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Extra credits forum Videos

Extra Credits: Ludus Florentis

This week, we try our best to describe a big upcoming change in the world of video games, as well as what's causing it. Come discuss this topic in the forums!

User Comments

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But, but, you put Arma 2 in the set of CoD clones...
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+Mitchell king And to be honest, CoD is a CoD clone.It's the same shit every year.It's the new release of the hip new game last year.
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+Mitchell king Truuue...Wait, BF2 came out in 05.
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+jsloa55 well, cod came first, everything else came last
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+rootnon And Battlefield 2>_<
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5:20 my brother made that oreo.
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+Bliffity if only ;w;
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+SoylentGamerGo to the nearest necromancer.
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+Bliffity He is dead.
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+SoylentGamerTell him that his genius has gone to waste and I am disappointed in him.
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+Bliffity Nah he just became a pilot
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+SoylentGamerI doubt he majored in anything less than quantum biology.
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+Bliffity yeah, he was going to an Aeronautical university at the time, that's why you can see the outlines of planes on the paper behind it.
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You are related to a pioneer of the modern era.
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SO basicly i'm to young for starting this... (17) with EVERYONE being able to build games there is no money to be made and to live on...
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+ShakerGER There are two degrees of that happening.In the case of games like "Aliens: CM", people never trust the studio, and the people involved, the same way they once did. Heck, after "AC: Unity", people were extremely skeptical about "AC: Syndicate" to the point that Ubisoft is reporting significant loss in sales.In the case of something like "Watch_Dogs" or Destiny", it really shows how little faith the studio has in the project, so they don't plan on leaving anything to chance. When it comes down to it, "Watch_Dogs" is a great game that is built on fun ideas, but the marketing made it seem like the next giant stride in gaming, which it was not. Same thing with "Destiny".So, in the former, it results in the loss of consumer trust. In the latter, it results in people labeling the final product to be much worse than it really is.
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+Transdude1996 What about the games that live by marketing? Shit product but have a gold coat?
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Just because everyone can make games doesn't mean everyone cane make great games. There is an old saying that consumers vote with their wallet, and that applies hugely here. If you make a great game, people will jump at the chance to buy. If you don't, learn from your mistakes to create an even greater game.
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2:57 How is "gamer" an "outdated pejorative stereotype"? Doesn't it just means someone who often plays or enjoys video games?
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+Sam Rodgers Yes it is a bit of just a mush of negative terms but that tends to be how these sort of things work. More and more things get piled on to make it more insulting until it ends up being a parody of itself. It's grown to be so broad that it's basically lost all meaning and trying to use it in that context makes you seem dumb more often than not.As for how those things ended up getting associated with the word gamer in the first place... A few bad apples spoil the bunch. And with the internet allowing those bad apples to be louder and more noticeable the spoiling became easier and more devastating.
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+Wea111 If I'm being honest I don't know anyone who has used the term "gamer" in that sense. Maybe I don't know many people. Seems like a silly conflation of negative terms. I guess I can see back in the 90's people thinking of adult gamers like basement dwelling individuals but why "hateful" and "racist" of all things?
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+Sam Rodgers Sadly not. Or perhaps now it does which is awesome but in the past no. While yes it did mean someone who played games the perception that went with that was of the basement dwelling, fat, stupid, racist loser with nothing to do but play games. Basically if you think of what comes to mind when you think of trolls or the worst type of people you'll meet in a game chat that's the sort of person that was thought of when the word gamer was used.I apologise for being the one to expose you to this.

Extra Credits: Piracy

This week, we dive headfirst into the controversies of video game piracy. Come discuss this topic in the forums!

