Showing posts with label games. Show all posts
Showing posts with label games. Show all posts
Saturday, June 1, 2013
Why Etrian Odyssey III is One of the Nintendo DS's Must-Play RPGs
I've been re-playing Etrian Odyssey III: The Drowned City, lately, to the exclusion of pretty much everything else, and I thought I'd try to get down some thoughts about why I find the game so compelling.
Quick basics: Etrian 3 is a first-person dungeon crawler in the style of old school PC games like Wizardry and the early Ultimas - a brutally hard, story-lite descent into a dungeon full of traps and monsters. The genre saw a resurgence in the latter
half of the Nintendo DS's lifespan, mostly thanks to Atlus realizing that the handheld was a perfect platform for graphically light, gameplay-deep games. The Etrian series' primary 'gimmick' is that you use the DS's touchscreen to draw your own map - a throwback to the old days when players were expected to keep books of graph paper next to the computer or risk getting miserably lost.
There are several FPRPGs on the DS (besides the Etrian games, the most prominent is probably the excellent Shin Megami Tensei: Strange Journey). So why does The Drowned City command so much of my attention?
1) Pick up and put down
One reason I've been giving The Drowned City so much of my time is that it's remarkably considerate of it. Previous games in the series had a nasty tendency to stretch dungeon crawls out to unpleasant lengths in the interest of challenge - you had to keep pushing forward or you'd essentially lose your progress. But TDC's map designers sprinkle shortcuts throughout their levels which can only be accessed for the first time from their more difficult side. This leaves the initial pushes into dungeon floors pleasantly challenging, while making progress easy to resume if you're forced back to town, and bypassing a dungeon floor you've already cleared a snap. And since these shortcuts are invisible, they give a nice bonus to the diligent cartographer, since careful notation is the only way to keep track of where they are.
The Drowned City also encourages variation in the gameplay experience through the use of the Ocean Exploration metagame. For a small fee, the player can load their party on a boat and explore the oceans around the titular city of Armoroad. Diligent maritime explorers can make money, discover hidden items and equipment, and unlock a series of challenging bonus bosses. Ocean Exploration is light on combat, acting more as a puzzle game, and it works wonderfully to clear the palate after a tricky boss fight or arduous bout of exploration. The only annoyance is that progress in the metagame is staggered by progress in the main game, which can feel stifling at times. But it also makes sense - if the Ocean's primary purpose is distraction, you can't let players burn through it in a single sitting.
2) Class
The level progression system in The Drowned City is fairly simple - for every level a character gains, they gain a single point that can be invested in their class skills. The innovation comes in the variety of those skills, and the classes that they make up.
The first Etrian game's classes were vanilla - a melee fighter, a tank, a wizard, a healer, etc. Their roles in the party were clearly defined, with the only tactical ambiguity being that, while the front and back party rows each have 3 slots, the games limit you to 5 characters in a battle party, meaning there will always be gaps that need to be covered with savvy strategy.
The Drowned City keeps the five-character limit, but mixes the classes in interesting ways. The tank can be optimized to be a massive damage dealer. The primary mezzer (a role that applies status effects to enemies, vital in Etrian's combat) does so by summoning companion animals into the party's sixth slot who then fight as NPC helpers (the sixth slot is also employed by ninjas, melee fighters who can create clones of themselves. The conflict over who gets to USE the sixth slot is one of the interesting ways the game's classes interact).
The most intriguing of these hybrid classes is the Prince, a kind of passive healer/buffer. The Prince's base abilities are a set of buffs which can increase attack power, protect from status effects, etc. But the rest of his skill tree is devoted to a sort of powerful but slow passive healing. Characters he buffs can regain health. If he removes a debuff placed on a character by an enemy, they regain MP (or, to be technical, TP). And, most usefully, if the Prince is at full health at the end of a round, he emits a party-wide regen effect, perfect for keeping the party in top form but devastating if the Prince takes a hit. The 5-person-party means the Prince will almost certainly be filling the healer role (instead of the Monk, an unarmed combat expert with several direct-healing spells but few buffs), meaning that the entire focus of the party shifts to keeping him (or her, as a Princess) at full health.
The whole system becomes even more fascinating/complicated when, 10 hours in, the option to subclass becomes available. Each character gets access to the almost-complete skill tree of one other class, allowing you to develop synergies between skills and shore up weaknesses in the build. A Prince can be subclassed to a Monk, to be able to heal himself back up to full so that the party can benefit, or to a Ninja to boost his evade so that he's never hit. The complexities of the skill trees and the subclass system lead to a lot of my time away from the game thinking about what builds and what skills would work together to create an optimal party (or, in some cases, apparently pointless skills make me wonder why they were included at all, leading to excitement when I stumble on a powerful synergy that makes these 'useless' skills incredibly powerful - a late game unlockable class, for instance, relies entirely on inflicting status effects on itself to increases its combat power).
And you need an optimal party. Or, near-optimal at least. Because:
3) Challenge
The Drowned City is, as I said, a brutally hard game, something it inherits from its PC forebears. That difficulty comes in two flavors - exploration, and bosses.
Exploration covers tackling the mazes themselves - solving puzzles, fighting enemies, keeping your characters healthy. The star here is the player's own mapmaking. I know this sounds dumb - like a chore the game designers force upon you - but there is a real thrill in navigating via a map you created yourself. Working out how to best notate traps and dungeon features, leaving notes for yourself - it's just plain fun, and it gives me a real sense of ownership over my exploration.
Exploration also plays heavily in the game's crafting system. Monsters drop items that you sell in town to get better equipment to kill more monsters to get items to etc., etc., etc. But many monsters have 'conditional' drops - only gained when the monster is, say, killed on the first turn of battle, or killed while their head is bound, or with fire damage. The myriad requirements (most of which are hinted at in the game, although some must be puzzled out on one's own) force the player to keep a diverse set of skills on hand lest they lose access to the most powerful equipment.
And you'll need that equipment to take down the bosses on display in this game. These are more-or-less perfectly tuned to the level the player should be at to face them (one of the best things about The Drowned City is that, until you reach the endgame, there is almost no reason for a smart player to grind at all). They use powerful moves (that can often be effectively countered if you have the right characters and a proper observation of patterns), status effects (which can be negated if you have the right build), and huge health bars (many of which can be whittled down more quickly if you take advantage of elemental weaknesses). The best thing I can say of the boss designs in The Drowned City is that, after having my ass handed to me by them, my response is never 'That was unfair. I'd better grind some more levels," but "I need to adjust my strategy and pay more attention next time."
Closing thoughts:
The genesis for this little(?) piece was a brief Twitter conversation Michael Peterson (aka @patchworkearth), author of the reliably fantastic web comic Project: Ballad, about his difficulties in trying to get into the games. The common point of comparison for us was SMT: Strange Journey, The Drowned City's stiffest competition for the title of best first-person dungeon crawl on the DS (a much prized trophy, no doubt). Strange Journey wins, easily, on the basis of being a game 'about' something - it has loads to say about religion, humanity, environmentalism... But from a strictly gameplay point of view, I find The Drowned City's class-system to be significantly more engaging, and less time-consuming, than Strange Journey's demon summoning/fusion system for gaining access to power and skills. A lot of that has to do with transparency - Strange Journey's system involves a lot of futzing around with fusion guides and skill inheritance rules, while Etrian lets you see every skill a class can get from the moment you create a character. That transparency lets you start planning out strategies from the moment you start, and that planning, for me, is the true heart of the game's appeal.
Tuesday, February 26, 2013
The Elephant and The Princess - Games that talk about Achievements
This is Part Three of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, two, and four.
We've talked about Achievements as player motivators. We've discussed the use of Achievements as commentary on the player's actions. Now, I'd like to look at games where that relationship is flipped, where gaming culture's reliance on Achievements is investigated, satirized, parodied.
Flash games are the perfect place for this kind of discussion to occur, since they're simultaneously a world where Achievements have vastly expanded both playtime and player interest (since they allow a framework of progression/accomplishment to be layered over almost any kind of gameplay), and where the glut of games employing the Achievement mechanic has flooded the market. Beyond that, they're easy to make, nearly budgetless, and almost completely unregulated, meaning that a talented Flash programmer has the freedom to make a 10-minute satire or joke game that a AAA game publisher doesn't.
Although many, many Flash games have at least a few joke achievements, the most prominent parody of the phenomenon occurs in a game named, fittingly, Achievement Unlocked (along with its two sequels). From the game's description:
Who needs gameplay when you have ACHIEVEMENTS? Don't worry about beating levels, finding ways to kill enemies, or beating the final boss... there are none. Focus solely on your ultimate destiny... doing random tasks that have nothing to do with anything. Metagame yourself with ease! Self-satisfaction never felt so... artificial!
In these games you control an (initially) blue elephant, moving through a single, backgroundless room full of spikes and not much else. The twist is that every single element of the game has at least one associated Achievement - moving, not moving, jumping, dying, interacting with the game's UI, earning Achievements themselves... There are (in the first game) 100 Achievements (even more in the sequels, which increase both the game's size and the intensity of the parody), sometimes so similar to each other that you'll unlock five or six of them with a simple movement. The message is clear: since we're all only playing games to GET Achievements, here, have a big ol' heap of them.
And yet... Some of the Achievements aren't automatic. Some of them require exploration, puzzle-solving. Others take thought, dexterity, planning to acquire. Some of them, especially in the much-more-elaborate sequels, are actually really fun to find and, well... Achieve. The gigantic, jokey scrollbar of Achievements at the side of the game window stops being a joke, and becomes more of a To-Do list. As such, the game is as much loving homage to Achievements as it is pointed mockery. While many of the Achievements are silly and automatic, the others give the game structure - in fact, in so far as Achievement Unlocked IS a game and not a joke, it's because of its embrace of the system it's simultaneously skewering.
The message here is clear - meta-gaming, when done thoughtlessly or excessively, is a deserving target or ridicule. But when done correctly, when crafted with thought, they can add flavor and excitement to an otherwise drab game.
One place where Achievement Unlocked's commentary breaks down, though, is in addressing the compulsive nature of Achievement collection for some players. The games create a mental loop similar to what you see in many of the games it parodies, with the drive to finish the list, get the last Achievement, creating the same urge-for-completion that haunts many modern games. It's hard, I think, for games to comment on that aspect of the play experience, since creating that compulsive desire to play and finish is elemental to so many games. It can feel like biting the hand that feeds to mock the player for excessive play. But I can think of one that accomplishes it*.
WARNING: THE FOLLOWING PARAGRAPHS CONTAIN SPOILERS FOR THE GAME BRAID
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Jonathan Blow's Braid is a game that defies easy analysis, with its distant, often contradictory narrative interludes commenting only vaguely on the actual gameplay. But one of the themes that runs throughout the work is the danger of obsession, of the inability to walk away or let go. The main character's need for perfection, his need to find his 'princess,' become so powerful that they warp the nature of time itself. And, in the same way that the game's time-manipulation mechanics reflect on and inform the themes of regret and obsession, the game also contains a series of secrets that comment on the player's need for that same completion.
