Game Design: Crash Course Games #19

Hi, is Crash Course Games. Sometimes gamers can’t quite put their finger on why they enjoy one game over another, but most of the time it all comes down to design. At the heart of every successful game is good design. There are countless books, articles, and research studies on the subject. And there are dedicated schools around the world devoted to studying game design as well.

Good design sets the foundation for a rewarding game, allowing it to be fun and engaging even after multiple plays. People still play Monopoly, The Legend of Zelda, and Half-Life 2 because the design holds up and delivers a fun experience each time. Well, maybe not each time in Monopoly.

Today we’re going to look at some of the prevailing principles, thoughts, and lessons surrounding good game design. So, let’s take a detailed look at how design powers the games we love.

Game design is the implementation of a story or gameplay idea into a playable form. It takes place over multiple stages of development and is delivered by a team of creators. Design includes all the art, programming, and writing that goes into a game. When a game is in the early stages of development, it lives in the initial sketches and rough drafts that show the characters, the world, and the challenges. As the game progresses, design details sharpen and it starts to become recognizable and, most importantly, playable.

Eventually the work is given over to crucial play testers who challenge the design with their play. Play testing allows the design to be thoroughly investigated, revisited, and continually perfected so the game embodies the original ideas as best as they can. So how are these decisions made for designing games in the first place? Well, let’s look at the basic building blocks of game design in the Thought Bubble. Video and traditional games both rely on some shared basic design elements including space, components, mechanics, goals, and rules.

The space is the look and feel of a game. It includes the sound, the lighting, the color, and the physical space like the walls, doors, weather, et cetera. It acts as the defining feature for the other game elements. Space influences which characters are chosen, what feelings are evoked, and what activities can take place. The components are the objects that exist in the space and are used to play the game.

The components include everything from the characters in the game to the weapons and vehicles they use and pretty much any object in the game the player comes into contact with, even Easter eggs.

The mechanics involve what the player can actually do in the game, so think verbs. Whether it’s creating and spelling in Scrabble or running and shooting in Halo, the core mechanic of the game is the activity that players do over and over again. Goals are, well, the goals that players are trying to achieve to actually win the game. For this element, game designers must think about what they want the player to achieve and map out a way for them to reach it.

So, the goal could be to work co-operatively to discover cures in a pandemic or simply survive hordes of zombies, like in Left 4 Dead. Finally, a game isn’t a game without some rules. Rules help players understand how to play the game but they also help create the play experience of the game. Rules inform players of the game’s constraints, or what they can and can’t do. And if you’ve ever played by House Rules, you know how rules can affect gameplay.

Thanks, Thought Bubble. So, while game designers are responsible for creating these elements, they also have to be able to understand gamers’ wants and needs, which is, to some degree, general and universal. Game designer Marc Leblanc breaks the general desires of players into something he calls Eight Kinds of Fun. They include challenge, narrative, fantasy, and discovery, among others. These broad rules are applicable to any kind of game, but some designers focus on design elements that are specific to certain types of games.

Dice, board, and video games all have specific principles that can be used to motivate players.

Canadian game designer Gerald Cameron made rules for creating engaging dice games known as Linnaeus’ Four Principles of Dice Game Design. The first — Downtime Is The Enemy — says how a dice game is fun when it’s exciting and active. Waiting too long on a turn can cause players to lose interest. This principle advises that dice games have turns of an average 15 seconds.

If they go long — say, to 45 seconds — and the game designers need to justify that long time by making the other players turns fun to watch. The second rule — No More Than One Roll Per Turn — says that players get one roll of the dice per turn.

This relates to that first principle. Having too many dice rolls causes boring downtime, but it also distorts the probability curves of the game. If you’re rolling a pair of six-sided dice, re-rolling them is going to mess with the odds.




Give Players A Chance to React to the Dice is the third rule and tries to allow players outside of the main dice roll to react to it. This rule means that all the players have something to do every time the dice rolls. People like being continually engaged in the game. The final rule — Low Rolls Should Not Suck, High Rolls Should Not Rule — simply discourages an all-or-nothing mentality. So rolling a one should not always mean the end of the game, and rolling a six or 20 should not always mean that that player is the king.
Dice games are built on probability, so every number of the die should have some kind of value and play an incremental part in overall gameplay.

