Showing posts with label Blizzard. Show all posts
Showing posts with label Blizzard. Show all posts

Tuesday, February 9, 2016

Overwatched

"Name's McCree". The announcement is jawed and chewed, a cigar playing as much a part as the tongue. Eyes a-squint. Behind the gaze, nary a thought. His six shooter by the name of Peacekeeper is loaded with Justice in need of dispensing. Death brings peace, obviously and I get a sour aftertaste - a meal gone bad, rebelling in the pit of my stomach - in the back of my mouth. On the opposing red team the very same is happening. But nobody cares. Blue McCree steps into the limelight together with other enthusiasts from the cosplay convention. Next to him is Steve in angsty teenage powergarb. Clearly practicing for the upcoming stage show, taking on the most dramatic and threatening pose imaginable. The pose is meant to instill some fear into its beholder. Yet nobody cares. That's just Steve, he does it all the time. Steve dresses up like Darksiders and The Matrix. Steve's favourite class in D3 is the Demon Hunter. Steve is a bit of a prat.

Steve Cosplays ReaperSteve sure knows how to work the camera.

Welcome to Overwatch. Pause for the dramatic musical interlude and late title card. So cool. The concept of Overwatch is quite solid. A team based, competitive, hero based shooter, with familiar game modes. Take inspiration from the rich history of ego shooters and model them onto likable, in some cases awe-inspiring, characters. Soldier 76 is a Call Of Duty facsimile, Mercy seems like the StarCraft addicted daughter of the Medic from Team Fortress 2. Tracer is your flanking, Run 'n Gun class. Widowmaker a Kerrigan inspired sniper. Reinhardt leads, Torbjörn does machines.

His name is McCreeHis name is McCree.

As hinted at, Overwatch cannot escape comparison with Team Fortress 2. It also can't by proxy of Blizzard sibling Heroes of the Storm, to DOTA. Coincidentally: both of those are Valve games. Sadly for Blizzard, both of those are, as of now, still better games than Overwatch. From a gameplay perspective, and tonally, Overwatch falls closer to TF2. The former has a murder of static hero characters, the latter has a handfull of editable classes. These heroes are Overwatch's main drawing factor. Whereas gameplay surely is the main attraction for TF2. Well, next to the hats that is. The gargantuan divide between the two is their setting. TF2 left much to the imagination whereas Overwatch has a universe that is quite pronounced.
 
To say overwatch has excellent character design isn't a sleight against TF2's characters, because they are iconic and well thought-out. No, I'm not just talking about recognizability of the silhouettes. The actual character designs also show some sophistication. Watch some of the character specific shorts Valve made and you'll get the point instantly. The sniper is a bureaucrat with a sniper rifle. The honest Brawn of the heavy is the perfect counterpart for the sly intellect of the, Frankenstein-like medic. The Demoman design, a rambunctious Scotsman, sidesteps any racial stereotyping with some creativity.

Context matters.

Less specific nature of characters, such as those of TF2, pushes them a bit into the direction of a blank slate - which makes them more approachable. In contrast, Blizzard wants to nail every stereotype as hard as it can. "Name's McCree", his diction is terse, there's no such thing as a chatty gunslinger. Gunslingers smolder menace in silence and need to have the linguistic effeciency of a telegram. Each hero spurts the one liners you'd expect. All of which are said in a vacuum. The characters aren't aware of their colleagues. By comparison Call of Duty: Black Ops 3's heroes, called specialists - yes they have them too - do party banter. So why can't Overwatch's?
These characters are similar to those in Capcom's Street Fighter, each has their own global origin. Yet they do not have the associated cultural link. indian Dhalsim is a yoga master. Japanese Ryu embodies a Ronin lifestyle, Chu-Li wears Chinese garb and does kung fu. Guile is the American family man. Overwatch's Pharah wears metroid armour avec arm-mounted rocket launcher, obviously she's from Egypt. I'm sure the link is clear... Uhm. The Chozo? Ah, Pharah-oh!
For fear of stating the obvious, Street Fighter has a Japanese perspective on the world, and Overwatch has an American perspective on the world. Yet Blizzard has many, many (international) world class creative talents. The flaw of Overwatch's setting is borne out of excess whereas it could have benefited from restraint. It needs some 'less is more'. Why? My real problem with Overwatch lies with the way how gameplay is completely severed from its setting.

Tracer and Widowmaker have a momentThe Overwatch Cinematic Trailer is full of nice little pictures.

The game, not very clearly, has a host of less than good-aligned characters. Like Reaper and Widowmaker. But the game doesn't really acknowledge the absurdity that villains are fighting besides the, presumably, heroes. Said good guys are also killing other good guys. The teams themselves have no polarizing element that sets them apart on the battlefield, save for their differently coloured name and outline (UI fixing a problem character design doesn't). Other than that there's no real telling that these are rival factions. Their goals and motivations equally nebulous. Why is defending McCree shooting attacking McCree? Both are claiming justice as their motivation while fighting over a payload on its way from A to B. Presumably the organisation known as Overwatch was created to safeguard the world, like our real world UN, from terrorists like Reaper. So I think it it safe to assume that all these characters are just mercenaries and that, regardless of how lofty their motivations, they are all villains. Or maybe this is just another instance of American policy where it doesn't matter why you have the war.
Rumour has it that Overwatch is all that's left of Blizzard's aborted Titan project, which was rumoured to be another MMO concept. Could it be that faction based gameplay (say: horde vs alliance) was dropped and now anything goes? This also means that whatever reason for conflict there once was, is gone, yet conflict remains.

justice
ˈdʒʌstɪs/Submit
noun
 
1.
just behaviour or treatment.
"a concern for justice, peace, and genuine respect for people"
synonyms:     fairness, justness, fair play, fair-mindedness, equity, equitableness, even-handedness, egalitarianism, impartiality, impartialness, lack of bias, objectivity, neutrality, disinterestedness, lack of prejudice, open-mindedness, non-partisanship.
 
2.
a judge or magistrate, in particular a judge of the Supreme Court of a country or state.

Overwatch has a universe that is really only useful for a trailer. TF2 has could be seen as what happens, or happened, during cold war times where 2 sides of a conflict would be doing very similar things aimed towards the other. Expending gigantic efforts to prolong a stalemate. A zero-sum game of two perfectly balanced parties where neither can get the upper hand - and so the game is played indefinitely - which explains why the game is allowed (do not read as 'granted by an authority') to be played/happens again and again. A more cartoonish take of Orson Welles' '1984'. A capture the flag game mode revolves around "the intel" without ever naming what the intel actually is. Valve could have gone ahead and explain that the intel are the plans of the deathstar, but the game is served just as well by just "the intel", the characters also acknowledge this. All they know is that it needs to be kept. There's only one of them and the enemy can't have it. Grunts as tools, in this instance the players, they are kept unaware because it simply doesn't matter. All the game needs is something to fight over. It's the notion of just because that links it to the often absurd nature of armed conflict. Particularly fitting as the setting of TF2. Its characters are just one amongst many. None of them make any special claim to fame, none of them goes beyond the call of duty.
But Overwatch plays with none of the concepts at its premise. The game seems like it just wants fancy characters to shoot at each other. They could as well not have bothered thinking up a universe for them.
Black Ops 3 has the same problem: factionless characters fighting each other in opposing teams, but solves it by framing death matches as simulated training programs. The game is presented as a video game, which makes it pretty honest.

His name is McCreeHis name is McCree!

Overwatch adheres to the Big Bang Theory style of funny, where funny isn't actually intellectually stimulating.

