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Design Frame
Добавлен 28 фев 2017
The evidence-based, game design case study, true analysis, and player & UX advocacy channel.
The channel runs off of people who watch each new big release! We are grateful to every viewer and to our subscribers who turn on notifications for the channel. Why? Each release requires 100s of hours from only two people. Our aim is to explain the "how" and "why" of game design, including the painstaking assembly of often undefined or disparate concepts into cohesive analysis, with the goal of providing you a better understanding of game design.
We value our viewers more than you'll ever know! Thank you for finding value in this channel.
Our Patrons allow us to continue what we love doing. These videos require a high investment in time, so if you find value in them, your contribution will go toward a more frequent, healthy video release schedule. Thank you so much for the support!
The channel runs off of people who watch each new big release! We are grateful to every viewer and to our subscribers who turn on notifications for the channel. Why? Each release requires 100s of hours from only two people. Our aim is to explain the "how" and "why" of game design, including the painstaking assembly of often undefined or disparate concepts into cohesive analysis, with the goal of providing you a better understanding of game design.
We value our viewers more than you'll ever know! Thank you for finding value in this channel.
Our Patrons allow us to continue what we love doing. These videos require a high investment in time, so if you find value in them, your contribution will go toward a more frequent, healthy video release schedule. Thank you so much for the support!
Behind the Facade ► THE HOWLING ACES Deep Analysis & the Abandonment of STRUCTURE - A Case Study
_*Check description for details.*_
== _*If you want to support Design Frame's content:*_ ==
► If you find value in these case studies, please consider _*Patreon*_ (monetary support per video): patreon.com/designframe
► _*Liking, Commenting, and Watch Time*_ help out immensely and will help with the algorithm.
► Watching with _*RUclips Premium*_ or _*without an ad blocker*_ also helps. Regardless, your viewership is the most valuable thing to me! So thank you!
► _*Subscribe and hit the bell*_ to be notified of each new big release! This is essential for keeping the channel alive, but only do so if you find value in these in-depth, quality videos.
These videos require immense time and dedication ...
== _*If you want to support Design Frame's content:*_ ==
► If you find value in these case studies, please consider _*Patreon*_ (monetary support per video): patreon.com/designframe
► _*Liking, Commenting, and Watch Time*_ help out immensely and will help with the algorithm.
► Watching with _*RUclips Premium*_ or _*without an ad blocker*_ also helps. Regardless, your viewership is the most valuable thing to me! So thank you!
► _*Subscribe and hit the bell*_ to be notified of each new big release! This is essential for keeping the channel alive, but only do so if you find value in these in-depth, quality videos.
These videos require immense time and dedication ...
Просмотров: 8 023
Видео
A Betrayal of Their Own Design ► IMBALANCE, DESIGN PRINCIPLES, & SOLUTIONS!
Просмотров 29 тыс.9 месяцев назад
_*Check description for details.*_ _*If you want to support Design Frame's content:*_ ► If you find value in these case studies, please consider _*Patreon*_ (monetary support per video): patreon.com/designframe ► _*Liking, Commenting, and Watch Time*_ help out immensely and will help with the algorithm. ► Watching with _*RUclips Premium*_ or _*without an ad blocker*_ also helps. Regardless, you...
Fundamentally Broken, and I Don't Mean the Bugs ► A Game Design Case Study of FNaF: Security Breach
Просмотров 3 млнГод назад
_*Check description for details.*_ _*If you want to support Design Frame's content:*_ ► If you find value in these case studies, please consider _*Patreon*_ (monetary support per video): patreon.com/designframe ► _*Liking, Commenting, and Watch Time*_ help out immensely and will help with the algorithm. ► Watching with _*RUclips Premium*_ or _*without an ad blocker*_ also helps. Regardless, you...
Skyward Sword HD - Live Design Commentary Track - Part 1 // featuring Myles with a Y
Просмотров 3,6 тыс.2 года назад
_*Check description for details.*_ _*If you want to support Design Frame's content:*_ ► Please consider _*Patreon*_ (monetary support per video): patreon.com/designframe ► Otherwise, watching with _*RUclips Premium*_ or _*without an ad blocker*_ helps out immensely. ► _*Liking, Commenting, and Watch Time*_ will help with the algorithm. ► Subscribe and hit the bell to be notified of new uploads!...
How CONTROL's Bureau Alerts & Expeditions Artificially Extend Playtime || Design Frame #6
Просмотров 7 тыс.2 года назад
Design Frame #6: How the game CONTROL and its Bureau Alerts and Expeditions mode bloat the game and artificially extend the game's playtime. Subtitles are available for this video. If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/designframe Discord ➜ discord.gg/kqzKMEn Twitter ➜ DesignFrameGame Facebook ➜ designframe.casestudies Whil...
