Text
Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
443 notes
·
View notes
Text
car -> comet for space symbolism
1 note
·
View note
Text
"...my poor red pearl..." 6x6, Mob Swap
a foray into animation driven solely by gempearl divorce! production notes in the reblogs ^_^
466 notes
·
View notes
Text
jojosolos my prophetic queen, believer before the 1st shot even hit
12 notes
·
View notes
Text
DONT STOP THE PARTY SAPNAP COURIWAY EDITION 🔥🔥🔥
#mcsr#the poundcake supercut LMAO. My instigator king#also the mime line being before mime pulled the most epic handoff ever? kinda prophetic
1K notes
·
View notes
Text
Twitch rivals is just so frustrating to watch pretty much every time. They are the one minecraft event with money and for money and they somehow have the most problems every time, it’s crazy.
All minecraft events have bugs sometimes, games break etc. that’s understandable. But in an event with such a huge prizepool it is crucial to have predecided reactions to those problems and consistency in those reactions. This rivals had neither and that is unforgivable.
That said there have been improvements for mc rivals over the years. The wait times, even though long went nicely with players talking to each other and looking for the eggs. The lobby was big and looked nice, it was fun to watch. The tutorial videos were nice for viewers as well, so everyone could understand the game without some separate document.
But getting excited for a game, for example in this rivals one really fun looking hour long game, only for it to last two minutes? That is not an enjoyable viewing experience. Seeing in the chat mid game that the ongoing game is nulled and then after that waiting in the dark as to what is happening? Not knowing whether the streamer you are watching is still in or not? That is not an enjoyable viewing experience.
As a viewer I see ”100k twitch rivals” and excpect that money to show in the event quality. This is not a passion project by volunteers, this is a for profit event with sponsors. And a bad product, bad event, will not sell. Not to sponsors, not viewers. Hopefully we will see some change in the future. I know there are passionate event organisers for mc, it is not a problem of finding people to do the work.
37 notes
·
View notes
Text
hbg for the win! (pete is there in spirit)
so proud of them
-
based off this screenshot woah :0
#I like to imagine the grey background it pete's grave and they're lowkey standing on it#hbg <3#mcsr
192 notes
·
View notes
Text
hm ok so interestingly, bdubs’s courthouse is built on an odd number of blocks. note the roof of the facade coming to a point, but more importantly, the nine pillars….
you don’t use an odd number of pillars. like ever.
let me get this out of the way first: i get why you’d build with odd numbers in minecraft. i usually do it myself, to not run into problems like double doors or two-wide pointed roofs or frustrating spacing/symmetry between decorative elements. however. to not even out the design of something so unequivocally done in every other example of columns and pillars…. fascinating implications…
every other example guys. every other building with columns like this has an even number of them.
doing so sets the line of symmetry at an invisible point between two pillars, an even number on each side. but an odd total number of pillars makes the central pillar itself the line of symmetry. this does a couple things.
one, it upends the sense of community and equality. which i know sounds crazy, but really, a group of columns are all put there to hold up a structure. there’s no focus on one because they are all are working as supports.
symbolically, at least when first used in ancient greece, pillars represented people. and it makes sense for courthouses, especially, to want to show an even, fair, equal number of people on each side. no focus on any one, no inherent bias right off the bat just looking at it.
with an odd number of pillars, though, one will always be placed front and center.
and THEN. and then you walk in the courtroom itself (also odd-numbered blocks) and you are immediately opposite the judge, bdubs, located exactly centrally. and true, courtrooms are often set up like this anyway. but bdubs ups the ante and reaffirms that no, focus is on him by staging it all as a daytime court show, boom mic just over his head, cameras pointed in, spotlights on him.
literally by design, it was not built for justice. it’s built for show, for entertainment. and just look at the credits to know exactly what sort of message you’re supposed to be getting from this show.
the biblical story he used, with king solomon. it’s about king solomon. isn’t really about the trial itself, or the babies, or the women. it’s about showing (off) how wise and just he is. that’s the point. hm. interesting.