One of the most severe shortcomings of Overwatch is that it isn't self aware. Funny though the character designs may have been intended. Each of them only hit one note. His name is McCree. See how that's funny? He's a gun-slinging cowboy, just like in those movies where they all sound like that. She needs to raise her APM... because she's Korean. See how that's hilarious? She repeats it every 2 minutes. Maybe even just to make sure you get the joke. Overwatch adheres to the Big Bang Theory style of funny, where funny isn't actually intellectually stimulating, but just an out of the blue reference that is supposed to contrast or compliment with the current context (I had to strain to come up with that explanation - because there very well may be none). But It usually needs the support of a laugh track to signal when the funny bit happens. His name is McCree, and "justice won't dispense itself". Ha... What justice is that again? The only conflict I can see between characters is because they aren't on the same side for some reason. Is difference of opinion (come to think of it, not even that) a crime that requires justice? I think McCree has seen a few too many westerns and is imitating Clint Eastwood while high on psilocybin and sarsaparilla.

The characters themselves don't care either. His name is McCree... and that's all he has to say on the matter. That's all anyone on the team has to say about it. Other than hitting all the cliché one-liners you'd expect: "it's high noon", "much obliged". I didn't hear "this town isn't big enough for the two of us" yet, but I suspect the line is recorded with cleched jaw seriousness and is archived on a secure server somewhere. In fairness, I'm picking on McCree because he's such an easy target, but every characters received the same treatment. There's no true comic relief, yet it's desperately needed because its subject matter is absolutely gruesome. Unfortunately this game has no wit to it. It just has cool art design.

What it also lacks is good level design. Granted this is a beta but the maps lack sophistication. Sight lines, sniping spots, flanking routes, all these may come with future maps, but the ones I played were very basic. What's makes the maps even worse are their bottlenecks. Fights often result in a prolonged stalemate while everyone is cornercreeping to take potshots till someone forces a breakthrough by activating an ultimate skill.

Steve doing workA rough approximation of what Reaper's Death Blossom skill looks like.

Reapers ultimate skill is called 'Death Blossom'. Where he does The Matrix and people fall down in a series of one-hit-kills. Many ultimate skills resemble hacks or cheats from other FPS games. Reaper pronounces "Die, Die, Die", like the dirty terrorist he is. If you play Overwatch you'll probably hear it more than a few times each match. In no way will it ever become repetitive, boring, dull and trite. Not even after playing the game for one whole hour straight, I know because I tested it. His name is McCree. Who cares.

Each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. Nobody cares. I'm sure it won't lose its luster.

Another event you'll grow painfully accustomed to is the "play of the game" replay. During which a feat of strength, judged by the algorithm, is displayed to all participants of the game. The feat is set to a really heroic sounding score which indicates that something once-in-a-lifetime has occurred. When I say heroic, I really mean it, it's so heroic that the next Medal Of Honor game will only be able to top it by having Nazi soldiers pause in their combat to salute the player character whenever The Star-Spangled Banner plays on the soundtrack. Masterfully paced, it has both the weight of the unstoppable giant and the speed of greased lighting - which is so vividly evocated on the screen that you'll want to find your graphics card's warranty.
But after a few matches you realize each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. They are all the same. His name is McCree. Each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. Nobody cares. i'm sure it won't lose its luster. Make them all the same because otherwise some kids will feel left out when they also do not get the good ending. In a game I played the heroic ending was a killing spree of 2. Which instantly undermines the effect and made it seem much more like mommy enthusiastically clapping. It also made me feel like I was riding a tame theme park ride that assumes it's your first time riding it. Isn't this fantastic? While in reality, you've rode it the entire weekend and you're on it because of the view on Widowmaker's ass.
Play of the game also signifies the discrepancy between its team play concept and its ego-feeding rewards. The PotG makes it seem as though the player on display did something special. But in reality the algorithm only seems to detects spectacular kill streaks. Yet the objective of the game is not to score lots and lots of kills, but to get the payload to its destination. What's even worse is that the defeated team may also receive the PotG. Which alerts players that the game isn't even about playing the objective at all. Yet another sign that this game is only really about fancy characters shooting each other.

Overwatch feels light, loose, flashy and fast. On the scale of sugar rush it feels properly Nintendo.

Overwatch is another Blizzard anime game that tries to appear happy Go-lucky but takes itself way too serious. A bit like Starcraft 2 did. Sure it's expertly crafted: the characters, though cliches, do feel really unique and the range of gameplay the game has on offer is pretty impressive. The game feels like it aught to in all it's arcade-like glory. It doesn't have that heavy movement feeling you'd expect from a serious shooter, nothing really hits hard - but it feels light, loose, flashy and fast. On the scale of sugar rush it feels properly Nintendo. But it doesn't offer the statistical depth, the player customization, gameplay modifiers progression horizon of other games. Yet.
I realize I'm critiquing a beta. The amount of room for improvement is substantial and gives a big hint at the game's potential. If it'll live up to that potential is another matter. I'm sure it'll get a ton of progress bars. I also get the feeling Overwatch has been added much sugar, colours and attitude to make it palpable to the widest possible audience, coating the bitter pill that is team play and has done it up to the point where it's mostly sugar. After playing Overwatch, like the latest binge of sweets I had, I felt really quite bad.

Tuesday, May 19, 2015

Mind of the Beholder
Part 5

Looking for group!
Pictured: Ranger, Wizard, Hunter, Guardian, Berserker, Gardener, Ring Bearer, Esquire, Paladin.

Most of the role playing games I like have a class-based and party-based system, a fact that must colour everything I write in this series. They're in the Hybrids I like, MMOs I dabble with, the old D&D Infinity Engine Games I remember fondly, and the modern RPGs they influenced. They're in the Japanese RPGs I am tangentially interested in, the occasional Pokemons, some pixel based Final Fantasy games, an archaic thing called Dragon Quest, the brilliant Nintendo masterpieces called Fire Emblem and the RPG that turns boys into men, Dark Souls.
A subset of western RPG are the European RPGs, a rare and interesting breed. Woefully underrepresented on my played-list, even if I started with them as far back as Rage Of Mages. I still need to play any of the Witcher games and I could have spend a few more hours with our own Larian games. As far as mainstream RPGs go I'm still very much a fan of what Bioware and Obsidian put out. The same goes for Blizzard. I was infatuated with Guild Wars, a game I can't keep thinking about when playing its successor. The monumental RPGs of the last 15 years define much of my tastes in RPGs today and all of them had their own take on the class system.

Role playing games literally fill my days. The RPG I'm currently working on at Larian Studios has me involved in the modest roles of Graphics and User Interface Designer but the fact that I get to work on an actual Computer Role Playing Game that topped the Steam best-seller chart for weeks is enough to make me gag with pride.
The thought that kicked off this series of Mind Of The Beholder was the fact that Divinity: Original Sin is a Classless RPG, which a rare beast to me. 'What is a classless RPG?' I asked myself. I thought the term sets wrong expectations, maybe 'free flow class system' would be more accurate if it allows for characters to use skills and embody traits from both Warriors and Mages. Literally mixing classes. In a classless system the expectation is that words like "Warrior" or "Mage" and the structure they represent would be expunged. I am splitting hairs. Admittedly, most role playing games I stick by, play with this idea. Not by chance, I like such systems.

Defining a class cordons off parts of gameplay. But what happens when those boundaries aren't there? Change is the spice of life so it stands to reason to allow for more freedom. RPGs run the gamut, some games allow complete reclassing, dual classing, multi classing, etc. But even classes themselves could become more flexible. Why not have a sword-wielding Mage? After all, it doesn't take much effort to think of all the magical tricks that could apply to a sword. Why stop there? There's plenty of precedence too: Link wields a sword that shoots magical bolts. this Quan Chi fatality, Mesmers, Guild Wars' illusionist swashbuckler, use swords as a magical conduit. Drizzt Do'Urden dual wields a pair of scimitars, he even named them. Gandalf dual wields a staff and sword. I dual wield a fork and knife on a daily basis.

Drizzt, the Drow, the legend Rangers, like Drizzt Do'Urden, are famous for their dual wielding.

