Decked Out: Post Mortem Chatty! What went right? What went wrong?

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I find great humor in Tango's shift from "Heck no never doing DO3" to "Maybe" to "Okay yeah, definitely doing it in a few years, how can I not?"

PatrickJarrett
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IMO, "Suit up" should have been an ethereal sold at the crown shop. It feels like the most "power up"-y card in the game

somerandompersonintheinternet
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33:14 - (the map) "wasn't so much 'I'm getting critical information from this', but it was good feedback that cards were being played"

I don't know, I think it gave people useful information all the time.
"I've only got 5 cards left, it's probably going to be all stumbles soon"
"I still had a bunch of treasure queued up when I entered level 2, so I can probably find a key"
"I've had hazard block on the board through most of the run, so probably it's safe to go for that staircase"

It was a really cool feature, sometimes feature creep is worth it.

tetsujin_
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I know Tango gives chat a lot of credit, but that wouldn't be possible if he weren't so receptive and willing to take the time to listen, allowing us to feel like we are such an important part of this brilliant project. Thanks Tango!

ELouiseZBear
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The build alone for decked out is a top 100 build of all time in Minecraft the fact that it is also one of the most comprehensive mini games I have ever seen in my 15 years on YouTube makes it the greatest build in Minecraft history

ninjasuperman
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33:00 - In defense of the map's usefulness, it did make keeping track of how much blocks and queued drops players had involve _infinitely_ less mental math - not to mention it made it painfully obvious when the player was running out of cards and needed to skedaddle.

TheKdlvt
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Please get etho to join you for the Redstone stream. He expressed interest in it and would ask the right questions, not to mention how much more entertaining it would be!

(And I will say it again and again, until tango sees it xD)

urxx
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Tango you need to hear this: You are a game designer. You have reached the point in your knowledge that you know enough to know that you know nothing. This humbles you but it shows that you are on the other side of the knowledge bell curve and that is what set you apart from the CEOs of the old game companies you once worked for. You received the greatest validation you could ever get from the hermits and you know it: "I felt like I wasn't even playing Minecraft". If I had the financial means I would be honored to bankroll any game project you would propose. The willingness to do a 3 part post-mortem is all the resume I need.

MNSweet
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17:00 - "What went right: The Ravagers!"

Agreed. Although they had problems and players could manipulate them, they're a good kind of threat. A big obstacle to get around, a constant threat if you get too close. And I think it's actually kind of valuable to have a threat that the player can really work with. They can see the ravagers, move them around, and plan their routes accordingly. When the player is up against a threat they often can't see or control, the player isn't empowered enough to feel like the game is a challenge they can overcome. I think the Wardens felt that way for a while, but players did learn how to deal with them, too. But with Wardens the play is almost always perma-sneak, until you have to run, and then you run. With Ravagers there's more running, when the player is engaging the Ravagers it forces a more aggressive play style. Despite all the problems with them getting stuck or killing themselves, I think they're a great challenge for Decked Out.

tetsujin_
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I think another way that you vastly succeeded was in the immense amount of joy that you brought the Hermits and viewers. Which in reality I think is DO2 crowning achievement.

chrisp.
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Dearest Mr. Tango of the Tek variety,
after designing the games DeckedOut 1 & 2 all by yourself I have to inform you that you are indeed a game designer.

ratzeputz
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The extra Embers per floor would've helped the bad feeling of artifact distribution as well since Death Loop on level 2 would've been worth more than Death Loop on level 1.

DeterDnD
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1:39:41 agreed. These interactions are what make Hermitcraft. And in this room were so many of them. They always brought a big smile on my face.

mcMineoc
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The sound design, I was at first super skeptical because it was not strictly vanilla, but hearing it all work together, it was some of the most superb sound design I have ever heard, not just Minecraft, but in any game. And based on the creativity it allowed, I’m now convinced Mojang needs to implement custom audio discs into vanilla Minecraft. It needs to be a standard feature of the game.

Nephelangelo
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What i really enjoyed anout Decked Out 2 is that it got me watching some of the hermits that i had not really watched in the past including Hypno, Joe, Gem, and Pearl. So much great content.

francolerud
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We need a compilation of Tango yelling at the dungeon mobs throughout the entire game lol

yeahminecraft
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The warden surprise in the beginning of the video was great.
I was totally not expecting a D&D adaptation though. Amazing props to whoever made that!

dragonridertechnologies
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Coming here from Pearl's video just to say- thank you x DO2 has been the most entertaining, fascinating and brilliant game and piece of content in 2023. We've spent days watching DO runs from all of the hermits. It's all been said but it really is the greatest Minecraft invention/build/ puzzle/"mini"-game of all time. Thank you!

jocelynpederick
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Tango, an addtional idea for the crown shop in DO3:
-> You could introduce a fee (say 2 crowns) for entering the shop. This way the player might feel to go on a shopping spree "as long a I'm here, lets buy this etheral card as well."

Kaikaku
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1:59:01 The pay-it-forward mechanic was what's called "positive randomness", i.e. you had a chance to get a positive unexpected reward. It's usually the kind of randomness players prefer the most. Many big games try to give a chance of an additional reward (e.g. a very small chance to get an extra dice-roll in DnD). I know Tango loves his punishments, and perhaps most hermits liked it, but the average players prefer a chance to get something positive. And mostly to have something skill-based or dangerous that gives you something positive (e.g. push 4 scattered buttons/flags in a level to get a guaranteed key, but do it within a narrow time-window and you also get 15 seconds regen on top)

Muskar