A Complete Game Design Commentary & Critique on Outer Wilds
Просмотров 32 тыс.3 года назад
_*Check description for details.*_ Double Slit Experiment: ruclips.net/video/A9tKncAdlHQ/видео.html _*If you want to support Design Frame's content:*_ ► Please consider _*Patreon*_ (monetary support per video): patreon.com/designframe ► Otherwise, watching with _*RUclips Premium*_ or _*without an ad blocker*_ helps out immensely. ► _*Liking, Commenting, and Watch Time*_ will help with the algor...
Transparency in Video Games - Easy to Learn, Difficult to Master | Design Frame #5
Просмотров 5 тыс.4 года назад
Design Frame #5: Transparency in Video Games For players to engage with a game, it’s imperative they grasp a fundamental understanding of it. Whether revealed through difficulty options, mechanic or moveset descriptions, UI, feedback, or controls, a game’s information should be discernible and intelligible. The lack of transparency can obstruct the learning process or, best case scenario, induc...
The Lake Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 4
Просмотров 4,2 тыс.4 года назад
Welcome back to the Super Mario Odyssey Long-Form Critique episodic series that discusses and dissects each Super Mario Odyssey Moon, Capture, Boss, and so on. In this episode, we continue our journey with Super Mario Odyssey's Lake Kingdom home to Lake Lamode, Cheep Cheeps, Zippers, Lochladies, and 42 Moons. If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/d...
A Critique of Luigi's Mansion 3
Просмотров 10 тыс.4 года назад
*Spoiler warning* A Critique of Luigi's Mansion 3 breaks down the exploration, combat, and everything in-between. I also explore what makes Luigi's Mansion 1 so special. My Design Frame episode discussing Dark Moon: ruclips.net/video/W-GssHqph4I/видео.html If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/designframe Discord ➜ discord.gg/kqzKMEn Twitter ➜ twit...
Fear - FAR: Lone Sails, Alan Wake, & The Beginner's Guide | Design Frame #4
Просмотров 1,2 тыс.4 года назад
Design Frame #4: - This installment of Design Frame centers around the idea of Fear. - FAR: Lone Sails tries to implement resource management without the management. - Alan Wake's atmosphere was compromised. - The Beginner's Guide plays with the ideas of creativity, playability, and lack of motivation. If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/designfr...
Overcooked 2 Undercooked, Dicey Dungeons & Monotony, & Sea of Solitude | Design Frame #3
Просмотров 1,9 тыс.4 года назад
Design Frame #3: - Overcooked is fantastic. Overcooked 2 is half-fantastic and half-boring. Find out why! - Does Dicey Dungeons mix up the Equipment and mechanics enough to persist at the level of Slay the Spire? - Sea of Solitude lacks both the gameplay and any potential meaning behind its story and lessons. If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/d...
Pedro’s Slow Motion, the Crossroads Problem, & Dark Moon as a Sequel | Design Frame #2
Просмотров 1,9 тыс.4 года назад
Design Frame #2: - My Friend Pedro's slow motion system is the main reason why the game is so dreadfully easy and boring. - Introducing: the Crossroads Problem. Featuring Eagle Island and Hollow Knight. - Luigi's Mansion: Dark Moon forsakes every design choice and atmospheric charm from its predecessor. If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/designf...
Spyro's Multifaceted Gem, Sybil Reisz & Idolization, & Sonic & Generations | Design Frame #1
Просмотров 1,6 тыс.4 года назад
Design Frame #1: - Spyro's Gem as a collectable and how a single collectable can carry and vary itself. - Transistor's Sybil Reisz' idolization of Red and how Sybil's actions rippled throughout the game. - Sonic's legacy is ... depressing. How long will Sonic persist? If you want to support Design Frame's content, please consider Patreon ➜ patreon.com/designframe Discord ➜ discord.gg/kqzKMEn Tw...
Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro | Sekiro Critique
Просмотров 5 тыс.4 года назад
Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro | Sekiro Critique
The Sand Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 3
Просмотров 3,7 тыс.5 лет назад
The Sand Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 3
Deltarune's Act System & Pacing | Deltarune Chapter 1 Analysis
Просмотров 3,1 тыс.5 лет назад
Deltarune's Act System & Pacing | Deltarune Chapter 1 Analysis
The Cascade Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 2
Просмотров 2,4 тыс.5 лет назад
The Cascade Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 2
The Cap Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 1
Просмотров 3,5 тыс.5 лет назад
The Cap Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 1
Power Moons as a Reward System | Super Mario Odyssey Long-Form Critique Episode 0
Просмотров 3,5 тыс.5 лет назад
Power Moons as a Reward System | Super Mario Odyssey Long-Form Critique Episode 0
Celeste: The Chapter Expedition - A Cliff Notes Chapter by Chapter Analysis
Просмотров 4,4 тыс.5 лет назад
Celeste: The Chapter Expedition - A Cliff Notes Chapter by Chapter Analysis
Little Nightmares - The "Suspenseful" Experiment | Full Analysis (read description)
Просмотров 19 тыс.6 лет назад
Little Nightmares - The "Suspenseful" Experiment | Full Analysis (read description)
Edith Finch - What Lies Ahead for Visual Storytelling | Full Analysis
Просмотров 6 тыс.6 лет назад
Edith Finch - What Lies Ahead for Visual Storytelling | Full Analysis
Cuphead - Full Boss Analysis | Classic Boss Design in the Modern Age (read description)
Просмотров 26 тыс.6 лет назад
Cuphead - Full Boss Analysis | Classic Boss Design in the Modern Age (read description)
A Hat in Time - Cute? More like... Full Analysis (read description)
Просмотров 13 тыс.6 лет назад
A Hat in Time - Cute? More like... Full Analysis (read description)
Call of Duty: WWII Open Beta - The Terrible World at War Remake
Просмотров 9906 лет назад
Call of Duty: WWII Open Beta - The Terrible World at War Remake
Hellblade: Senua’s Sacrifice - The Combat System, Lack of HUD, & Conveying Psychosis
Просмотров 3,6 тыс.6 лет назад
Hellblade: Senua’s Sacrifice - The Combat System, Lack of HUD, & Conveying Psychosis
Pyre - Real-Time & Turn-Based Through the Wonders of the Reader... & Character Mechanics
Просмотров 9146 лет назад
Pyre - Real-Time & Turn-Based Through the Wonders of the Reader... & Character Mechanics
Beyond-Human - Potential Metroidvania | Kickstarter Analysis
Просмотров 3876 лет назад
Beyond-Human - Potential Metroidvania | Kickstarter Analysis
Lucah - We Can Brave the Darkness | Kickstarter Analysis
Просмотров 2906 лет назад
Lucah - We Can Brave the Darkness | Kickstarter Analysis
NieR: Automata - Dynamic Music Transitions & Events | Music Analysis
Просмотров 6 тыс.6 лет назад
NieR: Automata - Dynamic Music Transitions & Events | Music Analysis
I just rewatched this and I realized something about why this game probably didn't work nearly as well... that being something leading entirely back to the first game. The key thing that made the first fnaf so great and that made it stand out at the time was the fact that you couldn't move. Recently, I was forced to watch Markipliers videos playing the first fnaf games for reasons that are not important, and one of the main things that stood out to me was one thing he said... I don't remember it exactly, and I don't really want to bother going back to the video for the exact wording, but he said that the game entirely flipped the idea of horror, or at least the horror that he was used to, since all you could do was wait for what felt like the inevitable, unless you were saved by the clock. This idea doesn't translate well into 3D... and I don't think it really could, at least not easily, and especially not in the way that security breach tried to handle it... Then again... I don't really think the problem with the security breach was its step away from what was set before... though I'm sure it probably didn't help for some...
I think you're right, insofar as the first decision to make is if it actually makes sense to deviate from the unique FNaF formula that people have been innovating on for years. I'd argue maybe, because there are big caveats for shifting focus on a franchise. It doesn't take much to compare the sitting fangames and the free-roam fangames and see how the latter requires more work for less payoff, since they end up sterile and boring. But Scott and SW thought yes. But then, again, they have to recognize how that affects the scope and design of the game. This should have been part of the initial preproduction decisions, but they clearly skipped the leg work. They also didn't have enough experience yet to pull it off, which is an irresponsible oversight by both them and Scott. I think for the upcoming Ruin video, I'll address how SW got to this point and what led them to create the linear Ruin experience, because there really is a great lesson to take away from the whole situation.
I felt so bad for Markiplier during his playthrough of SB. He put up with so much crap to finish that game.
It’s a game for children and RUclipsrs, so the handholding is okay.
Tutorial design can be successful without removing control from and demeaning the player. Some can be okay, but it's excessive in SB.
It is not the consciousness which affects the result, it is the process of the experiment itself. The method of measurement is messing with the outcome
Huh?