Character Class?

A character's class could be described as its role or profession in the world and is defined by traits, restrictions, rules, playstyle; A Warrior wears heavy armour and wields melee weapons and shields in close combat. The Warrior is usually suited for absorbing damage, taking hits on behalf of the party as he is most resistant to physical abuse. Or he takes the one to take the slow but sure approach to combat, low damage but high survivability. Depending on the system, a Warrior could also be cast in a ranged or melee DPS role, focusing on dealing damage instead. The particulars of classes often depends on the fiction or context they inhabit.

In many cases classes are derived from the fiction. From Tolkien to Gygax to Miyazaki. The class descriptions are a result of the stories that birthed them. Sometimes classes can be problematic for story reasons. I had a hard time believing Mass Effect's Shepard would be an adept, given the amount of grief Biotics get and the rigours they endure during training. It seems very unlikely that Shepard could get a similar training given his possible origin stories. He also doesn't suffer any from the side effects from Biotic implants. Dragon Age: Origins did this more convincingly. Every Race/Class combination had its own unique origin story that explained them in the fiction. And why there are no Dwarf Mages. It gave the character a motivation to get involved with the main story. Likewise with Star Wars: The Old Republic, where each class starts out in its own corner of the universe, with a unique storyline. Subsequent Bioware games haven't bothered as much with explaining its classes.

On the whole, Bioware class systems are very much inspired by classic D&D. Luckily they aren't the only developer thinking about classes. To name but one, Squaresoft was equally inspired by D&D and rethought classes for their Final Fantasy game and called them jobs. Each character could become whatever job and grow stronger in said job. At any given time, the player is allowed to switch jobs or resume an old one. This new job would start the character from scratch, but the old job would retain its level and benefits gained would carry over. So it became possible to use Warrior perks as a newly reclassed Mage. The more high level jobs, the more character perks.

Final Fantasy job system Final Fantasy V's range of jobs, props if you can name them all.

Nintendo has its own take on the job system in its brilliant Fire Emblem series. Clear and simple as most Nintendo games are, it has base and advanced classes. Each receiving perks. For instance, a character that starts out as a Chevalier receives two class specific perks. It advances to the Paladin (mounted, speed, magic resistance, swords and lances) or Great Knight (mounted, physical defense, swords, axes, lances) class. Each of which yield their own pair of perks. Those perks persist through reclassing. Some of which counterbalance deficiencies from other classes. But it is the characters that makes the system stand out. Each of them has a natural inclination towards certain roles, collecting perks helps unlock their full potential. These inclinations and perks are inheritable, something to consider when you pair up characters and encourage them to have some offspring. Fire Emblem fully encourages the player to experiment.

Characters can serve more uses, for variation, for play styles (ranged combat vs melee combat), lore flavour (a party made up out of evil aligned classes). A class can be a job or role put on a character. A Necromancer conjures up different character image than a Cleric would. Of course those aren't set in stone. Obsessed with the undead, nefarious, self-loathing, eye twitching, nocturnally perverted... all realistic traits for a Cleric, putting those traits on a necromancer may provide an interesting twist on the player's expectations. Putting Malicia and Devotio together in a party where they need to cooperate sets up a comedy that writes itself: Hating each other at the onset, but then becoming fast, complimentary-role-filling-friends after they vanquish the ultimate evil. Each character is a tool in the shed, each challenge in the game could use a selection of these tools, which when put to good use form a sum greater then its parts. Cooperation is key.

Malicia in action Guild Wars 2 has a spectacular take on the Necromancer class.

Obsessed with the undead, nefarious, self-loathing, eye twitching, nocturnally perverted... all realistic traits for a Cleric, putting those traits on a Necromancer may provide an interesting twist on the player's expectations.

It's hard to mistake a Warrior with full plate armour for spellcaster. There are a lot of associations that go with the usual typecasting. Putting a type on characters also helps explain what they are supposed to do. It also makes it easy to explain what its options are. Focus on the weapon in your hand, or focus on the shield in the other. Or go hog wild and ditch the shield to use both hands for weapons. It's also easier to role play. It's easier to get that a Wizard is book smart and a Warrior would know thing or two about weapon smithing. Compartmentalizing reality is something we do naturally and it's no different in games. But there's merit in subverting the player's expectation. It's what makes Pratchett's Discworld novels such fun to read: A Wizard university where it's exceptional to care about books, a Wizard with no affinity for magic, an elderly Barbarian blind to his own age, a society where everyone eyerollingly knows what the deal with ceremony is... in this universe that turns the fantasy genre upside down, the long lost heir to the kingdom, pure as morning dew, strong as an ox and thick as treacle - the usual starry eyed golden boy we find in every fantasy is the subverted element.
It takes much more creativity to come up twists on known formulas than to copy them. One of those being the usual trinity suspects. But the trinity is a system, not a class definition, and it could be made to work with whatever classes you can invent. Who says a Warrior should draw enemy attention when a Jester, or even a Bard, seems much more suited.

As much as I am a fan of the trinity, I do think there's something to be said about breaking it. Especially the healer role is somewhat problematic, it's arguably the most valuable role but the least spectacular to play. It could be expanded to give it a bit more sheen. Either adding defensive skills or an entirely different take on the support class like Guild Wars (respectively: Monk, Ritualist and Paragon), make it an offensive class where its projectiles heal teammates like Wildstar or make it a Mage with an affinity for healing magic. But there's ways around getting health back without a healing class. Which is perhaps the best way forwards. If something doesn't work as well as intended there's merit in replacing or cutting it. In the case of Dragon Age: Inquisition, the healer was replaced with a limited stack of potions. This also prevents the party from healing back up to full in-between encounters. Reintroducing some risk to exploring. This seems to have been inspired by Dark Souls, which puts the fear of dying back into players because of its relentless difficulty and limited healing mechanic. Note the word limited mentioned again, I'm seeing a trend. All of this makes it easy for a game to qualify as hardcore. Otherwise, when healing is available on tap, each encounter has to be potentially lethal. The difference is that in the one you could die from a thousand papercuts, the other could provide a more puzzle like set of encounters where players need to formulate a battleplan. Obviously, I'm more partial to the latter.

If I want to talk about solo play and the god-character in context of this post, I really should mention a single player RPG, right? How about Fallout 3. It didn't have something called a class but specialization would occur anyway. This answers my earlier question of what happens when there is no class structure: I would effectively make my own "assault rifle class". My custom made AR class also had other specializations bolted on top, he was a pretty good hacker! So some solutions could result from hacking, and they may have had a different outcome that the other, more standard, solution of shooting until the conflict comes to a natural end.

Fallout 3 box art Fallout 3's box art made quite clear this wasn't a game to take lightly.

However there was no way to hack, charm or buy your way out of a fight with super mutants. Which exposes a sore point in the system: one has to make and end up with a character that can overcome all obstacles. Or to put it differently, the game has to provide multiple solutions to a problem for a wider range of play styles. However, in a world of limited budgets, limited hard data storage this means either the game has to become relatively more simple or the player has to become, de facto, a god among mere mortals. Which is a way of letting the player brute force his way through the game. Personally I think it also breaks immersion, doubly so if the story casts you as a plebeian, inexplicably rising above the rank and file or worse still: it can make the game boring. While god characters games have to tone down the challenge. Death in a god character game is a problem. Obviously once your character goes down, the game ends. In a party based game there's more leeway, it doesn't finish the fight for the entire group. A downed character can get revived. It also opens the door for perma death, in which a downed character is gone forever. The perma death of a god character is a possibility as well, but it's pretty hard to weave it into the game's narrative if the game ends with it. The only real possible drama is when the player realizes he's wasted a life, possibly his own.

A Warrior using a wand? A Jedi Knight using a blaster rifle? Preposterous! Is it?