Braid does technically have Achievements, but they're very simple - two per level, with one for making it through a level and the other for perfectly completing it, and a final Achievement for completing a difficult time trial mode with sufficient speed. But there are also, hidden deep within the game, a set of secret stars. These are alluded to NOWHERE in the game's meta-structure - there's no hint of them in the Achievements, nothing about them in the manual. The only clue that they exist at all is a constellation of stars in the sky over the game's opening area. But the stars are there, spread throughout the levels, buried off-screen or behind seemingly insurmountable walls. And they will require a gamer's deep obsession to obtain.
One involves having the patience to wait two and a half hours for an almost-immobile background element to move across the screen. One requires, if you've already completed the game, for you to delete your save and start over. Almost all of them require intense feats of dexterity and skill in non-obvious locations. These stars, these secret Achievements, require you to sweat, strain, hurt yourself, ruin your good time to get. They are not Fun, but they are Necessary For 100% Completion, that perfect, compulsive gamer ideal. And when you have all 7 of them, you can return to the game's final level. A subtly altered version of it, anyway, in which it is possible, with another Herculean effort of planning and dexterity, to ignore every message the game has been trying to tell you, and grab The Princess who is fleeing from your obsessive need. And your reward? She explodes (an allusion to one of the game's other themes, the development of the atomic bomb), and one last star is yours to grab. And then, after going through the normal epilogue, you are returned to the game's title, and now the constellation is filled in. It's a woman, trapped in chains by the stars you achieved through your joyless, obsessive perseverance. Congratulations.
There are other ways to interpret this, of course, but to me it's always been clear - we were never meant to catch The Princess. The game builds itself, moment by moment, to that realization. By violating that directive, by moving heaven and hell to capture her, the player has overcome the game in its goal of teaching that message. You can see that as a triumph, if you want - the player dominant over the played. But you can also see it as Blow's commentary on the sometimes unpleasantly obsessive mindset that dominates much of gaming... Especially in the era of the Achievement.
*There are other, less vitriolic examples than the one I focus on here. There's Monkey Island 2's charming List of Things To Do Now That The Game Is Over. And, of course, Earthbound, one of the only games of its era to comment on and parody aspects of the medium, has your character's unseen father periodically calling to remind players to take a break from the game.
Thursday, February 21, 2013
Bioshock and the Irony of Good Achievements
This is Part Two of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, three, and four.
Yesterday I talked a bit about how Achievements give designers a new level of control over player behavior by exploiting the built-in gamer desire for completion/fulfillment/seeing the little bars fill up. If you want players to explore your entire gameworld, or try a different tactic, or just (in the worst case scenario) play your game for longer than they otherwise would, you attach an achievement to it. BAM, instantly your audience is incentivized to produce the desired behavior. In all these scenarios, the Achievements are a control system sitting metaphorically 'over' the game. There is the game itself, designed with a particular aesthetic, and then there are the Achievements, telling you from outside the game how it should be played (many games don't even include their Achievements list within them, instead shunting you to the Dashboard/Steam Overlay/Etc if you want to peruse them).* This is fine, I guess, but it can be distracting and harmful to the experience - turning a medium that is fundamentally about choice into an exercise in checklist-filling.**
I had an experience, though, in one of the first Achievement-enabled games I ever played, that makes me think that they don't have to stay that way. That instead of simply dictating player behavior, Achievements can instead comment on, interact with it - become part of the dialogue between player and designer.
THE FOLLOWING ANECDOTE CONTAINS SPOILERS FOR BIOSHOCK. IF YOU HAVE SOMEHOW NEVER PLAYED BIOSHOCK, YOU SHOULD GET A TIME MACHINE AND GO DO THAT
Bioshock is, despite the way it's presented, a game with very few actual choices. In fact, if the game has a thesis, it's something like 'The vast majority of choices, especially those presented in video games, are an illusion.' But there IS one choice that always stuck with me, because unlike the binary Save/Kill Little Sisters mechanic, this one felt real, and meaningful.
Roughly halfway through the game, my quest for vengeance against mad capitalist Andrew Ryan was hijacked. My mission control, Atlas, was cut off from contact, and replaced by the macabre artist Sander Cohen. Cohen had some tasks he'd like me to do, before he'd allow me to continue on my journey. And because this was Bioshock, and because I was a gamer holding a controller, I didn't have any choice in performing them.
So I wandered around Cohen's bailiwick, tracking down his former apprentices, fighting off Splicers and Big Daddys as I went. When I found one of Cohen's 'betrayers' - often trapped in some cruel torture of the artist's design, I killed them - no choice involved. And then, on Cohen's direction, I pulled out a camera and took a lurid photo of the corpse. Cohen wanted them for his 'masterpiece,' a testament to his bloodthirsty desire for revenge. Once they were all dead, I returned to Cohen's lair and placed the pictures into their waiting frames.
Suddenly, the lights went out. A booming voice rang across the room, and a figure appeared on an upper balcony. Sander Cohen, in the bunny-masked flesh. Confetti flew and music swelled as a spotlight followed him down a staircase so that he could bask in the completion of his masterpiece. The madman and torturer thanked me for my meager assistance, unlocked a case containing my reward, and then told me, pointedly, to go. And then a very curious thing happened.
He just stood there. Annoyed, but unthreatening. Not hiding behind bulletproof glass or on a TV screen or any of those other ways games hide characters from the player to save the precious NPCs from our sociopathic urges to kill. And I realized that, if I wanted to, I could kill Cohen. Kill him for his cruelty, for his madness, for using me as a pawn in his sick games. Or I could go. Walk away freely, move on with the game.*** I could spare him, if so inclined.
I wasn't.
I pulled out a shotgun and blasted him, starting a short boss fight. Cohen teleported around the room, launching fireballs at me, but he was just another Splicer, and by this time I was very good at putting down Splicers. And so, eventually, he fell. And when his corpse was lying on his grand staircase, I did something that felt both a little odd and very right. I pulled out my camera, and I took a picture of the bastard's corpse.
*beep-boop* Achievement Unlocked - Irony.
It felt like the game had read my mind. Like the designers and I had shared a quiet smile across time and space. They had, without explicitly guiding my choice, anticipated and rewarded it, and the moment felt, for lack of a better word... telepathic. That's the moment when I realized that Achievements weren't just tools for player control - they could also function as part of the tone and texture of the work in their own right. As a dialogue with players, acknowledging interesting choices on the player's part instead of simply dictating them.
It's absolutely vital to the emotional power of this moment - I didn't know this was going to happen. The Achievement was a 'Secret' one, its name and conditions unviewable until it had been obtained. If I had looked at an Achievement list, if I had taken the photo because "That's how you get the Achievement," the entire experience would have been cheapened. I would have been a robot, following the script laid out in the "Road Map" to Achievements, instead of a player making a choice and having that choice acknowledged by the game.
And that's my point, I guess. Games are already good at telling players what to do. Their power, the one we're still discovering, comes from inviting players to do what they wish, and then supporting those decisions. If Achievements are going to become an actual, meaningful tool for game design, instead of an intrusive way to control the player, they're going to have to become reactive to player behavior, instead of demanding of it.
* There's an interesting phenomenon that's still largely confined to the realm of Flash games, although I've started seeing it in mobile/casual titles like the excellent 10,000,000 - rotating Achievements. The player is given a set of three objectives, and once one of those is completed, a new, usually harder one takes its place. This means, essentially, that the goal of 'good' play is constantly shifting, allowing an inherently static gameplay experience (like the 'Launcher' genre of games) to become more dynamic. The developer Juicy Beast is a pioneer of this technique, and if you want to see it in action (and don't mind losing a few hours of your life to gummi-squishing nonsense), I recommend their game Burrito Bison Revenge.
**I stumbled onto that site while I was trying to remember the name of the Achievement I detail at length here. I'm not going to lie - I find the entire concept of an Achievement 'Road Map' to be pretty hideous. If games are about choice, then a document that lays out exactly how you should play to maximize a fake metric like Gamerscore is, to me, the opposite of gaming. I get that people have limited time and don't want to replay a game to get all the Achievements, but... come on, people.
*** If Cohen isn't fought, he'll show up in an optional later sequence. There is, *sigh* an 'optimal' way to handle him that gets you the most loot, but I didn't know about it at the time, allowing my choice to be made from emotion, and not calculation. (This is especially important because the game's central "Morality" system, the Little Sisters, was more-or-less ruined for me by the fact that the morally 'correct' choice was also the one that provided me with the most resources - no sacrifice required).
Wednesday, February 20, 2013
Addicted to Achievements
This is Part One of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts two, three, and four.
Maybe this is a moment exclusive to me. I kind of doubt it.
I'm playing a game. The game, since it was published in the last 8 years, has Achievements. I look at the Achievement list, because I want to know what I'm playing toward (this is a game without plot or ending, so the Achievements provide the only available game structure to let me know when I'm 'done'). I see one of the Achievements, and I blanch - it's going to take forever to get, and the time I spend getting it will be stressful. I play the game for about an hour, getting Achievements as I go. Because they're there, because they're integrated into the experience, the Achievements stand as my milestones for when I've played a mode enough, for knowing when it's time for me to stop because the game is 'completed.'
Except for that last Achievement. And three hours later, when I'm bleary-eyed, physically uncomfortable, and pissed off at myself, I finally get it, and I never have to play the game, this game I really enjoyed, again. I've done all the Achievements. I'm done.
There's no doubt that the Achievement system caused me to play the game for longer, which is something we generally see as a metric of success - the longer you play, the more you like it, right? Without them, I would have played the game for half an hour, maybe an hour, racked up a high score, and then moved on. Instead, the Achievements triggered my need for completion, my need to see things 'finished,' and I got trapped by my own compulsive brain. But it's left me feeling tired, stupid, and used.
Achievements are a relatively new tool for game developers. They give designers indirect control over player behavior by taking advantage of the natural gamer desire for reward and completion. But there's a danger, here - because I doubt most game designers take into account the amount of control they have over their players - especially when they're writing out a set of achievements that are an annoying mandatory requirement for the game they've slaved over for two years to get certified.
We tell ourselves we play games to have fun, or to experience a great story. But the truth is, at least half my play-time comes from a desire to 'do something,' even if the thing I'm doing is inherently pointless. I'm playing to feel like I accomplished something. And Achievements make that sense of accomplishment way, way easier to codify. Those feelings keep me playing longer, and at those times when an Achievement becomes an obsession, my desire for 'fun' falls away and the hardwired desire to engage my brain's reward loop takes over. Fun becomes a side effect of play, not the actual goal, which is that sweet rush of Dopamine I get when the XBox goes beep-boop. I'm Pavlov's gamer, drooling at the sound of the bell.
Achievements might be the crack to the standard reward loop of playing games' cocaine. They're cheaper, easier, and stronger than forging your own sense of reward and accomplishment from the game - we've been making our own achievements for years, after all; get the high score, beat one more boss, pull off this awesome trick - but now they're being served to us on a silver platter, the fast food of rewards, and I know that at least in my case it's changed the way I play.
I'm not saying Achievements are inherently bad. Some designers use them in interesting, creative ways - as tutorials, as hilarious secrets, as ways to compare progress with your friends. But designers use them recklessly, without thinking through the negative effects they're having on players. And we're ignoring the effects, too, as we chase the next rush of emotion. I'm not saying get rid of Achievements - I'm just saying that I, at least, need to be more conscious of the effect they have on me, and disconnect from the rush of reward when it gets pathological.
Tuesday, March 20, 2012
Off The Script: The Problem With Storytelling In Open-World Games

