toboruo
Dodging is so universal in third-person combat that many players consider it to be fundamental to function, but the dodge mechanic in Arknights: Endfield shows us it is not.
This video exists because of the public response to my last Endfield video, “The Death Knell of Gacha Games”. It was very well received, but the call to remove the dodge was the universal dividing line. With this follow-up, I aim to convince you of two things: that the dodge mechanic itself is not the root of Endfield’s problems, but also that those problems cannot be solved without a serious reconsideration of the dodge button.
This video took a LONG time to make. I started it in mid-March, about 2 weeks after the Death Knell video. The substance of what I actually wanted to say evolved over time, and I wanted it to meet the same standard of quality, and as such, I spent very silly amounts of time incessantly rewriting the script and sifting through all my beta footage *again*, so that’s why it’s taken so long. Thankfully I’ve managed to get it done before any more Endfield news is announced… 😅
(Also – sorry about the crunchy bitrate on some of the footage, it’s not a rendering issue, all my recordings of the beta test are like that but I didn’t realise until too late, so I just have to make do with it.)
I stream every Tue/Thu/Sat at 10pm UK time: https://twitch.tv/toboruo
(I’ll also start multistreaming to YouTube soon)
Twitter: https://x.com/toboruo_
Discord: https://discord.gg/SCVvE76XWw
Songs used:
Various tracks from Endfield’s OST
會動的……蘑菇? – Arknights OST (Ceobe’s Fungimist, Track 1)
“壞家伙”來了! – Arknights OST (Ceobe’s Fungimist, Track 4)
#ArknightsEndfield #Endfield
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Bilibili response video: 闪避真的要为同质化负全责吗?(up: 让你爱上学习)
(EN: Is dodging really solely responsible for homogenization?)
https://www.bilibili.com/video/BV1CeX6Y4Ey2
GCORES article: 面对焕然一新的《明日方舟:终末地》,我们问了海猫和 hyf 很多问题
(EN: Facing the brand new Arknights: Endfield, we asked Lowlight and Huang Yifeng many questions)
https://www.gcores.com/articles/192321
LeiPhone article: 鹰角,最后的二游大厂“手工匠人”
(EN: Hypergryph, the last “artisan” of the major ACG mobile game developers)
https://www.leiphone.com/category/aijuejinzhi/OY5cLNQUAAcnfOBY.html
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0:00 Intro
1:17 Alpha to Beta Changes
2:47 On Dodging
8:14 Consequences
12:13 Expectations
17:47 Crashout
21:38 Aspiration
Source
You know thats all remind me Sekiro situation on release. While most soulslike plaers were used to the dodje mechanics, the game was designed for heavy use of interruptions. I had an argument with a friend about this topic. At that moment, he had gone through all the parts of the dark souls and sat behind the Sekiro, while me there was finish only the second part behind my back. While I immediately accepted the mechanics that the game offered me, my friend tried to play as he was used to and was angry at what was happening to the game. Of course, this is a special case, but at that time there were a lot of conversations on this topic, which is similar to the current situation. The only difference is that the Sekiro developers didn't ask the players what kind of game they wanted from them.
i was asking why the battle gameplay become semi fast paced in tiktok. and i start comparing it to arknights. i say that
"Hypergryph makes arknights francise a strategic game, why do they make it fast paced" and they start calling me a fucking arknights white knight. i like the old battle system where you need a whole consideration to make a move. i've waited this game for so long, i don't want it to be a genshin rip off.
So much of this is contrived. You're imposing your own desires onto the game when speaking as if it's an entity with a will that matches yours. The creator being a fan of Dark Souls and putting references in the game is not evidence enough to draw all these conclusions you're making. Even if they were, that's a stupid basis for your argument. If the creator wanted the game to be playable for one minute each week, would you have a problem with people complaining about that?
Dodging being unlimited does not necessarily hinder discipline. Spamming dodges needlessly is not something that mechanic forces you to do simply by being present. Needlessly spamming dodges results in a DPS loss, which is something any decently competent gamer would pick up on as a cue to improve if desired. I don't care for the game trying to teach players to be better, be more disciplined, or whatever, but you seem to with your Dark Souls rant and generalization about Gacha gamers wanting games to be easy. Why? If they want to constantly dodge, just let them. Maybe you just want more turn-based than Character Action. I don't. I'd love for this game to have skill expression like Bayonetta, Assault Spy, etc. Having more control over characters and having them fight as hard as characters do in some Arknights cutscenes would be very enticing.
Was watching this and thought it was concise and informative then came the dogass take of MHWilds making me realize the guy just outed himself out as the people he's trying to be up against
nah its your problem
Alright you bastard. I thought this game would be another meaningless open world gacha piece of shit. After seeing all that, i might even try it.
bump
Subscribing just for the crashout
This video just made me remember why i started playing games as a kid. Arknights was the first ever gacha game i played and i still come back from time to time. Every time i cleared a boss stage or had a hard time clearing smth, it always felt more rewarding than any other gacha game i play right now. I grew on games that were made to be played for fun, to be enjoyed and i hope Endfield would give me the same experience of trying something new, something more rewarding.
I agree with literally everything in this video except the excusing of censorship in the crashout section for some reason?? But yeah definitely agree that the community has too many addicts with the attention span of a single cellular organism
You had me until you compared predatory gacha mechanics to gameplay mechanics.
All Endfield has to is stick to its original idea and not give in to the tourists. The tourists will leave and we will have a loyal community just like Arknights.
So… what ur saying is… people wanted genshin/wuwa….. in a kojima game ?