Board games have some specific design rules too. Ananda Gupta is a game designer known as co-creator for the popular board game Twilight Struggle and has some theories on what made his game so popular. Twilight Struggle is a two-player game and that’s part of what Gupta attributes his success; supposedly that the sweet spot for number of players tends to be two to three for board games, which causes little downtime between turns. Playtime is also an important element.

Gupta believes that board games should last around two hours because short games leave players wanting more, and long games can lead to burnout. As Gupta says, “You have to feel like something meaningful has been done in the game. You have to feel like the game had a beginning, and had a middle, and an end, and that you were engaged.” A good board game will keep players challenged. This requires a mix of luck and strategy.

Strategy allows players to put their skills to the test and luck provides enough randomized play to keep them coming back. The last point Gupta contributes to the success of Twilight Struggle is balance.

Players must feel as though they each have a chance to win. This means creating gameplay that doesn’t favor any role at the start of play. But then there’s video game design.

This group is relatively new in the history of games. Technology has allowed for entirely new types of games, which need a few somewhat new design rules. One common video game principle is the idea of meaningful play. There are two types of meaningful play.

There’s the descriptive type, where a player takes an action and then the game responds.

So, when Nuna of Never Alone throws her bola at an icy obstacle, the player knows the ice is going to shatter, allowing passage. There’s also the evaluative type, where the player’s encouraged to take a wider view of the actions, questioning why they are doing specific actions and what this means to the game in its entirety. And, like board games, video games also have the principle of gameplay balance. For every advantage, there should also be a disadvantage.

For instance, a sniper on the roof needs to have a blind spot.

Adding strength your character in one aspect, like combat, might reduce your character’s other attributes. A good example of balance and gameplay is the Rock-Paper-Scissors style of Pokemon. Water beats fire, fire beats grass, grass beats water. Victories are won after players have created what they believe is the best six-Pokemon team to balance out all the others and be the very best like no-one ever was. It’s worthwhile to take some time here and look at a couple examples of successful game design.

And what’s considered a pretty much ideal model of good video game design? The original Super Mario Brothers. The first level of Super Mario Brothers, World 1-1, is the elegant design that teaches the player everything they need to know about how to play the game. The game starts with a little guy, probably called Mario if the name of the game is any indication, on the left hand side of the screen.

The player pushes the buttons and discovers Mario can jump.

Pressing the directional pad moves Mario around the screen. Nothing happens to the screen when he moves left, but when he goes right, more of the screen is revealed. There we find the first question mark boxes and brick blocks and what seems to be an animated mushroom — Goomba. Maybe the player will run into it on the first try and lose a life, but maybe the player on the second try will jump over the Goomba and inadvertently tap the blocks above it. There’s a funny bumping sound and the blocks move, and the player bumps a few more and discovers that items are hidden in the blocks, including the first super mushroom.

Now, the player might think it was a bad mushroom, like the Goomba, and try to jump over it, but it’s not an accident that the first mushroom of the game has appeared in a place where it can’t escape and fall down a hole or something. Players run into the super mushroom and get transformed into Super Mario, learning the difference between enemies and power-ups. The rest of the level teaches the player about bottomless pits, fire flowers, invincible stars, jumping on flag poles and, if you’re savvy enough, secret warp pipes and hidden blocks with one-ups. By the end of it, the player is equipped with an understanding of the skills one needs to master for Super Mario success. Shigeru Miyamoto, the designer of Super Mario Brothers, said that he generally does not design the beginning level of a game first.

Rather, he works with the more engaging middle levels, learns what players can do in them, and then designs the first levels to help players reach the middle and end of the game.

Now let’s take a look at Love Letter, a refaming of a Japanese card game by designer Seiji Kanai. Love Letter is a card game and incorporates risk, deduction, and luck. The space is simple — you’re trying to deliver a love letter to the princess, and you need to be the last player in the game to succeed. The game mechanics are simple as well.

There are 16 cards. Each player starts with only one card in hand and one card is removed from play. On a turn, you draw one card and play one card, trying to expose the other players’ cards and knock them from the game.

One of the strengths of this game are the rules. The rules are simple enough that anyone can learn gameplay in a matter of minutes, but challenging enough to keep players coming back.

And while the game does feature elimination of players, it is designed so that each round goes quickly and no one player is left out for long. Your friends won’t be waiting an hour to get back in on the fun. The mix of strategy and risk also play a role in this game’s great design. Love Letter is about tactics. The player must think carefully about which cards are in their hand as well as what is possibly in their opponent’s hand, because it only takes one wrong move to knock you out of the round.