Niko Bellic quietly contemplates the futility of war, of the violent life he has chosen. He mourns the friends stolen from him by his enemies, the tragic losses he has accrued through violence and crime. In the end, his experiences have taught him only this: that the American dream is an illusion, impossible for anyone to achieve.
The next day, he steps out onto his balcony and fires indiscriminately at the streets below, trying to see how many cops he can get to follow him. He spends five minutes carefully throwing grenades, trying to get the angle just right to put one under a car. Then, he takes the ruined cars, shoves them into a big pile, and ramps his motorcycle over it.
Niko Bellic's a complicated guy. Which is to say, he's the protagonist of an open-world game.
"Open-world" games came to prominence with the adventures of one of Niko's predecessors in 2001's Grand Theft Auto III. Obviously, games (especially RPGs) have been presenting players with large worlds to explore for years, but GTA III was one of the first to allow us to interact with and explore a large 3D environment in real-time*.
I love open-world games. Love the freedom they allow me, love the ability to let my id run rampant, love the thrill of exploring beautiful, interesting worlds. I'll play them happily for hours. There's just one problem, and, for a nerd with my particular interests, it's a big one. Because the vast majority of open-world games are terrible at telling a story.
It comes down to a simple question: How do you effectively tell a controlled narrative when your game's entire philosophy is built around letting the player do what they want?
If you're Rockstar, and most of their ilk, the answer is Missions. Tightly scripted narrative missions, where your amazing game world becomes nothing more than the backdrop for a shooter (or driver or brawler) level. Where you go out of your way to curtail player freedom so that he or she can't "break" the flow of your narrative.
In case you couldn't tell, I don't care for scripted missions. They downplay the genre's strengths (freedom, exploration, player choice) and emphasize weaknesses (see: any Grand Theft Auto game that forces you to shoot for extended periods). Even when missions are well-designed or allow the player to do cool things, they emphasize what CAN'T be done during unscripted gameplay. Worse than that, they lead to scenarios like the one outlined above, putting the player's portrayal of the protagonist directly at odds with the designer's. In a novel, everything a character does is part of who they are - in Grand Theft Auto IV, the character's actions only "count" when the designers dictate them.
In essence, missions divide open-world games in two - there's the wild anarchy of the sandbox portions, where the player is given complete control of who their protagonist is and what he or she** does. And then there are the missions, where the designers tell the story THEY have chosen to tell, through cutscenes, required player actions, and scripted events. The protagonists of these two games share a skin and (usually) the same controls... but that's it. Instead of using their open worlds to tell a story, these games deliver the story as a separate gameplay experience.