A salient problem with class-based structures is player freedom and flexibility. A class will often get skills that lack any ties to the weapon the character is wielding, which means this weapon becomes irrelevant as it basically gets demoted to 'something to hit the enemy with when not using skills' or is just another piece of gear to boost stats. This takes away from the character's uniqueness, leaving nothing but a vessel for whatever range of skills it carries. In most cases, classes get a limited set of equipable weapons. A Warrior using a wand? A Jedi Knight using a blaster rifle? Preposterous! Is it? Why not tie weapons to the greater web of mechanics?
A half-way solution is to specify skills that require X or Z weapon, but this also works against class flexibility - because X or Z skills is then linked to the sword-class, or bow-class. It's easy to see that weapons replace classes here, making them, in essence, one and the same. I would argue that weapons should have an impact. Just like Blizzard took a page out of the action game playbook with Diablo 3, RPG makers may consider taking inspiration from the unique weapon attack cycles in games like Darksiders or Dark Souls even if only for variation.

This is where the classless RPG could provide a solution where, ideally, all the skills have to be usable by all configurations of outfits and weapons. Skills that are weapon agnostic. Taking inspiration from Skyrim's infamous sword swinger. Let's say there exists a skill called 'Sweep Attack' that denotes the character use its weapon in a wide 120° arc in front of it. This could apply to melee weapons - resulting in a wide sweeping attack and hitting everyone in the arc. It could also apply to ranged weapons where it would mean the character fires a volley of arrows in an arc over a long distance. It could even apply to magical staves or wands where it casts an arc of magical fire or ice, burning or freezing enemies caught in the cone-like attack. This would make this skill truly classless since every character, no matter what its build or weapon, could use it.
This also means that weapons could slot their primary function or effect into skills, transforming them in a way. A magical projectile skill could gain a knockdown effect if a blunt weapon were used or become a fireball if a magic wand with a fire damage type is wielded. Weapons as part in the greater web of connected game mechanics, rather than an appendage that just needs to be there.

Dragon Age: Inquisition's Tank MageThough not classless but vehemently anti-min-max, Dragon Age: Inquisition let me play a Tank Mage anyway when I specialized my Mage as a Knight-Enchanter. Oh, the Irony!

As with all things, a classless system should have balance and proper restrictions. For instance to prevent Mage Tank Syndrome where players min-max their character for maximum offence and maximum defence. Another argument for limited skill bars, balanced stat allocation and a party with members specialized for their role in the gameplan. Additionally the power versus defense trade-off could be explained in the fiction.

Your energy is mine. Guild Wars has a class that manipulates the enemy's energy.

In the end it's impossible to remove specialization from RPGs and we shouldn't strive to. You may as well take the role out of role playing. Better to take the concept and run with it, the more creative the better. As with the theoretical classless system I mentioned. I like systems that lets one class bleed over into the other. I like the way a class or subclass can direct the way you play a character. I like the odd classes too. Final Fantasy Four Warriors Of Light had a Salve-Maker class, Fire Emblem has a Bride class. Think about Blue Mages, Red Mages, Mesmers, ritualists, wayfarers... any game that has odd classes able to play a vital part in a game's gameplay surely points to a game with interesting and creative systems. I like how certain classes are able to focus on specific elements or abilities of the enemy. In guild wars a Mesmer drains the energy pool and directs the enemy spell casting behavior. At the time, I hadn't seen the like. All of these mechanics, and those like it, are symptomatic of a system that offers more depth than the plain "A Warrior absorbs damage". Of course it doesn't exclude this basic function, dealing damage is a primary gameplay element and taking damage is pretty much a given. But allowing the player to pick apart all the different gameplay details and manipulate them is the hallmark of a system complex enough to accommodate it. A system made for player interaction and creativity. Something to aspire to.

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Monday, May 4, 2015

Mind of the Beholder
Part 4

Something about simplicity
This is no mere ponder.

There once was a plumber. A simple, practical man, his overalls a second skin which come in handy whenever he needs to get down to business. Ready to collect his due anytime, anywhere - even if he needs to knock a few heads. Never does it tarnish his sunny demeanor. He's not just some plumber, he's the royal plumber. He cleans out all the pipes, in all the castles, in all the lands. He'll never stop, even if his employer gets kidnapped by a capricious giant turtle dragon that shoots fireballs. He scoffs mushrooms to bulk up, gets high on psychedelic flowers, dons a cape to fly like Superman, wears the corpse of a raccoon to use its tail as a flail. He stomps all the wildlife in his way for coin, because there's no such thing as a free lunch and his favorite shrooms are expensive. He's out to slay the dragon and save the princess like Saint George. You know of whom I speak, it's-a-Mario from Nintendo.

The man, the legend. Crush your enemies. See them driven before you. Hear the lamentations of their women.

The universe Mario inhabits is related to our reality in the same way an acid trip is and even though it may not make sense, it makes perfect sense as a game where rules rule. They've barely changed: navigate this spacial maze, run and jump, collect coins, splat enemies, defeat the dragon and save the princess. Easy to understand, the crazy world Mario inhabits doesn't get in the way of game logic.

There once was a hero of no repute and no description. He filled in the blanks and did not worry, he worked things out as he went along. He wanted to swing a sword. He'd swing it until he'd become the best Sword Swinger in the whole world. Then he realized the sword swinging was rather ethereal and couldn't deal very well with the realistically fleeing A.I. of the world's inhabitants so he made a career switch to swinging a bow and arrow. A resounding success! When our hero discovered he could perch atop a boulder and snipe giants with impunity he used realism to break the rules governing this universe. He also discovered that the world more or less dictated the way one was to behave and that it didn't make any qualms about breaking its own rules. Rules such as a prison having keys for all but one cell door, ironically this happened to be the only occupied cell. The hero's mission was to bail out the occupant with coin, which he did, but then the guard joked that he'd let him go 'eventually', little did any of us know the key must have been destroyed and this was an obvious bail-out racket. Or else all of this makes little sense.

The man, the legend. Crush your enemies. See them driven before you. Hear the lamentations of their women.

We are all sentient machines that explain. The highly interactive world I thought a game like Skyrim would portray is a pipe-dream. Bethesda had to ship the game at some point and I think they did right with Skyrim, even though some elements drove me up the wall. I'm all for an interactive world. I'm all for far-reaching consequences. It stands to reason that if you poison a town's water supply, anyone who drinks from the well gets ill. Yes, this has been done before, but I've yet to see it as mere possibility. Not as part of a task where the game supplies a button to click to apply poison to the water. Entirely different still if the game mandates through a quest text, that the well needs to be poisoned and all that's required is that:

  1. The player get the necessary 10 ingredients from slaying glowing rotworms
  2. Synthesize the poison by clicking the Synthesize action button supplied with the quest
  3. Apply the poison by clicking the well

This final example is usually found in a game that is built for questing and not for interactivity. It's also as exciting to play as flipping switches. On the other hand, having to feed my companions in Ultima 7 was, while funny at times, a chore. I could lead to interesting situations in a highly interactive world, but if feeding is abstracted to the following isolated actions it becomes annoying:

  1. Either collect ingredients for food or earn currency to afford it
  2. Spend either to obtain food
  3. Put the food into the player character

While realistic, it's not fun to play unless it ties into other meaningful game mechanics. In this case, if the food is there to prevent a debuff, and I assume this applies to NPCs and not just the player's party, why can't I poison the well so that I can prevent the removal of the debuff? A game not only has to simplify reality, it has to do something interesting with the result.

Because of their time investment, their associated cost, their hidden complexity, their demanding nature, it seems apparent that MMORPGs may be getting pushed (back) into a niche unless they can solve one or more of the listed issues.