User Comments

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£60 a month? That's 1 game a month.
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+Anne Isopod Yeah, cause i can totally pay for every game that comes out a month. I mean i could buy 10 games a month with my money, i would be broke and i may not even like the game and the best content may be behind a paywall of dlc. Now, i don't buy games. Unless if i cannot find a torrent(Very seldom). The entire idea that you are hurting the developers more by pirating, then we hurt ourselves by following the advice of "If you like a, game then buy it", instead i say that; if developers want the poor of the world to buy their games, make your games cheaper OR quit complaining about how we are complaining validly about how most of us cant afford your overpriced games. If the food marked would be like the gaming market we would all be fucked. The housing market is already there.
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You should have brought up how used games hurts developers as well.
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+Lloyd Franklin Why should anyone be punished for a fucked up economy friend? Though you make it sound like developers are the soul victims, they aren't. They have it better then most, but that seems like an unfeasible thing for most peoples mentalities.
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+theunbearableman Why should developers be punished for that? 
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+Lloyd Franklin Say, how many retail games can you afford in one month? I can afford 10, but most can barley spare for one.
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TL; DL: Make your service better than the pirates. Like Gabe Newell. He said it too.
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+Damaged Engine It never does that to me.
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+Jensi Oquendo In your opinion, software isn't bugged if it frequently blanks out and freezes when you try to switch to another area?
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+Damaged Engine It's not broken.Origin is.
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Steam isn't better. The programming is atrocious, with bugs and freezes hidden everywhere. Also, there are dead video game economies haunting Gabon because of ESCROW.
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I used to pirate pc games because i didn't had any money (and I had a shit pc) that is the main reason why people pirate also people who pirate are either not planning on buying the game or are unable to so it doesn't have a impact on sales of a game but there are exceptions some games that are really good wil get more sales the more it is pirated because the pirates will buy the games because they like them
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+dennis1248 I wonder about that, How many people do you think actually wouldn't buy the game if they didn't think "I can get it for free quicker and painlessly". What's more How many of those people will go through an amazing three days of game play, taking in all its glory and think "wow! some day when I have more money I will go back and actually buy this game!" after they have already experienced the scenario it has to offer or worse, would force them to restart from the beginning of the game. Even taking the time into account on its own, We all say we are going to do things then years down the line realize we never got around to it, what are the odds people are actually going to go "oh I should go officially buy that game i pirated half a decade ago now!".
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I don't pirate anything except stuff from EA CUZ fuck EA.
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I agree EA is just unbelievable. 
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The "it's overpriced" argument is perfectly legitimate in the case of EA. Look at sims 4 for example: An awesome and fun game, but the cost is bullshit. All the dlc should have been in the game to begin with, but the whole package costs OVER 100 DOLLARS. Not even a package discount. There is NOTHING to justify this price, as it comes from a huge company. Also, I don't care that they loose money. Firstly, they deserve it for setting bullshit prices. Secondly, they get so much money anyway, being an industry giant with the money to advertise their games up people's asses.
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+Yusuf Raza Your a god
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Marxists pirate games because it undermines Capitalism.
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+phylwx hahah that made my day. A more valid point was never said.
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Marxists buy computers to undermine capitalism because free market is anarchy.
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+Joseph Stalin Marxists don't own a computer to begin with unless it's handed out by the gouvernment because buying computers yourself stimulates capitalism.

Extra Credits: Achievements

This week, by special request, we finally get around to talking about achievements. Come discuss this topic in the forums!

User Comments

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I know the video is old, but there is a good reason for "Unavoidable Archievements" for the developers, especially on steam and similiar platforms. You can easily see how players play your game. If you see that 75% played to level 3 but only 30% played to level 5, then you know there is something that makes players lose interest. I can remember these thoughts from the Factorio developers, who want to do exactly this, as the game is complicated and they want to know which parts cause players to stop to smoothen it out if possible. So, I think they are not necessary.
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+DerTolleIgel There are far more subtle methods to achieve that.
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I love EU4, and I love the achievements they have. Some are simple but large, like having a million manpower pool for your army or making several hundred gold a month. But others are insane, like having to triple the size of France in under 100 years or controlling huge amounts of trade with only a couple actual provinces. These are achievements that require a deep understanding of the game mechanics, and being able to exploit every possible feature perfectly. They can be so challenging as to put Dark Souls II to shame.
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+Fakjbf But some of them are so easy like win a war or get a royal marriage or take a provence. You should be able to do these within the first 10 years of the game if you're new. If your experience it will be the first 5.
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+Fakjbf The Three Mountains...
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The forced achievements are very annoying to me. I mean like how you can't get 100% on Tomb Raider 2013 without playing the crappy multiplayer. And you need to be good at it. This was also bad as other games added these types of achievements as extras after the initial 100%, but TR didn't - they were forced on you. Needless to say I never got 100% on that game, just beat all the single player achievements....
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I know that feel just too good
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Minecraft: "Taking Inventory" (open the inventory) (literally press one button once you start actually playing)
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+ALTP13 "The Lie" isn't "oldschool internet shizzle", it's a Portal reference that, yeah, became a meme, but it's not an old enough meme I'd call it oldschool.
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I would like to see a minecraft run without "taking inventory".
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+Koopinator ‍ I never said it was necessary, i just said its easier with it
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+LAPISwolf Flufftail but by no means neccesary to win.
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+Koopinator ‍ but its better with armor, so you don't get hurt as much
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+LAPISwolf Flufftail you dont need armor to beat the game.
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What about on hardcore? then it's impossible to take it off without loosing 
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by dying, of course!
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+Koopinator ‍ What about taking off armor? you can put it on with right click, but how you take it off?
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ACTUALLY, thats optional. You can use a bench in a village for crafting and viewing your inventory.
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+natnew32 Postal 1: Playing the first level... Doesnt seem to end - keep playing... running around the map like a lunatic... finally looking up a solution to this "bug" online and press the button necessary to advance... get a mocking achievement for finally realizing how to continue... uninstall game because "the controls were horrible anyway"
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+natnew32 Given, Minecraft has no tutorial. Minecraft does not tell you how to open it, nor does it tell you why it's significant, but it's the building block of the whole game, so. shrugs The achievements in Minecraft aren't so much achievements to me as a tutorial replacement to put you on the right track despite the fact you don't know what you're doing if you're a first time player.

Extra Credits: Cutscenes

This week, we discuss the role (and frequent misuse) of cutscenes in video games. Come discuss this topic in the forums!