This sucked
Thanks buddy! Have a good one
if oooonly someone that watched this video had the ability to mod the game and fix this shit... if ooooonly
I can do that lol
The problems are mostly fundamental, which is why I don't go into much detail on fixing it. The only real way to fix it is to create a new game from scratch. And I wouldn't recommend such an enormous endeavor unless you're not using FNaF characters so you can sell it on Steam.
The beauty of the original fnaf is that you couldn't run away. It made you sit there and watch them slowly grow closer to you as the soundscape kept you on high alert through unease. Making a free roam game where your main strategy is to run away was their first mistake in a long line of blunders. The only way I can see fixing this is to borrow the noise mechanic from fnaf 6 and make the animatronics investigate noise or light rather than just wandering with binocular vision. Or steal from amnesia the bunker and desperately be trying to keep the lights on so the animatronics are friendly or disabled outright when theyre on and set to free roam murder mode when the lights go out. That would bring back power management in a new and "fun" way. Hell, have freddy be your buddy when the lights are on but your biggest threat when the lights are off.
Great ideas!
Feel like you repeat yourself too much, had a few times where I thought I'd accidentally went back. Sorry for not being more specific, the vid is longer than I want to spend getting examples.
Yeah, we discovered that the thoroughness sometimes works against us, so we're finding a happy balance for the next videos 🙂
UIM, the other animatronics dont even use the abilities that you get for beating them. And that's a shame because (iirc) monty did in a trailer, breaking a gate to seemingly reach you. And it could've been interesting. Imagine chica managing to stun either you or Freddy while Roxy can know where you are for a large portion(maybe even making hiding spots useless when facing her), and instead of searching, she's stalking and/or finding a way to reach/trap you, forcing you to find out how to stop her dead in her tracks...
I wish Security Breach had a Groundhog Day/Roguelike system to it. The clock progresses each night, time moves forward as it should, and certain areas and opportunities appear only in specific time windows. Maybe a whole week like this where certain places lock and unlock each day of the week. Culminating altogether to make a game where you have to take risks to make specific plays each weeknight to solve the mysteries and get the true ending.
Now that the Ruin DLC is out, I think it is safe to say that Security Breach was the way it is simply because Steel Wool did not know what they were doing. I’m still not a huge fan of Ruin, but it is clearly a better game with better mechanics, programming, and general fixes. They clearly know how to make games but I think they just were not prepared to make this type of game.
Now that i think about it. If i would change stuff in the game besides off course making the map smaller so the AI doesn't need to teleport. Make the game alot more scripted and the story better. There is some smaller stuff that i really wonder why they didn't do it. 1. The fazer blaster aswell as the camera should have limited ammunition/polaroid shots so every time you use them you want to make sure if you really want to use them. 2. Freddy should be overhauled. By that i mean the hiding mechanic should work on less animatronics. Especially not on roxy who can see through walls. Or in general he should only work on certain animatronics and his battery should not be rechargable but last a little longer. Other things i would have changed include. The intro: gregory being a child has snuck into the pizza plex for whatever reason and i would make it so vanessa eventually finds him while he tries to hide in freddy. Vanessa then drags him to the security office where she turns into vanny in a cutscene or something that shows how she is mind controlled or whatever. Gregory hides in a closet and the gameplay becomes more stationary. You would have to stay in the office until 6 sometimes leaving to gather resources like flashlight batteries or recharging a generator per hand. Using the camera system to plan a route which either includes none or only animatronics which you can avoid by hiding in freddy. the game would still have one night and there would always be a automatic save once you re enter the office with your gathered goods giving your expeditions more tension. The whole breaking the animatronics thing i would honestly scrap that completly. Same with the security bots. Otherwise you got your basic fnaf gameplay. Have some animatronics only be fended off by the blaster or camera so you might actually want to leave the office to outrun these animatronics once these resources are out. Just some ideas which might still conflict though. It is only the stuff i came up with summarized. Thanks for reading :)
14:50 subjective
That one isn't subjective because there's little in the game that complements the camera system.