The checklist quest I mentioned before is typical for MMOs. They have a reputation for supposedly being easy. But I feel as though I've made a grave error when I mentioned this before: MMO's are more complex than they let on. Especially at the highest level, where every feature comes into play. I recently continued my stint in Star Wars: The Old Republic and was momentarily lost in its complexity even though I had played it for months before. MMO's demand hundreds of hours which in turn lets players nestle themselves into its web of mechanics and mini games. By which I really mean that the MMO player interested in endgame content isn't casual, but very hardcore. Complex is a way to describe how a raid boss fight is conducted. There's little to sneeze at because this is essentially the multiplayer equivalent of a Metroid boss fight.

Wildstar Boss fights are usually impressive Wildstar's boss fights are some of the best in class.

Because of their time investment, their associated cost, their hidden complexity, their demanding nature, it seems apparent that MMORPGs may be getting pushed (back) into a niche unless they can solve one or more of the listed issues. Wildstar's entire success hinges on its ability to appeal to the most hardcore MMO player base. How the genre is to succeed while having to rely on a shrinking audience is worth a guess. But sure, having a MOBA styled PvP map seems like a worthwhile effort.

I thought it curious how hardcore an MMO can get, considering the trend of other big releases. Diablo 3 is a lot simpler than its predecessor. The Elder Scrolls games have lost some of their rules over time. Dragon Age, as seen in the previous post, has been dramatically and ruefully simplified. However, not all of it is bad. Simplification usually happens for good reasons. I buy coffee in its ground-up form rather than as beans. This saves me the hassle of grinding them up myself; I'm not hardcore enough to enjoy grinding.

In general, there's nothing wrong with streamlining. Less is more. But quality of life isn't the only argument for keeping things simple. For instance, Guild Wars is proof that limiting the skill bar in a party based RPG can have great gameplay value. At the time this set it apart from games that would plaster the screen with floating skill bars. With limited options, the player must select the right ones. Synergize skills, build a party with a game plan then test it against the game's challenges.

Guild Wars' hotbar Guild Wars' skill bar, 8 slots is all you have to work with, better make the most of it. This includes an Elite skill, distinguishable by the gold trimming.

This is the reason I was excited to hear that Dragon Age: Inquisition would also feature a limited skill bar. Eight skill slots is all you have to work with. Eight skills to be carefully selected from a wealth of strategic options. Eight representatives of a tactical plan, each character fulfilling a role in a large master plan that will foil the schemes of the arch-villain du jour. Sadly, I later learned that DA:I doesn't have the wealth of strategic options I would have liked. It still has the trinity roles, but each role only has a handful of skills - leaving some out in favor of others doesn't even factor into it. It is possible to combine roles to a fair extent but suffice to say that the game has a very narrow focus.

Dragon Age: Inquisition's hotbar Dragon Age: Inquisition has a limited skill bar but you won't be able to fill it long before the game's finale. The setup in the screen is that of a Knight-Enchanter, its gameplan is to conjure magical armour while it wades into combat wielding a magical sword. That's it. Strategic choices are quite limited.

I think the reason for the eight skill slots has everything to do with controller design, the game's UI is a dead giveaway. A controller has four (face)buttons, each of which is assigned to its own activated skill. Swap this initial set of four with another set of four using a trigger and you end up with the total of eight skills. I can't call this a console compromise because the classes were built from the ground up to function with only a few skills, but it does influence the game design taking it a far away from Origins - this was also its main source of criticism.
Dragon Age: Inquisition thoroughly simplified the character building by removing attribute point management - Dragon Age: Origins still had this - and has chosen to put the attribute growth on the passive abilities in the various skill trees. This ensures that if you go down the skill tree of a tank build where lots of hit points are a concerned, enough attribute points will be added to constitution, which governs the HP pool. This takes away user error, but one could argue it also takes away user choice.

I have slagged on god-character RPGs a lot in these series. But, admittedly, Diablo 3 does it rather well. It's where it slaughters demons by the hundreds. This is a class based game, each with its unique style and limited skill bar. The player is allowed to swap skills on the battlefield. Different problems, different solutions. Sadly, the game doesn't really take advantage of this: the players only need to build an effective damage dealing character so there's a tendency towards cookie-cutter builds. Here the game becomes too simple for its own good. Even if Diablo dictates what happens in the action RPG genre, there's plenty of wiggle room for competitors.

Diablo 3's hotbar Diablo 3 has a limited skill bar, skill selection is mostly governed by personal preference rather than the game's challenges.

It also removed attribute point management, Blizzard did the logical thing by removing a mechanic that just led to Min-maxing. Which is the phenomenon in which players maximize the primary statistic on a character, ignoring less useful stats. Using the game rules and simple maths it's possible to figure out at what stat allocation a character is at peak performance - once known, why deviate from it? In this case you could end up with a warrior with 265 strength, 15 dexterity and 15 intelligence. The requirement on melee weapons and damage output would typically be based on strength, so why add points to anything else? An image comes to mind of a barbarian who can twist open a jar of pickles in one go but can't tie his own bootlaces. I usually feel min-maxing is a bad thing too, because it allows the player to sidestep part of the game design, particularly if it isn't very sophisticated. I think Blizzard did the right thing. Diablo isn't an RPG in the classical sense so it doesn't hurt the game.
Note: During the writing of this text, the Paragon system patch was released in the ramp up to the Reaper Of Souls expansion. This allows max level characters to put paragon points into certain stats to specialize the character even more.

Diablo's story is insanity incarnate. Typically Blizzard, who continue to publish a sort of fantasy anime with a western Warhammer-esque esthetic. Featuring overconfident characters with megalomaniacal vocabularies, wielding words like "misbegotten" as if they were never used in a Blizzard game before. It's really quite funny: Sanctuary is the sort of place that's a one-to-one conversion of real, I use the term loosely, life monotheistic beliefs and superstitions, in a what if it was all true way. This is the setting's most relevant point. An earth-shattering, eternal conflict between good and evil where mankind is victimized, slain, enslaved and ultimately championed. Both forces of good and evil are heinous - only humanity has the right mix of salt and pepper to rise above the conflict - a sentiment I can appreciate. Vanquish demons and angels alike and so remove the conflict that poisons the world. Encapsulated in this caricature of delusions is the solution to it: stomp it out with extreme prejudice. Should you feel a little down on the whole premise there's the materialism needed to stoke your rage, loot fixes everything.
 
A bit of a shame, really. The game could be more thrilling if the pace was turned down a bit, and the enemies tougher, smarter and fewer. Anyone would argue this would make the game less 'Diablo', who am I to argue. Maybe there's another game to scratch that itch.

Diablo 2 didn't have class flexibility (skill trees, no respec) and an even more limited selection of active skills. Hotbars weren't yet current and the game forced the player to only use the two mouse buttons. Skills could be hot swapped by using the F-keys, it was clunky and hard to use. Its sequel fully incorporated modern interface design and made the game much more approachable. Diablo 3's gameplay received a similar treatment. Something as simple automatic gold pickup removes the tedium of having to... "aim and click" the cursor on a few coins then wait for the character to complete the move and pickup routine. Much more satisfying to watch the coins fly into your pockets, like a reverse gold fireworks, and it all happens without forcing you miss to a beat of the action. And let's also be honest: in a game where any sort of grind is involved wasting time is anathema.

Diablo 3's health orbs Health orbs, shown as red spheres, keep the pace of the game up.

