Showing posts with label dialogue. Show all posts
Showing posts with label dialogue. Show all posts

Thursday, February 5, 2015

Persona 4 Golden - part 1

I've been itching to write about this game ever since I started playing it. Let's start with a bit of background: the original Persona 4 has been my absolute favorite game since it came out and I've beaten it thrice already. There was no way I could keep my hands off from an improved version - even though it was released on a console I had very little desire to own. That did delay me a bit, but eventually I had to buy a PS Vita. I mean, I had already bought the game from a PSN sale anyway. I also delayed a bit because I knew from reviews that P4G would not have nearly as much new content and other improvements as Persona 3 Portable had. Anyway, It was nice to find out that the my most beloved game ever was just as lovable as it was over 5 years ago. I guess we are here to find out why.

Or we would have been, but the post started to get really long. Instead, this is part 1, and it discusses the game from a story/characters perspective, and the roleplaying aspect that I discussed some time ago when going through Dragon Age: Origins.



1. RPG?

This is a good continuation to my previous Dragon Age post. I have probably mentioned this in passing before: I find it peculiar how the term roleplaying game is used. As it stands, most titles in the genre have next to nothing to do with roleplaying at all. DA was one of the few exceptions, and in general it's more common to have some roleplaying in Western RPGs. However even here we have a legion of so-called action RPGs that have absolutely nothing to do with playing a role. What is generally called an RPG actually represents some other genre but has character development as a central aspect (a bunch of action-adventure games already have simple character development, but usually it's just glued on top). Japanese RPGs in particular have very little to do with roleplaying; they are linear like a railroad track, and their game mechanics are in many cases very abstract.

So although they supposedly fall under the same category, and even sound similar in many ways, there is very little common ground between Persona 4 and Dragon Age. You might think that all those Social Links in Persona 4 would be opportunities for defining the main character's personality like I wrote in the previous post. Alas, they are not. Although you are offered some choices during S.Link events, these are not really roleplaying choices. They are quiz choices that test how well you understand the other character's personality, and you are rewarded for making the right choices as your relationship grows faster that way. So the game does not only make value judgments about choices - they are also tied to explicit rewards. The relationships also grow linearly - only the speed of growth is accelerated. There is one roleplaying choice involved in some S.Links: with the girls, you can choose whether you want to be friends or lovers.

Likewise, on the first playthrough you might think there are choices involved in who you want to spend time with. Again, this is an illusion, and a result of poor scheduling on your part. In fact, it is possible to complete every S.Link within one playthrough. Therefore there exists at least one explicitly optimal path through the game where you don't need to make roleplaying choices because you basically get everything. At this point it's important to emphasize that this is not in itself a bad thing. It simply means you should make your choices from a strategical basis: you need to be able to understand the game's schedule in order to create your strategy (of course you can kill the fun by looking up a day-by-day guide). You also make strategic decisions about the order in which you raise S.Links. Beyond that there are yet other choices to make - indeed, whether you actually want to max all links is also a choice, because there are benefits in spending some extra time on other things.

The point is that, due to the nature of choices, P4 is not a roleplaying game by design - not in the sense of the word's meaning in tabletop circles - whereas Dragon Age is (at least to a much higher degree). It is however a game with meaningful choices. Indeed, the choices you make concerning how to spend your time have a huge impact when it comes to exploration and battles. All this means is that the game caters to different preferences - and these just happen to be pretty exactly my personal preferences. Almost every single thing in the game contributes to your overall strategy. This makes each individual decision interesting, as there are always strategical considerations involved. As much as I praise the game, one change would have made it better: it should have been impossible to max out all Social Links in one playthrough. Or, at least, there should be no special reward for maxing all of them.

The reason I feel this way about being able to max all S.Links is that it becomes a goal that is very irresistible. Although there are multiple ways to reach this goal, it still limits what you can or cannot do during a playthrough quite tremendously because most of your time will be contributed towards this huge effort. You can of course choose not to pursue this goal, but the game does portray maxing all S.Links as kind of an ideal result. The same problem exists, although more severely, in Valkyria Chronicles. There the way missions are evaluated strongly prefers one particular type of strategy that is very limiting and even boring to play - so the game encourages you to not have fun basically. It's not as bad for P4, because it is still a lot of fun to figure out how to accomplish that lofty goal. The game is lax enough that you don't need to follow a step-by-step guide to do so. Following a guide would totally kill it for me. For the record Persona 3 is much stricter in this respect.

Just to clarify, you definitely *can* play Persona 4 like a roleplaying game. I have some vague recollection that this could have been my approach on my first playthrough - if not in P4, then at least in P3. Roleplaying is simply not really reflected in the game's design. The main character does not really grow nor are you really presented with any opportunities to reflect upon his personality. Likewise, since choices aren't created equal, they are not exactly choices in the roleplaying sense.

Since it's not a roleplaying game in any traditional sense, using the abbreviation RPG sounds silly. I make a point of always distinguishing Japanese RPGs with the J for exactly this reason. It doesn't make it less silly that the letters R, P and G are still there, but at least it signifies the fact that there is actually nothing related to roleplaying in this game. To me at least the J in JRPG is a clear genre indicator, instead of place of origin.  It quite clearly states that this is not a roleplaying game. It's more like a mesh of tactical battle game + anime series + RPG style character development. The term RPG is there because early on these games shared a lot with traditional fantasy roleplaying games. Since then, tabletop RPGs have evolved way more towards roleplaying, while JRPGs have evolved into some other direction entirely. That's my best guess anyway why the letter combination is still used.

2. Real people

Another topic in my last post was about relatedness of virtual characters. Persona 4 is an interesting game in this regard as there is a sharp contrast between the protagonist and all his friends. It's not much of a surprise that characters in the game are generally super-relatable. The combined length of all cut-scenes in the game is way beyond normal - almost on an entirely different scale really. For comparison, a normal 26 six episode anime series runs for about ten hours. I didn't count, but I'd wager this would be at most half of all the cut-scenes in P4G, so it's at least in the "one season of Buffy" territory - at least; some sequences in the game are as long as movies. If you want to write an entire, huge anime series into your game, it needs to be good on TV standards or the entire thing becomes a horrible yawnfest. So falling back on game standard for your characters and their representation is definitely not going to cut it. 