User Comments

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an amazing gaming experience for me is 50/50 gameplay to cut scenes, whilst I'm playing I want to learn a story to feel more immersed in the game I'm playing and give me a reason to progress. or be used to transition between different areas/ levels of a game. if there where no cutscenes the game would have to be completely linear or have loading screens all the time, also there would be no time for a player to take a short break without pausing the game. the best example of why 50/50 is important is the LAST OF US, that wouldn't be the same game without cutscenes. I think the argument of cutscenes are good or bad is ridiculous and a no brainer!
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+Proxide For example, most mmo rpg are all about the gameplay and social interaction. Story part are just an escuse for incoming gameplay. A game don't require a story, but will alway require a good gameplay. For example, I never finished Final Fantasy 13 because of the boring gameplay so I finished the game by watching all cutscene on youtube. A good storyline with cutscene used wisely are good, but are complementary, meanwhile a gameplay is a must.Those who really dislike cutscene is because they feel they are watching a movie and not playing a game. This is subjective, some people prefer 50-50, 25-75 and some don't want story at all 100-0.
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I'm a cutscene lover but I think it's because I play the games for the story + enjoy feeling as though I am the protagonist. Movies are mostly about the adventures of someone else. (as often with games as well) but the moments where you move the character make it feel like YOUR adventure. (especially if they are behind a helmet, mask, outfit , disguise, or never speak) I've rarely seen movies that are from your perspective, and when I have they've been found footage horror about my impending gruesome death.......not particularly my idea of a fun time.
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+Jarcu94 Ikr! For every one hour gameplay in Halo i spend 2 hour's in the lore xD
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I just got a PS4 about a month ago, the Uncharted bundle, and it was my first time playing Uncharted since I never had a PS3. Once I got to the train in Uncharted 2, I laughed when Drake was shot (it wasn't really a surprise, I was on a train, and the opening scene spoiled it) and thought, "Really? All those bullets I took throughout these games, and THIS one hurts him?"
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my biggest problem with uncharted has always been that the Nathan in game and the Nathan in cutscenes are completely different
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What about Half-Life? Narrative and story progress is driven through gameplay. I think it's at least worth a mention.
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+Deagle2751 yes, but in the train scene we only had the camera, and in the trippy section we couldn't interact in any way, so it may as well have been a cutscene
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+Krebons1200Not really. We were still in control of the character.
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+Deagle2751 If you want to get technical, the train ride at the beginning as well as the bizarre trippy experience were cutscenes.
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+Iftach Solomon God bless your soul, I wanted to say that throughout the whole video. Half-Life story-telling> Cutscene storytelling
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people that hate them are no friends of mine, i hate it when i ask a (former) friend about shocking, iconic, hilarious or awesome cut scene game we played, he just skips the cutscenes then has no idea or context of whats going on no idea what he is missing. not like it was C or B+(?) list game, horrible voice acting, writing best used as TP, or reasonably dive straight into multiplayer.
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+fang lyn ikr. I have a friend that skips the cutscenes all time, i get so angry and frustrated and i only screams inside my head "You don't know what your missing!!!"
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Sonic 3 and Knuckles anyone?
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+Axyl Fredrick yup, just enough amount to reinforce the narrative, and not enough to ruin the game's pacing.
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I love cutscenes, especially after you've gotten past a very difficult part in the game, like you said, a reward. I love seeing an amazing cutscene after I beat a game, it's sometimes the reason I even play the game, I want to know what happens at the end. If the game just said, "you won! the end", I'd be pretty pissed. Yeah, I want to see the next part of the story, but cutscenes tend to be the best way to deliver the story. If I beat a game and in the end the guy marries the girl and they live happily ever after, I'd also be pissed if I just got a black screen that said "guy marries girl and live happily ever after". It's much better to actually get a scene depicting it so you can actually feel a connection to the people you just spent hours playing with. Cutscenes are also a short an efficient way to tell the story. You can get an entire story across in a 30 second cutscene if done right. Like you said, it's great at the beginning to set context, it prevents the player from needing hours of dialog boxes to set the context.
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+Amelia Hartman consider this: playable marriage
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Films will always be better at being films than games? Blizzard disagrees :)
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+Oğuz Can Oğuz Halo and i disagree too :)
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Good cutscenes are in: Undertale (I'm biased, what can I say...) Stanley Parable Aaaaaaand that's all I know. :-|
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+lemon kirby Play some Blizzard games
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+lemon kirbyUndertale doesn't have pre-rendered cutscenes, but the story moments it does have are used quite brilliantly for a game that had a four digit budget.
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+lemon kirby GTA V
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+lemon kirby My personal favourites are the cut-scenes in Halo: Reach, there's really something about the cut-scenes in Reach that just blow you away even when they're just delivering exposition. that scene where you see Kat and Noble 6 running to the bunker during the glassing is really quite something that i doubt they could have done with gameplay.
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Battle Block Theater.Assassin's Creed (1).certain Fire Emblem games.Those are the games I think employ cutscenes well.