At the same time, a single unlucky draw from the deck can also land you in a troublesome position, forcing the player to change their strategy turn to turn. So no matter what kind of game you’re playing, its design is going to be essential to whether you enjoy the experience. Game design is responsible for drawing you into the game, making it easy for you to learn and play, and, most importantly, for ensuring you have fun.

Thanks for watching. We’ll see you next time.

And watch out for those Goombas. Crash Course Games is filmed in the Chad and Stacey Emigholz Studio in Indianapolis, Indiana and it’s made with the help of all these nice people. If you’d like to keep Crash Course free for everyone forever, you can support the series at Patreon, a crowdfunding platform that allows you to support the content you love. Speaking of Patreon, we’d like to thank all our patrons in general, and we’d like to specifically thank our High Chancellor of Knowledge, Morgan Liso, and our Vice Principal, Michael Hunt. Thank you for your support.

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Every Heavy Machinery Operator Ever… | Garn.

Yeah mate, bloody operators… the kings of working smarter not harder mate. Except there’s nothing f*coin smart about them.

Cause behind every operator is a laborer who spent 10 years on the shovel before he realised… Hang on a minute. Those blokes sitting down! F*coin 3 days later they’re getting around site mate like they bloody own the joint, ya know…When I’ve seen them down the pub mate half these blokes are flat out operating a knife and fork. But I’ll be f*caked if they’re getting away with it and I’m not mate. So, I’ve been off, they’ve taught me how to turn me headlights on and lean me seat back. So now, I can drive f*caking anything out here mate as long as it’s yellow and got a seat on it I’ll jump in it and give it a rev.. I’ve got no idea what I’m doing. But I’ve got the paperwork that says I do. And that’s all that that matters in this country. – Stop Mate! – Aw f*ck sakes! F*caking worksite politics mate… You can’t escape it, ya know…

You hit one power line, and these blokes carry on like you’re blown up a f*caking school and stick you in one of these things. Just bloody embarrassing mate, ya know. I’m meant to be doing heavy machinery… not getting around in the fisher price… But I’ll be honest with yes…after a couple laps in this thing mate… It’s f*caking not bad… Sure, it takes me 47 minutes to get across site now That doesn’t f*caking bother me mate, ya know…I’m getting paid by the hour. I’ll sit here all day with a spoon on the end of this thing mate as long as I don’t have to get out and touch a shovel, I couldn’t give a f*ck.


Cause that’s rule number one mate…under no circumstances do I exit the airconditioned cubicle… [Michelin star sounds] And the best bit is mate. This little thing… Not tall enough to hit any powerlines… Aw f*ck! F*coin bullshit mate. 3 weeks on the shovel all cause the bloke doing the Dial Before You Dig was actually on the phone to a kebab shop, I mean how am I supposed to know that? Ya know…They’re not getting 3 weeks out of me mate…

I’ll tell you that. I’m f*caking out of here I think I’ve seen everything I need to see here mate. [land speed record attempt] How could I forget mate… The bloody holy grail of machinery. The f*caking bobcat. Reserved for only the most violent alcoholics on site mate…Got a roll cage in it like a f*caking F1 car mate… Because they know as soon as you get in this thing It’s f*caking going up on two wheels.

No license required either mate It’s the perfect landing mat for someone whose caused a couple million dollars in infrastructural damage… I just got to get myself into one…Yeas thank God for the SNOOZE YA LOSE policy mate Can’t believe I wasted all that time in the shit gear I mean this thing f*caking rips. Yeah, there was a bit of a learning curve at first but once you get the hang of it mate This thing f*coin drives itself. Goes like the clap too mate f*caking 4WD you can take this thing anywhere. No more f*classing’ around on the gas cooker for me mate, 12 o’clock comes around. I’m off down the road picking up a couple Kentucky Fried… Doesn’t get much better than this mate. I think I’ve really found me calling. I’ve even been coming in on the weekends for some overtime mate.

That’s how keen I am.

Time and a half on a Sadd’s mate I’m out the front of Bunnings double parked with a couple onion on the bottoms… F*ck sake! HI, James Cheney here for the World’s Best Knife sharpener… What’s that? Oh… New GARN MERCH! That’s right we got heaps of New Garn Merch ready to go. All new designs, all new items it’s all happening here at Cleva-Garn industries and today we’ve got a very Special Offer for the Viewers! Be one of the first 100 callers and I’ll tell you to blow it out ya ass twice in the same phone call.