Of course it also goes the other way around. The more screen time characters get, the more relatable they can appear. However, this is definitely not a 1-to-1 relation - simply giving characters more time to talk doesn't necessarily make them any more relatable. In the last post I used Mass Effect's characters as examples of poor presentation - despite given a whole chunk of time to talk, they never seem to become much more than audio book autobiographies. Another trope in video games are characters that are walking encyclopedias or plot explainers. They never really react to anything on a personal level. All in all, they appear rather emotionless, and consequently scenes where they do pour out their feelings come out as paper thin. Dialogue can be entertaining even in these scenarios (e.g. the plot can be interesting enough to warrant a few hours of explanation) so it doesn't mean these games are automatically bad - but you never really feel the characters.

Characters in Persona 4 dick around. A lot - so much you'd almost think they are just high schoolers playing detective. Oh wait... that's exactly what they are. They talk to each other constantly - often just to shoot some random crap - and they react to things that happen around them. Even serious discussions about the case or studying turn into food discussions or whatnot eventually. They make fun of each other in a playful fashion, they support each other and really just bounce around from topic to topic rather randomly. Most of the game's events aren't honestly about the plot at all, they're just all kinds of school events that usually end up weirdly for our heroes. Sure, they abide by anime cliches a lot, but nevertheless, beneath every set of bytes there is a person. Not only has a lot of effort been put to writing and designing each character, just as much effort has been put into showing off. Indeed, there's a ton of events in the game, from small dialogue scenes in the morning to the massive movie length plot ones. 

Overall, dialogue writing is just incredibly solid. Sure, maybe it's not on the godlike level of Gilmore Girls and not quite up there with Buffy either, but there's a coherent personality behind every line. I had all sorts of warm, fuzzy feelings as I followed the characters grow together as a group, and the game's humor worked for me. Of course it's a bit of tropefest and if that bothers you, then enjoying the game will probably be more difficult. However, if we disregard the content itself and just focus on narrative methods for a while, there clearly are a lot of things done right for a game with a linear narrative. There's this massive argument whether games should sway away from cinematic narration or not. I personally don't mind the lack of interaction with stories in my games. However, if you want to go that route, you should follow the writing standards of your source medium - and for your typical RPG, the equivalent video narrative is often a TV series. 


3. Unreal people

Spoilers. Minor, but spoilers nonetheless.

In sharp contrast to all the other cast member, the protagonist is enigmatic. Like most games in the Shin Megami Tensei franchise, Persona 4 employs the silent protagonist paradigm. Although he has a voice, the main character has no voiced lines - indeed, anything he ever says is selected by the player from a handful of options. Yet because of the game's highly linear nature, the player can only affect nuances in his character. No matter how badly you do in your exams or how few Social Links you attend to, in the end all your investigation team friends will still revere the main character. So although you can choose to fuck up as much as you like, in the end the protagonist is still written to fulfill the role of mr. perfect. Indeed, if you play well by any of the game's standards, the main character will come out as a superior being. As being mr. perfect is coded into the game's reward structure, I'd consider the main character pretty much written in stone.

I don't even think of the MC as a real person per se. If you look at how other characters in the game grow - especially in Social Links - they credit most of their change to the MC. However, he doesn't really do all that much. To me it makes more sense to think of him as some kind of a mythical paragon or a mirror of the soul. It's kind of consistent with his special power: he can literally assume multiple personas to fit his needs - or, more likely, the needs of his friends. Not only does this allow him to defeat anything thrown at them - it also allows him to be exactly what his friends need to overcome themselves. The game even hints at this: if you are carrying a persona of the friend's arcana, you get more relationship points when spending time with them. As the MC's understanding of a person grows, so does his power in relation to that arcana - and he can act as a better mirror, allowing people to face themselves more and more.

This is kind of a philosophical meta level to view the MC. I do think everyone - including the MC himself, at least consciously - believes that the MC is just a normal human person. This is why the only thing that really seems a bit off is his ability to be awesome at pretty much everything. Whether there ever was a true person inside or not is debatable; however, I do think that what everyone sees is just multiple reflections of people's hearts - and in a way, of the player's wishes. This is probably even more pronounced in Persona 3, at least to a Western audience. The MC of P3 is portrayed quite clearly as a sort of messianic vessel. It's not about just saving the world in either game. After all, the catastrophe in both games is ever-looming, secretly desired by mankind. This is why it's not enough for the MC to be a hero - he needs to be a paragon that truly changes people. On a higher level, P4 is about making mankind desire the truth.

So. How is this relevant? It's a viewpoint that makes all the pieces about the game fit. If you think about the MC as a roleplayable character, you are bound to be disappointed by the lack of possibilities to truly define him. Likewise, he is not a scripted character either - he barely has any lines. However, if you accept my rambling about how he is a presence more than he is a person, the contrast between him and the rest of the cast kind of disappears. In a way it could be said that he is a direct extension of "you" - the player - in that he is not truly present in the world as a character, yet he has more influence over the world than anyone else. The same thematic repeats with the main character in most Shin Megami Tensei games where you get to name the protagonist - with the important exception of Raidou Kuzunoha who is a person with a background.

It's worth remembering that as a genre, JRPGs generally position the player entirely outside of the game's events. The game may have a protagonist on paper, but ultimately it's always about the entire group, and the player can only follow from the sidelines. The difference between P4 (and others) and most of the genre is the fact that the player is observing from inside a character - but the dynamic does not change: even if the player is positioned inside a central character, their only purpose regarding the story is to follow and observe. That is all.


Conclusion

Since this threatened to be become yet another massive post, it's better to stop here for now. To wrap up: I absolutely love the characters in Persona 4, and they are one of the key reasons why I like the game so damn much. The story in itself is not massively impressive but it does create a better environment for the characters to goof around than the one in Persona 3 (I think the plot itself was better in P3 actually, but it's not as enthralling to follow). Sure it's a long game (actually it's effing huge) but there is something happening almost constantly. On top of that, there is the ever-present philosophical meta level to think about. This is a common trait in Shin Megami Tensei games, and I would not be surprised to find it among the reasons why people praise them. Still, what really makes P4 possibly the best game ever made, is first and foremost a matter of actually playing the game - and we'll go there next time. Until then...