Another noticeable evolution in the Diablo formula is the use of health and mana potions. The first two games had the, presumably unintended, phenomenon of potion chugging, meaning you could 'cheat' your way out of tough spots by using health pots which would restore hit points over a very short time. Chugging one after the other would make the player character near-invincible until they were all spent. In Diablo 3 this was corrected by putting a long cooldown on the use of potions. To compensate, slain baddies now drop health orbs which, like gold, are magnetically absorbed and replenish some health. Notice there's an added bonus for gameplay here, bosses are able to spawn additional baddies that drop health orbs too, making the fight less punishing and potentially more interesting as the developer can count on the fact that health replenishment is available during the fight. Which they cannot if the player has a limited and uncertain amount of potions. Not forcing a restart once health runs out relieves some of the stress while learning the fight too. This kind of regenerative health also makes it almost impossible for a player to get hard locked into a situation where he has neither potions and money, in which he has to restart the game, rerun the level, or grind more mobs for more - all of which are generally a bad experience. Taking a page out of the Zelda and God Of War playbook, health orbs fit rather nicely with the absurd premise of this game and its action gameplay. It's also easier to suspend your disbelief when an abstract idea like 'health orbs' are involved then it is to accept that a character instantly consumed a vial of liquid or in the case of Skyrim: an entire roast pig. Solving this is easy enough: take away the basis in reality is to remove the illusion-breaking issues that clash with said reality.

Many games use the eat-to-heal mechanic. Think of the Bethesda games. Worse yet, think of early World Of Warcraft, where the player character would always have to sit down, eat and drink in between fights to heal up. It coupled the unrealistic idea that food heals wounds with the realistic idea that eating takes a long time. Inanely absurd! It was one of the early signs that this game was not for me - it encouraged me to pull out hair, nails and eyes while waiting for the animation to finish.
An example of a game where I can get on board with the concept of food and cooking is Guild Wars 2 where it is one of the available, and optional, disciplines. The food it yields provides a temporary stat buff. This game's professions even provides a real sense of experimentation as the player is allowed to match ingredients to discover new recipes. It feels more playful than tedious.
When it comes to healing, GW2 adheres to the modern idea of rapid health regeneration, or even resuscitation with a severe stat penalty, once combat has ended. Numerous games use this to bypass the manual healing a player would usually have to do by casting a healing spell, then wait for it to come off cooldown, then to recast it till the character is back at full health. Needless to say, this bogs down pacing and creates tedium.

Guild Wars 2 is full of good ideas, but lacks some of the ones that made the original such a unique design.

Like its predecessor compared to its contemporaries before it, Guild Wars 2 is special and may as well have "Detox MMO" for a subtitle. The reluctance to waste the player's time with grind and nonsense is part of the developer's design philosophy. It doesn't have any signpost quests but area based, timed missions the player just wanders into while exploring. Participating is optional and the rewards are according to player performance. It has flexible classes. It doesn't have a library of skills, its skills are tied to weapon types which in turn also dictate playstyles. Toggle between two weapon sets for adaptability and combos.

Guild Wars 2's hotbar For comparison's sake and symptomatic of how this game is played: Guild Wars 2's skill bar, 3 slots for the main hand, 2 for the off-hand, a healing skill, 3 class skills and 1 ultimate.

It has a personalized story that defines your character as a personality and not just as a player avatar. It uses a handful well-defined hero characters as anchors to the world instead of endless anonymous quest givers. It doesn't have separate PvP and PvE gear tracks. It doesn't have a sub fee. Sadly though, it takes a step away from being a Role Playing Game and towards being an open playground theme park. It doesn't have the 'poison the well' interactivity, but it does have spontaneous events that make the world appear more alive than the competition's. However, it also doesn't have the trinity and its mechanics, it doesn't have its predecessor's companion system and its open ended party building. These last two points have a pretty big impact. What makes having a party so valuable? Well, I really should make a separate post on the topic.

Related posts:

Saturday, November 8, 2014

Mind of the Beholder
Part 2

Level Up!
"Endurance +1, intelligence +3, wisdom +1, charisma +2"

The Role Playing Games genre is unlike any other. Not only has the face of games with the label changed considerably over the years, it has even been applied to games that aren't RPGs at all. The simple reason is that RPG elements have made it into other genres. Even in Need For Speed: Shift players drive for experience. No, this isn't the advertised Real Driver Experience but the numerical indicator on the top of the screen that climbs higher and higher to suggest your driver's level.
Call of Duty 4 is another example, as one of the first games that kicked of the trend. A brilliant game, unique in the way how it's remembered for its story campaign. However, the multiplayer design in particular stuck with the series, structured a bit like an RPG. It also stuck with EA's Battlefield series, EA's Medal Of Honor series, EA's Titanfall series, Crytek's Crysis series, THQ's Homefront series, Sony's Killzone series. And so on.

What is Prestige mode?

Entering prestige mode in Call Of Duty is the ability to reset one's progress. The player loses all unlocked items, experience points, the ability to make and use custom classes. The idea is to revert back to the very beginning of the multiplayer game. In exchange the player obtains an emblem beside their name to show off their prestige level. This can be repeated about 10 or 15 times, depending on the game.

Safe to assume this system was universally considered a good idea, it enthralled its gamers. To some it ruined the First Person Shooter genre - adding an XP grind for items and prestige system which enabled online boneheads to boast about their levels as if it wasn't an indicator of time played but of actual rifleman skill. The real crux of the matter is if this system makes people play the game because of good gameplay or because of the carrot dangling fifteen minutes in front of their crosshairs. This question isn't as innocent as it may appear: if an opponent prevents our brain from getting the dopamine fix we are expecting, like animals we rage. You can't blame the person for this because that's how people work. Critisism befalls the game. Other than this, CoD really isn't the worst offender: the XP grind to unlock all is short, prestige mode: optional for those with time.

I generally distrust any game where "level up" or any similarly worded bullet points make up part of the main features. Nor do I enjoy the marketing that raises level caps as if the grind to come is something very enjoyable. I say this because I've never found theme park MMOs to have anything resembling a worthwhile story. I'm not averse to theme parks. But if a game is made up of roughly similar looking attractions and I have to ride said attractions until they start boring me, about 3 times, the theme park quickly becomes a vision of hell, where everything that was once enjoyable becomes as stale like food without taste of which no amount will ever satisfy your desire. Until the bell of the next level-up rings, not as a reward but as the sign that the ride on the caravan of the damned has one less stop to make towards the end of the line. Logically, I don't think it speaks in favor of your game design if the host of the game allows you to take a mercy shot taking you to the end of the line if you pay the price of the game over one more time - logical if it means you won't pay to play the game for another few months this way. Only fair to make up for lost revenue, right? Well, your RPG should be a game, not a damn business model.

The back of the box of World Of Warcraft reads:

A World Awaits...
Descend into the World Of Warcraft and join thousands of mighty heroes in an online world of myth, magic and limitless adventure. Jagged snow peaks, mountain fortresses, harsh winding canyons, zeppelins, epic sieges - an infinity of experiences await. So what are you waiting for?

Ask any guildy for the reason why they can't come play in your party and chances are high he won't repeat the box quote but will say... "I'm leveling." Again, WoW isn't the worst offender. Blizzard made old content a lot more rewarding enabling players to do one quest instead of twenty to progress to newer areas - saving time and keeping their playerbase at the latest zones.

Star Wars the Old Republic started out spectacular but imagine what if this was the intro to a Mass Effect-esque Knights of the Old Republic 3 instead.

I don't really mind the limited range of things a player can do in a game (fetch quest, kill quest, escort quest, collect quest, etc) as long as the motivation is right. Proof of this is Star Wars the Old Republic, where the story missions were as highly enjoyable as the ones you'd find in a single player RPG. The fully voiced cast of companions and related NPCs draw you into a world that has more to offer then any vendor-trashable quest reward ever could. However, set foot outside the neatly drawn line of the story areas and you won't see its kind again for literally hours while you, a level 43 imposing and life-destroying Sith Lord, would listen to NPCs whisking you along with their petty sorrows and requests, to get kittens out of the old Bantha tree by either shooting the kitten, cutting the tree down or climbing up there, a right Sith monkey - each solution with its proper light and dark side implication.

Who knows, maybe in-between battles Achilles also had to mend the sandals of scores of Greek villagers in order to allow them to yield unto him the required amount of frustration that would allow him to angrily slaughter his King's enemies on the next battlefield.