Extra Credits: No Redeeming Value

This week, we discuss the God of War trilogy's triumphs and failings in storytelling. Come discuss this topic in the forums!

User Comments

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anyone who thinks that Kratos becomes a caricature in the second and third game and that his quest for vengeance against Zeus is ridiculous and childish defenitely never played Ghost of Sparta
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+Simao Pereira Did on PSP. Still think it's ultimately ridiculous/childish.
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This was a perfect analysis of the story. I was so disappointed that there even was a sequel to be honest. The first game was a self-contained story, and was completely fine as a standalone game. Only the realization that brand ID = $ made a sequel necessary. They could have even had a sequel in which the player could control a different character. The ancient Greek gods were spiteful and jealous. Giving the player control over a god would have allowed for the blood-soaked irredeemability without destroying the narrative. Zeus was an asshole...so were Poseidon and Hades. Athena was so jealous of Arachne's knitting skills that she turned her into a spider. None of the Greek gods were purely good...they were way too human for that.
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+HaydenX What about Prometheus?
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I wish game designers would stop being storytelling whores and start appreciating gameplay design and systems without storytelling. Stop trying to turn games into novels! I want freedom in games to do random cool, fun shit because I love it. Not because the story told me to or it "makes sense".
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+Ryan Bissonnette This is the main reason why don't really play games anymore. I don't have the patience for all the story telling nonsense. I just want to be able to pick up the controller and have fun.
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+Ryan Bissonnette ..... I like novel video games
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+Ryan Bissonnette I wish game designer would start doing games incredibly different from one another, some with storytelling, some without it (also if someone menage, even if it's impossible, to remove storytelling from games, they could consider themself already death)
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+Ryan Bissonnette There are many games like that, how ever a large amount of people enjoy story rich games.
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+Johnny Torpedo The extreme of freedom that you're talking about is essentially nonexistence.  Without structure, nothing has meaning.Things happen constantly in Minecraft.  This is why it's so subjective.  People who don't feel that anything is happening in Minecraft just don't prefer that type of game.  Interesting things are constantly happening in Minecraft unless you don't consider those things interesting.True player freedom to me is simply allowing the player to interact with the game's systems and giving plenty of content and variety without EVER taking control away from the player because the designer arbitrarily decided to.  Also, NEVER locking content away because of arbitrary limitations, especially "story progress" or "level".  All the functionality in the game is available.  Locking content away for "story progress" is like a surreal invasion of the world's naturally functioning on its systems and functionality.
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+Ryan Bissonnette Yeah but nothing ever really happens so what's the point?Also it sounds like you just want an explorer simulator. Of which there are many.Also it's not complete player freedom. It's still built around systems and mechanics. So what if I want to do something that isn't possible in the game? Even mods. You're still only adding small functionality.You'll never get true player freedom because you don't even have true complete freedom in real life. I can't breathe underwater. I can't fly. Those things are not possible and therefore I'm not free to do them.As long as there are limitations on what you can do, you are not free.
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+Johnny Torpedo Minecraft is the most popular example of complete player freedom atm.  Dwarf Fortress has more possibilities and complexity, but minecraft isn't far of.  Especially with mods.  I don't like minecraft much, personally.... too much repetitive building for me, but it's still a fantastic example of a storyless sandbox with many possibilities.  And from a FIRST-PERSON VIEW in real-time like I mentioned.  Instead of the simcity approach of getting an overview, you actually become part of the world you're affecting.
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+Ryan Bissonnette "I'm surprised you didn't mention Minecraft"I didn't mention Minecraft because it doesn't fit any of what you've previously said.Also because it's shit.
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+Johnny Torpedo Just Cause 2 and GTA don't even come close to what I mentioned.  They have very minimalist options compared to the complex systems I'm talking about.  Mostly driving, attacking people, and getting chased by cops with a few standalone minigames.  Chemistry is a better comparison.  COMBINATIONS of individual elements that can truly reach the heavens in possibilities.  I'm surprised you didn't mention Minecraft, it's the most obvious example of a freeform world.  It doesn't start the player with a linear story and ease into the sandbox though, it just drops you in.  Not to mention the computer-within-a-game you can create with redstone.  And that's not even counting mods.  Why didn't you mention minecraft?  Also, the idea of easing the player from "story" mode into "sandbox" mode has never existed in the elder scrolls series.  Maybe you could stretch it and say the intro is the "story-only" mode, but honestly, the elder scrolls series has a constant balance that it never breaks from, in the middle.  Not either extreme.And OF COURSE you're limited to the game's systems.  That's not saying you're limited like a story limits the player (in which you're practically watching a movie sometimes).  It's saying that providing more player freedom requires gameplay systems that allow for more possibilities.
