Is Gaming Better Than Ever?

Lextorias
28 Aug 202422:31

Summary

TLDRThis video script explores the rapid evolution of the video game industry, highlighting its growth from simple pixels to complex, immersive worlds in a few decades. It discusses the industry's inherent iterative nature, where developers learn from past projects to enhance future ones, exemplified by the likes of FromSoftware. The script also touches on the challenges faced by developers, from long development cycles to the pressure of meeting high expectations. Despite these, the gaming industry continues to thrive, driven by passion, innovation, and the collective effort to create better experiences.

Takeaways

  • 🎮 Video games, despite being a relatively young medium, have grown tremendously to become a leading entertainment industry.
  • 🚀 The rapid evolution of gaming is impressive, with advancements from basic pixels to complex, lifelike simulations in a short span of time.
  • 💻 Video games have been deeply connected to computing since their inception, often pushing the boundaries of what technology can achieve.
  • 🛠️ Developers have historically used clever strategies and optimizations to maximize the capabilities of limited hardware.
  • 🔄 Iterative design is a key process in game development, allowing studios to learn from past games and improve future ones.
  • 🌟 FromSoft and Nintendo are highlighted as examples of studios that have iterated on their successes to create even better games.
  • 💼 The gaming industry's growth has been fueled by increased resources, inspiration, and competition, leading to higher quality and more diverse games.
  • 🏆 Indie games have seen explosive growth, with more resources and community support, leading to a surge in creativity and innovation.
  • 📉 While technological advancements in gaming may be slowing, the industry continues to thrive due to iterative improvements and a growing number of developers.
  • 🔮 Despite the perception of negativity and challenges, the overall trend in gaming is positive, with continuous improvement and a bright future.

Q & A

  • How old is the video game industry according to the script?

    -The script suggests that video games are around 50 to 60 years old, considering the experimental beginnings.

  • What is the significance of the number of man-hours put into developing games like GTA 6 as mentioned in the script?

    -The script highlights that the number of man-hours put into games like GTA 6 is so high that it could be compared to the effort required to send someone to the moon, emphasizing the scale and dedication behind such projects.

  • Why does the script mention the connection between video games and computing?

    -The script explains that video games have been closely tied to computing since their inception, with early games often developed as tech demos to test the limits of computer capabilities.

  • What is the role of iteration in game development as discussed in the script?

    -The script discusses iteration as a key process in game development where developers learn from their previous games, make improvements, and apply those lessons to future projects, leading to better and more refined games.

  • How does the script describe the impact of Doom's release and its source code on the gaming industry?

    -The script points out that Doom, developed by ID Software, had a significant impact by being optimized to run on almost any hardware and its source code was released for free, leading to a legacy of modifications and adaptations across various platforms.

  • What does the script say about the graphical capabilities of games like Crysis in relation to hardware?

    -The script mentions that Crysis was known for pushing graphics capabilities so far that it was nearly impossible to run at maximum settings with consumer-level hardware at the time, and it became a benchmark for performance for years.

  • Why does the script argue that gaming sentiment seems to be getting worse despite improvements in the industry?

    -The script suggests that negativity is a powerful tool for getting people to care and act, and that the gaming industry's issues are often exaggerated or focused on to generate attention and discussion, which can make sentiment seem worse than it actually is.

  • What is the script's perspective on the future of the gaming industry despite the challenges it faces?

    -The script maintains an optimistic view, stating that the power to make the gaming industry better lies within the hands of its creators and consumers, and that despite challenges, there is a continuous drive for improvement and innovation.

  • How does the script address the issue of game development cycles and their impact on game quality?

    -The script acknowledges that long development cycles and high budgets, as seen with games like GTA 6, can lead to high-quality products, but also suggests that there is a balance to be found to ensure that the industry remains healthy and developers are treated fairly.

  • What does the script suggest about the role of competition in the indie game development scene?

    -The script indicates that competition in the indie game scene is fierce and drives developers to create better and more innovative games, but it also highlights the pressure and potential financial struggles that can result from trying to stand out in a crowded market.