Generally, when developers try to combat these problems, they do so by curtailing the freedom of the sandbox portions. This sounds bad, but it works surprisingly well at times. Rockstar Vancouver's Bully, which takes place at a boarding school, limits the amount of violence and destruction protagonist Jimmy Hopkins can mete out (both by punishing certain actions, and flatly disallowing others). By cutting off actions like violence against young children, Rockstar a) quiets moral watchdogs, b) establishes fundamental, playable aspects of Jimmy's character, and c) sets a tone for the game - one significantly lighter than that of their flagship series. Essentially, Rockstar uses Bully's limitations on freedom to enhance the storytelling by cutting off avenues the player could take it down if given more choice.

This can be taken too far, of course - there's a point of limitation where the question becomes "Why did we build an open world in the first place?" Case in point - Team Bondi's fascinating-but-flawed L.A. Noire. The game features a beautiful, vibrant recreation of 1940s Los Angeles - and precious little to do in it. The player's entire time in the sandbox portions of the game is spent driving to locations related to cases, or answering calls (which generally lead to ill-advised shooter segments). The player is controlling a by-the-book L.A. detective - one so by the book, it leaves no room for freedom or fun. The game is all mission, no sandbox, an open-world in name only.

Developers have taken the balance to the other extreme, too. One of my favorite open-world games, Crackdown, developed by Realtime Worlds, forgoes missions entirely. Instead, the player is given a set of objectives (read: people) to accomplish (read: kill). Optional objectives are available to make these goals easier to achieve, and the game strongly suggests an order to follow to make things easier, but most of the game's choices are firmly in the player's hands. There is no scripting (and, unfortuantely, precious little story). The game feels, in many ways, like a trial run (albeit an extremely fun one) for a more interesting game, one where the player's choice of what areas of the world to explore and engage with informs the story***.

Lastly, there are those open-world games that embrace the destructive anarchy of player freedom, that tune their narratives to work synergistically with the chaos and mayhem the average player unleashes when given the chance. First and foremost among these are the Saints Row games, whose plots and missions strive to be crazier and more over-the-top than the stunts and nonsense that the players get up to when left to their own devices. Unlike Niko Bellic, there is no disconnect between the behavior of Saints Row: The Third's protagonist, "The Boss," in scripted missions or open sandbox play - he (or she, or it) is always an energetically sociopathic mass-murderer.

Obviously, this approach limits the kinds of stories that can be told - but it HAS been used to great effect to tell interesting stories about bad people. Far Cry 2, for instance, uses player freedom to force you into the shoes of a potentially amoral mercenary in war-torn Africa. If your character is a heartless killer, it's because YOU chose to play him that way. By allowing the player to be a monster, it more effectively throws the consequences of monstrous behavior in the player's face in a way that would be significantly less interesting in a more scripted game.
Video games allow the player's choices to affect the course of the story in ways unprecedented by other formats. Open-world games in particular embrace freedom. I look forward to seeing games utilize that freedom in the way they tell their narrative, instead of confining it to the sandbox.
*I'm glossing over a lot of games here, because GTA III was the first game to pull this off successfully on a console - opening the genre to the vast majority of players. Bethesda, for instance, published Daggerfall, which contains a huuuuuuge (and mostly featureless) open-world in 1996, and the very weird Terminator (described, entertainingly as always, by PC Gamer columnist Richard Corbett here) in 1990.
**I wracked my memory for examples of female sandbox game protagonists, but the pickings were pretty slim. The only ones that come to mind are (optionally) The Boss in the second and third Saints Row games, and Jade from Beyond Good and Evil****. If I'm leaving anyone out, shoot me an e-mail or leave me a comment.
***The S.T.A.L.K.E.R. games generally also fall under this category*****, which made me wonder... Why are so many open-world games set in third-person? If I had to guess, I'd assume it has to do with the genre's console roots (at least as it's thought of today), and the discomfort in previous console generations with first-person views. But there also might be the fact that sandbox games emphasize exploration, and it's easier, I think, to engage with environments if you can see the figure you're moving through them. Just a random thought.
****EDIT: Twitter chum @patchworkearth, who posts excellent game criticism at the site for his soon-to-be-published, certain-to-be-awesome web comic Project: Ballad, pointed out quite rightly that Beyond Good and Evil hews much more closely to the Zelda model than the GTA one. Which begs the question: is a game that features a large, open, explorable world, with the player funneled into meticulously designed dungeons, a "sandbox" game? Or does the term refer more specifically (at least, in the methods I've been using in this article) to the urban exploration games that descend from Grand Theft Auto III? (Bonus reading: The slightly-surprising Wikipedia page for "Grand Theft Auto clone").
*****Okay, maybe I'm stretching a little bit here to include S.T.A.L.K.E.R., since they break the game's world up into individual zones. But I think they still count, since they're non-linear real-time 3D games based on exploring areas. Which.. I'm just going to keep expanding this genre until it includes Skyrim. And Super Mario Galaxy. And everything, ever. Then, and only then, will I be free.
But, seriously, the goal of this essay was to look at how you handle telling a story in a genre built around non-linearity. If I strayed from dead center of that topic to look at how other games handled the problems, or how they reflect on the sandbox genre... I can live with that.
Wednesday, March 14, 2012
Over The Flagpole: Escape as Art

I got into a conversation the other day with a friend of mine, a comp lit grad student. Her familiarity with gaming being somewhat limited, and my love of pontificating being extreme, I gave her a quick re-hashing of the old Roger Ebert "Video Games Can Never Be Art" discussion (a conversation I usually shy away from, since Ebert is a) obviously wrong, and b) probably arguing in bad faith for his own amusement). That argument/conversation morphed into a more interesting one, which I'll try to summarize here.
For me, a game becomes art when its mechanics and interactivity - the things that define it as a game as opposed to a series of pictures or a movie or a novel - make a meaningful statement about reality. Jonathan Blow's Braid is the obvious example, with its themes of perfectionism and regret amplified by the game's time-manipulation mechanics. (More recently, Molleindustria and Jim Munroe's game, Unmanned, examined the disconnect between Americans and the consequences of their actions by forcing players to divide their attention between two screens, one displaying dialogue choices and the other arcade-like mini-games related to the life of an American drone pilot). It's obvious to me that games can be designed to be art.