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CONFLICT WITH COWORKERS | How to deal with conflict at work & diffuse any situation

Conflict with coworkers happens. But what isn’t necessary, is for a spat to become a state of perpetual and long lasting conflict with a coworker. In fact, you can resolve any conflict at work quickly and without any drama. Best of all, you don’t need any fancy certifications in conflict management to learn how to deescalate conflict at work. Because coworker conflict is something that happens.
Even if you work with the best people in the world, I wanted to make this video to help you manage conflict at work, speak with so many amazing professionals who hide from conflict with coworkers, but hiding from conflict. Doesn’t fix it.

It festers it. If you want to grow career success, having difficult conversations and resolving conflict is a necessary part of the path. These tips for conflict management at the workplace will help you quickly resolve conflict without any stress, gossip cycles, or office drama.
Plus if you stay all the way to the end of this video, of course. I’m going to give you a bonus tip in the end. If you love bonuses, tap that like button and let’s get to talking about dealing with conflict at work. The first tip is the one that gets skipped most frequently, and it’s really the most crucial to dealing with conflict at work. Calm down before you walk into any potential conflict with coworkers.
You need to make sure that you are cool, calm and collected.

Want to nerd out on the brain science behind it for just a hot minute? In times of conflict, your amygdala activates, that’s your fight, flight, or freeze reflex, reflex which do you do when you have conflict with a coworker. Let me know in the comments down below. Anyways, your amygdala activates and it takes the processing away from the cerebral cortex.
That’s your logic center. And let’s be honest in order to resolve any conflict at work. We kind of need to have our logic centers working for us. The great news is when your amygdala activates, you just need six seconds to get back into the logic center of your brain. Take a deep breath or a long sip of water.
That’s going to allow the chemicals that activate your amygdala to dissipate.

And it’s going to give you the opportunity to get back into the cerebral cortex. So you can think and act clearly and logically as you navigate conflict with your coworker. When you have calmed down, you’ve watched this video and you are prepared to have the conversation. The next tip is to have a live conversation, got that.
No emails, no slacks, no text messages, actual live conversation with your coworker. It is required. If you want to efficiently and effectively resolve that conflict, it can be a real life meeting, a video conference, or even just an old fashioned telephone call. The reason why it needs to be a spoken conversation and ideally a.

Face to face conversation.
Even if that face to face is over zoom is that we need miss so much communication. When we can’t hear the tone, the intonation and the facial expressions of the person that we’re speaking with, whether it makes sense for you to book this as a meeting or to just informally ask to have a chat is up to you. I know if you’re conflict averse, you are cringing right now and hoping that I’m going to give you an exception and that I’ll tell you that having a Slack conversation, riddled with happy face emojis is going to suffice.


But I’m not going to. And trust me, you are going to thank me for it.
Plus it’s not going to be that bad because you are going to implement the next crucial tip. And this is one that so many people go wrong on and it makes their. Workplace conflict so much worse. In fact, this conflict management tip is so important that if you only implement one thing from the video, it needs to be this to resolve conflict with a coworker. Y.
ou need to get onto the same side of the table. I mean that figuratively you don’t physically need to be sitting on the same side of the table. Because you know, social distancing and whatnot. In whatever capacity you work together, and you have a shared purpose: success. No matter what your disagreement is, there is likely going to be a common thread that binds you.

You both want the product to be successful, to have a positive work environment and to close that really big deal. Whatever it is, start there. This will transform your interaction because now you’re not arguing against each other. You’re on the same side, which means means if they want to win. You have to win too.
Plus when you do this, you are going to start the conversation from a place of agreement, which is going to set the tone for the entire conversation. All of a sudden, it’s not even a conflict, right? If this tip blew your mind, I want you to drop an emoji down below. But we’re not done yet because we’re not only going to resolve conflict getting onto the same side, we’re going to implement the next step, which is to give them a positive label. I’m going to share something with you that I’ve learned over the years.
People will either live up to your expectations or down to them. If you give someone a positive identity, such as being a reasonable person, they want to live up to it.