Outlines

00:00

🎮 The Rapid Evolution of Video Games

The paragraph discusses the relatively short history of video games, which are only about 50 to 60 years old, compared to other art forms like film and theater that have existed for much longer. Despite their youth, video games have become a massive and technologically impressive industry. The speaker uses the example of Grand Theft Auto 6 (GTA 6) to illustrate the scale of investment in terms of manpower and financial resources, suggesting that the revenue from such games is astronomical. The rapid advancement from simple pixelated graphics to sophisticated open-world games and VR simulations is highlighted as an impressive feat that few other industries have matched. The speaker argues that video games deserve more recognition for their swift progress, which is deeply intertwined with the evolution of computing technology.

05:01

🛠️ The Technological Drive Behind Gaming

This section delves into the historical connection between video games and computing, explaining how early games were developed as tech demos to test the capabilities of computers. The speaker mentions iconic early games like Spacewar and Pong, and how limitations in early hardware led to creative solutions in game design. The paragraph also discusses how certain design choices, like fixed camera angles in Resident Evil, were made to optimize performance with the technology available at the time. The speaker contrasts the development approach of Doom, which was optimized to run on low-spec hardware and had its source code released for free, with the high graphical demands of Crysis, a game that was so advanced it needed hardware not yet available to the public. The paragraph concludes by emphasizing the ongoing relationship between gaming and computer technology, with gaming often serving as a benchmark for technological advancement.

10:02

🔄 Iterative Design in Gaming

The speaker explores the concept of iterative design in game development, where studios learn from their previous games and improve upon them in subsequent titles. Using FromSoftware's games as an example, the paragraph discusses how the studio has refined its mechanics and storytelling across multiple titles. The recent Elden Ring DLC, Shadow of the Erdtree, is highlighted as an example of how feedback from players and lessons from previous games have been incorporated to enhance the gaming experience. The speaker also touches on the challenges of open-world game design and the iterative process of balancing difficulty and player progression. The paragraph concludes by emphasizing the importance of iteration in game development, suggesting that the best games are often the result of years of refinement and learning from past projects.

15:02

🌐 The Growth of Indie Games and Their Impact

This section discusses the significant growth of the indie game scene over the past decade, attributing this to increased resources, inspiration, and competition. The speaker points out that the availability of tutorials, open-source software, and a supportive community has made it easier than ever for individuals to create games. The paragraph also notes how the success of indie games has raised the bar for creativity and quality, with indie titles now competing with AAA games in terms of depth and complexity. The speaker argues that the indie scene's growth is a testament to the power of iteration and competition, as developers build upon the ideas and innovations of others to create new and compelling experiences for players.

20:02

📉 The Paradox of Negativity in Gaming

The final paragraph addresses the paradox of negativity in the gaming industry, where despite clear signs of progress and growth, there is a prevalent sentiment that things are getting worse. The speaker argues that negativity is a powerful tool for gaining attention and driving action, but it can also lead to a distorted perception of reality. They note that while issues like long development cycles, high costs, and studio closures are real, they are not new and do not necessarily indicate an overall decline in the industry. The speaker suggests that the industry's growth and the increasing number of successful games indicate a positive trend, but these are often overshadowed by negative narratives. The paragraph concludes by advocating for a more balanced perspective, recognizing both the challenges and the successes in gaming, and encouraging a proactive approach to improvement rather than being consumed by negativity.

Mindmap

Keywords

💡Video Games

Video games are an electronic form of interactive entertainment that involves user interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. In the video, the speaker reflects on the relatively short history of video games, noting their rapid evolution from simple pixelated graphics to complex, lifelike simulations. The video discusses how video games have become a major part of the entertainment industry, with games like 'GTA 6' representing significant human achievements in terms of development hours and financial success.

💡Technical Impressiveness

Technical impressiveness refers to the advanced and sophisticated nature of a product, particularly in terms of its design and functionality. The video script highlights the technological advancements in video games, comparing the early blocky pixels to today's lifelike, open-world games and VR simulations. This keyword is central to the video's theme of progress, as it underscores how video games have pushed the boundaries of what's possible in computing and entertainment.