Friday, January 9, 2015

Dragon Age: Origins - Part 2

It's finally time to continue where we left off some months ago. After bashing Dragon Age from several angles, we were wondering why on earth I chose to plow my way through the game. This post answers that question. Once again a lot of the things I'm going to say could be said of Mass Effect. I will be talking about my character a lot. Cath was a female city elf rogue. I wanted to play a rogue as it has been a while since I have played one; I wanted to play as an elf because for me it's always either elf or human, and once again it had been a while; I chose the city background to give my character a bit of cynical and practical flavor; finally, I chose female because that's my usual preference when choosing a virtual identity.

1. The roleplaying appeal

This is pretty much the main talking point of this post. I want to use an interesting description by James Paul Gee about the relationship "real person as a virtual character", or in this case, "me as Cath", as the basis of this discussion. The key point is that this relationship has three identities, not two. The first two are relatively straightforward: obviously there is myself as the player, and there is Cath as the character - we both bring possibilities and limitations to the gameplay experience. For myself, this means my mechanical and cognitive ability to play the game; for Cath this means her stats and other things that describe her in the game world. It's the third identity - the projective identity - that makes roleplaying games interesting. This projective identity is my interpretation of Cath's personality. It is not simply me, nor it is simply Cath - it's more like me making decisions for Cath based on what I know about Cath. If that doesn't make all too much sense, worry not - just read on.

This is bread and butter for those with experience in tabletop roleplaying games. You play as a character and in most cases it's not yourself. However, neither is she or he completely fictional - the end product is a combination of both the player and the character. The same can be said of acting. What you see on the screen is not the actor nor is it the character - it's always the actor's projection of the character. A different actor would portray the character differently - within the freedom they have been given. This freedom to interpret is also highly important when we talk about digital games. In tabletop RPGs the degree of freedom with which players interpret their characters is huge and they also typically have more agency in writing their character. The game master typically sets certain limits that are necessary for his campaign to work but beyond that, characters are created by the players themselves. When the game master and all the other players are replaced by bytes of code, upholding the illusion is much more difficult.

The ability to uphold a strong sense of roleplaying is BioWare's strength. This sense is particularly strong in Dragon Age, much more so than it was in Mass Effect. What I mean by that is, the game inspires me to think about things from Cath's perspective by providing me the freedom to do so. One important part of this is the way choices are framed - or rather, the way they are not. All kinds of value judgments about the choices are left to the player. Cath's companions did often chime in with their opinion, and that is fine - more than fine actually, because they *are* people, and people have opinions. What's important is that the game itself did not. Mass Effect has this problem with its bipolar morality scale - the game is disrupting my roleplay by explicitly telling me which actions are "good" and which are "bad". Note, again, that games definitely can tell things like this, but they have to do so implicitly, by showing consequences.

When choices are framed in one way or another, the decision-making drifts away from the projective identity to the player identity. This happens because the game is telling the player something the character cannot know. The extra information can cause conflicts that break immersion, especially if there are explicit game-mechanical consequences involved. For instance, if I - based on the projective identity - make a choice that I (the projective identity) deem "good", and then the game explicitly tells me that it was actually "bad", and punishes me for it (by moving my character to the wrong direction in a morality scale), it is severely inhibiting my ability to roleplay. The conflict here is that my character thinks the choice was "good", but me as the player is given information that it was "bad" and as a result my character is also now more "bad" by a bit even though I had her projected as "good". As you can see, this is a huge problem that comes with explicit morality scales.

On the other hand if choices aren't explicitly labeled and outcomes are only revealed later through consequences, it just becomes another opportunity for reflecting upon the projective identity when things end up going south. Choices can also inhibit roleplaying if they are too limited. This is the more difficult thing to avoid in digital games, because you would need one hell of an AI to truly abide to all sorts of projective identities. The general problem is that if none of the offered choices feel satisfactory to the projective identity, the player's agency in constructing that identity is taken away and put into the hands of the game's writers. Dragon Age generally upheld the illusion that I was able to make choices that seemed sensible to Cath. At the same time, choices made during the game - especially choices concerning companions - contributed to the growth of Cath as a character. This is no small achievement for a digital game. It is, indeed, more than enough reason to enjoy the game despite its shortcomings.

It is worth noting that while being able to create Cath myself (partly anyway - her background had to be chosen from a limited number of options), it is not necessary to have free character creation to provide a strong roleplaying experience. Even if the protagonist is pre-written, a game that supports roleplaying still easily allows the player to develop a strong projective identity. Case in point: The Witcher - especially the first one. Although the character is Geralt of Rivia with predetermined background and abilities, what I experience is my interpretation of Geralt of Rivia, and the game allows me to make choices based on that identity. In a way, even if you can freely create your character at the start of the game, the game itself still dictates a lot about what your character can become - in this sense, starting with a predetermined character is not actually all that different. In fact - to my knowledge - it's actually very common to have pre-written characters in live action roleplaying games. It's not unheard of in tabletop RPGs either.

2. Virtual relatedness 

We already know that I place a lot of emphasis on character writing in games. I know it's a bit silly, but I don't have that high expectations so it kind of works out. However, when we're talking about roleplaying, the importance of other characters in the game rises even further. A lot of choices in BioWare games concern how the player's character interacts with other people. To put it another way, the player's capability to express their projective identity is heavily influenced by other characters in the game. This, in turn, puts a lot of emphasis on a) how well these characters have been written and b) how well interaction with them is presented in the game. Creating interesting characters has been a strong point for BioWare for the longest of times - and Dragon Age is definitely not an exception. Indeed, without a strong illusion of virtual relatedness I would not have bothered with the game for long.

There is one clear sign that Dragon Age succeeds in creating this sense of virtual relatedness: I had very different opinions of companions when I thought about them as myself, as opposed to when I thought about  them as Cath. It is, I think, the best indication that Dragon Age succeeds first and foremost as a roleplaying game. Whereas I find Morrigan's antics amusing, for Cath - whose life depends on her companions - they made Morrigan seem incredibly untrustworthy. While Leliana might have been naive and even childish for me, for Cath she was the most comfortable person to be around. One more: I liked Alistair from the get-go almost, but it took almost the entire game for Cath to be able to truly consider a human male as a friend. All these companions had a huge role in building Cath. Her choices became influenced most by those she held closest, and she became skeptical of anything Morrigan seemed to approve of.

