Made Out Of Meat: Health Systems In Video Games

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GDC

GDC

7 років тому

In this GDC 2016 talk, Catacomb Kids creator Tyriq Plummer explores both the resilience and fragility of the human body, and examines how our physical shortcomings can be applied to games in order to create more interesting challenges and experiences.
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КОМЕНТАРІ: 448
@TheAmbientWarrior
@TheAmbientWarrior 6 років тому
"You can't defeat your rude neighbor by repeatedly slapping him in the shin until he explodes" Thanks, I'll keep that in mind
@kylejscheffler
@kylejscheffler 5 років тому
I think he's just not trying hard enough.
@drakegaming3085
@drakegaming3085 5 років тому
is this a spoiler from an Avengers movie? It sounds like a spoiler from an Avengers movie.
@redaminsleven2212
@redaminsleven2212 4 роки тому
unless you're freddy kruger
@forposterity4031
@forposterity4031 3 роки тому
I jerk off in front of the window. It's worked so far.
@bjorntoby3320
@bjorntoby3320 2 роки тому
You prolly dont give a shit but does anybody know of a way to log back into an instagram account? I was stupid forgot my password. I love any help you can give me!
@thomassteele5748
@thomassteele5748 6 років тому
I find it amazing that there have been people who have lived through a sign pole being shoved through their head, but some people die from having a tiny blood vessel being pinched.
@WiseSageBum
@WiseSageBum 2 роки тому
Human bodies are a crazy combo of fragile and durable
@undeniablySomeGuy
@undeniablySomeGuy 2 роки тому
critical hit
@biblequotesdaily6618
@biblequotesdaily6618 2 роки тому
some parts can fall off its ok
@NeostormXLMAX
@NeostormXLMAX Рік тому
because human bodies are a fragile balance of small chemical reactions, there are specific things that can happen without disturbing the chemical reaction and allowing it to still continue, for example, one reason that mercury is so deadly is because the body assumes it to be phosphate and your body attempts to absorb it but because of the atomic weight of mercury it causes a lot of issues in the chemical reactions of humans
@stedunn563
@stedunn563 6 років тому
P.S Rimworld is a fantastic game, this has a real feeling of "meatyness" they can lose an eye and as a result they lose shooting accuracy, they can bleed out, they can die from infection, it's quite brutal.
@sagehanson190
@sagehanson190 3 роки тому
The other day my guy got his nose shot off by a centipede mechanoid lmao
@R1ckr011
@R1ckr011 3 роки тому
Also you can use skin as appoulstry material xD
@oli4_vh
@oli4_vh 7 років тому
I love how a lot of these speakers are just as bad at speaking to a public as me. like 50% has some sort of stage fright and feels/speaks really awkward. but the talks are great none the less :)
@andrewescocia2707
@andrewescocia2707 7 років тому
they kinda remind me of the eve online fanfest talks i watched , the devs are well, computer guys, sometimes not speaking in their native language. hats off to them tho and thanks for the great talks.
@suplextrain
@suplextrain 5 років тому
They're bad at speaking to a public because they rarely do it. It's a skill you learn. It comes more naturally to some, but you still have to learn it. Being prepared and practicing said speech beforehand also greatly helps. Finally, speaking slightly slower than you usually do and focusing on articulation also makes your speech better.
@ConfusedProud
@ConfusedProud 5 років тому
I thouhght this guy was pretty compelling actually. You can its not his job, but I enjoyed his speaking way more than average.
@MsJavaWolf
@MsJavaWolf 5 років тому
I find most of them not bad. The average guy in university is much worse.
@Funkopedia
@Funkopedia 5 років тому
@@suplextrain Exactly, and if your job is 95% at a monitor, you have to really make up for the lost experience.
@ryleighs9575
@ryleighs9575 7 років тому
Favourite line from this presentation: "...and your horse is like really sad cause he's like "I'm sorry guy, I didn't mean to kick you"."
@davidvino6018
@davidvino6018 7 років тому
Amazing talk. The speaker is genuinely interested and passionate about the subject at hand, and it really inspires you to think about alternative health systems. Tyriq, you have a new fan.
@WatchdogGoon
@WatchdogGoon 7 років тому
We are all made of meat, we mortals. In death we are all Tyriquals.
@DarkJ0hn4r
@DarkJ0hn4r 7 років тому
well i think the fps and 3rperson can take the formula of Metal Gear 3, when you recive a shot its a probability to need Heal and wait for injures dissapear.
@Rezendes
@Rezendes 6 років тому
Agreed! I really want to hear this guy talk more about games, despite his nerves and the lip smacking. He's passionate.
@Gnefitisis
@Gnefitisis 2 роки тому
You're kidding? He spent too much time saying the obvious but without making any interesting points or suggestions.
@davidvino6018
@davidvino6018 2 роки тому
​@@Gnefitisis That was a comment from 4 years ago lmao But yes I still get inspired by this video. I'm not making a game with a health system this interesting (yet, just using numbers for health and armor rn. Doing otherwise might be too complicated for players with 4 characters to manage at a time) but I'd love to work on something like that in the future.
@warcrafthumanlord
@warcrafthumanlord 5 років тому
This person obviously didn't play Kenshi. I think the amount of joy he would get from the fact that you loose limbs and that healing takes time would be overwhelming...