They will want you to keep that positive impression of them and they’ll. Make an effort to do so. Similarly, if you would say to someone that they are irrational, they now have a negative label.
You set the bar low. Most human beings want to be liked. And they also want prestige, which is exactly what you give them with that positive label. And do you want to know what they DON’T want? Under no circumstance want to lose their prestige.
Trust me all of a sudden, they going to be tripping all over themselves. If they think that they are losing that positive identity that you have given them, and with this glorious conflict resolution tip in place, we are going to move into the next one, which is to focus on facts.

If you’re confronting a coworker about conflict that you’re having on work issues, keep it narrowed and focused to the facts of the situation. Definitely not how they’re stupid and making things so much worse. No accusations allowed here.
If the coworker conflict is about their behavior, don’t focus so much on their behavior, focus on how their behavior impacted you, the team or the company, or how it may do feel. The reason why this tip is so is that each of you is going to be walking into the conversation with your own perspective, bias, and opinions. The exact same conversation about the exact same circumstance and event can have completely different derivatives. Don’t believe me? Take a look at any political discussion on Twitter tese days.
Focusing simply on the facts in this situation is going to help to reduce bias and keep emotions out of it. And that leads me to the next most important tip, to deal with coworker conflict, to listen. The key to conflict management is not talking. It’s listening. And you want to know what people, what human beings really want.
They want to be understood when you listen, not only are you going to understand their perspective, but you’re going to know what they’re really trying to achieve.

And what’s important to them in the process. Do not miss this opportunity. Stop worrying about what you’re going to say next and trying to get them to understand you. This is especially true if you were the source of conflict and this happens at work.
So there is absolutely no judgment here. Giving them the space that they need to say. What they need to say is going to help you find the best path forward with them. And if you follow all of these tips, you are going to have quickly diffused and resolved the conflict at work. But there is one more thing that you need to do to make sure that there is no residual bad feelings involved, which leads me to the bonus tip.
Once you have resolved the conflict, you need to be like Elsa and let it go.

Harboring resentment or staying mad about it is not going to hurt them. It is going to hurt you. The whole point of the conflict resolution process was to resolve the conflict. Resolve means done if it’s done.
But if you’re walking around harboring a grudge, you’re going to end up in the exact same spot in no time. If you are feeling any residual negativity, I want you to go and watch this video to help you build a more positive mindset. It’s going to serve you through conflict management. . I promise for the best career success advice on this internet machine, make sure you click the subscription button and the notification.

battle kept that like button the tab as always. Thank you so much for watching. I’ll see you in the next video. Bye for now.

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5 Steps for Writing Fight Scenes Tips from a Black Belt

You’re at that part in your writing project where there’s a battle or even just a minor dispute. Your character puts up his dukes. He throws a punch. And that’s when you realize you as the writer have never been in a fight before and you have no idea what to expect or what your character should expect. Don’t worry.

I got you. I’m going to show you how to write fight scenes. Hey there. So if you’re new here, the name is Sara Francis and I’m an author, media communicator and speaker, my channel is dedicated to taking you through not just my writing journey, but to guide you through your own. OK, first you’re probably wondering who I am to talk about fight scenes?

Well, not only is my indie published YA dystopian trilogy full of fights and battles. I am a third-degree black belt with over 12 years of experience and gold medals in Tae Kwon Do and other skills of martial arts. These medals and things aren’t meant to intimidate you. It’s just to show you that I’m not another noob making a video on fight scenes.  And I actually have a passion and understanding of what I’m talking about. Let’s get out of this uniform because it’s getting hot in here. OK, so now that I’m not dying in my uniform anymore, let’s hope to it. There are five things you need to remember as you write your fight scenes. Number one, assess the situation before your characters can fight.

They need to assess the situation and identify a lot of what’s going on around them. So point 1.A. They have to identify their surroundings. Are your fighters in a building? Are they out in field? Are they amidst a battle or is it just two of them? All of these things are key factors in a fight because the surroundings and what’s going on can highly impact your fighters’ performance. Part 1.B Of assessing the situation is to recognize what they are fighting for. The cause of the fight can change the mood of the fight drastically, the mentality of the fighters and the whole fight’s purpose. With that being said, will these fighters have internal monologue as the fight ensues? Consider having that monologue or even brief dialogue between the fighters to help break up the fight a little bit and to bring out more of the mood and what they’re fighting for.

Finally, part 1.c, you have to assess how the characters will be fighting. Is it war? Is it hand-to-hand combat? Is it magic? This will totally change the fight. Identify that before your fight even starts.