now, getting to the second point that etho also picked up on: it feels like a prison.
it’s not just the color palette. when your eyes naturally draw to the center point, you aren’t seeing an open space. instead of feeling like an arch or gateway or otherwise some kind of opening, the pillar there makes it feel closed off. the overall effect is that of prison bars. not pillars lining the entrance to a place of order or a temple. bars of a cage, a cell.
imagine the lincoln memorial were set up with 11 or 13 pillars. he’d look so much more trapped in there.
having a central pillar blocks the entrance. it’s not welcoming. you have to go around it; it’s immediately inconveniencing you. and when you go to leave, it’s there blocking you again.
this courthouse was not designed and built to be fair, nor accomodating, nor equitable, on any terms. even if unintentional, i wouldn’t call it so much coincidental as i would… subconscious.
after all, y’know. form follows function.
5K notes
·
View notes
Text
watching the ranked playoffs and the new Ground Zero tech is so fucking cool
0 notes
Text
2 Years later 🥳
So... Feinberg For MCC 21? Transcript under cut
Feinberg: We're gonna do well, ok? I'm very confident in my boat rush ability. Very confident in our advancement bingo ability, I'm very confident, you guys know me. We have to bring the team together, we have to enable the best out of our teammates. No toxicity.
Feinberg: Maybe, maybe I should be very positive pg friendly, SEND the vod to Scott S. Major, he'll be SO proud of my improvements in society, instant MCC invite. Thoughts thoughts thoughts? *laughter* Thoughts thoughts thoug- *laughter*
3 notes
·
View notes
Text
I'm crying President Poundcake you crazy sunnovabitch.
It's also very important that you know that he made the video exactly 14:35, ie the same length as Couriway's former world record.
30 notes
·
View notes
Note
Minecraft Youtubers Goodtimeswithscar and Grian pledge to no longer appear in eachothers video's after complaints that their dynamic is generally quote: "Toxic and bad"
people don’t talk about it enough but desertduo/scarian is inherently abusive and shouldn’t be shipped or platformed. Specifically Thirdlife is the biggest culprit but their dynamic in general is just. Toxic and bad.
But like in Thirdlife their relationship is incredibly abusive. The power imbalance between Grian and Scar makes it where the two of them CANNOT be shipped together without it being morally wrong. Grian’s life was in Scar’s hands that entire series, Scar could (and did) hold that over his head. Heck multiple people talked about “rescuing” Grian and it was framed almost as a hostage situation. None of Grian’s choices were his own and I do not think a ship based off of that could be moral and sound in any way. Scar even did kill Grian at the end over a piece of paper, showing how much he valued Grian’s life.
The cactus ring shouldn’t be framed as an end to a tragic love story, but as a victim taking power back and killing their abuser. Scarian fans genuinely should go touch grass and realize they shouldn’t be romanticizing this kind of thing.
we don't care make your own post
704 notes
·
View notes
Text
HELLO.
3K notes
·
View notes
Text
I was under the impression hbomberguy and hbomb94 were the same guy and thought the minecraft catmaid guy had committed murder
1K notes
·
View notes
Note
rio i miss and love you and your analysis posts. what are your thoughts on the clethubs dynamic this season (in anticipation of the new episode tmrw)
hi aleph thank you so much for giving me a green flag to just drop a 1000 word rant about clethubs also sorry i missed the deadline and also sorry about the length. anyways personally i think clethubs is what you get when you put 3 people who are burdened with Remembering in a world where no one else really seems to. like, of course the other players remember and make references to events of the past, but they don’t remember in the way these three do.
to me this is best explained through a breakdown of Trust and how it manifests between each of them indiviudally. etho, especially, is so distrusted by most of the server. he’s a schemer, he has a reputation of being really unreadable and also unpredictable, but if you actually try to understand him it’s really easy to see that he’s actually the most straightforward person alive. he operates purely on debts and repayments. not debts in a trade sense—those are a business transaction and subject to being logically dissected and exploited. but debts in an emotional sense. etho offered grian mercy in limited life because of the diamond sword in episode 1, which grian had forgotten about entirely all the while etho had been biding his time and waiting for a chance to repay it all season.