@KRIMZONMEKANISM
@KRIMZONMEKANISM 2 роки тому
You can go further away even. The Fallout games, from the old, to the new, all had a limb system.
@warcrafthumanlord
@warcrafthumanlord 2 роки тому
@@KRIMZONMEKANISM Yeah i played them. But for me there isn't really a contest for Kenshi, from potato peelers (machines that flay people alive), to bone dogs playing fetch with your femur bone to skin stealing bandits that wear your face... It's really nasty. Especially since the game is connected to your party and not you yourself all these things are a natural occurence during a normal playtime where your characters can regularly die off or you can attempt to rescue them and perform transplants and other operations...
@Absurdistcomedy
@Absurdistcomedy 2 роки тому
You can lose body parts in his game catacomb kids, still survive, and have to hobble everywhere. I think he knows
@antorseax9492
@antorseax9492 2 роки тому
Lose
@agustinbre364
@agustinbre364 2 роки тому
@@warcrafthumanlord kenshi is the ultimate game, 11/10. You fuckng right.
@xTobsecretx
@xTobsecretx 2 роки тому
Him: "Before anything, we are physical beings" Me: stops astral projecting - "ah right, almost forgot!"
@jakenielson7837
@jakenielson7837 7 років тому
These GDC talks are great. I'm surprised they aren't getting more views. It's kind of hard to get this kind of insight into game design in such a digestible way.
@CurtisJensenGames
@CurtisJensenGames 6 років тому
This sophisticated side of UKposts is growing though, thankfully 🙂
@cosmotect
@cosmotect 5 років тому
Seems like just the right amount of views if you take into count the size of the industry and the amount of people interested in the topic within the industry
@WalkerRileyMC
@WalkerRileyMC 4 роки тому
Mostly because a lot of these speakers have some quirk that is a bit annoying to listen to for a length of time. This guy here is smacking his lips after every pause in a sentence. that is annoying as fuck.
@petersmythe6462
@petersmythe6462 3 роки тому
"We have one thing in common which is what we're made of" A fixed sized pool of hitpoints which are of little consequence until they hit zero?
@Array_Blacklight
@Array_Blacklight 4 роки тому
In Banjo-Tooie there's a snow level where you can be transformed into a living snowball and your size actually does grow or shrink proportional to your health bar. In this form you restore health by rolling around in snow-covered ground, growing bigger in the process. So this has literally been played straight!
@dani4ever
@dani4ever 7 років тому
The first Fable kind of gave me that feeling, I didn't want to get scars on my character, but I was a kid and the simple mechanic took over my mind way easier.
@hauntedshadowslegacy2826
@hauntedshadowslegacy2826 4 роки тому
The funny thing is that people complain about games desensitizing kids, but you bring up an interesting concept. If kids get used to the idea of 'oh, my character got hurt and it had lasting effects', they could easily translate that into the real world as 'I made my character do that, and they were hurt, so if I do that, it'll hurt me, so maybe I shouldn't do that'.
@michaelatanasio223
@michaelatanasio223 4 роки тому
"When was thelast time you felt breakable"? Baldur's Gate. The segment where you fight an assassin at an inn before going to the mines and then come back to find another, again at the inn. They attacked you when you were likely to be weakened and vulnerable- outside the inn when you were likely looking to rest your party. They were noteably stronger than enemies usually were at that stage of the game (offset by the city guards that would jump in to help you as long as you weren't a villain). But you were still very fragile and the fight was likely to knock out a party member (again, this was offset somewhat by a temple nearby to revive them). It was the first time I felt... Hunted...in a game.
@gregglind
@gregglind 3 роки тому
Oregon Trail has an abstract system that defines the difficultly curve of the game. Games about endurance and will are too rare, but exist in literature: the hobbits in Mordor. I would love to see a game based around building morale and morale buffs: inns, crews, good food, sleep, warm nights, etc. Where finding a good place to sleep matters.
@ArtSio443
@ArtSio443 2 роки тому
Darkest Dungeon is pretty good at it. As is the whole "Old-School Renaissance" of DnD trend it's based upon
@aidangifford1673
@aidangifford1673 2 роки тому
You would probably like frostpunk. It's a city builder that takes place in a massive global cooling event. In the game you have to keep everyone unified with hope and prevent discontent. It's a very interesting take on a city builder
@stm7810
@stm7810 Рік тому
It's about group moral rather than individual, but Warfare 1917 is fun because each soldier is a fragile human, but your main goal is demoralising your enemy whilst keeping your own troops motivated.
@ocarrace
@ocarrace 7 років тому
good talk but for the love of Christ why did noone get him a glass of freaking water.
@wildgrem
@wildgrem 3 роки тому
thank *_lipsmack_* you
@vikkio88
@vikkio88 3 роки тому
ahaha fucking hell, was thinking exactly the same thing, can't bring myself to finish the talk now because of those noises ahahah
@IronFreee
@IronFreee 2 роки тому
Maybe so that he feels the need to get to the point before dying of thirst...
@jaimemagnum
@jaimemagnum 2 роки тому
I think it has to do more with nerves, public speaking is tough for most introverts. If you pay close attention you can see he stops doing it in the Q&A section.
@IronFreee
@IronFreee 2 роки тому
@@jaimemagnum Anxiety can make your mouth dry and this guy had a good reason to be anxious...