Would be nice if the game had fewer staff, and better AI for the primary animatronics, it would be awesome if they acted somewhat like the xenomorph from alien isolation, just having them naturally explore with out teleporting with subtle hints from a game master system that gets them to look around in the same general zone as the player, maybe not all at once but like if your in hanging around an area like Roxy race way and one's around the game master might tip off Roxy to make her way their to explore the area. It would have been really cool if they did more then just patrol one area for a whole time slot, if time worked normally they could go recharge, and then head back out, it would also be cool if they were more interactive, like in the base game after you repair freddy you go threw Roxxies room in freddy and she talks to freddy telling him to get out of her room normally. But like any other time they have zero reaction to freddy or eachother, it would be so cool if they talked and I interacted with each other as they came across each other or freddy. The game could have be way cooler and more fun if the main animatronics had advanced AI and naturally moved around instead of teleporting and having preprogrammed patrol behaviors.
repetition is the death of fear. You know the very worst thing the first enemy in a horror game can do is? Kill you. Because it drops the stakes to zero. I want to say it was a Second Wind video I saw recently that went over this, but it could have been someone else
They did reduce the stun time in the February Patch
Honestly, as some one who works with kids, Gregory purposefully avoiding Vanessa for no reason other than "bad vibes" is pretty accurate of actual children. I asked a child if he wanted to color or play with blocks and his response was to throw himself on the floor screaming "I DON"T LIKE YOU". This was the first time I'd met him, and the other staff assured me he's just like that with some of them. That child probably didn't really dislike me, he was just angry he was being dropped off at a daycare and felt confused, so he lashed out an unfamiliar face in the only way he knew how. Kids aren't stupid by any means, they just might not have the best ability to control and understand "big emotions" like fear, anxiety, anger, loneliness, and frustration. Sometimes that leads to them making judgements or decisions that aren't the most sensical, because they're formed based around feelings. So Gregory not trusting Vanessa, even though she's in a position to help him makes sense, at least to me. He's avoiding an unknown adult in a position of authority who could catch him and get him in trouble. Sorry if this doesn't make sense, I'm on the spectrum and describing emotions can be kinda hard for me.
Nah you're all good, you're making sense! I think what you're describing is also the problem I have with the game, is that by no means should programmed animatronics trust the words of a child but instead trust the established sectors of the Pizzaplex that Freddy works under (or interpret the words as not literal, if the AI is really that advanced). And really, what it comes down to is they should have had Freddy physically see Vanessa do something bad that proves that he can't trust her and the security team. It's crazy that they didn't think that through haha
I should clarify that I'm not saying what Gregory is feeling or saying is unreasonable, but how Freddy reacts and how Steel Wool handled the story set-up was unreasonable.
@@DesignFrameCaseStudies oh yeah that totally makes sense! I always just assumed it was because Freddy’s ai was messed up since he was damaged
for the story section, unironically, the Frights books have been a fucking bane for the series's story telling. Like unironically, while yes it is funny to read about Omegaverse springtrap or rabbit shrimp that can take over people, the fact those books are NECCESARY to get a full picture rather than feeling more like red harings, or possible lore points that are simply to pique interest or throw lore points to theorize whats next in the story, was unironically a stupid idea. (and yeah i know the whole Mat predicted the mimic before SB but thats lore theorizing and honestly i feel unless your doing an analysis on the story specifically, its best to never touch THAT can of shrodinger worms and focus exclusively on gameplay) Edit: okay VERY unpopular opinion, i actually don't hate the teleporting, but it needs to be part of a bigger system. like, i dunno, maybe if they actually kept the alien isolation elements that were scrapped, it would have been a punishment for being sloppy and summon an animatronic that was in a completly different part of the mall. (i.e. Monty is in Atrium, but im sloppy in the theatre, the game rolls which tronic gets summoned and in this case monty, and he teleports near me.) But i'd also make it where it is explicitly behind you rather than randomly around you. That way a chase begins (also also, i'd make a staff bot catching you add a significant chunk of points onto the Vanny meter) Edit2: and the thing about Mimic/Burntrap, i think the best way they could have at least tried to indicate, while they are similar in certain aspects, they are completly different would have been to do what they did with Lucina in Awakening. She claimed she was the legendery warrior king (and melee god) Marth, and besides the voice and long hair, it's something she wishes to keep up until her mask is shattered revealing she is very much not a king from myth and legend. They could have done something similar in the burntrap fight. the opening cutscene would have instilled in everyone a massive groaning of 'god damn it hes back', but the winnign cutscene could have shown his mask on fire slowly burning off revealing something very different underneath putting a sence of 'huh? thats not afton's corpse'
Yeah I'm pretty sure Matt's theorizing was mostly based off of the books. He'll just as soon throw SB under the bus by making fun of the lack of story, which fortunately for me makes for great material in an upcoming video lol
@@DesignFrameCaseStudies Books should be used for extra context, not the majority of the explanation. Like, what SB in its modern story was telling, while probably a lot less dark compared to the trailer, is something i find really interesting. A 16 (yes Greg is 16...IDFK why) who at one point was being influenced by Mimic alongside Vanny somehow broke free of his control (for now) and is now trying to avoid Nessa who is still under his influence...But that was shit we find in extra reading material. The books should be for things like 'greg and vannessa's upbringing brought up in the tapes', 'the therapists and her involvement with Fazbear', hell maybe even Mimics origin.