The sense of relatedness is created by making companions (and other NPCs) feel as much like people as is feasible in a digital game. They have their opinions, and they make observations in the environment. They also talk to each other when traveling with the player. Dialogue with them is written well, and it's delivered with very solid voice acting. In short, they make you want to talk to them, even become excited about being able to visit the camp between dungeons. This may in fact have been one reason why I felt the dungeons were so effing long - they kept Cath from having chats with her companions. Indeed, in contrast to camp conversations, the dungeons offered nothing to Cath's personality growth. They were merely obstacles between me and the content I actually liked experiencing. For the record, Mass Effect largely failed to create similar feelings in me because of one important difference.

In Mass Effect, while characters certainly are conceptually sound and interesting, they are portrayed rather horribly. The effort to make them feel like people has been either misguided or simply lacking. Having a conversation with anyone in ME felt a lot like reading an autobiography. That's a fancy way of saying that characters almost exclusively talk about their background. Some banter exists when they are taken with Shepard to missions and space stations, but not enough. I never truly formed any sense of relatedness towards Shepard's companions in ME because they did not feel like people. Even Garrus, probably my favorite character in the series, felt a lot like an audio book. In comparison, characters in Dragon Age feel more real, and thus more relatable - even though they also do talk a lot about their past. The key difference is that they talk about other things more.

Sense of relatedness is not strictly tied to roleplaying. I see it as a facilitator. Relatable characters aid the player in constructing their projective identity by putting the character in social situations - something that for us as social creatures is massively important in defining who we are. That is to say, it's not impossible to roleplay in an empty world. It's simply easier to construct a personality for your character if you can reflect upon that personality through interactions with other people. You know you're there when empathy replaces instrumentality as the player's basis of making choices (this is something I want to expand in another post). Likewise, relatedness is important in all games, not just roleplaying games. This is hardly surprising, as it is just as important when consuming other forms of fiction - be it books or movies. Narratives tend to work rather poorly if it's enacted by unrelatable characters - we need to care.

3. There is no freedom in a group

Although we have now concluded that characters in Dragon Age are quite relatable as people, there is one thing they are not - and that's a group. It did not bother me as much this time around, but it certainly bothered me when I was playing Mass Effects. A lot of dialogue occurs between the protagonist and her companions, but the companions themselves speak very little with each other. There are no group events in the camp - basically all dialogue between companions takes place when they are in the active party. While well written and somewhat frequent, it isn't enough to provide a sense of group. The relations between companions are superficial at best and while their antics are amusing, they don't develop into anything. In this respect, the game is heavily centered on the protagonist. This is actually a very common trait in roleplaying games of Western origin - it's also a cultural thing.

Culture or no, conveying a sense of group in a game with relatively high degree of freedom is far from trivial. By limiting most interactions to one-on-one, the developers have saved a lot of resources. Whereas one-on-one conversations only need to branch based on player choices and a few flags, group conversation branching is likely to get out of hand quickly unless certain limits are placed - and DA is just not placing them, opting for more freedom instead. This is fine, and supports what makes it good as a roleplaying game. It does however also mean that it would be almost impossible to convey a sense of group by having many-to-many interactions. First of all, simply accounting for the fact that there is no telling which characters will actually be present would require a ton of branching. On top of that, they would also have to take into account all kinds of status flags about the protagonist's relationship with each character etc.

I am somewhat curious whether this aspect has been developed further in, say, Inquisition and its war council. Meanwhile, a close comparison can be found from the Persona series, where the sense of group is immensely strong - especially in P4. However, the game is practically linear and while the player character can have different relationships with his companions through social links, these relationships are in no way reflected as branching in group events. It makes the entire group more relatable, but at the cost of player freedom and their ability to roleplay. In this scenario, writers are always guaranteed that certain characters will always be available for the group event, and there are not status flags to worry about. Even player choices during events are there almost exclusively for flavor, so there is no branching whatsoever. This is a common trait in Japanese RPGs and they play out much more like a TV series in this sense.

It may not be impossible to get the best of both worlds but I'd imagine it would be incredibly resource-intensive. With very careful writing, it could be possible to make conversations modular enough that you could simply omit and/or replace single lines without changing the entire discussion at each branch. However, doing this while still attempting to make the dialogue interesting and the characters relatable sounds like a massively tall order. In the future problems like this could be maybe addressed with AI when they learn to produce text in a credible fashion while staying true to the speaker's personality - but again, that sounds far off. Until a game comes along and proves otherwise, I am going to consider the lack of group sense in DA as a cost that comes from giving the player freedom. Therefore, limiting the game to one-on-one interactions has likely been a conscious choice rather than an oversight.

Conclusion

Last time Dragon Age: Origins took a serious bashing from me; this time we have come back to explore its redeeming qualities. What the game lacked in, well, being a game, it took back in being a roleplaying experience. The real story in the game for me was following Cath's growth. Being able to immerse myself in the game world through my projective identity as Cath was far more important than any game mechanical aspects. This, to me, is an appeal that is generally more common in Western roleplaying games but even among them, strong experiences that get close to what tabletop RPGs offer are few and far between. Getting so much out of other aspects of the game most likely made the dungeon parts even more frustrating though. While companions feel like more relatable than they did in Mass Effect, they still do talk a bit too much about their past and a bit too little about other things.

Finally, there is no sense of truly forming a group of people in the game as most interactions happen between the main character and a single companion at a time. It would seem like a necessary amendment that is required to provide the desired degree of freedom to the player.

Because of the gameplay shortcomings I am a bit skeptical about Dragon Age 2, given that it has been generally decreed inferior to Origins. For some reason I still feel bad about skipping a game should I move straight to Inquisition. There was also another consequence after playing DA. Since I really enjoyed the drama and basically everything except dungeons, I decided to finally look into Telltale's storytelling games and also to play other purely story-based games (although, I actually just stopped playing any games at all* for a while after finishing Walking Dead season 1). My next post will probably be about Persona 4 Golden though. I will still write about some story-based games in the future.

* Dota 2 is not a game - it's a lifestyle.

Friday, October 3, 2014

Radiant Historia

This game took me a long time to finish. There's two reasons. First, it's on my least favorite console: Nintendo DS - it's the least favorite because its buttons are small and it's not all that comfortable to hold compared to, say, the Sony PSP. Second, this game takes a while to truly get off. Admittedly this is a rather common problem with JRPGs in general, but these two factors combined resulted in me playing this game very rarely, and ultimately it took me almost a full year to get through 30 something in-game hours. The odd bit is that the game's actually really good. Like a bunch of other good JRPG titles on DS, this one was never available in Europe. Fortunately the platform is region independent. Regardless, while the game was received well, I think it wasn't all that popular.