@andygomer9300
@andygomer9300 5 років тому
This entire talk I was just thinking about Bushido Blade. They really need to remake that game. In that game you didn't have an HP bar, if your leg got injured you could no longer stand or run, and one blow from the enemy could kill you.
@nemo84
@nemo84 7 років тому
Now I can explain better what made me feel an play unusual health systems, like in Hybrid Heaven, MGS3 Snake Eater or Fallout series. And how they worked... or not. Thanks, Tyriq!
@willccclarke
@willccclarke 5 років тому
Particularly Fallout 1 and 2, not so much the FPS versions :)
@Lechuga1815
@Lechuga1815 2 роки тому
I think Uncharted did a really cool version of health that i've always kind of assumed for fps games which was that you died in essentially one shot, but the more you get "shot" is just a representation of your luck running out. Like it doesn't make sense that you can take and heal from an endless amount of bullets, but if you aren't getting hit and it just plays like the enemies are missing until you die kinda seems more legit.
@JoelDuggins
@JoelDuggins 7 років тому
Fantastic talk. The transition to Dwarf Fortress was perfect.
@TheValinov
@TheValinov 4 роки тому
good old *operation flashpoint* had the best meat simulation i have ever played. getting shot in the legs... crawling to the mission end zone for like 45 minutes! xD
@ReverendTed
@ReverendTed 2 роки тому
This is what came to mind for me, as well as the successors like ARMA.
@Lunareon
@Lunareon 5 років тому
It would be cool to see more of these ideas applied to games, especially in VR. Lose an arm? The other hand controller stops working. Lose an eye? Depth-vision disappears. Lose sight entirely? Screen goes black, but you can still navigate by touch and sound. With the help of some more recent inventions, it's even possible to create sensations of temperature and weight. These could be turned into interesting and challenging game mechanics that would work especially well in the horror genre.
@Wohodix
@Wohodix 5 років тому
Seing how poor the gameplay of AAA is we are very far from this , but yes
@Moonz97
@Moonz97 4 роки тому
This is genius
@dicksonZero
@dicksonZero 4 роки тому
wow
@Kirtahl
@Kirtahl 6 років тому
MEAT! I like the diminishing return question. Because It comes to a point that the mechanics overwhelm the players ability to have fun.
@R1ckr011
@R1ckr011 3 роки тому
Only for "popular" games tbh
@paralysekid
@paralysekid 2 роки тому
@@R1ckr011 No, it's really a question of genre as he said. Not every player is interested in dealing with so many little details and being cautious of permanent damage all the time. Some games are simply made for a more relaxed time. It has nothing to do with popularity. There are easy games that are not popular, where a heavy recovery system like that would completely destroy the fun.
@R1ckr011
@R1ckr011 2 роки тому
@@paralysekid You're not addressing what I said. You're simply dismissing it and providing no actual details. "Popular" games really quite rarely have in-depth mechanics. Three's an increasing trend away from them, with a few counter-examples like the resurgent immersive Sim genre. You can't escape that certain genres will likely never be mainstream.
@paralysekid
@paralysekid 2 роки тому
@@R1ckr011 I understand what you're trying to say, it just sounds a lot like you're simply using an elitist mindset of "these mainstream games are so simple, only my niche genre is superior and has complex mechanics", which I tried to disprove. But maybe I just got your message wrong.
@R1ckr011
@R1ckr011 2 роки тому
@@paralysekid Not really. Check out Ross's Game Dungeon. The industry has fundamentally changed. Most industries have, to be frank. An exception might be television which has a whole swath of new streaming services still, but everything else has undergone rather impressive levels of consolidation not seen since the likes of Standard Oil. At least the indie and Rom scene is extremely vibrant. Godspeed to them.
@makingnoises2327
@makingnoises2327 5 років тому
OH MY GOD ive always loved catacomb kids, i never bothered to look up the person that made it and he's awesome! great talk!
@Taskun56
@Taskun56 6 років тому
All the people giving him crap for the noises and whatnot should realize something: YOU are here typing away on his channel and mocking him or drawing attention to something you perceive is a failing. HE was on that stage at GDC giving a professional talk to other professionals in the industry. Not only is he succeeding at what he is aiming to do, but he is overcoming the nerve-wracking anxiety that comes with the weight of what he is actively doing. If he makes mistakes he is remembered for them. But he still manages to get his point across and his industry respects and values his opinions.
@NickLandry
@NickLandry 5 років тому
This. I'm a professional software engineer and I have been doing professional talks for now 22 years. Yet GDC still eludes me (I tried) but this guy made it. He is there. He is speaking at GDC. You guys have no idea what a big deal that is. Kudos to him. Not only did he overcome obvious anxiety to be on stage, but he also had the courage to tackle an unusual topic and provoke philosophical questions. Great job!
@OnlyZunkin
@OnlyZunkin 7 років тому
Dwarf Fortress models physiology and bodily injury amazingly well.
@ryleighs9575
@ryleighs9575 7 років тому
Being a fan, that was my first thought at the title of this talk.
@MajkaSrajka
@MajkaSrajka 7 років тому
First Deus Ex'es?