So, in conclusion, assessing and identifying the situation will improve the realism of the fight within your universe and give you a framework for how the fight should go. Number two, know the character’s strengths, weaknesses, and abilities. So basically, you need to know who your characters are and what they’re capable of. No one is perfect and no one is invincible. Not even Superman. Superman’s weakness is a glowing rock.

So don’t have a 10-year-old fighter throwing a six-hundred-pound sumo wrestler unless he is the reincarnated Superman, which would be pretty cool.

Somebody writes a book on that.

Number three, describe sounds along with the movements. Sounds in a fight are super important. They describe the speed, the power, the control of the fight. Let the reader hear the crack of a whip. Let them hear the thwack of a staff. Let them hear the squelch of a blade as it drives through the enemy. If I got too dark on you guys, I’m sorry. That’s kind of where I am in my book right now.



Don’t forget to click like and subscribe to know when I post another video. Or if you’re on instant and Facebook, give me a follow. It does a ton for me and my channel and makes me feel better that you’re enjoying the content and I know more of what you produce for you guys. Number four, describe the smells of a fight. Some readers don’t realize that fights have a smell. Your characters are exhausting so much energy that they are bound to sweat. Not only will they stink, but if blood is shed, blood has a particular metallic smell as well. If your character gets a nosebleed, can he smell his own blood? Does he taste it? Use your senses.

Finally, with smells, the terrain and the setting can change that as a result of their fight. Does one of the characters strike a gas tank and the air gets polluted? Do one of them go into a bog or some sort of nasty place where they could barely breathe because of how bad the smell is and how bad the air is just reeking of stench. Using the sense of smell in a fight creates an even deeper immersion than most other scenes. Number five, and probably the most important, know before you write how descriptive you’re going to be.

So, after knowing all four points, number five is something you really, really have to think about. Are you going to write super in-depth scenes or just the basics? To be honest, you DO need to know all of that previous information on an order to write either intense scenes or just basics. You can make an immersive fight scene that’s only a paragraph. Or if your book is fighting scene focused and you use fight scenes to progress story or even the character development. It can be longer, but you have to be careful because long fight scenes may disinterest the reader. One example of fight scenes that totally lost my interest is Mycroft Holmes by Kareem Abdul Jabbar and Anna Waterhouse. They had a lot and a lot of hand-to-hand fight scenes. They were very well written, but the pages were so long, the fighters were just going in circles.

This guy went this way. This guy went that way. Somebody picked up the needle and there was just no plot development, no internal monologue and just constant punching and kicking. kicking. So, you need to identify how long you want your fight scenes to be. Are you able to keep that reader engaged just as well as if you wrote it in a short paragraph? But that’s powerful and packed to the punch, pun intended. And those are the five basics. This is just enough for you to get an understanding of how to approach writing fight scenes. And don’t forget to check out the links in the description for the free digital version of “Write Fights Right” series.

It gives you all the information you talk about in my videos, plus a checklist, questionnaire, and resource links. I hope you enjoyed this video. Please like, follow, subscribe, all that jazz. And check on my Web site for my books, free resources, and my services. Thanks so much for watching and happy writing!

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What Can the 223 Remington Really Do?

The USA is a nation of rifleman, big game hunters, deer, elk, and the most popular bestselling center fire rifle in the US today, the 223 Remington. Guess as many things as possible the 30 odd six is kind of the starting point for a good elk loose cartridge. And the 243 is a good starting point for a white tail and mule deer cartridge. And the 22250 is probably the best coyote cartridge.

What’s this puny little 223 Remington good for, well, let me count the ways on this episode of Ron Spomer Outdoors. Hey, we really want to thank our patrons for supporting us. I’ve had to give up a lot of my writing in order to do all these videos, and I really enjoy this work, but of course, somebody’s got to pay the bills and a Patrons, really hear how about. If you would like to join us on Patron, just go to patron.com/RonSpomerOutdoors we’d love to have you. Now the 223 is indeed the top selling center, fire cartridge in the United States and probably Canada and maybe even the world, but why it’s so small, it’s so puny.

It just is not what anyone would consider a great hunting cartridge for anything maybe other than rodents. So why is it so popular? Well, a little history will help prove that and some of the versatility of this cartridge too the 223 Remington evolve during the 1950s search for a new official military round for the US we had the 308 Winchester, the 7.62 NATO as it was called in the military, consider it a little heavy and bulky, so could we lighten the load a little bit and they had certain parameters that had to be met.