But the question that nagged at me while thinking about the issue was this: Can games generate art (or at least, artistic moments) without designer intent? Not just in the sense of unintentional meanings being found in the design, but as an expression of player freedom (hypothetically one of the key tenets of game design?)
One of Ebert's major contentions against video games is that, by giving up control to the players, a game's designer can never express a singular artistic vision the way a director or an author can. What he doesn't understand is that game designers don't give up control - they incorporate it into the stories they tell. (Most) games are not designed to play themselves - they expect certain actions from players and respond in turn. The design of a game is not just the world the player moves through, but the actions the game allows the player to take. In fact, the whole point of much of game design is to constrain player actions to the ones the designers want. Going even further, pieces like The Stanley Parable* make the case that ANY freedom in a game is an illusion, since the world is entirely constrained by the designer's intent. The only choice is to play, or not to play.
Even open-world games, touted for their openness to player choice, exist as shallow ponds, surrounded on all sides by the inflexible nature of the rules that make up the system. Most games that talk about freedom are actually talking about adding more rules, more systems into the game. Oh, you can own your own property in this one! - Once we've defined what property is, how it's purchased, and what benefits and effects it conveys in game. The system either tightens - you can romance many of the cast in Bioware RPGS, each of whom requires extensive scripting, animating, and writing - or becomes painfully vague - you can romance almost anyone in Fable III, but only by making the process generic enough to be described with extremely flexible rules. In either case, all actions are still defined by the rules supplied by the designer, and all "art" is the product of the designer's intent. But can the interaction of the rules themselves, divorced from the artist's goals, produce art?
All this got me thinking about Langton's Ant.

The Ant is a very simple (hypothetical) mechanism that produces very odd results. Existing on a grid of black or white squares, the ant moves according to two rules: If it encounters a white square, it turns right, flips the square to black, and moves forward. If it encounters a black square, it turns left, flips the square to white, and moves forward.
As you might expect, for the first several thousand iterations of these rules, the Ant produces a chaos of black and white squares. But then... (And this happens regardless of the initial black-and-white makeup of the grid, although "obstructions" may delay the process), the Highway emerges. The Ant begins to build a long, diagonal pathway away from the central pattern, made up of identical 104-step loops. In the most basic version of the Ant, this occurs at around 10,000 steps. Which is to say that, coded in those two very simple rules is hidden information about the incredibly complex behavior that occurs in their 10,000th iteration.
Video games have a lot more than 2 rules.
Obvious news flash: Game designers don't physically build the games we play. Instead, they lay out rules that describe the world they've imagined. If the rules are well crafted, the world is constructed to the designer's specifications, and the player is "trapped" within that design. They can only have the experience the designer WANTS them to have - any art that occurs in that scenario has been dictated by the designer, with the player acting, essentially, as a prop. But, as we just learned, rules can be tricky... And, really, what's a bug? A rule that's not doing what it's meant to.
Sometimes a bug in a game is there because someone miswrote a rule - a variable was mis-set, a step was left out. But sometimes it's because the rules are interacting in strange ways, ways the designer never intended.** Rules related to how player movement works intersect with rules defining how surfaces behave at corners... and suddenly you're on the other side of the wall.

There are whole communities built around these glitches. Speedrunners, especially, delight in finding ways to "break" the game to improve their times. But it occurred to me that there's something artistically meaningful in these sudden bursts of freedom - perhaps the most meaningful message games can convey. The artist loses control of his or her art - or, maybe, the rules themselves become inadvertent artists, working in concert with the players.
The example that comes to mind, that maybe this whole discussion builds out of in the back of my mind, is from the first game I ever owned: Super Mario Brothers. Every non-castle level of SMB ends the same way: the player guides Mario to the end-of-level flagpole, touches it, slides down, and control is taken away until the start of the next level. The flagpole stands as the edge of the designer's intended play area.
Which makes for a disconcerting experience when you realize you can jump over it...
Now, there are very few areas in the game where this is possible without cheating (although, now that I think about it, the use of cheat devices like the Game Genie to alter gameplay is ALSO a way for players to defy or circumvent the designer's intent by interacting directly with the game's rules). The easiest is in World 3-3, where there is a player-movable platform directly before the goal (probably significant that this trick is only possible in one of the rare parts of SMB where the designer gives control of the environment to the player). With good timing and a proper running start, Mario can leap OVER the flagpole, escaping the intended bounds of the playable area. Moving past the castle, Mario can now run along a featureless brick wall, unable to backtrack... until time runs out and he dies. Technically, it's pretty non-climactic.
But, as a kid, it was an incredible moment. I had ESCAPED the level. I was free from the designer's plan. I had done what wasn't expected.
Now, I'm not trying to suggest that this is some horrid violation of the universe's physics that would make Shigeru Miyamoto rip out his hair in a dark rage. It's clear that Nintendo knew about this glitch, and added a placeholder area behind the flagpole so that the game wouldn't crash. But the rules of SMB are exceptionally clear: the flagpole is the edge of the world. You can't jump over it, you can't escape. In the language of the game's design, it's a solid brick wall.
But by colluding with the rules, I beat the design. Experienced a moment of authentic-feeling freedom in a world entirely bound by constraints.***
It felt like art to me.
*The Stanley Parable is an excellent freeware mod for Valve's Source Engine. You can download it here, and I strongly recommend it. I'll probably have a post about it up in the next few weeks, but it's a game that deserves to be played before you read about it.
**Interestingly, combos, the backbone of most competitive fighting games, stem from a glitch in Street Fighter II that allowed players to chain moves together. Glitches like these often end up becoming part of high-level gameplay in competitive games, basically allowing the interactions between the rules, and the player's ability to take advantage of them, to trump initial designer intent.
***One of the factors behind the success of Valve's game Portal (besides being excellent), is how well it simulates this feeling. The entire first two-thirds of the game function as a metaphor for the game player, being forced to complete ridiculous, arbitrary tasks by an inflexible machine. The moment where the player breaks free of GLaDOS's control, escapes the fire, and breaks into the "backstage" is an in-design attempt to recreate the same freedom I'm trying to convey in this post. Of course, it's fake freedom... But it talks to the same part of the gamer mind, I think.
Monday, February 20, 2012
Timed Hits Part 3: Gems, Tiles, and Beats

This is the third and final part of "He knows WAAAAAAAY too much about Timed Hits," a series of posts on how game developers have used and modified the mechanics of RPG combat over the years, and what it can tell us about the genre. Part One, dealing with the inclusion of action and timing elements, can be found here. Part Two, an in-depth look at how standard RPG combat is refined and enhanced by increasing player choice, here.
In this conclusion, I'd like to look at games that have approached the issue of RPG combat by avoiding it - by throwing out "standard" combat systems entirely in favor of more unorthodox choices. These aren't games like Call of Duty, where the progression mechanics of role-playing games are used to enhance an established genre. They're not even true hybrids, like the Shooter/RPG Mass Effect 2, which play like a deliberate cross-breeding of genre. These games, in my eyes, are still fundamentally RPGs*, but ones that have replaced their combat systems with a separate but equal alternative.