@user-bf5sc8pn8x
@user-bf5sc8pn8x 6 років тому
Quick, eat some candy bars to regrow your legs
@thecoolcarhd4402
@thecoolcarhd4402 4 роки тому
also neo scavenger
@Koniving
@Koniving 5 років тому
Somebody should play Arma / DayZ... One day I got sick from the rain and went through hospitals, schools, convenience stores, etc. trying to find cold medicine until I decided to lay down on a hill in the middle of the forest and fall to sleep (log out), and 9 hours later I woke up (logged in)...and my cold was gone. Or another time a friend of mine got injured and was bleeding out (DayZ Standalone), we couldn't find bandages or any of the stuff from the DayZ mod, so I thought "look I can't find a bandage, but I found an extra shirt... I wonder if" so I put it into my hands.. and I had the option to rip it, and so I did... and with several strips of cloth now in my inventory I applied one to my friend for a makeshift bandage on his arm. Once spent a week with a broken leg, can you imagine going through a zombie infested city like that? I don't have to, I did. Never found so many uses for useless items before in my life as noise makers and lures to lure them away from me before they find me. Accidentally swallowed disinfectant once when trying to use it to disinfect my wounds. Nausea, blurred vision, vomiting, my friend tried desperately to help but I couldn't hold still and at one point I couldn't tell him apart from the plant next to him. I fell unconscious and he was attacked during this. I remained unconscious, presumably assumed dead, some of my stuff raided. When I wake up I call out quietly, but there's no answer. My buddy is nearby murdered. Due to carry limitations, he still has some of his stuff so I collect it and in the next room I find the guy sorting what he found apparently trying to decide what was worth keeping and what he might come back for. Both of our backpacks are on the ground in front of him. I've got a shovel and a slight problem, my vision is black and white, blurred with trails, and the only reason I can tell the difference between him and our two backpacks is he's moving and I can hear zippers. Undetected, I took a swing...and hit a backpack. Thankfully in another couple of blind swings I managed to somehow kill him. Except... I killed my friend. In the scuffle I heard earlier, my friend was actually victorious. But his mic was muted by accident, so when I called out for him he replied but I couldn't hear it. He didn't "detect" me because why wouldn't he trust me, he knew I was there. Just not what I thought or was about to do. And I got him because he wasn't in a position to fight back and didn't want to hurt me. Meat... hard to find a better representation.
@R1ckr011
@R1ckr011 3 роки тому
*slow clap*
@owenbunny4023
@owenbunny4023 3 роки тому
Friendly fire is always an interesting concept
@invntiv
@invntiv 6 років тому
It's not often that a GDC talk leaves you to philosophize the nature of your physicality in an enlightening yet terrifying way. What a truly insightful bag of meat this man is. And his game is truly awesome too. This channel never ceases to present new and informative talks
@CurtisJensenGames
@CurtisJensenGames 6 років тому
josh mack Yeah, it’s pretty awesome, but I’d say that there are more inspiring talks than you might think. “Dots that Go For Walks” Talked about abstract art, “Meaningful Choice in Level Design” Talked about physchology and neurology, and “Lessons games can learn from Sports” talks about difficulty and reward in life. You should check them out! 😉
@GelidGanef
@GelidGanef 7 років тому
Planetside 2 was a game with an interesting example of a time-cost for injury. Okay, technically, it was a time-cost for death. But in my few months of wandering around the game world as a ronin, squadless, I always found the really high time-cost to run from respawn to the active battlefields really interesting. I know squads have ways around that long run to the front lines, but just taking the hit was so much more interesting to me as a player. Having to learn the geography like that. Having to physically return to the heartland of your country when you got seriously injured, then transit back. It was a really unique take.
@LotusVette84
@LotusVette84 7 років тому
This makes me think about the Rimworld damage/health system. It is pretty detailed, including pain and disease among other things. Also you need hospital bed to heal people, and a recovery time that depends on the injury, the skill of the person performing the doctor role, and the quality of medicine available.
@jackawaka
@jackawaka 5 років тому
Yeah in a nutshell rimworld is simplified dwarf fortress
@OnyxIdol
@OnyxIdol 7 років тому
Was hoping for a mention of dwarf fortress!
@ocarrace
@ocarrace 7 років тому
OnyxIdol he talks about it around the 16 minute mark
@OnyxIdol
@OnyxIdol 7 років тому
***** Yeah, I know. What I meant was I'm glad DF was mentioned.
@timothymclean
@timothymclean 6 років тому
It would be hard to talk about this subject without mentioning Dwarf Fortress.
@bradpotts1747
@bradpotts1747 4 роки тому
he was all people have thoughts and hopes and weird fuckin bodies but i dont see that ..but...but you already mentioned dwarf fortress
@NexuizIncarnate1
@NexuizIncarnate1 3 роки тому
@@timothymclean No kidding. Most intricate damage model I've ever seen in a game, even though it could be hilariously wonky at times. I'll never forget taking grandmaster kicking in Adventurer years ago and kicking out the entire starting village's teeth in their sleep without them waking up, but then upon picking up one tooth and throwing it at one of them, they all woke up and started violently retching from the pain. The visual I get from that is absolutely incredible.
@batfan1939
@batfan1939 5 років тому
My favorite system, that I've never seen in another genre/type, is the body map seen in pro wrestling games. Would love to see that in an action brawler or shooter, where an injured arm weakens your punches, or injured legs means reduced mobility. You could have injured abs or pecs cause a character wince or freeze.
@Justowner
@Justowner 2 роки тому
I saw a total remake mod in the source engine which had location damage from bullets, and every time you died you got a full write up on what killed you. Like, round passed through lung into heart, etc.