Hardly the stuff of legend, but who knows. Maybe in-between battles Achilles also had to mend the sandals of scores of Greek villagers in order to allow them to yield unto him the required amount of frustration that would allow him to angrily slaughter his King's enemies on the next battlefield. No, The Old Republic tragically and quite literally bored me to tears near the end, so I got off the snail train through Purgatory. The uninspired way EA/Bioware decided to turn it into an micropayment advertisement insulted my sensibilities and previous dedication so it lost me as a player too. I could come back to the game, it has many saving graces such as customizable companions, but only if I was convinced the slow progression wouldn't dampen my enjoyment. Unfortunately the game has already caused some offence when it culled my ingame funds when it (partly) transitioned to F2P, deleting everything above the limit - an eye-watering amount.

Another MMO I played for a few months is Wildstar. An impressive design, limited skill bar, creative classes, great art style. It's not even big on grinding - in the sense that you're able to blaze through content rapidly if you have the right class and setup. I clocked in at about 2-3 weeks of intensive playing to take a character from the creator to the endgame. Again, I'm stressing the leveling in this game because there's nothing else to propel you forward. This game has no story, heroes nor villains, no endgame content save for a couple of areas where the player repeats daily quests - another theme park from hell. Each town hub has its own set of quests, with a small narrative red line, but nothing that stands out. The game is made up out of Sci-fi and Spaghetti Western tropes - much more tired than witty. I don't see myself picking it up again even though I really liked the class designs.

No game should consist of boring stuff to pad out playtime. That task should fall to the co-op or competitive PVP modes. No game should be played for the sole reason of gaining XP. If the experience bar is reduced in such a way that all it basically does is exchange rewards or trickle content for time played, why keep jumping those hoops? Real RPGs have levels to roughly indicate where your character should be in regards to the story or place in the world. Each level brings with it more tricks and solutions to tackle the game's challenges. It usually also brings an increase in stat points making the characters stronger in order to cope with increasingly stronger enemies. When the player gets relatively stronger due to more tools and superior stats, there should be satisfaction: all the thinking, building and strategizing is paying off in a real way. Some games don't even need the experience track for that.

Guild Wars Factions had some lovely vistas Despite its age, Guild Wars Factions still stands as one of the finest RPGs I have ever played. Expect it to show up a few more times in this series.

One of such is Guild Wars. With a top level of twenty that was never raised by expansions mandating their purchase. The game is quite big, yet max level is reached about halfway through a single story, concluding an introductory period. After that the game truly breaks open. You'll become competitive in PVP multiplayer matches, explore zones to hunt for useful elite skills learned from vanquished foes, forge armor that doesn't infer any special benefits other than look splendid. Al the while the XP bar becomes a detail that pops off every so often to announce another spendable skill point has become available. None of this is insanely time-consuming so a player is invited to create a new character and replay the game. Before you ask: character slots are limited to one of each class. Additional slots, one of many but far from necessary convenience items, come at a small fee. The only real cost was the game's box. It didn't waste your time because that would cost the developer. Nor did it chain the player to the game with subscription fees. Considering all it had to offer, Guild Wars as an MMO comes closest to the single player RPGs that came long before.

In its undiluted form, the traditional cRPG, exist mostly in the past. Venerable names such as Baldur's Gate, Planescape Torment, Ultima, Icewind Dale are nearly a decade and half old and have yet to get proper successors. Only now with indie developers and without the nay of big publishers, do we see a resurgence - to slake the thirsty and arguably aging masses. That is not to say that I have a cRPG shaped hole in my nostalgia that absolutely needs to be filled. The bigger need is that of good game design, an engaging story or universe dealing with interesting issues. To drive the point home one more time: none of these old masterpieces even considered wasting their player's time. To nostalgic players these new classics do away with the dictated, often unwanted (in the case of SWtoR) megalomaniacal multiplayer component found in MMORPGs and focus on what RPGs should be about: story, characters, universe building and challenging combat supported by a solid foundation of game mechanics.

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Sunday, June 26, 2011

Money Games

Belgium is a sporting nation with many national sports. Such as football: the international sport. The ever popular Cycling: the other international sport.
It also used to be Judo. A Belgian even won an Olympic medal once. But since said person retired, Judo was never mentioned again. International appeal is where it's at with the big sports because you're nobody if not a world leader.
I should mention Tennis as another somewhat national sport because of our tireless duo, racket-whipping the world's backside. But both are on their way out and this may spell the end for a few tennis clubs too many. As it goes, the afflicted sport will have representatives lobbying for government support, punctuated by the threat that no new talent shall be found or trained and our national image bruised unless certain financial demands are met. The government, faced with the dire prospects of additional international embarrassment will then pull funds from education and reallocate them to sports.

Education is a field we Belgians still manage to lead in, so why would funds be needed? As long as creationism stays off the agenda we're good to go. Unfortunately, too many young students become religious adults so there might be a spanner in the works. An expensive search campaign for said spanner was researched, planned, organised and subsequently scrapped due to budget cuts.

"Brawn over brains" has become the national motto. I wish I was kidding. The solution for the current financial crisis given by liberal democrat Dirk van Mechelen during election time was:
"We must work harder and harder, and I know because I used to be a butcher's son when I was young".
The line was delivered with the poised jaw conviction of Caesar crossing the Rubicon and tremendous intensity. To further clarify his point he said nothing, but let the grave rebuttal sink in during the long, long seconds of silence in which the camera paused the image on his fierce gaze.

I wonder if he managed to convince single mothers working two jobs to pay for food and bills. And I wondered at the time that if we were told the missing inner monologue about the butcher argument, it might have made at least some sense.

Money is always a problem. Even in sports. You can't get good at something without putting in the hours, and time is money.
In order for a sport to get subsidized we must first answer the question: what is a sport? We have appointed a minister to spend 8 hours a day to mull over this conundrum and come up with the list.

The current appointee is Philippe Muyters. After careful thought and consideration he has dismissed, among others, Chess, Darts and Billiards. The reason being "because there is no physical effort (involved)". The words inside the brackets were not present due to more budget cuts, but I added them for clarity.
He went on to say that "A sports-person must stimulate his physical development, upkeep or improve his condition. None of these condition are present with mental sports."
I do wonder how Sir Raymond Ceulemans reacted to this news. He was the World Champion of Carom Billiards 35 times and was awarded "Belgian sportsman of the year" in 1978. He even had an international nickname "Mr. 100".

Some of his shots look like magic:

During his long reign, Carom Billiards probably was a National Sport too. But even during Sir Ceulemans lifetime, the sport would cease to be that. Because of the lack of required muscle mass and sweat output?
The physical argument puzzled me because shooting Clay Pigeons still is a sport.

The reason Shooting Clay pigeons is still considered a sport by the minister is tradition. In my mind, this alone exposes the ministers intentions with the designation because shooting Clay Pigeons has no traditions as a sport. Though perhaps it does as a rich mans hunting game. Perhaps the ministers fancies himself in a tweed suit? Maybe he's the nostalgic type who would like a return to the time when colonialism yielded cheap Earl Grey Tea, a coloured man to shine your shoes and Jeeves to brush the dandruff off of said suit. I also find it hard to think of a sport as traditional when its main tools are firearms. Compared to Chess, Shooting Clay Pigeons is a toddler wielding a plastic pistol loaded with a suction cup dart.
Maybe the minister's reason for respecting the art of The Shooting Of The Pretend Bird is because it has the potential to put a meal on the table in a way playing Chess or Billiards doesn't. Those bring nothing to the table - they're not subsidised. However it may be, the former and latter definitions wielded by the elected official are inconsistent. In political speak, inconsistency is often named a dynamic response to demanding situations, or adapting to new situational circumstances, or tactical adjustment to stimulate a positive response. I'm sure Mr. Muyters has a fair arsenal of this kind of verbal buckshot. Which he wears like a bandoleer of blanks: Looking tough at first but looking more ineffectual with each subsequent shot.