💡GTA 6

GTA 6, or Grand Theft Auto VI, is an upcoming installment in the Grand Theft Auto series, one of the most successful video game franchises. The video uses GTA 6 as an example of the massive scale and financial investment in modern video game development, suggesting that the resources put into such a game could be compared to a moon landing mission. This keyword is emblematic of the video's broader discussion about the growth and impact of the gaming industry.

💡Iterative Design

Iterative design is a process of repeated cycles of improvement, where each cycle involves refining a product based on feedback and learning from previous versions. The video discusses how game studios like FromSoftware use iterative design to learn from their previous games and improve future titles. This concept is exemplified by the development of 'Elden Ring' and its DLC 'Shadow of the Erdtree', where the studio incorporated player feedback and past experiences to enhance the gaming experience.

💡Indie Games

Indie games are video games typically created by individuals or small teams without the financial and resource backing of a large publisher. The video script touches on the rise of indie games and how they have become increasingly sophisticated over the years. It mentions games like 'Celeste' and 'Hades' as examples of high-quality indie games that have made a significant impact, challenging the traditional AAA game development model and contributing to the diversity of the gaming landscape.

💡Graphics

Graphics in the context of video games refer to the visual elements and rendering techniques used to create the game's world and characters. The video script discusses the evolution of graphics from simple to realistic, and how this has been a significant part of the gaming industry's growth. It also addresses the current pace of graphical improvements, suggesting that while the rate of advancement may be slowing, the overall quality and detail continue to improve.

💡Hardware Limitations

Hardware limitations refer to the constraints imposed by the physical components of a gaming system, such as processing power, memory, and graphics capabilities. The video script mentions how early game developers had to be creative to overcome these limitations, using examples like 'Doom' and 'Resident Evil' to illustrate how developers innovated within the bounds of available technology.

💡Sentiment

Sentiment, in the context of the video, refers to the prevailing attitudes, opinions, and emotions that people express about the gaming industry. The video argues that while the industry has seen significant positive changes, the sentiment surrounding it has become increasingly negative, possibly due to the power of negative emotions to engage people and drive discussions online.

💡Competition

Competition in the video game industry refers to the rivalry between developers, publishers, and individual games to attract players and succeed in the market. The video script discusses how increased competition has driven innovation and improvement in game design, mechanics, and storytelling. It also touches on the challenges faced by indie developers in a competitive market, where standing out can be difficult.

💡Remastering

Remastering in gaming involves updating and enhancing older games with improved graphics, sound, or gameplay mechanics. The video script mentions remastering as a trend in the industry, suggesting that some companies may be focusing on remastering old games instead of creating new ones, possibly due to the high costs and risks associated with developing groundbreaking new titles.

💡Development Cycle

The development cycle refers to the entire process of creating a video game, from concept and design to programming, testing, and release. The video script discusses the lengthening development cycles of some games, such as 'GTA 6', which can span several years and involve significant financial investments. This keyword is used to highlight the increasing complexity and scale of modern game development.

Highlights

Video games have come a long way in just 50-60 years, becoming a major entertainment industry.

Games like GTA 6 represent immense human achievement, with development efforts comparable to moon landings.

The rapid evolution of gaming from blocky pixels to lifelike simulations is unmatched by most other art forms.

Video games are inherently linked to computing, pushing the limits of technology since their inception.

Innovative solutions like Doom's optimization and Resident Evil's pre-rendered backgrounds exemplify gaming's technical progress.

Gaming's growth is tied to computer culture, with hardware advancements driving game development.

The iterative design process allows game studios to learn and improve from one game to the next.

Elden Ring's DLC showcases iterative design, addressing player feedback and improving on the base game.

The gaming industry's ability to learn from past projects is crucial for the creation of successful games.

Indie games have seen explosive growth, with increased resources and a competitive drive for innovation.

The ease of game development has democratized the industry, allowing anyone with an idea to create a game.

Competition in the indie scene has led to a plethora of high-quality games that push creative boundaries.

The gaming industry's sentiment has become more negative, despite objective improvements in the field.

Negativity can be a powerful tool for driving change, but it can also skew perceptions of the industry's health.

