10 TRICKS Games Use TO FOOL YOU

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Published 2024-03-25

All Comments (21)
  • @Mrcharrio
    The worst trick is launching a game with No Micro Transactions at launch but then adds them weeks to months later with a vengeance.
  • @SirZelean
    I'm a dev and that's all pretty much accurate, yeah. Also, multiplayer games are a NIGHTMARE. There's so much you need to do for it to actually feel like you are playing with people in real time. Like, most of what you see isn't what the other player is doing right now. The game is just predicting the path the other player will follow until it receives the information that the other player is changing direction. That's why when there is some significant lag, other players keep teleporting - it's just the game falling hard to predict where the other player is going to go due to network delays, and then readjusting their trajectory. Same thing for shooting and hitting other players. The shots don't hit in real time actually, they hit the prediction of where the game thinks the other player will be. If the other player actually moves and the prediction fails, again due to lag, it seems for you that you hit, but the opponent leaves unscathed because you didn't actually hit them. There some actually pretty complicated engineering into making online games, especially shooters, feel good and fair.
  • @Hmmmm..ok3
    Most famous one is when they fool you by saying "in game footage"😅
  • @RejectedsComedy
    I can offer some insight into number 6. In most game engines (all?), the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0,0,0) for your xyz position. This is due to something called floating point precision. The cause of this is say that your x position is saved as an 8 digit number and it currently is 10.856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10,010.856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc. Now to RESOLVE, many developers will move the whole world around you (aren't you special ;) ) at the inverse of your movement so that the player is always at (0,0,0). It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount.) EDIT: well DAMN... I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.
  • @alcoone1403
    My favorite illusion is Falcon sayong "Number 2" for the #1 spot.
  • @josephhouser7078
    One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.
  • @golf7078
    Saying "two" instead of "one" when describing 2-D games that are actually 3-D... genius.
  • @runikvarze6191
    How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist. How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.
  • @Bibbly53
    Location based dolls has been multiplayer for ages. Same thing with old reflections that duplicated assets in a different parallel space. These logic and logistics based deep dives are great.
  • Most of these are not really that surprising, but what did catch me off guard was that bit about online multiplayer.
  • @mn3438
    1 trick: MICROTRANSACTIONS ☠️
  • @davidbruce482
    This was the best Gameranx list video in a long time, give us more technical stuff like this, it was great
  • @Jash0192
    The fact that the creation engine is still a thing is enough for a whole video in itself
  • @donaldpriola1807
    I always tell people the same thing when they are confused about where to go in a level: "Go to the light Carol Anne. Go to the light."
  • @bobbyjones8312
    The lack of Goomba's and ? Boxes, is truly the only thing missing from Elden Ring
  • @salmonsweat3189
    One of my favorite tricks they use is disguising loading screens as some sort of gameplay. For example, when you have to slowly squeeze through a narrow gap between two rocks, that's the game loading the next area you're entering into. It's a clever way to not interrupt the games immersion with a classic loading screen.
  • @MarvelX42
    The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.
  • @pixelpuppy
    Racing games like Mario Kart have what's called a "rubber banding" effect, where if one player falls too far behind, they get a hidden boost of speed, while the lead player gets slowed down a little, in order to keep the race tight and exciting.