@minch333
@minch333 7 років тому
Nice talk! He should play overgrowth. Seeing as health is one of the most fundamental mechanics of games, it would be nice to see more games experiment with the idea, though right now it would probably take a few small games whose focuses would be on exploring their own health mechanics before other games could take inspiration from them. I can see more rouge-lites in the future perhaps taking inspiration from the binding of issac, who came up with the interesting idea of turning your health into a commodity that can be traded in. I would also believe it if it turned out that the new doom game took inspiration from bloodborne's health mechanics showing that killing enemies to restore one's health leads players to play more aggressively. I know these are more abstract than what the talker is calling for, but along with a call for realism, I think there should be a more general call for greater experimentation with health, as it has to be one of the most play style defining mechanics out there and too often games just rely on either health bars or regenerative health to signify harm.
@colinmcginty3959
@colinmcginty3959 5 років тому
Man, really wish he brought up the game NEO Scavenger. Has a nice balance between simplification and simulation, imo. The combat and enemy health system is also just brutal and merciless.
@GurtTarctor
@GurtTarctor 2 роки тому
I'd love a proper sequel to that game. I wish more games had that approach to combat and player health, there's probably a bunch of great roguelikes I need to find and play.
@MajkaSrajka
@MajkaSrajka 2 роки тому
Kenshi
@Rc3651
@Rc3651 7 років тому
There's something unpleasant about lip smacking, particularly when the focus is on people being meat. Every smack is a reminder of his meatiness. Of his wet, moist meat audibly slapping together and sticking to itself. It's like his meaty meat is meeting meatily right next to my ears, which coincidentally are also made of meat. It's a cavalcade of unsettling horrors all the way down, I tell you I do appreciate the discussion though, I think health system are important and they don't get enough focus! Most people have just switched to regen systems and called it good.
@OnlyZunkin
@OnlyZunkin 7 років тому
I'm glad this guy mentioned Dwarf Fortress. It tackles these issues like no other game I have ever seen. You can end up with everything from missing teeth or an infected finger nail to permanent motor nerve damage in your left hand after a dog bites it and latches on. You could be blinded. You could get legs or arms lopped off or you could suffer less deep tissue injury due to the fact you were fat or buff and the extra tissue absorbed the force from the blow.
@ArtoMSaari
@ArtoMSaari 6 років тому
I like the dwarf fortress representation. I think many RPGs could benefit of having multiple thresholds to represent human condition like pain, consciousness, physical trauma and loss of blood. These can be impacted by various ways and can interact as systems. Too much pain will take away consciousness for example
@idle.observer
@idle.observer 5 місяців тому
One of the best GDC talks I've ever watched. Good effort!
@DeTaXeSports
@DeTaXeSports 6 років тому
Where is the "this is not a roguelike, its a roguelite" comment?
@vama89
@vama89 7 років тому
Sweet talk. I never considered rethinking the whole health bar system.
@Roxfox
@Roxfox 7 років тому
Not strictly a health system (although a long term consequence for failing at challenges, so technically, maybe it is?) but Sid Meier's Pirates from 2004 played with time in these ways! The game runs on a clock, in part to simulate the Caribbean sandbox, but mostly to keep track of the character's age, as he becomes more sluggish and difficult to play as he grows old, and is forced to retire from sailing at a certain age. So the challenge for the player is to get as much done as quickly as possible before the end game becomes literally too difficult to complete. There are three instances that I can remember where time is spent to recover from failure. One thing is that crew morale can drop based on time spent at sea and gold earned, and the only real way to fix it is to dock and divide plunder, which not only splits your money up and forces you to hire new crew, but your peeps decide to spend six months on land to have some fun. A penalty that you really start to feel if you have to do it frequently. Second, if you lose a battle at sea, you become marooned, and your character has to waste a number of months (randomized I think?) on a tiny island until a passing ship finds him. This penalty can be directly affected by having purchased a signaling mirror or flare beforehand that will increase the chance of being found faster. And lastly, attempting to sneak around in a hostile city and being found by the guards gets you thrown in prison for a few months. There's a chance to affect this time spent, also, as sometimes a guard will accept a bribe after a certain time, or if you've acquired a lockpick ahead of time you can attempt to sneak back out. With the chance of being caught once more, of course, so maybe it's smarter to wait!
@Dayvit78
@Dayvit78 4 роки тому
I played that game allllll the time. I love those mechanics. Now that you mention it, it's kinda rogue like when you have to divide up the plunder and start over with a new crew.
@wileywilson
@wileywilson 4 роки тому
Kingdom Come Deliverance does this really well. Even at higher levels, you can get overwhelmed by several "weaker" NPCs if you are not careful. You cant just tank the damage as a meat shield, you need to position and keep moving.
@ArtSio443
@ArtSio443 2 роки тому
because it doesn't use an "hitpoints" system. That thing alone has been a bane on the whole industry
@MajkaSrajka
@MajkaSrajka 2 роки тому
@@ArtSio443 What system does KCD uses?
@johnjdick
@johnjdick 3 роки тому
This was an amazing talk. One of my favorite GDC talks that I have seen.
@the_Rincewind
@the_Rincewind 6 років тому
Rimworld IMO has a lot of the simulation approach to health and it is really well done.