Gaming's current challenges are not new, but the industry's size and profitability have amplified them.

Despite setbacks, the gaming industry continues to push forward, driven by a passion for improvement.

The power to make gaming better lies in the hands of developers and players alike.

Transcripts

play00:00

hey do you ever think about how crazy it

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is that video games are only like 50

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years old well 60 when you count the

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experimental stuff I mean film and

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animation and everything or at least

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twice that and there are some art forms

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like plays that go back hundreds of

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years and yet a medium that might be

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younger than your dad has become the

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biggest most expensive technically

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impressive entertainment industry in the

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world games like GTA 6 are human

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achievements with a number of manh hours

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they're putting into that thing you

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could put someone on the moon it's going

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to make an amount of money so large we

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don't have numbers to count it and it's

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just one of many many games in

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development right now it's kind of crazy

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if you think about it in only the course

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of not even one lifetime gaming went

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from blocky pixels moving around a

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screen to lifelike full open worlds and

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VR simulations that tell interesting and

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complex stories and have incredibly deep

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and intricate gameplay that is a really

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impressive feat and a level of growth

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almost nothing else has ever matched and

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I don't think gaming gets enough credit

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for that this insanely quick progression

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is even more interesting when you

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realize it's essentially baked into the

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medium video games since their Inception

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have been heavily tied to Computing the

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entire medium was basically invented by

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hackers trying to test the limits of

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what computers could do with games like

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space war and pong being developed as

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Tech demos and exercises even when games

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started being sold commercially and

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consoles and arcade cabinets became more

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ubiquitous the games developed for them

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were always pushing forward you know the

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glomas and Mario only exist because they

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ran out of storage space for more

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enemies and just retextured a mushroom

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and flipped the image back and forth to

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make a walk site the fixed camera angles

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in Resident Evil exist so they could

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pre-render the backgrounds and save

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polygons for the characters and enemies

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a lot of early games were constantly

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coming up with clever strategies to get

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the most out of the limited Hardware

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they were given one of the most famous

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examples that you might know if you're

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at all into PC gaming is Doom developed

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by ID software and released in 1993 the

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game was mostly programmed by actual

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insane person Jean carac who is the

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closest we will ever have to a real life

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computer wizard since he decided to

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optimize and beef up the engine of their

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previous Wolfenstein 3D to get doomed to

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run on basically anything with a chip in

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it then release the source code of the

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game for free in 1997 leading to people

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to this day hacking everything from

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Smart fridges to that shitty rabbit AI

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thing to get them to play the game

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contrast this with the other famous

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kenet run blank game which is known for

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the exact opposite reasons released in

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2007 as a pretty okay Sci-Fi Action

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shooter crisis isn't that memorable for

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plot or gameplay I mean it's not even

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the most popular franchise with cry in

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the title that the studio would launch

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but it does have an incredible Legacy

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because for some reason krych just

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decided to go [ __ ] insane when it

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came to the graphics in the game pushing

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them so far that crisis was nearly

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impossible to run at Max settings with

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consumer level Hardware it was literally

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ahead of its time because you needed a

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graphics card that wasn't publicly

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available yet to get the most out of the

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game meaning it could be used as a

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benchmark for performance years after it

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came out but that's the thing gaming has

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always been inextricably tied to

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computer culture in obvious ways like

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the associations people have with

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companies like Nvidia and in less

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obvious ones like how the Xbox is short

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for direct Xbox because it used

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Microsoft's DirectX technology to make

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it easier for PC developers to make

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games for the console direct X

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ironically being the thing you needed on

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your PC for it to not explode when you

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tried to run crisis and this computer

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nerd drive to improve technology is

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still very much around however there

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have been obvious diminishing returns

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over the years the leap from the PS1 to

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the PS2 is bigger than the PS2 to the

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PS3 which is much bigger than the PS4 to

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the PS5 probably because the PS5 has no

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games I mean games are still looking

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better and better every year but there's

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five new titles every week that look

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pretty similar to the last few titles

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and a lot of the big players when it

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comes to Innovation take a years to

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release plus older games will often get

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re-released and remastered coloring our

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perception of what they look like so

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game to game generation to generation