@@Grandbond Yeah that's dumb. I'm not gonna read the books to fill in the absence in the games haha. I'm just happy that Help Wanted 2 put an end to the Glitchtrap / Vanny nonsense, and I hope the next game has an actual story.
Wow goopy actually fucken died 😮
saddest part about Vanny is the fact that i totally forget she exists most of the time. i literally didnt remember her until this video. you could remove her from the game/story and have to rewrite so little that it wouldnt even matter also adding to the uselessness of chicas voicebox: iirc, the doors unlocked with chicas voice can also be slashed through with monty's claws
I feel like if they just said they filled in the old pizzeria with dirt or concrete before they built the mall then that would've beed 10x more creepy. I've heard stories of that happening with subterranean building and it would have genuinely been creepy.
Ok so as a security breach fan whilst also remaining a love for the OG games I must say that this game has a few questionable things in it I would like to say who could blame Steel Wool? This is the first truly free roam FNaF games (not including FNaF world) so shouldn't we just cut them some slack
Steel Wool is filled with industry veterans working on one of the biggest franchises in the entire world. Absolutely not. And even if we did cut them some slack, the core design itself is rotten. It's a common notion by people to love a game because of the name attached to it and, understandably, not realize how much better the game could have been. Hopefully this channel helps showcase where game design issues are and how much better the game could have been, so that your love for the game and the franchise would only be bigger than it currently is. I'll be going into much greater detail on Steel Wool's design and how they've improved in the Ruin video.
PLS pin me when you make said video some where 🙏🙏🙏🙏
I really see where you are coming from but I think it is just because I'm a massive fan of both the FNaF name and Free-Roam. I hope you can see where I'm coming from
I also find that this game is REPETITIVE. After the first playthrough it gets more and more boring
@@PatrickWarby If you subscribe and turn the notifications on for the channel, it should notify you of future uploads. Or I also ping everyone in my Discord server. That's the best I can do, because I can't individually ping people haha I understand where you're coming from. I think Scott should keep Steel Wool with what they're good at -- the VR Help Wanted titles. And then trust the non-VR titles with a studio that's more experienced with non-VR titles, because the difference between SB/Ruin and Help Wanted 2 is night and day haha
Thoughts on Poppy Playtime
Poppy Playtime is one I'd like to produce a video on as well. Or at least, Chapter 3, since that's the one most fresh and there's a lot of interesting things to talk about.
I wonder if one of the reasons that Steel Wool thought all the animatronic teleportation would be okay is because there is a history of it in the series. Bonnie's apparent teleportation in FNaF 1 has been a meme since the beginning, Nightmare Fredbear will teleport inside your room in FNaF 4, etc. But these previous instances all have front-facing gameplay and story elements that call the diegesis of that teleportation into question, like the staticky and unreliable camera system of 1 and the dream setup of 4. The problem is, SB has no such mechanic (other than the Greg-bot thing, but that's not made narratively obvious since Vanny's effect is the only thing that really makes you doubt your own eyes), so the teleportation sticks out like a sore thumb.
Yo are you making a video on ruin too?????
😉
Next FNAF villain - Dead-trap Next next FNAF villain - Trap-trap
My headcanon is that FNAF SB is not a canon game, it is just "how a FNAF game would be if it was free roaming and rushed made"
1:00:38 There has never been any confirmation of any of the animatronics in Sister Location besides Circus Baby being possessed.
My roommates thought it was dumb that i got a refund on security breach. I simple didn't like the plot, the game wasn't finished, and it wasn't scary (minus mapbot)
Omg can't believe I missed this >:( I had my bell on and everything. Great video!!!
Welcome back! Thank you so much :)
i was so confused with the intro setup the first time i heard it, like okay gregory you're paranoid but you're also a LOST CHILD in a pizza place after hours, why would you avoid the security guard even if you got "bad vibes" from her?
that sinking feeling when you realise they thought this would be like Alien: Isolation
It's like an analysis for those who haven't faced it when it released (bugs compilations)
That's certainly part of it!
@@DesignFrameCaseStudies omg I didn't mean to sound bad, I watched the whole video, very entertaining!
