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10 TRICKS Games Use TO FOOL YOU

Mar 28, 2024
(brilliant music) - Video

games

are a great magic trick. Sorry, illusion, sleight of hand. Video

games

do things that aren't exactly, well, easy to sell the image. Hello friends, I'm Falcon, and today on Gameranx, 10

tricks

that games use to trick you. Starting with number 10, in scripted moments where games dynamically adjust animations depending on your speed. You know those great gaming moments when everything falls apart, but you manage to escape at the last possible second? There are many ways to try to create these moments. Sometimes you're on strict time, so the only way to beat them is at the last possible second, but that can be frustrating.
10 tricks games use to fool you
It could kill the game's momentum if you repeat a written section of a game over and over, and these days, most games just pretend. As Kurt Margenau describes it, Naughty Dog developed a technique where they would work backwards from the final jump and have the timing of the entire event change depending on how fast you beat it, allowing the event to be a lot more forgiving. than it normally would be and at the same time ending at the perfect moment. Naughty Dog and Insomniac are the masters at this kind of thing. Sometimes it can be quite difficult to notice that the game is slowing down, while with other games it is not as smooth, let's say.
10 tricks games use to fool you

More Interesting Facts About,

10 tricks games use to fool you...

Among other things, they mentioned the segment of the train that fell off the cliff in the original Uncharted 2 as where it all started. If you look close enough, you can see what's happening everywhere. (train screeching) (intense music) In pretty much any Sony game with scripted moments, I guess it became standard practice for Sony's in-house developers across the board. And number nine is instructional level design. One of the most benign

