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Instant Kill Mechanics are a divisive staple feature commonly seen in many turn based RPG games, and tend to attract a rather mixed reception among many players, for often understandable reasons. Why do people hate them? Why do people like them? What makes them fun? What makes them UN-fun? For such a seemingly straightforward mechanic, there's a deceptive amount to depth to discuss regarding them. What exactly is the thought process which goes into designing such mechanics in the first place? And how do game designers (attempt to) balance the concept of "instantly kill the target" in a way that makes meaningful gameplay sense? Channel Discord: / discord ------------ Chapter Timestamps 0:00 - Opening Gag 1:28 - Definitions: What is an "Instant Kill" 2:40 - The Inherent Fun of Instant Kills 4:48 - Chance & Probability (and the many problems with them...) 9:58 - Conditions and Activations (and the problems with THEM...) 14:19 - Cost & Resources (and how they can go wrong...) 18:15 - Case Studies 22:22 - Conclusion ------------ Music used Persona 5 Strikers - An Axe to Grind (Instrumental) Ghost Trick: Phantom Detective - Chicken Paradise Ghost Trick: Phantom Detective [Remastered] - Reincarnation (2023 Remaster) ------------ Additional thanks to Casteddu to helping to draw the Ting-Lu picture which was used throughout the video. I originally wanted to use it for the thumbnail, but was unable to because I realized Ting-Lu's head was so GODDAMN BIG, it'd block the entire image...