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it's harder to notice the Improvement as

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it's happening we are inevitably

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approaching a point where Hardware

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upgrades and console Generations aren't

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going to mean much the tools in Tech

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available to game studios are already so

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plentiful that many games don't use them

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all but even if we're not anywhere close

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to hitting that wall we're slowing down

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as we approach it so to a lot of people

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it's really easy to say things haven't

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gotten better and speaking of things

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that I want to look better uh my

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skin I don't know I've partnered with

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geology for this sponsored video and I

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have no idea how to write a segue into

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that listen they can't all be good

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transitions geology is a 35 time

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and some eye cream for the dark circles

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because I keep staying up late writing

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including nods from Men's Health and the

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Oprah daily grooming Awards it's clear

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they've got easy to stick to routines

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it's a great way to get started on your

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skincare Journey thank you to geology

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and back to the video so while I was

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making my last video I finally got

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around to beating the new Elden ring DLC

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shadow of the earth tree and as someone

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who has played through all of the big

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fromsoft Souls born KIRO whatever you

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want to call them games something that

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immediately grabbed me is this idea of

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iterative design essentially how a

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studio can learn from a game they made

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figure out how to improve some stuff and

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put those improvements to work in the

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next game or how they can find something

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people really liked about one of their

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games and sort of focus more on that in

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the next this is something that a lot of

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developers do fromsoft isn't unique here

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but I do think they're really good at it

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and it's been fun to see their evolution

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through all of the games that I've

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played one of the things that I thought

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was really cool was how when ring came

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out and people were struggling with

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Millennia a boss that is very quick and

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fluid and susceptible to parrying people

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said hey this is kind of like SEO if

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this was a SEO boss it would probably be

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much easier and so one of the first

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upgrades you can get in Shadow of the

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earth tree or at least the first one you

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can visibly see when you start the DLC

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is something that lets you parry enemies

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like seura I thought that was neat and

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something that shows from soft either

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listens to their fans or independently

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had a similar train of thought because

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you go and fight most of the bosses in

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the DLC and in the main game with this

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SEO ability and it's way easier

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especially for someone like me who's

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already played SEO and learned that

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mechanic something else people like me

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criticized about the main game was that

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the story and NPC quest lines felt

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sparse so the DLC has this very direct

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story line that involves a ton of

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characters who can kind of change their

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ending depending on your choices people

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complained about the catacombs so they

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all got revamped too much bigger

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dungeons that usually lead to other

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areas there's just a lot of stuff where

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you can tell the devs saw the

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shortcomings of of the main game and it

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influenced their design for the DLC now

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not every addition is amazing the

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complaint of overleveling in the main

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game is solved with a collectible item

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that still left me in the exact same

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position as before where I was massively

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underleveled for some bosses and then

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collected all the items and steamrolled

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all the other bosses except the final

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boss who is a nightmare of difficulty

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that I wouldn't wish on my worst enemy

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uh because he is my worst enemy [ __ ]

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that guy but these are still iterative

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decisions they are adding on to the

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previous experience and trying to

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improve it the level up system is an

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early response to the massive challenge

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of open world game design the final boss

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isn't batshit hard out of nowhere it's

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just harder than everything that came

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before it's using all of the tools they

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have at their disposal and it comes

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alongside all these additional options

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they've given to help you beat them like

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the SEO ability if they have gone too

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far which I think they have it's part of

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this continual process where they can

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learn from it and make a better Final

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Boss Next time or even just patch this

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one to to it down something they already

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did with the last [ __ ] hard boss

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from the main game Who coincidentally is

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the same [ __ ] guy Elder ring and

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Shadow of the earth tree aren't these

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distinct products built in a vacuum none

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of from soft's games are they're points

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on a line that is trying its best to

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always move upward because keep in mind

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this iteration is the only reason Elden

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ring exists in the first place it's the

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only reason it's good or popular the

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only way they'd make this big intricate

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interconnected world is if people love

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Dark Souls back in 2011 they're only

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making making Souls like games in the

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first place because people like demon

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souls in 2009 and the incredible lore

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and story and World design their games

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are known for has been something they've