I'm probably too old to be playing gacha, but go figure when they made Morrowind (a game that is now older than most people who play Gacha), the technical limitations meant they could only make the game world so big. Therefore they just slowed the player down to make the world feel bigger. Eventually of course you can move extremely fast, leap immense distances, teleport, and fly – but usually by that time you've experienced a lot of the nuance of the world and all the handcrafted parts therein.
Same reason so many games restrict similar traversal means or don't have them at all. Without limitation, what would be the point of overcoming "the world?"
The only issue I have with this video is you didn't necessarily address how endfield fails to find it's identity with its combination of gacha + factory + exploring + combat.
truth nuke
Ill still play this game even if it looks like another genshin clone as long as its polished
wow shit, "Gacha gamers have come to expect their actions won't matter" such profound words. I have now repent on my action 🙏. I can clearly see now why I got my ass slapped on my first Reclamation Algorithm 2 run. Actions do have consequences and I should tread lightly.
"I don't want people who play Arknights: Endfield to be those who don't want to play Arknights: Endfield", me too man. The audacity of people comparing ZZZ's maze dialog TV jail cell mode to Endfield's factory optimization just baffles me. It's like comparing watching paint dry to playing sudoku.
well If arknight keeps up the good work and doesnt listen to those who just wants waifus to pull and rewards without doing anything
it will probably become my favorite game
(The crashout was fair, though)
I want them to keep the dodge. Idc how they rework it, I just want an actual dodge button. I love Hack and Slash games (Ninja Gaiden, Nier Automata, Bayonetta, DMC, Monster Hunter or Kingdom hearts even), it's my favorite gameplay genre. But I'm also a fan of strategy games (Xcom, Fire Emblem, Starcraft, Civ, Card games and Roguelike deckbuilders). And every game I've mentioned just now in some way, shape, or form can be difficult, some more than others. In Ninja Gaiden even though you can mash buttons (and people still call it hard on base difficulty), on higher difficulties you have to be deliberate about your combos, spacings, canceling animations, techs like shuriken stun, etc… Not exactly "tactical" but definitely consequential. And if you've played Xcom I dont need to say anything cuz you know lol
The game would be more enjoyable to play if there is a dodge of some sort, just don't have it be spam-able. There need's to be more consequence than just losing out on DPS. Even in NG2 you could dodge spam it just wasn't as effective as block canceling which become more apparent in higher difficulties, and some enemies specifically could punish you for it.
If they made it so dodging uses SP, but maybe implement a perfect dodge where it gives some back or doesn't use as much or whatever I could see that being interesting. I just don't think removing the dodge entirely is the best direction. Maybe Dodge staling where the more you use it the slower and less effective it becomes (though this would be less enjoyable for the player, it is a possible consequence). They can have a dodge and still be tactical, they just need to change the Beta's implementation. I do want Enfield to be unique, dont get me wrong, but thats still achievable even if they keep the dodge system and I don't think having a dodge period is going to hurt the game. **I don't want the game to have a dodge to be like other games/genres, I want it to have a dodge in some form because it simply makes the combat more enjoyable.** Idc if the dodge has a 6 second cooldown, thats still better than nothing imho. But I do agree all the people asking for the dodge to be even more forgiving or lenient though are crazy.
I want this to be an action rpg with base building. And yes. Hypergryph should make the game appealing to the masses for profit purposes. If you disagree, you are wanting them to bankrupt. And since you are also a team killer, you suck
After watching the whole vid, I think it's… complicated. While I do agree with a lot of the take, I think a few parts came off a bit hypocritical. They were insensitive to your enjoyment, but you were insensitive to their time. Some play for the story, some for the characters, some just for building their characters. As an example, Elden Ring does an amazing job at it—you can play anything you want, with the difficulty coming from the build. If you want to beat Malenia with a twig, you can; if you want to one-shot the final boss with a laser beam, you can. That's what makes a great game.
As for the consequences part, while I do agree that creating a 'transportation web' is a cool idea, the problem arises when you want to explore. As a WuWa player who doesn't use fusion characters, I know how it is to walk around the map for exploration, and it sucks—it's horrible. I think that's the heart of the problem: a misconception from all sides. It's not that 'players don't want consequences for their actions'—I believe it's more that players are expecting 'building + exploration,' while the devs basically say (at 16:30) it's 'building, with some exploration.' That's the mismatch.
So what can you do? Giving in to the users and implementing full exploration mechanics would ruin the whole system—you could just fly to the next factory and wouldn't need to make a 'transportation web.' The opposite—staying strong and not implementing them—would be equally bad. The world is gorgeous; why not use it? At that point, why not have a static background of a mountain or field instead?
I think a better option would be something in-between. How would you implement it? IDK, but personally, I think having exploration mechanics as consumables would be a nice idea. For example, a grappling hook could be a limited-use item you craft, helping with short bursts of traversal without making everything too easy. Even better, instead of letting the player fly around freely, why not add a scout drone you could launch? It could hover ahead to scout terrain, spot resources/preview where to route pipes, conduits, or whatever—tying exploration back into the building loop. That could also help control how much you explore, and saving up consumables for 'expeditions' would be a cool concept too… I think.
that wisdael hunting at the end giggle me so much lol
valid crashout mann
Fucking incredable crash out at the end.
As a long time Arknights enjoyer, An even longer Factorio enjoyer and long time genshin disliker, I hope to god they dont make Endfield yet another GachaSlop for brainless zoomers.
I want something with Teeth, That wont just grab me by the hair and drag me from point to point, I want a world… and a game.