For those wondering, my interest in this debate is from a gamer's perspective and e-sports. I'm sure Mr. Muyters has his reservations about all things e because of their minimal physical component. Which is a gross and offensive simplification. Say you're a programmer, your job is "pressing buttons on a keyboard". But let's stay on topic. I was wondering if games like Starcraft, Street Fighter, Call of Duty or Counter Strike could ever be recognised as a sport. I can attest to the fact those take a lot of effort to play competitively. One must have strategy, communication, lightning reflexes, nerves of steel and solid concentration. All those flow from good physical condition. And you have to use your brain.
If clay pigeons can be a sport, perhaps there's hope for Shooters like Call Of Duty or Counter Strike. Starcraft may be out of luck, because the strategy component makes it so akin to Chess, even if it's action packed and players need to perform about 250 to 300 actions per minute. I do wonder how Mr. Minister would view computer games. Pressing buttons like madmen, seeing rhyme nor reason in the actions. Probably the way he sees foreign languages, "Listen! It tries to communicate. How quaint, how primitive.".

So we probably won't see anything like this around here anytime soon:

Or even this:

But as with chess, so with e-sports. In that they don't require brawn, but finesse and clear thinking. Which brings me to the one thing Mr. Muyters probably has forgotten. While talking up physical condition and training he seemingly fails to notice that the brain is a physical organ situated in the corpus humanum and can be trained just as well as muscle. Or should I say, has to be trained. Perhaps the minister still clings to the belief that the mind and the brain are two separate things. A theory, that of the soul, invented more than 2000 years ago to try and explain the gap between body and mind. Because the mind is a projection of the brain. In my mind, or should I say brain, the following rule is true: the better the brain, the clearer the mind. And brains are more important than brawn. This is another rule: big brains are able to accomplish much more than big muscle and in much more then just sports. And that's where our country should make the difference. We need to develop our big brains because that's what were good at.
Anyway, if I told you about Muscles from Brussels, one man already comes to mind. So why still try? We could still take a shot at e-sports though.

I do believe that we should keep our bodies fit and healthy though, a healthy mind comes from a healthy brain comes from a healthy body. An idea that should be taught from a young age.
That's where Mr. Muyters has missed the point as well. At this point I would like point out that he's also the minister of Finances, Work and Planning. Plus he's got an economic background. A field he's probably better suited for. So imagine what his economist eyes beheld when he was delivered, on the 10th of June this year, the report that in 13 years our top sporting schools had only delivered 2 top-tier handball players. What a gigantic waste of resources! Logically, the sport has since been scrapped from the curriculum. Along with Judo, a former national sport, and long distance running, because our small country's lack of long distances.
With the budget cuts made to schools, the minister has crossed the border of the acceptable. If there's anything schools need it's more funding. The result of schools isn't just top tier sports-people but educated people. And that's what we can't have enough of. If we have enough of them maybe they'll even find their way to parliament.
And anyway, if you're a patron to the arts you can't be too concerned with return on investment. You just have to hope the artist you're funding that somewhere down the line, but don't count on it, because it's rare. It's the reason why patrons of the arts are rare. One just accepts that the money is gone, but the mind is at ease because the money has gone to a generally good cause, and not to say, an expensive mistress.
Speaking of arts, perhaps Mr. Muyters wants to take aim at the art schools because of the minimal amount of world renowned artists our country is producing? What a clever idea, if you can't sell it, why have culture at all?

I'm sure Mr. Muyters congratulates him on his big brains for being a minister. Perhaps hard to justify because it requires about the least physical activity in the nation's range of professions. I could call it hypocrisy, but I'm not sure about his after-hours activities. Maybe he has a second job as a longshoreman. Though more likely he goes to the firing range, where he shoots clay pigeons. Scoffing at his aide for his performance "Why did you load blanks instead of buckshot? Weren't you thinking?"

Monday, February 23, 2009

Comparing real time strategy games of the same genre.

I could start off by saying you how unabashedly Blizzard ripped of the Warhammer 40k franchise by making Starcraft. Indeed going on looks alone, both of these have Humans (Space Marines and Terrans), "the old advanced race" (Eldar and Protoss) and the insectoid aliens (Tyrannids and Zerg). The similarities are striking and not coincidental, yet they are only skin deep. But makes it tempting to compare them none the less. RTS players know it has happened before, and will happen again with the sequels. I could also say that Starcraft has been the dominant (video game) franchise. The offering of Warhammer titles had been quite meager up until Relic made Dawn of War. But with that, a more superior title was released in the RTS genre. With added mechanics and concepts, which led to radically different gameplay from what had been the standard in titles such as Command and Conquer, Age Of Empires and Starcraft.

All the latter have a arcade-like "spend and win" mechanic. Which boils down to massing an army together. Be it of one unit type or a mix of units. Eventually a battle is fought between huge armies and usually the biggest, or most expensive, comes out on top. Massing comes natural when you have to tech up one way or the other. Spending time and resources on buildings to build a specific unit type is risky. So a consequence of saving on the one building is the funding the one building you did build, and produce the specific unit type it produces.

I had to point this out because Starcraft has this gameplay down, almost to perfection. And with Starcraft 2, we'll see a further evolution of this kind of play. Expendable units, used to (hard) counter the others. With Buildings as technology investments. Starcraft 2 will even go as far as one unit per building. It's quite clear that reality has taken a back seat in this scenario. Which has led me to say that Starcraft is an Arcade RTS.
As a side note: It has become to such a degree that supply depots, which I take it were used to "store stuff in" (i.e. to expand your population cap), have taken the role of walls. This of course was because Starcraft players would wall off their base with supply depots. In Starcraft 2, Blizzard has added a "gate" functionality to the supply depot by making it possible to sink them into the ground. Or, how meta-gameplay feeds into the perceived reality of the Starcraft universe.
Disclamer: I am aware that the cream of the crop Korean Starcraft players don't actually mass all that much. They win matches with a handfull of units and godly micromanagement skills (which still strikes me as arcade play). And seldom make it into the endgame scenario. It is not how the majority (including you) plays the game however.

The opposite could be said for the Dawn of War series. Base building and resource management has been minimized and put in the battlefield to focus more on the actual tactics. DoW1 still had a case of teching with buidings. But the evolution in DoW2 has been an even bigger move into the battlefield. Bases consist out of one portal-like building that produces all units. Not all units are available at start but are unlocked by, essentially, buying the next tier. Resources are found on the battlefield as inexhaustable strategic points. These also form the goals of most battles. I should also mention that the influence of that other Relic juggernaut Company of Heroes was instrumental to the DoW evolution. In terms of gameplay CoH was based on DoW1. And in turn DoW2 was based on both of these. CoH cut back on base building and unit count, expanded on strategic points and added the retreat function. Coh is more complex in nature than DoW. This can both be a good or bad thing depending on what you want in an RTS. CoH has more complex strategy and longer games. DoW is more straight forward, has smaller maps and has shorter matches. But I digress. The biggest contrast between Starcraft and DoW is that in DoW units are a big investment, and letting one unit die can seal your fate. All these units are rather expensive and can be customized in various ways. Mainly modified weaponry lets you deal with different threats. Hero units can equip armor and weapons mid game to make them stronger. Much like you would in, say, Diablo. To help your units service there's a "retreat" command which orders your units to leg it back to base where they can be reinforced for a fraction of the unit cost. This also saves any special weapons they might be carrying and preserves their level, as these units gain experience.

The observation is this. Starcraft is heading along the way of fast paced arcade gameplay using expendable units. Dawn of War is going the way of an RPG with limited yet highly customisable "party members" and added realism with unit AI, physics and a cover mechanic.
And as such, they also become much harder to compare. Both being at their own end of the RTS spectrum.