@Holacalaca
@Holacalaca Рік тому
Ive been thinking of Kenshi through the whole talk, its entire health system is based on this simulated and simplified meatyness that makes each wound different and the recovery crucial
@RobinPortnoff
@RobinPortnoff 3 роки тому
Favorite health system in games: Rimworld and Dwarf Fortress
@scorpiusjones5436
@scorpiusjones5436 4 роки тому
This is one of the most interesting, genuinely funny talks I've seen on this channel. Well done 👏🏻 Also, I ate a cheeseburger while I watched this lol
@TomLWaters
@TomLWaters 5 років тому
Thank you! This was great. I think it runs beyond games into movies and popular culture. What holds real people back from extreme violence is our understanding of fragility. When games remove that fear, what are we left with?
@petersmythe6462
@petersmythe6462 3 роки тому
One problem I would say from a gameplay standpoint is: chronic seriously debilitating injury isn't fun. Having a character that has to play around their injuries is fun. Having a player that *can't* play around their injuries isn't. If your character will never leave the hospital again you probably aren't gonna play them. If you anticipate that non-speedrunner players will reset if they get a certain debuff, it is a bit questionable if that should even be a debuff at all rather than an instant kill unless there is some way to heal it or work around it.
@GilgameshGDLK
@GilgameshGDLK 2 роки тому
What an exceptional talk. I could listen to this person discuss game ideation/theory more.
@ReverendTed
@ReverendTed 2 роки тому
I immediately thought of ARMA, specifically the injury and healing systems as employed by ShackTac in dslyecxi's videos, where the impacts of injuries to specific extremities are modeled, including fatigue and pain, and the degrees to which things can and can't be healed.
@georgehall7749
@georgehall7749 4 роки тому
This GDC talk has always left an ich in the back of my mind for what could be possible in a shooter. After three years of mulling this over and over I've started a dive into a shooter that makes you scared to get shot.
@DigitalM00nlight
@DigitalM00nlight 3 роки тому
If you're still working on this, play some swat4 for inspiration if you haven't already
@jiivan
@jiivan 6 років тому
Great speech & presentation. I really appreciate your thoughts on the subject! Very inspiring.
@alexreinking
@alexreinking 4 роки тому
Very cool talk! It occurs to me that games don't have to have a fixed position in the abstraction/simulation/simplification triangle. These can be varied for artistic effect or game play. One example for artistic effect is in Dark Souls when Sif starts to limp if you get his health low enough. It's an impactful moment for many Souls fans and builds a unique sympathy for the boss.
@genericsavings
@genericsavings 2 роки тому
I remember Vagrant Story had an interesting status mechanic. Enemies can target your limbs and you the same. If your limb is indicated red(after taking damage), it would yield different effects per limb. Head: cannot cast magic(silence) Right arm: attacks do 1/2 damage Left arm: blocks & evasion is halved Body: received damage is 200% Legs: movement speed is reduced by 1/2. It was an “interesting” system, although it quickly negated by a healing item.
@spacenerve9654
@spacenerve9654 3 роки тому
The guy who asked the last question left me thinking that the concept of the Grumbles' lore of twins is a form of "meatness" unrelated to health systems. I wonder if he meant to ask if Tyriq also thought of meatness as a concept outside of health systems and if that was an example of it. Excellent talk Tyriq!
@Funkopedia
@Funkopedia 5 років тому
Thanks for mentioning Dwarf Fortress. It is key in this discussion.
@ohnree4110
@ohnree4110 2 роки тому
At the beginning, I thought the speaker was quite eloquent. Then he reveals the "game he's working on", Catacomb Kids, which is one of my favorite games ever! Time to sit up and listen :D
@AStrategyGameDev
@AStrategyGameDev 6 років тому
Health system where every-time you smack your lips you lose a hit-point
@drsnova7313
@drsnova7313 2 роки тому
Maybe I'm old, but the game that immediately comes to mind regarding simulating "meatiness" is Robinson's Requiem from the mid-90s.
@0hate9
@0hate9 6 років тому
It should always be mentioned in cases like this that Space STation 13 works a lot like Dwarf Fortress in this way, and is considerably easier to play.
@platonp1436
@platonp1436 7 років тому
one of the most enjoyable talks i saw on GDC =) i like this guy, i see real passion for games in what he think and talk about ) PS: doing rouglike too atm ) browser, flash )))
@R1ckr011
@R1ckr011 3 роки тому
Oof how's that going?
@petersmythe6462
@petersmythe6462 3 роки тому
One option might be brutally simplistic simulation. That is, have a few key systems simulated as simple numbers. You've got things like sleep, stress, circulation, digestive system, respiration, immune system, muscle, liver, CNS, Skeleton and skin. A handful of floating point numbers each all interacting with each other and you've got an incredibly dynamic system. A multidimensional possibility space with many different possible equilibria. Whatever they are, the important thing isn't what they are, nor even how they work, but how they interact. Even if you are literally simulating the four humors, losing a lot of blood could have meaningful, if rather alien, consequences, with meaningful, if rather alien, forms of recovery.
@lucalove2386
@lucalove2386 6 років тому
Nice talk! Deus ex did exactly the same thing of localised damage really well
@elliothellyer933
@elliothellyer933 11 місяців тому
There's this one simple game called "payblood" where you have a TON of individual body parts with their own health. Between fights you can sell the parts to buy weapons, and each loss effects you very noticeably. If you lose a foot or leg your speed goes down, you lose both arms and you can't attack
@milesbrown2261
@milesbrown2261 7 років тому
This was a great talk! I loved it! Very well structured, almost poetic!