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+Ryan Bissonnette Okay I'll rephrase that. It won't be possible for decades maybe centuries. It is being worked towards, but you have to take things one step at a time.No point of thinking of what you can do with something that isn't even possible yet and wont be for a loooong time."Procedurally-generated story is the target for the future."That sounds clinical as fuck. I don't like procedurally generated games as it is. I prefer hand-crafted experiences because they I prefer thought to go into it, not a random seed based on noise or whatever. But that's subjective.Facade only responds to what it has accounted for. It is designed not generated."You could give the entities of the world a clear goal to create drama to make things interesting."Except that's the opposite of a clear goal because it's vague as fuck. You can't tell a computer to "be interesting". You need to tell computers exactly what to do."As for what the world would consist of, all settings are open to usage."I didn't ask what the world would consist of that's kind of obvious. I asked what would the gameplay consist of?""Characters reacting to events" is emotion.  In videogames, story is most often characters having a conversation."Nah, emotion is what the characters feel and that affects their reaction sure, but it's not the same thing.Also not necessarily. You moving through a dungeon in Zelda is you acting out Link's story. Or a room where there are corpses and blood splattered across the walls. You have an idea of what has happened.There is a saying in film "show don't tell" which means you use visuals for exposition as opposed to speech. In games you adapt it to "do don't show". Which means you tell story through the player's actions. It's a lot more abstract of a concept I will admit because you're interacting with it at the same time.Obviously that can't always work, occasionally somebody needs to explain things in a film through exposition and occasionally a cutscene is needed to get story across.But the idea works as a general rule of thumb."Skyrim seems to be the most in-the-middle between preset story and player freedom"Well you don't really have player freedom in any game. Anything you can do is afforded to you by the designer. Absolutely everything you do in Skyrim has been designed and placed by the developer. The only freedom you have is whether you do it or not. But nothing will happen that wasn't designed to be able to happen.Radiant AI is supposed to do that, but again, it's just preset reactions to events that the designers thought out before hand."and an idea that hasn't been used before"No. The concepts that go into the Elder Scrolls series have existed for ages."That way, by the time the player has full freedom in the world, they are capable of creating extreme, dramatic events themselves which solves the problem of many boring events, rare interesting events that most freeform sandboxes seem to have."Just Cause 2, GTA.You can cause mayhem in those games. Still not really what you're saying, but like I said not really possible yet.You'd need an AI to take on the role of game master or something like in D&D.
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+Johnny Torpedo I don't know how far we can go with our discussion, honestly.  Trying to make preset Story and player Freedom work well together is one of the age-old problems of game design.  It's been attempted many different ways with varying amounts of success.  Future achievements that allow better A.I. can give us high-quality story-generation, but that's left to the future for now and it still doesn't tell us how to fit preset and freeform together into the best whole.  
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+Johnny Torpedo At the moment?  Why focus on "at the moment"?  To advance things, we have to work for it, taking time, going into the future.  Procedurally-generated story is the target for the future.  Why would you think to have it right now?  It doesn't require the extreme computer power that you mention either.  And we already have Facade, a great example of everything I mentioned albeit still with a halfway-forced story; you can still get glimpses of freeform reactions here-and-there in facade.  The TRUE problem with simulated behavior and worlds is the pattern of many dull events and few, rare interesting events.  You could give the entities of the world a clear goal to create drama to make things interesting.  And two core components that I don't see put into A.I. much is Deception and purposeful randomization.As for what the world would consist of, all settings are open to usage.  prohibition-era new york, a single village in the middle of an african savannah, a suburban tourist town, etc."Characters reacting to events" is emotion.  In videogames, story is most often characters having a conversation.  Events that stand alone as implied meanings have the same implied meaning that can be drawn from observing the little things in life or a simulated world.EDIT : I should also mention two things.  Skyrim seems to be the most in-the-middle between preset story and player freedom (imo), and an idea that hasn't been used before but I wish would is starting with a static story and gradually shifting focus toward player freedom until the furthest extreme of freedom is reached with the GOAL being to match the player's understanding and skills at interacting with the world.  That way, by the time the player has full freedom in the world, they are capable of creating extreme, dramatic events themselves which solves the problem of many boring events, rare interesting events that most freeform sandboxes seem to have.
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+Ryan Bissonnette Not trying to be rude but I don't think you know very much of what you're talking about.Let me just say this. What you're saying is so unbelievably impossible at the moment and it's not a game, it's a virtual world.What you want to happen would require super computers. Like quantum computing level. If you wanted it to be halfway decent and not rely on a "faked system of emotional change" (which even if it was convincing, it would still be fake). It's just not possible at the moment.We can't even make a chat bot capable of passing the Turing test (There is supposedly one, but it's heavily disputed. One of the judges for it's capability was an actor. Hardly legitimate). If that can't even be done, neither can what you are asking.Also, do you not think that that would be a lot of effort to go through for something that wouldn't be able to hold the interests of many people?What do you suppose this game would even consist of? You've got a world but no premise. What do you actually do in this game?"Then there's the fact that that one story is the only one possible in the world"Two words. Marvel Universe."how static stories constantly break the rules that exist in their own world in little ways, constantly."Depends on the story. Nothing wrong with that anyway. Some times a plot hole makes for a better story. It's worth it."Language and emotion are the main ways that story is told."Nope. An explosion in a film is told through neither. Depends on the medium how the story is told but regardless a story is nothing more than characters reacting to events.storynoun"an account of imaginary or real people and events told for entertainment."Why does it have to be first person?Why do you think game developers should use this exclusively when it's actually a very niche concept that would appeal to only so many people?