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been working on since I don't know

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kingsfield the point is you do not get a

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game like Elden ring first try you can

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assemble a talented group of people to

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make something but it's going to be

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really hard to replicate the success of

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a team that's been working together with

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the same director on the same types of

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games on the same engine for over 10

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years yeah all of their games are on one

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custom in house engine that they've just

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been adding stuff to since like 2006 by

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the way there have been specific

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mechanics and bosses and ideas in

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fromsoft games that have gone too far or

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not far enough you've gotten things like

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Bed of Chaos or that [ __ ] snow level

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from DS2 but the strength of a developer

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who has been around for a while isn't

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their ability to just make something

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good first try it's in how they make

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something better on the next and again

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fromsoft isn't unique in this PE of the

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kingdom was as good as it was because

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it's the same director they've had since

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Skyward Sword with the same producer

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since Twilight Princess with the same

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team for the last several games building

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off of breath of the wild they could

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only get wacky with it and include that

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much content and detail because they're

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not starting from scratch and that

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specific idea for mashing a bunch of

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parts together to make Contraptions was

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something they only discovered from

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people trying to do that in the last

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game even ID software from back at the

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beginning of the video made four

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firstperson Shooters before Doom you do

play10:28

not get one of the Great latest games

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ever made without a hover tank one or a

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catacombs 3D even John carac credits his

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optimization on the Doom engine to

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porting Wolfenstein 3D to the [ __ ]

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Super Nintendo and trying to get that to

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work so it's not a coincidence that

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fromsoft and Nintendo creators of some

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of the best games of the last few years

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have also kept their talent around as

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long as they have that they've both been

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outspoken about not laying anyone off

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that's kind of really important because

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game development like any creative

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Endeavor is an iterate process and you

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need to have been able to have finished

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something in order to improve on it

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especially if that thing you finished

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before wasn't the most successful that's

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the best way you learn and I think

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letting people learn is something the

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industry ironically needs to learn

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because without that you're not getting

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any of these great games it is actually

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incredible how big Indie Games have

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gotten over the years I still remember

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watching indie game the movie back in

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2012 and seeing how cool these solo

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projects were and over 10 years later

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the level of quality has just has gone

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up exponentially something like Super

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Meat Boy or braid used to be this

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award-winning achievement and now games

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like Celeste and pizza Tower and animal

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well or all over the place it feels like

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at any point you can just pull up

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steam's front page and find an indie

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game release that day that's bound to oh

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never mind that's anai the main couple

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things that have caused this explosive

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growth have been the increase in

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resources inspiration and competition to

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make a game by yourself back in the day

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before YouTube and unity tutorials was a

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Monumental task because on top top of

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creating the entire thing yourself you

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also had to learn everything about all

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the stuff you use to make it and aside

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from some textbooks explaining certain

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Concepts and programming languages and

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maybe documentation for the software you

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were using you had nothing to go off of

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so of course as all of those individual

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pieces got more attention and people

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willing to make tutorials and share

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insights it got way easier to make a

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game compounded by the fact that a lot

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of these pieces like blender or Unity or

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gdau got more and more open to the

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public you have more options more people

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willing to teach you those options and

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more people working to make those

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options better making your job even

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easier anyone can make a game I cannot

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stress that enough you need zero prior

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knowledge or experience with anything

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because all of it is available to you

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online I went to school for 4 years to

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learn how to code and design these

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things but if I had spent those same

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four years just grinding away at a

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project I'd be so far ahead it's not

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even funny also possibly not $60,000 in

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debt so because anyone can make a game a

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lot of people do and we have more games

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than ever and the cool part about having

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more games even in the AAA space where

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they're so big and Technical that one

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person couldn't possibly dream of

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replicating them is that they all serve

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as inspiration every game that comes out

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is a game that then exists forever to

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give you an idea to make a new one and a

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lot of the best ideas are just other

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ideas smashed together Harvest Moon and

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pixel Graphics stardew Valley Dark Souls

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Metroid Vania Hollow Knight Rog likee

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Deck Builder and gambling batro none of

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these are like Concepts nobody else

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could ever come up with someone just had