They started with the little 222 Remington cartridge, which had been a popular and deadly accurate little target round and varmint round since its inception in 1950s, but it didn’t quite produce the velocity and power that they wanted, so they stretched it out a little bit.
And in the process, they came up with something that Remington turned loose in the public as the 222 Remington Magnum that didn’t have a lot of shelf life because shortly after that, they reduced the size of it to reach just the right particulars that they needed for the new AR 15 style rifles and came up with what they then called the 223 Remington.

And in Remington itself, while the military was still testing all this stuff, they put it in guess what a pump action rifle in 1963, that Remington thing was a 740 or 760. Can’t remember the number on it, but it was a pump that was the first 223 rifle. So, Remington jumped above or ahead of the military and actually released it first as a 223 Remington. Then the military finally accepted it as the 5.56 NATO had become known now. The difference between these two is really not so much in the shapes and dimensions. They’re just about identical. The 556 is a little narrower at the shoulder, probably because they want a little more caper, so they make sure that it extracts easily. And it’s also chambered with a little bit longer throat because the military went with some longer bullets than the commercial version had.

So, they needed to stretch that, throat it out a little bit and they also made a little bit thicker brass. So essentially SAAMI came out with that 223 Remington and gave it 55,000 PSI as your max average chamber pressure.

The military version, that 5.56 NATO is at 58,000 PSI. So, you don’t winna shoot the 5566 and a 223 chamber, but you can go vice versa. It’s just probably smart to stick with using the ammunition that specified on the head stamp as the same as your rifle has on the barrel. But that I think is why the 223 became so popular, it was a military rifle. And think of all the soldiers who learned to shoot rifles for the first time in the military, they’re shooting an AR style, automatic rifle. They transitioned to civilian life and they’re familiar with the 223 or the 556 and they’re also familiar with that style of rifle. So, what they call modern sporting rifles, the AR 15 style, which is a semiautomatic of course, those are extremely popular, and they’re used for a lot of blinking and target shooting and that’s, I think why they’re so popular, that’s why the 223 is so popular. And there are other reasons we’re going to cover them all here.

I made a list of what I think are some of the benefits and what the 223 Remington is really good for. And we’re going to concentrate a lot on the hunting aspects of it, which might surprise you. So, 223 is, I think I’m probably right in the middle I always call those Goldilocks cartridges. Unlike the 22250, it doesn’t burn out your barrels as quickly.

It’s really easy on barrels, not quite as easy as a 222 obviously, because there’s always a powder volume against the diameter of the bullets. So, you can just see by looking at these guys, you’re burning a lot more powder, that’s more heat. You’re going to burn the throat out in your barrel a lot sooner with the 22250. So, middle of the road, it’s not quite as fast as the 250, but it’s a little faster that it’s 222. It strikes a nice balance and of there’s virtually no recoil when they shoot this. And I think that’s another reason it’s so popular, low report, low recoil, easy to shoot, inexpensive animal it’s just a whole lot going through it for it, but you still end up with that question, what’s a good for? Here’s my list.

Hey, if you would like to see more detail on some of these videos, we can’t show everything about guns and ammo and hunting and hand loading and how to do all of this stuff on these public channels. So, we’ve started RSOTV.com where we can show you those details so you might winna check that out, thanks. Training, now if you’re going to start a new shooter, you don’t want a lot of recoil. You don’t winna scare anybody 223 Remington, why not? The 222 just not common anymore this has replaced it, so great for training and learning to shoot. You can work on trigger control instead of flinching. Plinking, well, once you learn to shoot, it’s so much fun. and I think this is why so many rounds of 223 are shot. They just like to shoot balloons and jugs and cans and targets at different distances it’s just a fun rifle to go out and shoot with.

And it’s fairly inexpensive, obviously with that small powder capacity, you’re probably looking at 25 grains of powder to drive those bullets yet it’s just relatively inexpensive. Now, it’s not as inexpensive as a 22 long rifle room fire obviously, but if you’re hand loader, you’ve got your case that you can load again and again and again, so there’s some savings there. So, hunting varmints, now, this is where it really took off in the civilian market. It replaced the 222 which was a great fox and coyote varmint rifle. And it’s used a lot on rock chuck, woodchucks, jack rabbits, all of the rodents that are afflicting your hay fields and stuff, and they’re eating alfalfa and you need to trim that population down.