1. Time travel 

Time travel is a fascinating concept to explore in fiction as it allows all kinds of perplexing plots. Doctor Who is probably the most prominent popular culture go-to these days - and for a reason. The fundamental rules of time travel are incredibly relaxed in the universe of Doctor Who. This lends itself to rather crazy plots. Yet there is a sufficient amount of consistency within those relaxed rules, so that they do seem natural rather than specifically constructed. When it comes to games - at least those of the JRPG variety - the one game above all is Chrono Trigger. I would honestly have to replay the game to remember exactly how it deals with time travel and how much time travel influences its story. What I do recall is you can kill the final boss in multiple stages of the game. More recent examples would include Final Fantasy XIII-2 and of course Radiant Historia. Each of these games follow different rules for time travel, and use it in different ways. Radiant Historia focuses on a scenario with exactly two alternate timelines.

Time travel is a tricky prospect for game designers. So far, time travel stories have been tied to linear narrative - at least to my knowledge. Indeed, as if open-ended narrative games wouldn't be hard enough as they are, introducing the possibility of time travel complicates things even further - again depending on the rules of course. In the simplest scenario time travel can simply be used as a form of postcognition, allowing players to look into the past without messing up the timeline itself. However, if players are allowed to change things around, the web of causality can easily expand beyond what modern AI can handle. Relying on scripted and/or heavily limited scenarios is therefore the sane man's way to success - for now. Another interesting topic from a game design perspective is time travel's role; whether it is merely a narrative concept, or has also been built into gameplay somehow.

Time manipulation on the other hand is employed as a game mechanic every now and then, with the indie platformer Braid being a strong example. Another closely linked concept is that of alternate realities, lately seen in e.g. Bioshock Infinite. Admittedly not much gameplay was built around alternate realities, and the narrative was straight as an arrow. In a way it can be said that Radiant Historia features both time travel and alternate realities (two of them to be exact). As a curious twist, only the protagonist, Stocke, is able to time travel and the available companions are therefore always limited by the point in time you go to. It's also noteworthy that Stocke traverses his own two alternate timelines, always experiencing past events from a first person perspective. In other words he doesn't get to be an outside observer in his own past. Oh and in case you are wondering, he is not allowed to inform his companions about his ability to time travel - which is kind of convenient in keeping the narrative sane.

The rules of time travel in the game are a bit incoherent. The timelines are not exactly independent, but they aren't exactly connected either. This means that certain changes in one timeline can resonate into the other. However, most of the time roadblocks in the narrative are cleared by the player obtaining an item or ability in the other timeline. Which is not all that different from obtaining these things from some faraway dungeon instead - except the developers can recycle the same environments in both timelines. I have to admit this felt a bit cheap and dipping into one timeline to obtain MacGuffin #1745 got a bit tedious at times. It's not necessarily due to the concept itself, but rather its technical implementation. Since there are only limited nodes to travel to, certain dialogue and other sequences need to be played over and over again because often the MacGuffin itself is a bit beyond the travel node.

Time travel in itself is not the core subject matter in RH really. It's mostly used as a way to tell the game's story - the player pieces it together from two different perspectives. It's also the solution to all kinds of troubles encountered by the protagonist. Although the story's premise is for Stocke to discover the true history by repairing the original timeline, most of the game's subject matter deals with political events, Stocke's identity and his nemesis. Which, honestly, is absolutely fine. Politics often results in more interesting plots than the usual world-saving scenarios (something I hope George R. R. Martin also remembers before ruining his series with too much epic bullshit *ahem*). While there is a world-threatening catastrophe looming over everything in RH, it is first and foremost about the people. You could actually remove the time travel and still have a fairly decent - if not as unique - plot.

In comparison, both Chrono Trigger and Final Fantasy XIII-2 have time travel as a more significant plot subject. In particular, the timeline itself is being threatened - and especially FFXIII-2 is mostly about fixing it somehow. Furthermore, the reason why the timeline is altered in the first place is an important piece of the full plot of the entire FFXIII trilogy. In RH the origin of Stocke's time travel ability doesn't really matter all that much. It's nice to learn, but bears less significance because it's not a central plot theme in the game. I guess this is as far as I want to delve into time travel and related things for now. Let's talk about something else story-related.

2. The take-off time

I sited slow take-off time as one of the two reasons I took so effing long to complete this game. It's a bit of a pattern really for handheld games and me: start slow, playing an hour here or there until the game really starts going, and then just be glued to the screen for the last half or such. Kind of a similar thing happens with TV series and me. It's really quite obvious, but something that I really thought about only quite recently. In the end I feel like it comes down to how relatable the characters are, or how long it takes for me to start relating to them. This is obviously highly affected by character writing and overall storytelling. For example, the main characters of Gilmore Girls are super-relatable, pretty much from the get-go. Most game characters, well, they are not - the level of writing just ain't there yet. It's also hard to really bring out much about personalities and such if most in-game dialogue is strictly plot-related. Persona 4 gets quite close though.

I basically approach immersion through the game's characters, which is why I only get really engrossed once I feel like I know them - and this may take even up to 20 hours of game time. It's really less about development of the plot for me - unless the plot itself is *really* good (Xenogears, off the top of my head). This also explains why sequels with the same main cast seem to get off much more quickly - even instantly - and also why the first hours of a game feel better when playing it for a second time. Games with a player-created protagonist mix things up a bit, because the immersion goes through one character who is essentially my own avatar. Other people might have different way of immersing themselves into fiction. Still, I think this short piece is relevant if you read my blog - it will help you understand why I have certain opinions about certain games. For instance, does my dislike of Xenoblade's first half really originate from it's slow pace, or the fact that I didn't find the characters all too relatable until much later into the game?

Back to Radiant Historia: this game's cast of characters is not very deep. The main character and one or two companions get interesting later on, but this takes quite a while. Most of the in-game talk is also quite strictly to the point. For some this might be a blessing more than anything, for me it kinda leaves the characters a bit shallow - or actually a lot shallow. There is also a game mechanical dimension to this, particularly in RPGs: early on, characters have very limited number of abilities, which makes them thin from a mechanical perspective on top of being thin from a personality perspective. Generally both improve over time, at least if you're like me and don't really mind cliched characters. I guess you'd have to be to enjoy this genre.