@@windws7137 Haha no offense taken! I appreciate it :)
I'm surprised you didn't bring up the inconsistencies in the Security Breach trailers and what we get in game. There's a lot of details in the trailer that seem to either have been scrapped or replaced altogether.
I think I may make a passing comment on that in my upcoming Ruin video. There are a lot of things that just didn't fit or make it into this video. TetraBitGaming also did a Lost Bits video that includes a trailer comparison which is very cool to see
Whats amazing is Pac Man, a game with rudimentary designs, has a better AI system than Security Breach. The four ghosts each having a personality to their AI. The red one being a Chaser, only wanting to outright try to chase pacman from any direction, simply aiming for pacmans location. Pinky trying to get in front of pacman and trying to aim for a point in front of pacman to intercept. The blue one being sneaky to try sidewinding pacman. And the orange one just... being. This philosophy could've worked perfectly for the animatronics. Monty being a chaser because he has no real worry in faz blasters and camera, so he can try to charge straight for you. Chica could've been the interceptor to try to get in front of you rather than outright chase you, and Roxy trying to sidewind you. Instead, they all seem to have the orange ghost mentality of simply going until they spot you then just going back to their wander phase. I hope a good modding community comes around to this game to upgrade it.
Omg I love the idea ❤
I find that 3 had too little Egad interaction if you turned off hints. With 1 you had regular visits after each area and 2 had the constant calls but 3 weirdly always felt distant, for me I'd rather want too much Egad than too little
Yeah I wonder if part of that feeling is just how big the hotel is and how it isn't broken up with going back to E. Gadd. I think this is a case of too much of taking control away from the player with annoying, belittling comments versus actual character development.
Thank you all knowing Loving all mighty God help me and these people to better understand you amen
Amen
I love how a literal Roblox horror game managed to do this so much better, both doors and rainbow friends are open world horror games that basically checked all the boxes that fnaf sb didn’t
Literally who wouldn't date him, he's perfect
I think this particular blunder is hilarious, I only feel bad for those who were looking forward to more. Help Wanted didn't look bad, so if this dev team gives it another shot, they learn from this game. Though putting in a single save button end game instead of just disabling that no save feature sure is an unorthodox response to feedback.
19:34 children on your country can decide their gender and you ask this
I'm not quite sure what you're saying. I said that there's no reason to believe a child, who has a high probability of misplaced fear, over the authorities programmed into Freddy (this isn't to say not to believe the child, but it's the blind actions by a robot without evidence that isn't believable, and it's also hard to believe Gregory as the audience). How does this relate to fraudulent medical practices?
@@DesignFrameCaseStudies I meant that if some people would believe a young boy saying he is a girl then they surely would believe that Vanessa has some malicious intent towards Gregory without any concrete reason
What's my blud waffling about 😭😭😭😭
your brain has been completely poisoned and you are no longer capable of having a normal conversation.
Bro cooked with this one
Thanks! :)
@@DesignFrameCaseStudies 🐻🐰🦊🐥🎉 💪💪
there is a cut audio file that instead has greg saying "she is trying to kill me" and not just "she is trying to get me."
You at least acknowledge that this game was a passion project right?
Yes, but that doesn't affect the outcome, it only affects SW's intent behind the game, which is important, but not really something I focus on. I'll address their passion in the next FNaF video, because it'd be fair to do.
He acknowledged that less than 4 minutes in. It's also a product being sold for money.
I forgot I already acknowledged that. Thanks haha
underrated
Thank you so much! :)
Since you're still reading/checking comments here I figured I should share a tidbit about the game's development: According to the lead developer for the Nintendo Switch port, Security Breach's programming is 95% done in Unreal's equivalent to blocks. It's a way of programming that's meant for use in prototyping, and is not easily tweaked. I really wish there'd be someone out there to take the time and document the knowledge we have about SB's development and put it out there succinctly. The amount of false information about why the game turned out the way it did online is insane. To this day I still see baseless claims about Sony rushing the game out, or that it was because of fans rushing them. The only things that can really be substantiated is that Scott was responsible for the terrible story, and Steel Wool was at fault for everything else. Yet, somehow, the fans are unable to accept that and look for a scapegoat. The parasocial relationships this fandom has formed with both Cawthon and SWS are the reason why this series will never see improvement.
Thank you very much for sharing! I sincerely appreciate it. I found the article you mentioned and there are a couple things I'd like to include in the next FNaF video I have planned. I'm also trying to find sources for optimization and technical details, but there isn't much out there... like I've heard that endoskeletons are rendered inside animatronics despite never being visible but I can't find a source, and other model info. I'll probably just avoid talking about those kinds of details.