tricks

of game design is the way games attempt to introduce concepts and challenges naturally into a low-pressure environment as a way to get the player naturally accustomed to these obstacles before throwing them into the proverbial abyss. .
10 tricks games use to fool you
It's one of those game design concepts that you never really notice until you hear it and then see it everywhere. You are basically reading the Matrix code. It's been in games since Mario Brothers in '85, when games didn't even allow in-game tutorials, and not because it was some rule or anything, it was just the technology that made it so if you had a tutorial, it would be incredibly bad, so what they had to teach players through level design. The game features question mark blocks and your first enemy at the same time with nothing else present, and makes it easy for new players to experiment and learn while jumping onto a box or jumping into a Goomba.
10 tricks games use to fool you
Take pretty much any level from Super Mario Wonder. They all work like that too. A new level of cheating is introduced into a relatively safe space for players. They can easily interact with it, learn to understand it, and then the player steps it up. Hell, Elden Ring does this. As you know, Elden Ring starts with a question mark box and a Goomba right there. I'm not kidding. Many times, the first time you encounter an enemy, they are alone in a large area. That's what I'm talking about. There are no Goombas or question mark boxes that I know of in Elden Ring, but there are plenty of opportunities to understand how things work before having to fight an enemy in a larger area, for example.
It is not necessarily a deception and perhaps it is also a positive thing. That said, it's very easy to ignore or overlook, so when you start noticing it everywhere, it's the green Matrix code falling from the top of the screen. You're like, ah! And number eight is scale tricks. Scale in video games can be very strange. There's no real depth perception in games, so it can be difficult to tell how close or far something is, and designers use that to their advantage. Take a game like Halo, set in these large open environments. Somehow they manage to make the weapons stand out from the rest of the world, and it just took this little trick.
Listen, I'm putting this here because this amazing image was posted on Reddit by AftermaThXCVII. I don't know which of those letters are supposed to be numbers. I'm not from Rome, but the credit goes to that person and he reveals the horrible truth. When the weapons are on the ground, they are enlarged to make them larger and easier to spot. In comparison, it seems absurd. That's a huge gun, and that's what she said. (Falcon laughing) But did you notice? I did not realize. I have never. I've been playing these games since the original Xbox, Combat Evolved. It's one of those little changes that, if it were real life, would be super obvious, but since it's a video game, I never noticed.
They tricked me and honestly, it makes the game better. And number seven, the multiple tricks they use to make anime characters in 3D. Much has been said about Arc System Works' approach to animating its fighting games, such as Guilty Gear and Dragon Ball FighterZ, but even if you're aware of the way these games intentionally animate the way a cartoon character would drawn animated instead of a 3D one. animation, it doesn't adequately convey how much these games have to do to make their animations look like anime. There are obvious things, like whenever a character is shown at a side angle, their mouth literally moves to the side of their face to make it look right, but the proportions of these characters can be wild, all over the place, to create everything. those recognizable poses and animations.
Take any moment in a fighting game where the character puts his fist toward the screen. It may look totally natural from the perspective of the screen, but from any different angle, everything is totally crazy. It's just... Look at this. The game makes his fist appear three times larger to make the pose look more dynamic and similar to how it is drawn in the anime. (Faust speaks Japanese) (intense metal music) (Faust speaks Japanese) (explosion) (Faust chattering) (machinery whirring) (Faust speaks Japanese) (machinery whirring) Even something as basic as a simple facial expression could look perfect on the correct position. angle, but completely upset and disordered from another.
The amount of work these guys put into making a 3D model animate like a 2D cartoon is incredible and honestly, it's a little magical. And the number six is ​​space. Going to space in any video game requires a lot of tricks. It doesn't matter what game you're looking at, but for Starfield to make it, they really had to stretch the Creation Engine, because it's an engine that was created in 1999. In a previous list, I mentioned how they managed to create a train works in Fallout 3 by turning it into a hat for an NPC. The tricks to getting Starfield into space aren't as well known, but they required some pretty creative problem-solving on the part of the developers.
So in Starfield, how does space work? Well, when you're in space, you're actually in an area that the game generates based on your location. Generate the planets as celestial objects in the sky to match where you appear to be on the space map. The interesting thing about space is that it's basically a big box around your ship, but the actual space part is just an illusion. If you take your character and cheat your way out of your ship, you will continue to fall until you reach the edge of the map. That's the interesting thing about this whole thing.
You can touch the edge of the map as your character, but if you're flying, the ship can continue forever. - ...some food. If you want to come, just stop by. (dramatic music) - I'm not 100% sure how it works exactly, but your ship will probably be the center and everything else will move around it. Therefore, if you are flying, it is possible to fly to other planets without having to access a loading screen. However, the planets themselves are not solid objects. They're basically just window dressing, but when you're actually flying, the illusion is quite convincing. At number five, the illusion of movement.
In video games, there are many moments where it looks like you're moving, but you're actually not. It's everything else that's really in motion. This may be how the above point actually works, but not in all games. Many of them actually move through some type of environment, but there are many where your character is the fixed variable and everything else moves around them. For example, in a game like Hades this doesn't always happen, but there is a part where you are traveling on a ferry and the ship isn't actually moving, but the islands around it are moving.
It's mainly an engine fix so they can fix the problem of moving something while your character is standing on it, but in other games, the problems are a little more fundamental. Take Outer Wilds for example. It is a game full of complex physics simulations. You might assume that the only stationary object in the world is the sun, but that is actually not the case. It's also moving. The actual stationary point is your character. Everything revolves around you in this game. The reason is that your character needs to be in the center of the world coordinate space, literally 0, 0, 0.
Otherwise all these physics simulations start to have floating point errors and cause stutters and performance errors, things like that. . So, for example, when you jump in Outer Wilds, you're not actually moving. The planet sinks beneath you and then returns. It's a little mind-blowing to think about, but in practice, you'll never notice, because it doesn't work out that way. And number four, the online multiplayer is basically a big gimmick. The big mistake is thinking that you are playing with other people and in reality you are not. Now, I'm not saying I'm an expert, but maybe let me explain it a little better.
No matter how fast connection speeds are, it's not possible for games to accurately send all of the player data, all of the shooting trajectories, all of that at all times in fractions of a second between hundreds of players, so that the game actually sends the absolute minimum. as much information as possible, and then that translates into the playing field there. I'm not necessarily the best at explaining it, so I'll cite a Reddit post by TheMiiChannelTheme that I think accurately illustrates what's going on. "If it's a 24-player lobby, there are 24 different games in progress simultaneously, 25 in a client-server model.
Your own actions affect other people's games and theirs affect yours, but ultimately, they are separate experiences. Each client has their own reality populated by one player and 23 slave puppets who try to match other players as best they can." (bombs exploding) (players screaming) (guns clicking) - Hostiles are invading one of our objectives! (players screaming) (guns clicking) (bombs exploding) (players screaming) - And once you understand this, most online mistakes start to make perfect sense. It's a somewhat asynchronous experience. Ultimately, when people talk about good netcode, they're not talking about games that are better at connecting players, but what they really mean is that the game is simply better at guessing.
It just goes to show how incredibly complex coding an online game can be. And while I'm really just scratching the surface, it's fascinating to look at the crazy tricks that programmers have pulled off to make their online games more fun and responsive. And number three, the Shadowbans in the game. If you put a leaderboard in a game, people will cheat to get to the top. No matter how useless the leaderboard is or how underrated the game is, there will always be someone who will cheat their way to the top. Tons of games have these kinds of problems, but at least one Reddit developer came up with a pretty novel solution.
A post by user KarmaAdjuster, his game did a little trick on cheaters. They had software to detect if a score had been cheated, but instead of banning the player, they hid fraudulent high scores from the leaderboards of legitimate players, effectively banning them. The developer mentioned something that if you ban them, they will probably come back with more sophisticated cheats, but if you just hide their scores from others, they will move on, thinking everything is fine. It's a smart idea. It's a shame the developer never revealed which game the cheat was used in, but I guess that would defeat the purpose of the Shadowban if everyone knew.
And number two is the strange ways games transform your character. It's one of those types of tricks that games do all the time in the background simply because it's easier than the alternative. In many games, instead of just going to the trouble of creating a new model or modifying existing resources, they just throw things together, because the player will never see it, so when you make people look behind the curtain, just like On the Boundary Break channel, you can find some pretty strange stuff, like how Mario uses the Cannon Box in Mario 3D World. Look at this.
This is actually what the game does. Shrink your head andMario's arms until they are ridiculously small so that they can be hidden while using the cannon. I'm not sure what I was expecting, but it wasn't this. Games do this kind of thing all the time, but you rarely get the chance to see it. And number two, 2D games when they are actually 3D. There have been many old 2D games. They seem totally legit. You would never in a million years suspect anything by looking at them, but if you take control of the camera and peek behind the curtain, you can see the terrible truth.
These are not 2D games at all. I mean, it's not really a terrible truth, but it is a little surprising. Many games are like this too, but the ones that surprise me the most are Cuphead and Shovel.Knight. These games don't have 3D elements, but here they are. The reason is simple, of course. The engines used for these games are primarily for 3D games, but they offer more options than something that is a purely 2D engine, so they use what they have. In Cuphead, a lot of the elements are projected onto a single surface, but with Shovel Knight, all the different assets are separated and it makes the game look like a shadow box or something.
It's actually great. I'm surprised they've never used it anywhere, but I guess Yacht Club Games wanted to stay as authentic to 8-bit as possible. And that's all for today. Leave us a comment, tell us what you think. If you like this video, please click like. If you are not subscribed, now is a good time to do so. We upload new videos every day of the week. The best way to see them first, of course, is to subscribe, so click subscribe. Don't forget to enable notifications and, as always, thank you very much for watching this video. I'm Falcon.
You can follow me on Twitter at FalconTheHero. See you next time here at Gameranx.

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