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the will to make them and they made them

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really good so on top of this idea of

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iteration we've discussed within one

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Studio you have this whole other realm

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of iteration on top of pre-existing

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games from other people and that's

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what's Driven a lot of the most creative

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ideas and projects across all of gaming

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but especially in the Indie space

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because competition is so much more

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Fierce now it's not just that you're

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making a new game by yourself or with a

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small team now you're making a game to

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hopefully be better than the last one

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made by one person or a small team and

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you're competing with theoretically

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anybody that just sits down one day and

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wants to make something the bar has been

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set indie game the movie is already out

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there people have become billionaires

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developing video games so there is all

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this push and drive to get better and

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better faster and faster in an

play14:21

environment that is able to push things

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out and evolve quicker than the big

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developers can and the result for

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players is just a ton of games all

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coming out all the time that are

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constantly improving you get games like

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Hades and sefue that look like they

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could be made by a studio 10 times their

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size inscription and outer Wilds which

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seem to permanently affect the people

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who play them War Thunder which I just

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found on an IGN list of top 100 indie

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games above Castle Crashers who [ __ ]

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wrote this thing we are getting to the

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point where we're actively blurring the

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definition of indie game because these

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studios are getting so big that they're

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getting picked up by and competing with

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AAA publishers and that's an absolute

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nightmare to try and argue about in the

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comments of a YouTube video but it's a

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blessing for the community who reap the

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rewards of all of these games that are

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much bigger and more expansive than ever

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before so video games are getting better

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technologically they're getting better

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game to game and even between different

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developers they're getting better as it

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becomes easier to make them more people

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get into the industry and competition

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increases that sounds to me like things

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are better than they've ever been and

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yet for every positive Point I've made

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you could make an equally negative one

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Graphics are improving slower and slower

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so companies are remastering old games

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instead of focusing on new ones because

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it's cheaper and makes easy money GTA 6

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is taking about a decade to make with an

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unhealthy long development cycle in a

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rumored cost of over $2 billion just to

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look as good as it does companies like

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fromsoft and Nintendo are Rarities in

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the current industry with bigger

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competitors like Microsoft more willing

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to just close an entire Studio even

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after they release an award-winning game

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meaning very few game devs have the AB

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ility to learn and iterate on prior

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releases because in all likelihood they

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might just get fired after one that

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competition in the Indie scene means

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that if you're not grinding yourself to

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the Bone to make something that can

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compete with the best the industry has

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to offer you might not sell enough

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copies to make a living with even

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high-profile developers like Jonathan

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Blow re-releasing old games to terrible

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sales in an attempt to get by it would

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be incredibly easy for me to flip this

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entire video on its head and scare you

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by bringing up all the problems

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surrounding the industry tell you how

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all these good things are actually bad

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and that's common territory for videos

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like this to get into I've ended many

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videos on my channel in a similar way

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but now I really want to ask why because

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the one part of gaming that I think

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certainly feels like it's getting worse

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lately is sentiment how people are

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talking about the industry and the way

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we're discussing it online that feels

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demonstrably more negative than it was

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even a few years ago you've got constant

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videos and tweets and articles saying

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gaming is dead this studio is ruined

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this franchise isn't the same anymore

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just a never-ending stream of people

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saying that things are worse than ever

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and it's really frustrating to see that

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when they're often not like just

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recently I saw a tweet regarding hell

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divers 2 big game you might have heard

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about it absolutely took over the

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Internet for a while and this tweet was

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saying that the game had completely

play17:18

fallen off quote it is truly astounding

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how a company turned their game of the

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year Contender into a desolate Wasteland

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in just 6 months and that's just wrong

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hell divers 2 has an active daily player

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base of over 38,000 people every day

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that is what it's had for months the

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game is still one of the most active on

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all of steam but it had a balance patch

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that some people didn't like so they

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have to talk about the game like it's

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dying in fact that's a very common way

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to speak about a game you don't like to

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say it's dead because it doesn't have

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anyone playing it something people

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repeat so much you'd think there was a

play17:53

problem with games retaining Their

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audience yet in 2019 the number of games

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on steam with over 10,000 active daily