3. Combat of push-arounds

If time travel / alternate realities as plot elements don't sound convincing enough for you, then how about a rather unique turn-based combat system? On the surface the system doesn't look all that revolutionary. It's a very basic turn-based system where enemies are placed on a 3x3 grid. However, the grid is rather important because almost all enemies in the game can be pushed and pulled around using different abilities. They can also be stacked temporarily, which is the primary way of increasing the party's damage output. For instance, you can push an enemy into another (doing damage), and then hit the two stacked enemies, this time damaging both, and then push them into yet another enemy. If you'd then attack the stack once more, the collateral damage has effectively doubled the damage done to one target.

At first the system is a bit simplistic. Just stack enemies, hit the stack, rinse and repeat. You can also create chains longer than three hits by swapping turns around. Characters can always swap their turn with any other combatant, including enemies. By allowing enemies to take their turns first, you can easily have at least two turns for each of your characters without interruptions. However, there is a downside to this (besides allowing enemies to hit you first!): characters who have swapped their turns take bonus damage until they actually take a turn. This is relevant, because some enemies really dish out the hurt. The system gets more complex later on, as abilities that hit multiple tiles become available. One character can also cast traps, which are more powerful than normal spells, but can only be cast on empty tiles.

As usual, it's important that enemies pose enough of a threat. Some of them cause serious grief, but even weaker ones can be a bane. This is caused by the limited availability of recovery items (they are expensive - especially mana recovery items) and the fact that anything beyond basic attacks costs mana - and basic attacks are weak. Running out of resources is a threat when undertaking longer ventures. I thought I had enough supplies for the final dungeon... boy was I wrong. It got rather tense towards the end. Navigational mistakes can also become rather costly as enemies respawn whenever you leave a map. Once again the success of RH's combat system cannot be awarded to just one system, but rather a combination of factors. The combination of manipulating space (enemy positions) and time (turn order) becomes interesting because the player is required to make full use of it.

If I had to complain about something, it would be this: character development in the game is entirely linear, in one dimension. That's a fancy way of saying you gain preset abilities by leveling up. The only way to customize the characters themselves is to change their equipment - which also consists entirely of numeric bonuses. However the game does force the player to frequently change their party configuration. When traveling in time, the point in time dictates who are actually accompanying Stocke at the moment (remember, the party members can't travel in time). Mysteriously enough all companions retain levels and equipment they gained in some future point in time. I think this is a rather necessary amendment and not all that atypical to JRPGs; game mechanics are not involved with the plot in any way (like summoning a space dragon to blast enemies from the orbit doesn't destroy the surrounding city, even though it should).

Conclusion

Despite its slow start, Radiant Historia is a very solid JRPG. Time travel is always a fascinating, even though it really isn't in the main focus this time. Instead, the game's plot is mostly about politics and personal relationships - both of which I generally find more interesting than cosmic plots involving world-eating gods. Most importantly it features a combat system that has enough space for strategical thinking and enemies that require it. Character development is bland though and there could have been a more interesting way of keeping all characters unique.

Monday, January 27, 2014

Global Game Jam 2014: Squared Interactions

I wasn't particularly enthusiastic about this year's GGJ because I have been so tired lately. Something to do with the Finnish winter perhaps. At least I went there, and even finished a project. I have skipped a few game jams due to various reasons from lack of energy to health problems in the past year and I think the last one I actually went to was last year's GGJ. Once again I had grandeur plans of joining someone else's project to save myself some headache...

Here's the game (webkit browsers recommended)

1. Theme and concept

This year's theme was a phrase: "We don't see things as they are, we see them as we are." My mind was pretty much screaming to do something artistic, something with a healthy dose of mindfuck if at all possible. I was chatting with some random people about possible concepts and among the more interesting ones was a bureaucracy game in the spirit of Papers Please but it was deemed too content-intensive. In my head the concept was somewhat reminiscent of Brenda Romero's Train - can the player see through all the paperwork what harm will befall the applicants if he follows the rules blindly. Other concepts I thought of were somewhat similar; the general idea was: it would be up to the player to decide what the game is about. The final piece of the brainstorm puzzle came from the diversifiers. 

The diversifiers were published a few days before the jam. Initially I was thinking one of them felt like it didn't belong to a jam: the Bechdel test one. I felt that way because dialogue is very rarely something you want in a jam game. Naturally I chose to pursue this diversifier but not through written dialogue: I wanted to make a game that's an abstraction of a conversation. My inspiration was The Marriage and I also wanted to use nothing but simple boxes for my graphics. I figured the game would have two squares representing two women (originally pink boxes) and one representing a man (blue box). The squares would move based on some rules that allowed the player to guide the conversation. If either pink box ever hit the blue box, the game would end. I wasn't entirely sure what the exact mechanics would be but I felt it was a concept worth pitching.

Pitch we did. Once again I was slightly disappointed at how ordinary most of the concepts were. Platformer, point-and-click, area control... some sounded also a bit too ambitious. There were two other concepts I considered working on instead of my own: a fridge magnet poetry game and a button mashing game that where the idea was to use player inputs throughout the game to produce a song or something like that in the end. We had some plans to form an art game coalition but nothing game out of it ultimately. At this point I was still not sure if I really wanted to even do this jam but I stayed on the site to see what people were up to. I didn't even take out my computer - I just worked inside my head and shared some design ideas with one organizer who I recruited as a co-designer. 

In the final design I actually combined all three of the more artistic game concepts. Unfortunately I didn't find the person who pitched the poetry game idea earlier but I proceeded to assimilate the mechanic anyway. So the final design: the squares would move independently to depict the living nature of a conversation. The player would influence the behavior of the squares by dragging words from a word pool into the topic area. Placing a word would change something: size of a square (ego) or its speed (enthusiasm). Finally I decided that ego-inflating words would also push the other square away. Likewise, ego-reducing words would attract the other square. Enthusiasm was affected by discussion topics - each square liked a random set of topics and disliked the rest. The dynamics I planned were quite a bit more complicated than what you'll see in the outcome but the concepts of ego and enthusiasm are there. 


2. Development

I once again chose to use CraftyJS. I have tried a few other JS game libraries in the past year but there has been no real advantage over Crafty with any of them. Best stick to what I know. I worked with a rather lazy pace on this one. The concept itself was very easy to implement but like always, I managed to create some hard to detect bugs. I had great plans for how the squares would move, including having them connected to each other with a rubber band. Ultimately I didn't feel like dealing with all that math and went for something very simple. Honestly it doesn't matter that much in the outcome. There's really not that much to talk about development this year. I was done in about ten hours which is like twice as much as a project of this scale should have taken. I took the laziest possible path in every turn and my code was really sloppy.