cleo is the only person on the server who seems to really understand this part of etho, and therefore is the only person who seems to be able to read his true intentions. not only that, but she's the only one who really seems to approach the concept of loyalty in the same way. in the life series, alliances are feeble and fleeting, and for the most past actions hold no bearing in the future. it doesn’t matter what happened 5 episodes ago—if you’re not on my side now, you’re against me. there’s no such thing for cleo—loyalty and betrayal are not just momentary states of being. if you took something dear from me 5 episodes ago, i will never fully allow myself to need you again. even if we're in the final five and our survival depends on each other.
cleo and etho were direct antagonists in the last season and have no reason to trust each other now, but they trust openly despite it because better than most they understand the burden of a debt unpaid, and the burden of remembering in a way that no one else seems to. to them, loyalty isn’t about who you arbitrarily align yourself with, it’s a gesture. it’s “you gave me an extra pair of diamond leggings 3 episodes ago for no reason when you could’ve given it to your allies and now you have no idea that youre in my good books forever.” you can be on opposites ends of a war from someone but if they extend you a moment of mercy, well, how are you supposed to forget that? how are you not supposed to spend the rest of your life repaying that? they both subconsciously keep lists, not just of people they want to kill (like so many other players seem to), but of people who have extended a hand to them in a time where it didn't really make sense to. of gestures that were silently meaningful towards people they care about. "i trust you because bdubs trusted you" etc etc.
it makes so much sense that cleo and etho would both go immediately to becoming sworn allies this season after being bitter enemies in the previous series. because they both understand that there’s no such thing as fleeting alliances, and when they've decided to choose each other, it’s more than just a shared base or a team name—it’s something unshakable. it’s a thousand debts you take turns repaying.
and then theres bdubs, where remembering takes a different form entirely. for him, remembering manifests as shared history. if i chose you before, really chose you, then i’m going to choose you again and again and again. i’m going to hover in your orbit even if you don’t choose me the next time, because you and i both know what we had, even if we’re not supposed to acknowledge it. “that was a different universe, this is a different world. you’re just cleo” but i’m going to spend the rest of the episode hovering longingly by your base anyways. “this is our old thing, if it comes down to it we don’t betray each other” because the loyalty created its roots years ago and has been growing out of control ever since. you ask bdubs where his team is and he shifts uncomfortably and refuses to explicitly call them his allies, insisting that they just showed up around him but he's not really sure.
and just like etho, the other players never fully trust bdubs. he’s fickle with his loyalty and seems to be a split decision away from turning on his friends at any second, but cleo and etho both know that’s not really true either. their trust towards him comes from that Remembering, that fundamental understanding of shared history.
for etho, it’s the push and pull. it’s the knowing that we go so far back that what happens in between never really matters. you got caught in an explosion or a trap that i set in your base? well, good thing we have a hundred more lives to play with so we can just laugh it off like we always do. a stray explosion or a firing squad aren’t an act of betrayal, any more than a mocking comment about your height or a casual threat of violence. and when it really matters, we both know we’d put down our swords.
for cleo, it’s something unshakeable. bdubs, the known traitor of 3rd life, was fiercely protective of her and her alone. so she’s never wary of him the same way anyone else is—she knows that when bdubs really chooses you, then you’re marked for life.
so yeah. clethubs is three guys who share the burden of remembering. and also have some kind of unspoken understanding of each others motives and intentions that no other player seems to have concretely picked up on. but in a way that ultimately just culminates in them acting like freaks around each other and not actually making any direct effort to team mostly because, as usual, etho and bdubs have no idea how to communicate their intentions directly and sincerely like normal people and instead opt to hover in the fringes of each others alliances and make really weird and loaded comments . Anyways
206 notes
·
View notes