Why put up with all the expense and noise of a 22250 or a 220 swift and burn your barrels out, get a 223 head and you can do a lot of work with less recoil, less expanse is just a great cartridge for taking care of varmints. But what about getting a little larger animal? I think it’s an optimal predator, hunting round two foxes, bobcats, coyotes, raccoons, any of those animals that are threatening chickens out in the barn like we have here, we have to pick off a raccoon every once in a while, out here and a coyote too.

So not as good as the 22250 for long reach, but I think out to 250, 300 yards, plenty good enough. You’re doing to drive a 50 green bullet 3300 feet per second, maybe even 3,400 feet per second, with a 26-inch barrel, great varmint and predator around. You can hunt Javelina is with this thing. Javelina it’s related to pigs, but they’re not as big. They look mean and big and ferocious, a lot of hair and those big teeth that they snap, but really it’s a fairly small animal and I have handled them quite handily with 223.


They’re just not that hard to put down as bow hunters can tell you.

So, it’s good for those, also pronghorn, that’s not a very large, big game animal either probably a hundred pounds. So, 223 is not going to be as effective as at long ranges as say a 243 Winchester or a 25-06 Remington, but it’s got more than enough juice to do the job as you carefully pick your shots. Now what about deer? It’s always argued whether or not this thing is adequate for deer and up to people who think that 243 is probably a starting point for a good deer cartridge. Aren’t going to like the 223, but man there are just so many people in so many places who effectively use the 223 for white deal hunting and even Mueller honey, that you can hardly discount it, obviously it’s not ideal, but again, the right bullet in the right place.

And the fact that these has such minimal recoil, I think anyone can shoot them extremely accurately. So yeah, if it’s legal in your state and it’s not legal in some states, but isn’t others, the 223 does make a darn effective deer hunting rifle out to 200, maybe 250 yards. So a great option for that. What about even larger animals will feral hogs come up, as a good idea, is that a predator or a varmint? I don’t know, it’s kind of an in-between thing. I tell you what it makes for some darn good bacon and ham. A feral hog meat is delicious. So, you could consider a big game animal, but will the 223 handle it? Absolutely, is it ideal? Once again no, especially when you get your larger specimens, but I’ve taken hogs with 50 grain bullets going at this velocity.

It was actually out of a 221 fireball instead of the 223. So the fireball can handle them the 223 can and I put a 50 green varmint bullet behind your shoulder of an 80-pound hog and took it out just fine, dashed off and fell over one note, ran out of air like they always do, but if you’re up against a big angry boar, I wouldn’t want it 223. But if you can pick your shots, generally when you’re doing extermination work on these feral hogs that are damaging property, you’re usually, you’re reaching out there and picking them off. You’re not engaging in barrel to tusk combat with a big bore, the 223 will do the job just use the right bullet.

Now what about really big game? There are a lot of people who use that 223 on elk, moose, caribou, wow. Now, generally these are folks on a budget maybe they’re sustainable use up in the north country where they’re living off the land that a lot of Alaskans and Northern Canadian folks will take moose with the 223 in immediate, extremely popular up there. And of course, the trick is to put the bullet in the right place, wait for your broadside shot and put it behind his shoulder over the top of the heart or through the lungs. And you’re probably going to get your moose, your elk, your caribou.

Now, if you’re a quasi-recreational big game hunter coming out west for your elk hunt, don’t take a 223. Yeah, can do the job when you’re living out, during you’re putting meat on the table. But if you’ve got a big bunch of time and money invested in an elk hunt, you’ve got a week to get the job done you might not get close enough for a 223 shot. You might not get the perfect position of the head hog. Can it do the job Yes, is that ideal? No, so it’s got versatility folks. If you’re looking for 224 cartridge family, 223 Remington, despite that strange three in the title is one that’ll shoot it and it’s a great Goldilocks cartridge right in the middle of the pack. Hey, thanks for watching, if you can subscribe to our channel, it would really help.

And of course, we have to thank our Patrons because they really help us produce these.

We really appreciate the support you guys, if you’d like to join our Patron community, go to patron.com.com, Ron Spomer Outdoors, and we’ll sign you up. And if you would like to see more in-depth videos on guns and shooting with a lot of the details that we can’t show on some of these public formats, go to RSOTV.com and get the rest of this story. Ron Spomer signing off thanks for watching shoot straight.

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