I didn't use any obvious color does for the squares and it's probably very hard  to figure out how the game works or what it's all about. I dropped some hints like the game ending in failure if any word that somehow means a man is chosen. When the game ends through one of the squares touching the third one, the end screen has another hint: "The third party interrupted". The fact that I ticked the "The Ultimate Bechdel Test Survivor" diversifier is another hint for those who actually look at the game's GGJ page.

3. Hindsight

The game turned out very hard to really control so to a casual player it will seem completely random. It was not intended but it doesn't really bother me that much either. In a way it's a meta-commentary about by jam games in general... they are always too hard to get. In a sense the real focus of this project is the word game. When the game ends, the words the player put on the topic area are brough to focus and it can read as a very weird poem. There's a lot of room for creativity because words can be placed freely, and there are a lot of words for each game mechanical meaning. As a mechanic it feels new. It's also a different perspective into game outcomes: the outcome is not the final game state in itself - it's made of the player's input history instead. I think it was crucial to bring the "poem" into focus when the game ends. This draws the player's attention to it, and makes it feel more like their creation.

I really liked this dynamic between gameplay and creativity. If I were to do this game again, I would change what the game is about to something less abstract and random in order to give the player more incentive to think about which words to choose. This word mechanic is also excellent soil for all kinds of easter eggs. For example, choosing the word "end" actually ends the game. Similar hidden meanings could be attached to more words which would make the game more delightful to explore. In a sense there would be two layers to the word game instead of one: each word represents a category, but they also occasionally do something else. Whatever the game concept for this control dynamic would be, it definitely needs to be slower than what I did in this jam. Choosing words is a ponderous action, but the squares move constantly and pretty fast too.  

Conclusion

Although I didn't spend even half of the allocated time, I'd call this GGJ a success. The game I made is not much to talk about, but as an experiment it was successful. In a way this game is truer to the GGJ spirit than any of my previous games (well, excluding this) because I really tried something different with no fear of failing. It's hard to break free of doing games with familiar mechanics. Especially in your first game jams, you probably want to really make a game that's fun to play instead of some crazy experiment. Familiar mechanics are easy to implement, and they have been proven to work. Experimental mechanics might be easy to implement like in this case, but making a functional game with them is another story. It is however worth trying.

As a final note: it's not always necessary to tire yourself out using every minute you humanly can in game jam. It's perfectly okay to have a shorter project and get more sleep. After all, most game jam games are done for their creators and will be forgotten by everyone else anyway. Just do whatever you want. 

Friday, June 28, 2013

Catherine

Yet another game I intended to play way earlier. I think there is actually a reason why I rather consistently fail to play any of these more experimental games in any decent time. My gaming is generally directed with various cravings and - here is the reason - these cravings are towards certain types of game mechanics. Experimental games on the other hand are often unfamiliar in this sense - can't crave for something you don't even know to exist. This means that these games get pushed into some unknown future time when I am free of my frequent craving gaming streaks and often when that happens, I start from cheapest games on the list. After all I often don't have any particular preference for any of these unfamiliar games over another, so might as well use availability as a metric.

Enough with the self-reflection though. Catherine was a PS+ freebie last month so I guess it was definitely the cheapest unfamiliar game at the moment. A weird game from the creators of Persona, to me that pretty much makes it a necessity to play. Especially the first trailers raised a lot of questions, but primarily this: what's with all the sheep? If the game would have been less explanatory with what was going on, it could have as well been written by David Lynch. I mean the weird stuff in Lynch's films is usually a metaphoric way to process what is going on in the characters' heads or between them. In many ways, Catherine is like that too, and the weirdness factor is definitely in Lynch category as well. Because of the game's nature, I will once again delve into the story for a bit. So here is your general spoiler warning. 

1.Persona?

First let's take a look at Catherine as a game. I would draw comparisons to games like Heavy Rain for a couple of reasons: first, both deal with more mature issues that games typically do; second, for different reasons, the both raise the question whether they should be really called games or not. In Catherine this results from the high contrast between the game's two interactive modes. The game mechanic is in a way isolated from rest of the game to the point that it could be anything - although the tower climbing mechanic is a successful metaphor to overcoming personal challenges. This part could be a game in itself so it is definitely interactive.

However the rest of the game is highly non-interactive. A lot of time is spent watching cut-scenes, and hanging in the bar has less gameplay than social links in Persona 3/4. Not that it really matters, a lot of games have their gameplay disconnected from storytelling and I wrote about it earlier. Although Catherine is a puzzle game with heavy storytelling components, it is actually very comparable to Persona. I would go as far as to claim that despite all their differences, Catherine is a Persona with smaller scale. I'll do the comparison to P4. In both, there are two very different modes of gameplay: the nightmare and the bar in Catherine, the TV world and the real world in P4. Both games also have two story layers: one of personal growth, and one of what actually happens.

One big difference is how these two layers interact: in Catherine, the nightmare builds Vincent's values, and they affect what choices he makes during the day. They don't directly affect what the player can do in the bar though - the bar actually serves the same purpose because that section also includes choices that affect Vincent's values. Nothing done during the day affects the gameplay in the nightmare. On the other hand in Persona 4, actions taken in the real world have impact in the TV world, because social links literally strenghten the protagonist. In this sense, the disconnection between the two layers is stronger in Catherine because they do not affect each other in terms of game mechanics. On the other hand though, in Catherine the player's choices affect the story whereas P4 only has one story.

Another aspect that these games also share with Devil Survivor is the protagonist's role as a paragon. In Catherine however Vincent does not really have any special powers, whereas in P4 the protagonist is unique with his ability to use multiple personas. What they have in common however is that throughout their story, they both become a source of inspiration for people they meet. Their influence inspires other people to solve their problems and find their inner strength. Both games also deal with mundane issues, in the real world. Just like in the real world, ultimately even the hero cannot solve others' problems for them because they cannot be solved with any standard issue heroics. Vincent in particular inspires others through his own growth and progress.