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+Johnny Torpedo It does not already exist in the games you mentioned.  90% of the stories I've seen focus on one character at a time and include a faked system of emotional change and language usage by the characters.  One would have to create language and emotion systems to simulate the same drama that the majority of stories focus on.  Then of course you mentioned 3 games that focus on complexity and strategy-game-style controls instead of first-person, immersive viewpoints with simple controls.  I never said it's impossible to be immersed in static story.  You start to see behind the curtain with how static stories constantly break the rules that exist in their own world in little ways, constantly.  Then there's the fact that that one story is the only one possible in the world; this fact makes the world seem more like a fake, staged event than a world.  Once you've seen behind the curtain, it's hard to go back.The future of A.I. is very important for this level of "procedurally-generated" story that I'm talking about, that's true.  It's not impossible, it's just too different from the way games have been done to work with the current marketplace.  Like I said, the vast majority of stories focus on one character at a time, language-usage, and dramatic emotional changes; these two systems are practically nonexistent in games and are instead faked as static events.  It is hard to escape the tradeoff of having a lower quantity of extreme events happening in a simulated world... it depends too much on the characters of the world (human or A.I.) having genuinely amazing skills for genuinely amazing events to occur.  The classic problems of resource-management come up.  This is probably the main reason to force extreme events.  A challenge that's difficult to overcome for procedural story-telling created from the game world's systems.Language and emotion are the main ways that story is told.  With a focus on A.I. that can effectively utilize these two features and can occasionally express them via the game's tools, interacting with the world, and topped off with an immersive first-person view and SIMPLE controls instead of excessive stats and a million commands, we can have meaningful, procedurally-generated story experiences.  Everything's "impossible" until someone bothers to do it.  We have all the tools we need.
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+Ryan Bissonnette Then it's not story telling, it's story creating and there is merit to that. But it's also got it's limitations.For one, that already exists in games like the Sims, Dwarf Fortress and Civilisation. But secondly, those games can only create certain kinds of stories and they'll never be as deep as one that's handcrafted.You're implying that it's impossible to be immersed in a story that was written. Which is kind of ridiculous. Have you never been engrossed by a book or a film? Immersed in the world and the characters and plot?That kind of experience is special in a way that's completely different than what you're talking about.I hate those survival games that you're talking about because they're just kind of boring for me. Nothing really happens and there's no sense of progression. Imagine some of your favourite games ever made, and tell me what they would be like without a story. What is a story? It's characters reacting to events. What does it matter if it's scripted or unscripted? Every game you ever play will be designed anyway, the experiences that are had will be designed and thought of, so to an extent all games are scripted. The only way what you're talking about could happen would be if we had the ability to simulate the real world as it is. As in virtual reality with AI so well made you couldn't tell it was AI if you didn't know.It would be next to impossible to do what you're saying.Also you're being very dramatic.
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+Johnny Torpedo I keep wishing that true living world games could be plentiful.  I'm glad to see the rise of multiplayer survival indie games on Steam which are going in the right direction.  "Gameplay as the story" is the closest to what I'm talking about.  All these games keep acting like every piece of simulated-world game design that they had is some huge innovation.  Just make a simulated world already!  Step and step and step towards it but never do it.  Stories are a result of a simulated world being forced into static events anyway.  Let the world LIVE and see the infinite possibilities!  Infinite stories only possible by allowing things to have complex functionality free to live in the world!  Sometimes I want to experience a world.  Forced story enslaved to static linearity entraps me.  A living world lets me experience the world as the world instead of a very obvious fake, a show put on in a misdirected attempt to force the experience onto me when the experience already existed in the world!  If only the world itself was allowed to live!Sometimes I want to experience a world and sometimes I want to just have fun for a little while.  But if you're gonna make an immersive world, don't destroy the experience by forcing the world to live a certain way.  Like some cancerous anomaly.  Imagine if in the town you lived you saw the exact same traffic pattern with the exact same cars at this one traffic light.  Like some horrible, freakish matrix glitch.  LET THE WORLD LIVE!
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+Ryan Bissonnette Well there are ways you can tell stories in games without them being intrusive.Gameplay can tell story, in a way that no other medium ever could. You can feel the emotions yourself in a much more dramatic way than any other medium because you took part in what happened.If games got rid of story it would be a dramatic step backwards in my (and many others would agree) opinion. Games have the opportunity to be so much more than just "games". On the same level as film and literature, perhaps even more so.But even if you disagree and think games should just be fun. Context matters. Obviously just telling you why the character is doing something isn't necessarily enough, but if the designers can make you interact with the antagonist and want to take them down yourself (for example, GlaDOS) then isn't that all the better? You have motivation then. Not the character.As well as cutscenes being a decent if somewhat ham fisted way to break up pacing. They can also be used as a reward. For example, in Jak and Daxter, I was sometimes playing that just too see the cutscenes (when it got to one of those parts where you're just driving around doing errands for people).I don't think those games would have been as good without them.This is one of those things where it really depends on the game. You can't have an adventure game without story and for some people, just uncovering the story itself can be a reason to play the game.I used to be like you and have exactly the same opinion as you. But I've come to realise that actually some games just would not be anywhere near as good if they didn't have stories.
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cough cough Just cause 2/3 cough cough