I want to examine these games, not because I'm dismissive of RPG combat as it stands (I think this series makes it clear that, on the contrary, I've thought FAR too deeply about it over the years), but because, by transposing new systems into the place of the old ones, we can figure out what makes this genre so compelling and long-lasting.
RPG combat is a metaphor, an abstraction meant to represent the hectic back-and-forth of a real battlefield. At the same time, it's meant to give the player a feeling of connection to their character's actions, with menus (or other combat control systems) representing the choices available to the characters. If games are about simulating experiences that the player couldn't have in real life, then the following games approach that old goal of simulation in new, innovative ways.

1) Puzzle Quest
Infinite Interactive's Puzzle Quest created a slight stir back in 2007 by adapting a Bejeweled-type Match 3 game as a battle system for an otherwise typical fantasy RPG. The player moves around a map, solving quests, searching for treasure, fighting monsters. And when it's time to fight... Out come the gems!
During combat, the player takes turns with the AI, moving pieces on a Match 3 board, trying to line up gems to fill their various mana bars or deal direct damage. Matches of four or five provide extra turns and bonus effects, and much of the strategy relies on making optimal moves for yourself while denying strong moves to your opponent.

The RPG elements come into play by allowing either side to vastly modify the play field. Both player and opponent are equipped with a wide variety of spells whose effects range from direct damage, to massively skewing the distribution of gems on the field to a particular color, to destroying certain gems for a big boost in power. At the same time, player equipment and stats modify the effects of matching gems (generally increasing mana earned or damage dealt per match).
One of the ways that I like to judge games like this is by seeing how they represent different enemy "types". In Puzzle Quest, a "fast" enemy will have low HP, but plenty of cheap, quickly recharging spells. A "mage" will have a few cheap abilities designed to funnel mana to him to fuel his expensive, devastating spells. A "warrior" will have straightforward spells and a bonus to his damage for matching skulls (the direct-damage gem type). Fights become a matter of learning how to control the battlefield and counter your enemy's specific tactics (for example, denying a fire-based enemy access to the red gems he'll need to cast his spells). These mechanics allow the player to get a sense of what it would be like to fight these creatures that is both separate from, and parallel to, the sense they'd get from battling such monsters in a more traditional RPG.

2) Bookworm Adventures
Of course, Infinite Interactive was following in Bejeweled creator PopCap's steps in more ways than one with Puzzle Quest - the puzzle-game-as-fighting thing had already been done a year earlier by the kings of gem destruction with Bookworm Adventures, an RPG spin-off of their popular Boggle clone Bookworm.
Compared to Puzzle Quest, the combat in Bookworm Adventures (and its sequel, released in 2009) is ridiculously simple. You have a grid of letters. You spell words with them. The longer the word you spell (and the more difficult the letters used), the more damage you do to the opponents who are bashing away at your health after every word spelled.
What BA lacks in complexity, though, it makes up for in charm, and in visceral thrills. Lex, the titular bookworm, is cute as hell, and his vocal clips and dim-witted taunts are often delightful (not to mention the always-hilarious descriptions of enemies, most of whom are parodies or direct lifts from fables, nursery rhymes, and works of literature).
But the real appeal of the game is the slow construction of perfect words, the thrill of tapping away at your enemies with "and" or "boat" or "car" as you wait for the final letter that will let you unleash "extraordinarily." The battle animations support the joy of it, ranging from a simple head-bop by Lex to an earth-shaking blast of vocabularial power. (Note: Do not try to use "vocabularial" in Bookworm Adventures, it is not a real word).
The RPG mechanics are limited - Lex levels up automatically as you play, slowly increasing his basic stats. And a new treasure is gained at the end of every level, two of which may be brought into the next to produce a bonus or defend against certain status effects. But to me, it's still a great RPG, because of the way it translates my mental struggles into in-game awesomeness. Blowing away the Monkey King with "devastated" felt as intense and real as blasting Sephiroth with Knights of Round did when I was 13.

3) Sequence
Confession time: When I started this series, two months ago (Ye gods, do I write slowly), it was initially as an EXTREMELY roundabout way of talking about a game that I felt had redefined RPG combat in an important, enjoyable new way, and which quickly became one of my favorite games of 2011. That game was Sequence.
The first game from the two-person team Iridium Studios (plus two musicians and a handful of voice actors), Sequence is one of the strongest gaming debuts I've played in a long time. The plot, which starts with a standard "guy-wakes-up-in-a-mysterious-place" premise, quickly expands to include warm, memorable characters, hilarious meta-musings on the nature of gaming, and, ultimately, strong questions on the nature and value of free will. I could write an essay on it (and probably will), but the focus of this article (and no one would blame you for forgetting, given how many parenthetical statements (including this one) I've been making), is on combat. And the combat in Sequence is sublime.
This is going to get a little complicated, so if my ramblings stop making sense, just skip this paragraph and watch the embedded video from Iridium's Jason Wishnov talking about the game (and even if you do understand, you should watch the video to see it in motion - plus, it's pretty funny). Combat in Sequence, to quote Wishnov, is a "mash-up between a rhythm game and a traditional RPG." When combat begins, a song starts playing. The player is presented with three small screens, each with a DDR-esque row of arrows at the bottom. One screen is for Defense - arrows that fall here represent enemy attacks, and must be blocked with well-timed player input or damage will be taken. Another screen is for casting spells - the only way of doing damage to opponents. The player chooses an equipped spell and activates it - causing a specific sequence of arrows to fall. Failure to input the sequence causes the spell to fail, doing nothing except wasting mana. The third screen is for re-charging the mana used to power spells - there's no consequence for missing notes here, but if you don't pay attention to it, you'll run dry and be unable to activate any of your attacks.
The tricky part here is that only one screen can be active at a time - necessitating a constant cycling as you deflect attacks, charge your mana, and execute the often-tricky sequences needed to unleash attacks. In essence, this means that your true enemy in these fights isn't the gorgeously drawn monster you're facing (which is really just a pool of hit points and an attack and defense stat to modify damage given and received), but the tempo and beat of the song currently playing. Timing becomes the most crucial consideration of every move - a powerful spell might be unfeasible if its steps are too complicated, or its sequence takes several seconds to input, seconds where you're either taking damage or frantically flipping between screens to block. The tension of dividing your attention, watching all the parts of the "battlefield", and waiting for a moment when your opponent's attacks flag to strike... It's as pure a sensation of "being in a fight" as any of the other combat abstractions I've encountered in more traditional RPGs.
When I finally tapped into that feeling, it made me realize that that's the element I seek out in games like this. The adrenaline rush of pitting my mind and hands against an opponent, of formulating desperate plans and executing them with my tongue clenched between my teeth. And Sequence made me realize that that feeling is core to the joys of the RPG, and that it transcends whatever metaphor a game uses to convey it - whether it be timed hits and Judgment Rings, or job systems and wordy menus, or deadly beats and falling arrows.
If there's a lesson to be taken away from all this, it's this: The battle is what matters, not the skin it wears.
At the risk of being a terrible shill, I'd like to point out, here at the end of this series, that Sequence is available on XBox Live Arcade and Steam for $5 (and it often goes on sale). If you love RPGs, and even only like rhythm games, you owe it to yourself to play it.
*If one of the points of this series was to consider what, exactly, "RPG" means, by excluding elements of narrative design and focusing solely on combat, I have to conclude that, in this regard at least, the series has failed. Having examined as many combat systems as my feeble memory could present me with, I've become a little flummoxed by the sheer diversity of the genre. The only similarity I can find (and even here I'm generalizing horribly) is the common sense of disconnect between the player and the action on the screen. Menus, swapping gems, even things like Shadow Hearts' Judgment Ring, all stand in between what the player experiences and what the character does. Even in games that give direct control to players, the character's stats still modify the effects of player action in a way that, say, the character in Modern Warfare does not. If Zelda's Link was meant to be a "link" between the game world and the real world, then perhaps an RPG character is defined in the way they don't link, in the way their existence stands between and modifies the difference between the player and the game.
Thursday, February 16, 2012
Gunpoint: Where Player Freedom Becomes An Artform