@Dayvit78
@Dayvit78 4 роки тому
I don't know if it was my biology professor, but someone said, we're electrified meat. It's true, we're meat. But what makes us interesting is the electricity. Without that, we're what's called dead.
@MrNeozerahan
@MrNeozerahan 7 років тому
Amazing talk and great insights! Love your passion and will be checking out Catacomb Kids soon. All the best!!!
@foreignuser_
@foreignuser_ 5 років тому
Don't bother. All evidence points to it being a dead, abandoned project.
@HW-ct1iq
@HW-ct1iq 7 років тому
Fantastic talk, great conceptualisation. Lots of food for thought. I can see this affecting some of my future design choices, thank you.
@vast634
@vast634 2 роки тому
Health in games is usually just a type of score tally - like a point score in many real world sport matches. Not an actual representation of body function. Makes sense from a gameplay perspective.
@spootot
@spootot 7 років тому
I've been thinking about this recently and it's cool to see I'm not the only one ;P
@andrzejkulakowski
@andrzejkulakowski 7 років тому
Same here, same here :D
@EvenTheDogAgrees
@EvenTheDogAgrees 6 років тому
Whoah, so there's now *three* people who pondered this notion. How does it feel to be part of such an elite group?
@atklobas
@atklobas 7 років тому
This talk reminded me how much I like the health system in wurm. individual body part damage, minor wounds heal, severe wounds get worse, treatment and healing can take hours, location of damage effects stats, and type of wound (cut/bruise) affects what treatments can be done. you can have minor damage all over your body that almost killed you but will heal by itself or have a single hole in your foot that will fester can kill you if you don't get expert care.
@matthewharris-levesque5809
@matthewharris-levesque5809 6 років тому
Random youtubeness got me here - and laziness left me watching. I'm glad it did. Well presented and actually a subject I never considered. Aspects clearly and remarkably well presented. A "good think" piece. Thumbs up.
@BleachBasket108
@BleachBasket108 5 років тому
Makes me think of Rimworld and how much I love (and occasionally hate) its health system
@KeithRidgeKenny
@KeithRidgeKenny 7 років тому
very well done presentation, perfectly simple to understand whats going on
@maxscribner1743
@maxscribner1743 7 років тому
Such a great talk, I need this now
@knight_lautrec_of_carim
@knight_lautrec_of_carim 2 роки тому
Klicked expecting DF to be mentioned and was really relieved when it was.
@urfavoritehumanbean879
@urfavoritehumanbean879 7 років тому
Great talk! BTW, I only noticed he smacked all of the time after ending the presentation, wow.
@Kyotita1
@Kyotita1 7 років тому
He should try the Romance of the three kingdoms games. Birth, Age, and Death all are involved in that series.
@vast634
@vast634 2 роки тому
Asking in the local pharmacy for a healing potion will get you weird looks.
@Shabazza84
@Shabazza84 5 років тому
If you want a good human body / wound/defect/aging/healing simluation in an interesting setting, play Rimworld. It's probably the best recent game out there that uses this extensively and in a way, that makes it matter. Enjoyed that talk very much, btw.
@ridespirals
@ridespirals 2 роки тому
did this guy do another talk at gdc about the level generation in catacomb kids? I kinda remember that, also a great talk.
@petersmythe6462
@petersmythe6462 3 роки тому
I would say there is one layer of abstraction beyond health, and that is the one hitpoint wonder, i.e. boolean health. You are either dead, or alive. Everything either kills you, doesn't, or has a finite probably of killing you, but you store no additional health state information besides being dead or alive. It might be that a sword hit from above has a 50% chance to instagib vs one from below which has a 20% chance, but, fundamentally, either way, there are only two outcomes. Dead or fine.
@mischake
@mischake 6 років тому
this is exactly what i'm missing in games. one thing though, is that i think there should also be not just the physical but also the mental, where your character has wants and needs... if we do this we can bring role-playing back. punishments for meeting your mental wants and needs would be depression, which makes it harder to do other stuff...
@haibu128
@haibu128 5 років тому
Been thinking about this for years. Primal Rage was an early example of representing health as literal blood. When your character runs out of health the heart then explodes and your character collapses.
@GnarledStaff
@GnarledStaff 3 роки тому
I really want to hear an update or response to this subject from someone who plays RPGs. I feel like there is a lot of ground not covered. Bandages have definitely been used in games to stop bleeding before. Its more common now but it was not unseen before.
@PurpleFreezerPage
@PurpleFreezerPage 4 роки тому
YOOOOO Imagine a game where weakening the player is what causes the difficulty curve Like imagine a metroidvania power-set at the start of the game, and slowly taking it away for harder and harder levels
@misterproject8
@misterproject8 4 роки тому
That could be interesting, but there's a lot of potential for things to go wrong. "Buff, don't nerf" is a common design practice for a reason - it's not fun to lose gameplay options, most of the time. That's why most games give the player new mechanics but also create bigger challenges in turn. Still, I'm not saying that it could not be done... it's just that it would need to be very carefully designed and tested.