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players was about 26 in 2024 that number

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is over 100 so again the sentiment of

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gaming feels much worse than the

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problems actually are and the actual

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problems are much older and more common

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than you might think need I remind you

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the developers featured in indie game

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the movie have been on record to say

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they often worked so hard they forgot to

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eat because indie game development in

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2009 was so stressful and competitive

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the gaming industry had so many layoffs

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leading into 2012 that news outlets

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compiled lists of companies and

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employees affected in the same way they

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made a chart in 20123 and the tally was

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over 11,000 people and drives to push

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Graphics forward have been expensive

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risky Endeavors since Final Fantasy 7

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spent $21 million on just hardware for

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the game which is still to this day one

play18:52

of the most expensive ever made none of

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these problems are new you can say that

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they've gotten worse recently but you

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can also say that the industry has just

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gotten much larger games are more

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profitable so they get bigger budgets

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and more time to make them there's more

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people working in the industry to lay

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off more Indie success stories to hear

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Tales of crunch from now that doesn't

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mean these aren't problems it doesn't

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mean they're not bad in fact these

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issues being so prevalent for so long

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should probably tell you we need to fix

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them but none of this is evidence that

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gaming is dead or getting worse and yet

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people keep on saying that because we

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really underestimate how powerful

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negativity is getting someone to feel a

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negative emotion is one of the most

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effective ways you can get them to care

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about something to get them to act in my

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case I like to talk about issues in

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different Industries and bring awareness

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to them and get people invested you

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might not give a [ __ ] about game

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developers but if I show you a game you

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liked and how hard people worked on it

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and how bad they got treated and how the

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studio got shut down well now suddenly

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you might care a little bit and getting

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you to care can get you to act when

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another Studio needs support or when

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workers go on strike or when greedy

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Executives do something bad and people

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should go after them now that's my

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reasoning to use negative emotion to

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persuade people and everyone does it

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it's not an inherently bad thing but it

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can be used for a bad purpose you can

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have reasons to use it that aren't great

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especially on social media where it gets

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you more attention views and followers

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the more negative you are you know 15K

play20:18

likes on a tweet that isn't even true

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people have realized that they can get

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more attention to their cause if they

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tell you that everything is [ __ ] and

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the industry is dying and developers

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hate you and you need to stop them so

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that's the fuel for so many discussions

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online it's the secret sauce behind a

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lot of the discourse keep people feeling

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bad because it's the best way to get

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them on your side and this is why

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sentiment feels like it's getting even

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worse even if everything else is getting

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better when you look at gaming from a

play20:48

bird's eye view over a several year time

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span it's a very positive trend it's a

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line going up with dips and Dives here

play20:55

and there but ultimately a lot of

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improvement but when you zoom in on any

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specific moment in time of course you're

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going to find tons of issues and

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problems and scary trends that seem very

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threatening especially when you're

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living through them and the sort of

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paradox of it all is that these issues

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can be very real and just because things

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might get better anyways doesn't mean we

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shouldn't try to fix it right now it

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doesn't mean we shouldn't care but we

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also shouldn't let the negativity

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consume us we shouldn't spend every

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waking moment stressing out about this

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thinking the whole world is falling

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apart because there's only so much we

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can do and too many bad emotions can

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just lead to us giving up entirely being

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negative about the industry can

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ironically be used in a very positive

play21:37

way I don't think we should just stop

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using it entirely even if such a thing

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were possible but I do think we should

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be more aware of how we're using it and

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we should definitely be more aware of

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how others are using it against us

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because it can color our perception over

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time make us think things are worse than

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they really are so to answer the

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question of is gaming better than ever I

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think yeah personally it is but I don't

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think it's better because Graphics are

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prettier or games are more complex or

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studios are more plentiful I think it's

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better because we have the power to make

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it better we've always had the power to

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make it better and I've seen firsthand

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that when you give people that power

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they'll use it and they have used it

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despite the issues and the problems and

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the scary Trends they've used that power

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and pushed forward they've worked toward

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the common goal that we all have to make

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this the best space it can possibly be

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and I don't think that's going to change

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anytime soon

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