful
@CHR1SZ7
@CHR1SZ7 2 года назад
Also demo-ing a game like this in a group of people where some have real power over others (being their managers etc.) is not smart, given that it’s literally the opposite of a team-building exercise
@BraddahSpliff
@BraddahSpliff 2 года назад
This game actually sounds really awesome.
@jasonyelds8814
@jasonyelds8814 6 лет назад
Would this work if you had a common goal, like a mix of AI players? Now all of that plotting becomes cooperation... players sacrificing themselves to take out strategic targets for the greater good?
@Thundawich
@Thundawich 2 года назад
Was anyone in the team familiar with diplomacy games to begin with?
@revimfadli4666
@revimfadli4666 3 года назад
58:10 sounds awfully reminiscent of IRL political moves...
@KillerMZE
@KillerMZE 2 года назад
This sounds like an episode of Community
@digitalknight9544
@digitalknight9544 4 года назад
33:33 what game is this?
@winner_joiner
@winner_joiner 5 лет назад
I'm missing the game "Win-Condition". If the win condition is "last man standing" or top 3 Players or ...?
@winner_joiner
@winner_joiner 5 лет назад
I think with a concise defined End/Win-Condition(or a price), this should not happen. Except some players, are not in it for the win. Or am I missing something?
@JohnnyDoeDoeDoe
@JohnnyDoeDoeDoe 5 лет назад
@@winner_joiner last player standing wins
@winner_joiner
@winner_joiner 5 лет назад
@@JohnnyDoeDoeDoe thanks for the info, but than I can't understand, why people would donate their points? for the greater good? strange, I would never team up by a lastman standing game, because I want to win. ;-)
@JohnnyDoeDoeDoe
@JohnnyDoeDoeDoe 5 лет назад
@@winner_joiner the other important point is that dead players get to vote on who gets an extra action point each day, 3 votes gives 1 action point, so if you treat people well, when they die, they might vote for you, doubling the number of moves you can do
@maximilianrogers7282
@maximilianrogers7282 3 года назад
A very similar super compelling game based on very similar strategies but way more fleshed out, called Subterfuge (Android), is exactly what he is describing just with people you don't know. It has a small but avid Playerbase. .... I deleted it when i started staying up at night to get in my actions while my american counterparts were asleep.
@me1ne
@me1ne 7 лет назад
Sounds an awful lot like EVE Online to me.
@pekopekoboy1363
@pekopekoboy1363 4 года назад
I guess I will just stick to my good ol' nintendo.
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