@buhbo3250
@buhbo3250 4 роки тому
I'm thinking something like the character has a progressing disease or ailment, and the faster/better the player performs on the easier levels when the character is mainly healthy, the less the disease progresses throughout the game. If you play horribly or dawdle far too much during the game, the character could end up barely able to finish the final levels.
@SerDerpish
@SerDerpish 4 роки тому
That kind of setup sounds perfect for a horror game, but terrible for anything else
@misterproject8
@misterproject8 4 роки тому
@@SerDerpish hm, agreed.
@dicksonZero
@dicksonZero 4 роки тому
i once learnt that some blind people learn how to see with sonar with bat-like behaviours. (whether it is true or not) perhaps instead of nerfing only, we can force the player to give up abilities, but let them use the disability in interesting ways, or as simple as levelling up the other remaining abilities. hell we can even unlock a special quest just to train this new skill
@kenji214245
@kenji214245 4 роки тому
Regenerating health is a game mechanic that was popularised because larger companies wanted to cater to a younger audience in action games. Because the noticed that kids had trouble solving the "find medkits" issue. That was pretty much a big driving force behind it. Activision and EA for example wanted gamers under the recommended age to play their games. :(
@torymiddlebrooks
@torymiddlebrooks 3 роки тому
Great presentation and the title was spot on
@CurtisJensenGames
@CurtisJensenGames 6 років тому
Great talk, but there’s one point that could have been dwelt on more: how to make this work more from a practical, business point of view. He certainly talked about it, but if you pay attention to the questions at the end almost every one of them related to this. I like what he was saying about the two survival games! Building a game from the ground-up like this would be very powerful, but a system like this is pretty intense. Like procedural generation it can be a bear to properly do but if it’s the goal from the beginning it can work. Also: many games are far too enemy-centric so this could be a problem. In life our struggles are far more complex than just combat (and that side almost never even emerges for a lot of people) so that’s why the damage of stress, financial failures, social difficulties, and so on have such interesting, varying effects. Death is so instant yet so fleeting in games; I think that’s the biggest problem with health trying “meatiness”, but a problem that can be overcome nonetheless. I will say that his statement about this sort of system never really becoming widespread is about as short-sighted as saying we could never get a machine to fly. Not to be antagonistic or anything: I’m just saying that this talk could be way more ahead of his time than he thinks!!
@phobos2k2
@phobos2k2 5 років тому
Made Out of Meat: Water Systems in Mouths
@Samarai-hf9si
@Samarai-hf9si 6 років тому
I'd say most Space Station 13 codebases fit into the "simulation" aspect of this presentation. It IS vastly simplified, with damage being mainly divided into four categories (brute, burn, toxin, suffocation), but considering it still manages to simulate blood levels, amputation and replacement of limbs, etcetera.
@Raggaliamous
@Raggaliamous 5 років тому
I was thinking of this an engaging ecample of both fragility and... robustness. Plus its wield one's enemies own limbs back at them.
@badunius_code
@badunius_code 3 роки тому
Fallout (1, 2), 1997 they didn't track individual body parts HP but your character could've get injured Evil Islands: Curse of the Lost Soul, 2001 had HP system that tracked your body part damage, and this affected your character's ableness Dwarf Fortress, I can't tell exactly since when, but for a very long time they have a very complex health system that makes you feel really fragile in an adventurer mode So sad the speaker never heard of those.
@leonardoraele
@leonardoraele 5 років тому
I was expecting a discussion about the many different existing health systems in video games and how to design them, something similar to Mark Brown's Doom video, but it was more of a introduction of the "meaty health systems" idea.
@notinthemoodfornames8033
@notinthemoodfornames8033 3 роки тому
Great talk, great point, would love to see a bit more discussion on how to balance this need to make "meaty" player bodies (which is quite essential in inspiring empathy and generating suspense) and keeping the gameplay fun and difficulty-balanced (that is, how to make sure your sustained damage don't lead to difficulty spikes that are uncrossable cus most games are not roguelikes and if you place an uncrossable difficulty spike before the player they get mad). Also, dude you talk great but it feels like you're constantly snacking on your tongue or something...
@yoitsmegabe
@yoitsmegabe 5 років тому
I like how Bushido Blade handled health and limbs failing
@bulletjump7795
@bulletjump7795 6 років тому
Got me thinking about other ways we should make fighting more meaningful in games. Dopeu
@zyrxom
@zyrxom 7 років тому
that last "question" though
@MrEkor69
@MrEkor69 5 років тому
The answer to the first question: Everyone wants a more visceral experience. As games become easier to make and simulations get easier due to hardware increases I feel like we'll see more realistic characters that react more truly to the world around them. Part of which will be a meatier experience.
@IrvingIV
@IrvingIV 4 роки тому
Make the hospital phase the main point of the game, or a special half of it. Great way to relax between missions, and as you go along, you get more and more gifts from allies, friends, and family to fill your hospital room. During downtime you can buy things like boardgames, flowers, paintings, or radios in town with ingame currency, and those would go in your hospital room and then home between combat missions. so the flow would be: combat mission report to employer hospital stay, (if injured more severely, it lasts longer, and will overlap with the report, as your employer cares about you too and visits you in the hospital) free time, you get to walk around town, go to restaraunts and shops, and spend time relaxing at home phone call from employer combat mission
@rogercruz1547
@rogercruz1547 6 років тому
Long live Headshot mechanics!
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