Extra Credits: Free Speech

This week, we discuss an upcoming Supreme Court case and what it could mean for the future of video games. Come discuss this topics in the forums!

User Comments

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Well that quote then if thats true then thats like saying quote:You , Yeah You, your 18 or below right somebody:yea? quote: Your dumb, stupid, your still a baby,you dont know to make food/cook everyone can be offended by this except 5 or below
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+Danilo Marquez (Digijun) First, that's a straw man fallacy. The quote isn't saying that; it's saying that they don't possess fully adult reasoning yet. To a certain extent, I agree with such reasoning through personal experience. The shift in reasoning doesn't happen at exactly 18 years of age, but fairly close. For me, it happened a couple months before I turned 18 years of age. There's something in the brain that drastically shifts about that time.
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I am quite happy that this is episode now does not need to exist. The Supreme Court struck this law down, ending the threat of video game censorship for the foreseeable future.
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Yep :D although it would be fun to drive over to Sacramento and talk to them about how idiotic this law is, but, Luckily, the Supreme Court struck it down :D.
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I don't think you can argue for freedom of speech within games and then supposedly objectionably criticise games like Dead or Alive for their sexual content. If you don't like them, fine. But because you personally don't like the sexual imagery, does that mean they shouldn't be made. The feminist argument could be made that it sexualises women. Which in some ways is true, but a) we need to be open about sex to move on as a society and b) if you start making it taboo to make or explore certain things, you limit the evolution and artistic right of any developer trying to make something others might see as a bit racy. But hey... that's just my view on it. I always say, if you don't like it, don't play it. You'd be surprised how few times I've come across dead or alive in my lifetime.
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+Avatar Jillian While I completely agree with you, certain games, like dead or alive, can completely destroy the opinion of someone who doesn't understand the medium, and lead them to try to pass these kinds of laws.
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What's the difference between this and the age limits on movies?
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+Lohrrito nothing they are both self regulated.
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No where in the constitution is a provision that says that the 1st amendment does not apply to obscene material. As adding such a provision would give unwarranted power to whoever decides what its obscene and what is not. Neither the federal government nor the state government, where given any authority.However free speech does not free you from your consequences of your speech. Just ask Charles Mason. He didn't murder anyone, he just spoke and others did the murdering on their own. He is in jail, not for the speech, but for the consequences of his speech.
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+Ricardo Santos It is made very clear in the federalist papers that the first amendment was intended to apply mainly to political speech and speech with otherwise intrinsic value. That being said, obscene material has the right to be regulated. Don't get me wrong, I don't believe most video games fall under this category, but on a broader scale, if what you said was true, things such as child pornography, graffiti, or public nudity would be legal. I don't think many video games are "obscene", but there have been rather disgusting games made in the past. I know there is a game Rockstar made where the only objective is to kill people in different ways.
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The 'great' state of California, where crazy religious nuts, soccer moms, feminists, progressives, and other moral busy bodies all somehow forget they hate each other and join forces to tell everyone else what to do.
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Don't worry. We'll float away and declare tyranny over Hawaii some day.
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I 100% agree.
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+Girl Buu Don't forget the gun grabbing
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also as a Californian I must agree
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+Girl Buu That sounds like the entire Europe
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+Girl Buu As a Californian, I can totally agree
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"oh no, if the video games will be banned in the US, the whole medium will die!" I have no words
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Well the whole medium will be crushed by the lose of 32% of there market.
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There's one thing in this video I don't get. When the narrator says banning the sale of violent games to minors is 'terrible and silly'. I'm from the UK, so I don't understand USA age restriction laws, but is banning the sale of violent games to people under 18 a bad thing? I wouldn't think a 10 years old, for example, should play the older silent hill games, for example. I think age restrictions are a good thing, and films (definitely an art form) have age restrictions, and few people argue with that.
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+fyz 306903 =(
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+minecraftportall337 Sadly, a lot of people don't have that.
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+fyz 306903 I think one thing that can also protect against this instead of a law is not buying an M rated game for your 7 year old son/daughter i.e COMMON SENSE.
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+fyz 306903 then it would possibly mean games aren't protected by the first amendment
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Yes but that's already a thing here. The law would be used to fine parents who by M rated games.

Extra Credits: Diversity

This week, we look at the lack of diversity in video games (and hint at numerous episode topics to come). Come discuss this topic in the forums!