Tom Francis is one of my favorite gaming writers. He works for PC Gamer UK, and has been responsible for some of my favorite features written on the ways players can explore and engage with the games they play.
You can always tell one of Tom's reviews by the glee with which he approaches the subject. They're full of breathless descriptions of bizarre or interesting situations the games let him get into, dumb, fun tricks he's logic'd himself into trying. For instance, take this example from his review of Deus Ex: Human Revolution:
He’s inside gang territory, trying to make it to a door at street level. He decides to use the surprising development of a vending machine falling out of the sky to distract the gangsters, so that he can drop down and get to the door without attracting attention. A sort of pepsi ex machina.
Jensen hurls the vending machine arbitrarily and tumbles off the building after it. His Icarus Landing System kicks in, floating him safely towards the street below in a dazzling ball of golden light. When the vending machine crashes to the ground, the armed gangsters nearby all look at it in surprise. Then they look at the dazzling ball of golden light floating down to land across the street, and they draw their guns.
Francis's critical perspective on games seems fueled not so much by the choices and scenarios that games force on people, but by the ones that they allow. His writing celebrates games like Deus Ex for allowing the player's own mad ideas to be a major factor in their success. As such, it's not surprising that when he decided to design his own game, it became something like an art studio for brilliant works of player creativity.
It works like this: Tom's game, Gunpoint, is a stealth platformer about breaking into buildings without being shot by some EXTREMELY trigger happy guards. The levels are full of interactive elements - light switches, door panels, cameras, alarms. On the surface, these are all on the side of the guards, systems in place to thwart your hero, Conway, from reaching his goal. Except Conway has an ace up his sleeve (also: springs in his pants, but that's neither here nor there): The Crosslinker.

Mousewheel up, and you enter Crosslink mode. All of the details of the level fade into darkness... Except the devices. Those light up like lights on a Christmas tree. And, like a child opening his presents on Christmas morning, you can start to play...
Drag a line from any device to any other to connect them. A light switch will now open a door. A guard walking through a motion sensor will call an elevator to his floor, distracting him. Re-wire a hand-scanner so that, instead of opening the door it's connected to, it activates the scanner on the other side, activating the door in the opposite direction, slamming into the guard and knocking him out. The Crosslinker turns every level into a playground for crazy Rube Goldberg machines and nasty pranks.
The brilliant, compelling thing about this design is how unnecessary most of these tricks are. Gunpoint is built so that brute force is almost always an option; guards can be pounced from behind and knocked unconscious; you can even buy a gun and shoot them dead - although, in keeping with the idea that this is a stealth game, gunshots will quickly summon difficult-to-avoid-snipers at the level exit (although even these can be avoided with enough upgrade points invested in a bullet-deflecting belt). Even when using the Crosslinker, there are a few simple moves (the aforementioned suicide-by-door trick, for instance) that can be used over and over to clear levels... efficiently. You could play it that way.
But most likely, you won't. Instead, you'll sweat, and puzzle, and play, until you've found a convoluted, beautiful solution to your problems. Because you can.
The motivating philosophy behind Gunpoint is, I think, that if you give players freedom, and have faith in them to use it, they will. You don't HAVE to set off a cascade of opening doors, moving elevators, blaring alarms, and darkened hallways that culminates in a man being electrocuted by a light switch. You do it because it is, objectively, awesome. And it is equally awesome that the game allows you to do it, with no scripting or forcing. The only motivating desire is the desire to do something great with the vast, flexible tools provided. It's the difference between "Man, that game just did some awesome stuff," and "Man, I just did some awesome stuff."
It's challenging, refreshing, rewarding. I expect videos of Gunpoint solutions to be a big hit on Youtube (and I'm quietly hoping Francis will implement some basic video-capture elements into the game to make sharing mad, inspired solutions that much easier). Because who doesn't love showing off just how crazy they can be, when someone gives them the chance?

In closing, please enjoy this: Three unscripted, me-designed moments from my most recent Gunpoint playthrough that had me laughing or feeling like a badass. These are, I guess, technically spoilers, but since the whole game is devising your own personal way around obstacles, I don't think it'll hurt to see my approaches.
1) I'm standing at the window of a building. Across a small alleyway stands another building, with a guard, above me, looking out. I'm safe now, but when I move my cursor into the space between the buildings, it turns red, telling me that I'll be seen as soon as I step (or leap) outside. He's in pouncing range, and I've upgraded my leap enough to propel me through the window, but there's no chance I'll cross the distance before he puts a bullet in me. I could shoot HIM, maybe, but I've still got objectives left in the level, and no time to clear them before the sniper shows up, blocking the exit.
I slip into Crosslink mode, look at my options. I'm in luck! The switch behind me is on the same circuit (devices on different circuits can't be linked together, usually) as the lights on his floor. I hook my switch to his lights, exit Crosslink, and flick it. Lights go out, he turns around to turn them back on, and as soon as his back is turned, I pounce, crashing through the window and slamming my fist into his face. Awesome.
2) Problem: I need to get through a door, and there are guards on either side of it. I can't open the door myself, and they'll shoot me on sight. What to do, what to do....
Solution: I've bought a new gadget in the between-mission store: the Longshot. It allows me to, with the expenditure of a power core, Crosslink a guard's gun. I laughed out loud when I saw that. I pull out the Crosslinker. A few tweaks later, and I set a tragedy in motion.
I flick a switch, and the lights on the floor go out. Guard A is the closest to the light switch, but it's on the other side of the door. So he activates the hand-scanner to go through. This activates the door... which activates Guard B's (standing guard further down the hallway on the other side) gun... Guard A crumples to the floor, shot. Guard B stands there, slapping at his gun, wondering why it misfired... as I come up behind him and pounce. Beautiful.
3) There's a Pro on the floor below me. Pros are special types of guards, clad in black suits like high-price bodyguards or Will Smith hunting aliens. Annoyingly, they're much harder to manipulate than their less-professional brethren. They won't follow noises. They won't freeze in place when you point a gun at them. They just shoot you, and then you're dead. Like I said, annoying.
I leap down, crashing through the hallway's plate-glass roof. Quick as lightning, the Pro unholsters his gun, points it at me, pulls the trigger... And the lights go out. The door behind him opens. And, grinning at his misfiring gun... I pounce. It is exceptionally Batman.
Thanks, Longshot.
Gunpoint is still in development. You can follow its progress and sign up to test (which I've been doing for the last nearly-2-years, and highly recommend) at www.gunpointgame.com and on Twitter at @GunpointGame. The game is up for the Audience Choice award at the Independent Games Festival this year, so if what you've read here (and on Tom's blog) sounds interesting, consider voting for it here: http://igf.com/audience.php
Voting ends Sunday 2/19.
Thursday, December 1, 2011
Timed Hits Part 2: Fight, Magic, Item, Cycle All Your Stats and Powers Into One of Hundreds of Different Templates, Run

Note: This is Part Two of "He knows WAAAAAAAY too much about Timed Hits", a series on how to breathe life back into RPG combat systems. Part One is here, Part Three is here
So, the question remains: How do you break up the monotony of the FIGHT/MAGIC/ITEM/RUN paradigm of RPG combat? Last time we looked at the addition of timing elements, and complete conversion to action gameplay. This time we'll take a look at how you can increase player engagement from within the "classic" turn-based RPG system. This essay focuses on how to increase the available choices open to players, while the next one will be about crafting challenges for the player that force them to innovate within the space you've given them.
How do you overcome boredom in RPG combat? Give the player more to think about, more to do.
This one is so basic that you'd be excused for thinking I was padding my list by adding it. But it really can't be overstated - finding ways to increase player choice, and making those choices more meaningful, is the cornerstone that's kept interest in the turn-based RPG alive. Every designer looking to work in the genre must figure out how to approach these issues if they hope to make an engaging game.
Repeating: For combat in a turn-based RPG to be successful, the player must be presented with varied, interesting decisions that evolve and change as the game progresses.
(I know that RPGs have long been seen as the domain of "story," and, certainly, some of my very favorite video game stories have been told in this genre. But there is nothing inherent to the turn-based RPG that makes it an ideal vector for good storytelling beyond the willingness of the people making them to try telling one. As that willingness has spread to other genres, turn-based RPGs have remained, if not as culturally dominant as they once were, at least still relevant. So, there must be some aspect of the games, beyond their narratives, that keeps them interesting to players.)

