So they built these rules into this little game engine that they had built and then they started experimenting and testing within sure enough they found that if you took an arrow shot through fire the fire would affect the arrow the arrow would light on fire and then it would hit its target and then that target would light on fire and this would allow you to do all sorts of trick shots and solve puzzles in really interesting ways.
They also found that if you were able to chop a tree because when you chop the tree down it turns into a log that falls down and now has its own standalone object. If that log fell into a river our brains know that log is going to float https://ultra150s.com/csgo-version-mouse-for-esports-review/. And in theory I should be able to get on that log and it should carry me down the river with it in a lot of games that's not something you can do because they just haven't taken that into consideration because they develop by additive gameplay mechanics as opposed to multiplicative gameplay mechanics and that's where all of this is going. The idea of additive gameplay development is that you will create different systems for each individual event that's taking place. So you need to drive a car you have a different system for that than you do. If you are a driving a boat then if you are riding a horse then if you are walking down the street all of these systems are different and entirely separate which is okay in a game like Grand Theft Auto 5 for instance you kind of have to do it that way but in a game like breath of the wild they have everything interconnected so intently that if you hop on a raft and you want to navigate it you can use the same systems with using leaves to blow your way around to creating a fire on the boat to create an upward swell of wind you can do all of these really creative things to solve the problem because they've built this incredibly robust system of physics and chemistry that all interact with each other. Now all of this climaxed when they brought it into the actual game engine and started developing breath of the world as we know it today with these rules and different states taken account of it allowed for some very very creative problem solving and it made it so there were effectively limitless possibilities in a game like Skyrim you encounter a group of bandits and you think well I either have to shoot them with my arrows I can use them spells or I can just go down there with my hammer and wreak havoc but there there's really only one way of approaching that problem and it's to solve it through brute force or through violence of some way. There's no creative problem solving to it which is okay you know Skyrim is an older game but for breath of the wild they took it up a notch. They have trees surrounding their boulders they have the ability to take a small snowball Throw it down a mountain and then it's going to start snowballing bigger and bigger and bigger if that hits somebody by the time it's large that's going to kill them if you chop down a tree and it rolls down the hill that's going to knock them out if you take a stick and you light it on fire and then all of a sudden all these trees start going up on fire then you can hop up with your parachute because the hot air is going to rise and you can parachute over them and avoid them entirely. All of these things wouldn't be possible unless they had an incredibly robust system that all interacted with the objects within the world in a believable and lifelike way. And I think that's the key we all want a lifelike game all of these developers want to create a lifelike game but it's important to understand what they mean by lifelike lifelike doesn't mean realistic to our known experience as people on the planet Earth. That's not what it means at all. Rather it's to create a world within a small device like a switch or on yourP.C. orP.S. 4 or x box that believes in itself so much and whose mechanics all govern every object in the world that it's incredibly believable no matter what you're doing. You can believe that that world exists because these rules are set up and they're consistent throughout. So what would this look like for another game what would this look like for Grand Theft Auto 6 or 4 star field or Cyberpunk 2077 Well it's really hard to say but what we do know about a game such as Cyberpunk 2077 for instance is that they're taking a lot of these things into account. So they're taking a lot of these social interactions into account and development to make sure that if you want to talk your way out of it or if you can smooth talk somebody to get around it you can use charisma and your wit and charm that way as an individual within the game world to solve certain problems and to offer more options and alternatives than what would initially seem possible for star filled we don't know much which is pretty standard for Bethesda they don't tend to talk a whole lot about the projects they're working on but what we do know from the interviews that Todd Howard has given he's said that their engine and all of the things that they're working on for that game are much larger much broader and allow for far more opportunities in terms of gameplay choice than has ever been possible before and that's where all of this really goes back to player agency and choice. One of the many plethora of reasons that open world games are so fascinating to players is because of the idea of limitless possibilities when you hop into the world of Red Dead Redemption too you know that if you're exploring that world you're going to find something interesting and you know that anything could happen as you explore it. That's why these dynamic encounters are so fascinating to so many people because anything could happen. Check out this link if you want to see a video I made on a couple of incestuous siblings that I encountered roleplaying through the game myself. But that's Red Dead Redemption too. That game has a phenomenal world in terms of how it's designed. It goes all of these same principles but their narrative doesn't echo it whatsoever it's incredibly linear very structured and most of the question Bob you just riding on horseback and and shooting some guys riding on horseback more and shooting some guys. So they haven't figured it out completely. They're working on it they're getting better but they haven't figured it out completely. If you look at breath of the wild their gameplay echoes this intently but the narrative is almost nonexistent which is OK you know was never supposed to be a narrative game but you get my point it's still there but nobody's done it completely nobody's applied this design philosophy to both parts proper. Probably because it's incredibly expensive and difficult to do for both but still there is an option and an opportunity for somebody to do it with both. And because I'm incredibly hyped and overly excited my guess is that Cyberpunk 2077 will probably be the first game to do it with both or at least get close to doing it with both reckonings for that game I can't even tell you. So yeah multiplicative gameplay design the idea that all of these mechanics and systems interact with each other in a believable way that's consistent and thorough all throughout. It's something that sounds incredibly simple to do but is incredibly difficult to do well and it's something that is still going to take years. Don't expect to see this done perfectly in cyberpunk. Or don't expect this to be done perfectly in star field or in the next Grand Theft Auto game. It's going to take a lot of time but what I do know is that we're closer than we've ever been before and I cannot wait to see what these developers have coming that's all for me. Thank you kindly for watching. I love you all dearly if you have any thoughts on the video make sure to leave him down in the comments section below I will be reading through all of them and I don't really have anything else to say in this outro. I'm really bad at outgrows I need to just maybe I should just not put this in if you see this I put it in obviously but it can be alright. Bye bye.
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