User Comments

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Baby Got Back passes the Bechdel test. Therefore it is not a good metric, even as a baseline to work from, for determining whether or not a form of media is 'diverse' enough.
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+Andrew Lesniak A beter criticism of the test would be things that are clearly not sexist, but still fail due to their nature, like Gravity. The main character is female, but the only other significant character is male, ergo no conversation between 2 females. Scenarios like that happen a lot easier in video games, as the environment generally plays a bigger role than in books or movies.
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Welp, that video just eliminated any chance of me subbing.
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If you comment it helps the person who made the video, so you could just not sub next time; I really don't understand why people make arguments or statements that wanting diversity is wrong.
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I think the sexuality part isn't really fair because honestly the vast majority of video game characters isn't openly sexual at all. The thing is that if a gay character was a totally normal person who didn't talk about gay sex all the time or whatever you wouldn't be able to tell they were gay... Regarding the bechdel test I think that also doesn't work a lot of the time because there's also a lot of games where there is only one man or no one talks to eachother about anything. (And a game about one man and one woman would automatically be sexist) I also don't think you can ever say that any single game is wrong for not having a female playable character because most games have only one playable character which leaves the developer with a 50/50 choice for gender. I do see that the vast majority of main characters are men, but perhaps it is because male devolpers are more likely to come up with male-centered stories because that is what they relate to and most developers are men, just like how most male novelists write about men.
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+Elise Weusthuis like he said it's just to eyeball where we areI don't agree with some statements in this video or in other articles criticizing games for sexism but I believe the bechdel test is a good place to start
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Why is it so important that a game is diverse?!?! I personaly think make a game diverse just causes a limit for the story of the game and the gameplay. I hate when there are purposely minorities put in video games and movies because it has to be political correct. But I think this whole 'Extra Credits' channel is political correct as fuck, everywhere minority figures....
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+Samuel vanWijland, that's the main issue; a fear of risk. Still, they'll always some one willing to try it so I feel that issues like this will solve themselves eventually, we just need to help them along occasionally. 
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+GriffinPilgrim I agree, but for a game to be original and more revelatory to differ the protaganist his ethnicity isn't the first thing that comes to my mind :s.But I think the most characters are white or japanese because most people who will play the games are white or japanese , I don't think there are a lot of people in africa who are gonna buy games.The game is aimed to those people.But as you said it's not demonstrably true that it would not sell, maybe the  devolepers don't want to take a risk :S ??? ( cough like the developers of CoD cough)
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+Samuel vanWijland I wouldn't say individual games should bend over backwards to shove in token diversity for the sake of it but I would agree with Extra Credits that he fact that the vast majority of game protagonists are white or asian males does suggest a certain laziness on the part of developers. I'm sure other options would have worked as well or better in a fair few of those games but they went with the obvious, likely because some marketing suits have told them that's all that sells, which is demonstrably not true.
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+GriffinPilgrim oh I think I missed that, in that case I wouldn't argue about the 'diversity' in a game, for example if a game takes place in africa or something I would not complain that there are so many african people to be seen and very few white people because it's just the story of the game.But I still do not think that 'diversity' is needed, who the fuck would seriously actively care if the game does not contain chinese people or african people.In Bollywood movies  there are almost no white people to be seen or other racial ethities only indian people, but do I care? NO ofcourse not that would be silly :P.
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+Samuel vanWijland Not really. As they said at the end of the video what developers should do is sit down and think what characters fit their game best. If that is a straight white male, fine. But if it isn't they shouldn't be afraid of going a different way and doing it right.
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+GriffinPilgrim but than you still have the problem that the devolepers are changing the story because it has to be 'diverse'.
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+Samuel vanWijland They actually said in the video that they're opposed to token minorities being shoved in. They were supporting the use of well thought out and portrayed diversity that fits the story.
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+Jinglejongle Jidjood How do you know I am scared? Please tell me, because I didn't mention that I am 'scared'. You are a fool or a butthurt black man if you don't care if white people become a minority, and yes the police sometimes treats minorities like thugs (especially black people and mexicans) because most people they arrest are thugs.Black people tend to do more crime then white people do.Oh no, that's just too much logic, I can't handle it 
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+Samuel vanWijland Why you scared of white people becoming a minority? Maybe because of how minorities are treated already? LOL.
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+Jinglejongle Jidjood Where I live there are very few minorities, you know, where 'minorities' are really minorities. America used to be a white country with very few black people, but no that is not good enough.Because of people like you america has become more diverse, but that's nice I assume.It doesn't matter that white people are a minority in the future. 
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+X-ray Devil I hope you realize that what you just said was not only completely irrelevant, but also completely nonsensical. 
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+Jinglejongle JidjoodSJW culture is the most hated cult. Sorry
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+Samuel vanWijland This comment gave me cancer."Everywhere minority figures" it's almost like real life, holy fuck. I guess real life is politically correct, too? Genetics are too politically correct for you?You complain about 'political correctness' even tho you're just as butthurt about diversity if not moreso than they are, because you don't want it and you don't want it to be talked about because, I don't know, you're an idiot?Jesus.
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oooh you just said the word 'Nigger'! You are not political correct! You are a racist! Racist!  
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+Samuel vanWijland MUH DIEVERSITYMORE NIGGERS!
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