Characters as Trees (And no, I'm not just talking about Exdeath)
In a turn-based game, battles are reduced to a series of discrete decisions. These individual choices are the core of the combat experience, and they MUST be interesting if the player is going to be engaged.
Once again, we're starting from that ur-RPG, that basic building block from which so much innovation has been constructed: Dragon Warrior.
In Dragon Warrior, there's only one tree that choices are being pulled from, and it's very simple - the one representing the player character's combat actions. In any situation, you choose either Fight, Magic, Item, or Run. Magic and Item have sub-choices, but those choices carry the cost of using up resources (MP or the items themselves). This tree expands when new items or spells are obtained, and the values for some of the decisions can be altered by new equipment, but this is the basic structure through which the player responds to every challenge in the game. Further, each choice is an optimal response to a particular situation - Fight is ideal for dispatching weak opponents, Magic is needed to destroy strong opponents quickly, Item for emergency healing or the occasional rare buff, and Run when survival is uncertain. The strategic element of Dragon Warrior, then, is not one of devising real plans, but one of assessing the danger level from turn to turn and choosing which of the four basic responses is most appropriate.
Once you begin to add other party members, things become more interesting. Every active character in an RPG party is a separate decision tree, sometimes only distinguished by the odds and numerical effects of their basic commands (Bob's Fight command does more damage but hits less often than Mary's, say), but usually also featuring unique commands that allow them to fulfill specific battle roles. A typical "White Mage" character, for instance, will have a tree featuring a fairly weak Fight command, but will compensate for this by having a much more complex Magic sub-tree, allowing the player to make more nuanced decisions about what type of healing or support they want to give their party via this decision.
By presenting the player with not one single decision tree, but multiple trees being cycled as character turns come up, we vary the gameplay experience (Hopefully. Early RPGs often fell into the trap of giving "Fighter" classes an extremely simplistic tree in exchange for a reduced need for healing and an increase in the power of the "Fight" command. Useful in-game, but not tactically very interesting. Later games often give the Fighter a selection of different types of strikes to use, each with different costs and effects). In a static party, though, even these multiple trees can only get you so far. To keep things interesting on the player side, we need to vary the trees/characters available.
The easiest way to vary the trees available to the player is to switch characters out of the party as the plot demands. After all, in the context of the whole game, a character isn't just the sum of the choices they allow in battle, but a hopefully well-realized person with their own motivations (Final Fantasy V gives us an interesting inversion of this, where a new character replaces a party member, but keeps the former character's abilities and, consequently, their decision tree). At the same time, new mandatory party configurations force the player to adopt new strategies to take advantage of the shifts in the decisions available to them (This can be used for narrative weight, too. For example, the sequence in Final Fantasy IV in which the Dark Knight Cecil escorts fragile-but-powerful wizards Palom, Porom, and, later, Tellah, up Mt. Ordeals is both an interesting gameplay challenge - keeping your "Glass Cannons" safe until they can take out your enemies with their spells- and reflects on Cecil's journey from invading general to stalwart protector).
Still, by assigning specific decision trees/characters to the player, an avenue for player choice is removed, possibly hampering engagement. To redress this, we have to take a step back from the battles we've been focusing on so far, and look to party composition and character (tree) customization.

Uh...If we bring more than three people into the dungeon, it'll.... explode. Yeah. - Party Composition
By choosing the members of your party, you're making a choice about which decision trees are being presented to you in battle. It's now up to you to figure out which sets of choices dovetail, intersect, and overlap in ways that allow you to win battles with the lowest amount of resources expended. Some games do this by allowing you to choose character classes at the outset (based on various decision-impacting features, such as the class's cost to operate and the "bushiness" of their decision tree) and letting the character trees develop as a natural outgrowth of the class (the first Final Fantasy game, for instance).
Others give you a certain pre-set number of characters and ask you to form a viable party from these ingredients. This can vary from a small group of potential characters (Final Fantasy VIII's three-person teams formed out of six total party members) to a staggeringly large one (Shin Megami Tensei: Strange Journey, which has three party slots that may be filled by any of the game's 300+ recruitable demons). The key to generating interest here is to create a variety of trees that are distinct from each other, but which interact in useful ways. A large roster of playable characters means nothing if it doesn't reflect an increase in interesting choices available to the player. In terms of combat, distinct characters are less important than the distinct decision trees they represent.
It's at this point that meaningful strategies can begin to develop, allowing a player to tune their party to individual strengths or to countering a particular challenge. The player ceases to reactively pick one of the choices presented by the game, but to begin creating their own.

Get a Job System! - Character Customization
Beyond choosing which decision trees to include in the battle, most games also allow the player to customize their characters; that is, use in-game systems to edit the decision tree each character represents. This can and has been done in a vast multitude of ways, but one pitfall that needs to be avoided is one of homogeneity. This relates to something I call "the problem of the optimal," something one of my favorite game writers, PC Gamer UK's Tom Francis, discussed recently in the context of his stealth game Gunpoint. To wit, if there is a clearly optimal solution to a problem, most rational players will choose it. Any choice presented to the player between an optimal option and something else is a false choice, and player freedom isn't really being expanded. In RPGs with extensive customization, this can be seen in character decision trees that narrow down and become extremely similar to each other (Final Fantasy 7 is the example that leaps to mind, where endgame characters essentially act as holders for the modular Materia that represent actual player choice in battle). If there is a "correct" character build, one that overcomes in-game obstacles most efficiently, most players will choose it.
The obvious solution is to establish game challenges in such a way that there is no single "optimal" build (more on this later). But it's also possible to constrain character customization in ways that still allow the player significant choice in their available combat options. Anyone who's spent any time with World of Warcraft or similar games will be familiar with the multitudes of ways designers have tried over the years to inject variety into the standard Tank/DPS/Healer paradigm (although competitive environments like MMORPGs are usually extremely aggressive in working out mathematically "optimal" character builds and punishing players who do not follow them - again, limiting player choice). In single player games, the Etrian Odyssey series on the DS stands out for including a larger-than-average set of distinct classes, each of which contains multiple specialized sub-classes based on which skills the player chooses to invest points in. In essence, you end up with a party of five hand-tailored decision trees, each focused on a different aspect of combat, each reflecting a conscious, engaged choice on the part of the player.
I firmly believe that enjoyable gameplay derives from a sense of player accomplishment, a feeling that I, as the player, was victorious because of the choices I made. By expanding those choices (while, possibly, quietly guiding players toward more useful options), the designer allows me to feel responsible for my victories in a way that a more game-controlled system wouldn't allow.
Of course, all the choices in the world are meaningless if the obstacles I'm overcoming with them aren't interesting and challenging. Next time, we'll talk about how the other side lives - how enemies and bosses in turn-based RPGs drive player innovation and engagement.
Labels:
combat,
fighting,
Final Fantasy,
games,
item,
Job system,
Magic,
RPGs,
run,
Strange Journey,
timed hits,
Trees
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