@@DesignFrameCaseStudies Glad I could help, I'm very much looking forward to your video! There's a few other things that people overlook that I think are important. I highly recommend that you check out the Dawko interview with Steel Wool that happened about a month before the game came out, as well as the "Shacknews Interviews" interview with Ray McCaffrey. Both of them highlight oddities with SB's supposed development, such as Ray's nervous comment about Scott in the shack interview, and the claim that the game was made on a "shoestring budget" in the Dawko interview. Despite having the backing of Nvidia, Sony and Scott Cawthon's undoubtedly massive chunk of change from the series, they somehow didn't have enough money? I just don't buy it. There's also Steel Wool's history of abandoning projects, such as The Horus Heresy: Betrayal at Calth. I'd argue that they abandoned Security Breach, too. Seeing how there's still massive design problems and bugs that are likely going to go unfixed, as SWS themselves have said that they're content with the state SB is in. Hopefully this comment also helps with research for your video, thank you for reading. EDIT: I recommend you check the technicalFNaF discord for potential insight about optimization, programming of the game, etc. There's obviously going to be a lot of bias there, as they are FNaF fans who mostly love the series unshakably, but it might be a good resource. As for what I personally know about the optimization, apparently if you do the most basic compression method to Security Breach, you can get the game's size to about half of what it currently is. Not to mention that the Switch port is only 8 GBs and looks surprisingly not half bad. The game just has zero optimization, the only file reduction measures they took were removing the unused content...
@@TriceraTerror There are a couple things from the Dawko interview that I'm using, but I haven't heard of the other interview, so I'll watch that. Seems like Horus Heresy is unlisted from Steam, and the reviews aren't great haha. That's the only abandoned project I can find on the wiki, but it might be worth noting because it indicates a rough patch they had with Horus and SB. Great find! If you know of any other abandoned projects, I'd be interested, since Horus seems to be the only one I see listed on the wiki. I just looked up the basic compression thing and found a Tweet, but there's not enough detail or credentials there for me to make a meaningful claim of how Steel Wool could have easily reduced the file size. At least with the Switch port article, he has enough credentials for his claim of "no optimizations" to be useable. But I wrote it down in my notes anyway. Thanks! I'll credit you in the description for sharing these sources. Feel free to comment if I forget to.
@@DesignFrameCaseStudies Glad I was able to assist! And thanks for the credit. Yes, the ShackNews interview is very fruitful, particularly in regards to how they deliberately made Security Breach for young children to play. It's amazing how FNaF's contemporaries such as Poppy Playtime still manage to be horrifying and show blood, despite having an audience that skews very young. There's no need to water down your horror to BanBan levels. As for Horus Heresy, I should've specified that it's the only Steel Wool project I know of that got obviously abandoned. I'd argue that it happened to a lesser degree with Help Wanted, but especially Security Breach's case. Both of those games have obviously incomplete content (Showtime, Security Doors), and bugs that have remained unfixed for years. Phisnom's archived glitchless run of Security Breach taking almost a day shows how much of a herculean task it is to finish the game without encountering a mistake, and that was WITH him having hourly checkpoints. Some bugs can't even be avoided, with there being an error in Sun's intro scene where the ballpit splash effect plays before he jumps in at the beginning of the cutscene. Yeah, I was going off of that claim only, but it is documented out there that there are models such as a bench that was the size of FNaF 1. I heard that these models got optimized in later updates, but the changes are so minimal that it's hard to really see a significant reduction to the game's file size. Also, this is totally unrelated but me and a friend found that almost every decal in the game (posters, the Freddy's face Pizzaplex logo) are very poorly applied, meaning that if you get Freddy in front of them, their textures will overlap on his shell, leading to very strange and hilarious results. How this game messes up basic things like posters and details on a wall I'll never know.
That’s straight up not true lmao Scott actively was against afton not staying dead lmao
Gregory hiding from vanessa was a good idea because he wouldn't have to worry about Susan and Frank
This might be a reference that goes over my head haha
Scott Cawthon is so real
Hearing the positive talk about the fan game initiative from a year ago to 2024 as of writing and most of them haven't released due to the drama with the fangame creators There's still good fangames being made, but I'm sad Scott's official attempt to foster that went so poorly
Yeah, Steel Wool is partially Scott's fault, but the fan games were definitely not. Although, as much as I'm not a fan of Phisnom, people tend to not understand the nuance of a situation. Him losing FNaF Plus was mostly not his fault.
Custom night, we play as William afton. The animatronics refused to die, and they kept him alive as well. And ig he had some computer or chip with his essence. But it's still confusing