Personal growth in both games is heavily related to the other world. In P4, each of the protagonist's allies has to quite literally face themselves. The TV world makes them painfully aware of their darker sides that ultimately manifest as dungeon bosses. In Catherine, Vincent and other men initially don't know why they have been trapped in the nightmare but as they are chased by manifestations of their worst fears, and as they learn the nature of their plight, it becomes a possibility for them to grow. Conquering the deadly tower of blocks becomes a symbol of conquering their own doubts. Through their struggles they come to reflect their life situation, and finally get their life on the right track.In both cases it's both a very literal fight for their lives, and also a fight to gain control of their lives.

If we look at Catherine purely as an artifact of game design, it's not very good. Stripped of everything, you are ultimately solving puzzles to be rewarded with cutscenes and while the story-as-reward is a common trope in Japanese RPGs, it is not a particularly laudable game dynamic. Catherine demands us to look beyond though, because reducing it in this way is a disservice to its true strength.

2. Storytelling

Catherine is all about the glue. Not the kind you sniff, but the kind that keeps different parts of the game together. The glue in Catherine is the way it has been directed. The game builds suspense with the best of them, and it is a very gripping experience. There are a lot of individual effects I can name, and one of them is the iconic clock that ticks between cutscenes. The audiovisual design of that simple screen is magnificient, and it always feels as if it is foreshadowing something nasty. Of course, the player will quickly make this association because what follows often is nasty. Especially the mornings after Vincent awakens from his nightmare became some of the most dreaded moments. What was the cause of this dread? The fact that Vincent found himself waking up next to a pretty woman. I swear, monsters in games are very rarely this dreadful.

The player bears witness to Vincent struggling in his life, trying to resolve his situation. However it is not quite similar to watching a movie. The fact that player choices affect how Vincent tries to deal with his problems creates a sense of responsibility - is everything going to hell because of my choices? There is never a direct choice involved in the situation itself, the player can only influence Vincent's values by making choices in the nightmare and in the bar. I would probably bash the hell out of this idea if this was any other game, but the concept fits Catherine exceptionally well. The story deals with emotions, where causality is very hard to predict or even see afterwards in the real world, so it is fitting that we cannot predict how Vincent will act either.

It's hard to put a finger to the exact reasons why the game's directing is so powerful. You just know it when your heart leaps every time Vincent gets a text message at the bar, and how hard it is to write replies even though there are not that many options. Otherwise the bar is the most relaxing portion of the game because the player and Vincent can take a break from the nightmare and from the two women who are at the heart of the conflict. Scenes with either of the women on the other hand are sharp like knives and I have very rarely been this anxious while following a fictituous conversation. It helps that all dialogue in the game is written really well, and voice acting is quite solid. Of course, I would not have expected anything less from the developers.

The nightmare is also masterfully directed. Although I do not agree with all the gameplay decisions (more on that soon) concerning it, audiovisually it is very successful. The boss levels in particular are very distressing, with the boss often almost literally breathing down at Vincent's neck as the player tries to find a route upwards in panic. The normal levels are more relaxed, but audiovisually they too are quite disturbing. Even the fact that the nightmare world is populated by sheep somehow adds to the atmosphere. Even tutorials have been perfectly integrated into the game's fiction. Vincent exchanges climbing techniques with other men trapped in the nightmare, which is a convenient time to also show those techniques to the player. Coincidentally the player might just need some of those in the next level...

I personally think of Catherine in much the same way I think of Heavy Rain: I will probably never play it again. It is one of those games that I just play through without expecting any particular outcome. I will take whatever the outcome is, and label the story as my individual experience of the game. I think another run through the game would just break many illusions. I might find out how little the game changes with different choices, and ultimately it would not be able to give me anything that even closely resembles the first playthrough. Although I know there are other endings, I have no real desire to experience them because I kind of what to think of the one ending I got as the "true" ending of the game. I don't even want to go back to try and change things.

3. Dat difficulty

Catherine was notorious by the time of its release. Why? Well, the game was freaking difficult is why! They added an easy difficulty later to alleviate the problem. These days I normally play my games on hard difficulty but after hearing how "well" my friends had fared in Catherine, I chose to start on normal. After a couple of nightmares I switched to easy, which is the first time I've done so in a very long time. I did find the block puzzles quite fun, but the challenge rubbed me the wrong way. It's not that the difficulty itself is the problem, it's the mechanisms that create it. While I liked the time limits in boss levels, they felt a bit artificial in the rest. In a way I understand that having the blocks fall off under Vincent's feet if I take my sweet time does make the atmosphere in the game stronger, but it made the game more frustrating.

One thing in puzzle games I don't like is redoing sections I have already done, because it is nothing more than punishment to do the same work again. The levels have checkpoints, but from time to time they are a bit too few and far between. What makes it even more frustrating is the fact that for some god-awful reason I'd rather not know, there are limited retries. Sure they are given out quite generously but if you ever run out, it's back to the last save point - that's the start of the level, unless you forgot to save. It was actually this that made me switch to easy. Well that, and the fact that the controls are very annoying from time to time. For instance, you can move behind the blocks, but cannot rotate the camera enough to actually see what is there. Dafuq? Oh and when you are behind a block, the controls are reversed. Why?

My final gripe with the controls was one button. It is used for grabbing blocks for pushing/pulling, but for some reason it also causes Vincent to let go of a block when he is hanging. There is also a separate button for letting go, so why on earth another button also does that? Finally, although the audiovisuals were very successful in creating the nightmarish feeling, sometimes camera drives and visual effects made it very hard to see what the hell was going on. This mostly happened in boss levels. Since the game already has an undo button that allows you to take back moves far into move history, the same button could have been used to just return you to wherever you fell off. At least in the normal levels I would have really appreciated this.

4. Chickening out

This here is the major spoiler warning. You will ruin the game for yourself if you read this before playing. 

Catherine is a game about problematic romantic relationships. All the men caught in the nightmare with Vincent have one thing in common: they are dealing with emotional damage from their past or current relationships, and somehow that is what brings them to the dream. Vincent himself is dealing with two problems at the same time: his girlfriend is talking about getting serious, while at the same time he finds himself cheating with another woman. We never truly learn how Vincent ended up cheating because that information is kept from us - and Vincent too, because he seems to never remember what happened. He just wakes up next to the other woman morning after morning. The situation is uncomfortable to say the least, because both of the women are emotionally attached to their relationship with Vincent.

Catherine is a compelling human drama with a hint of supernatural. I always find stories involving cheating quite uncomfortable, because I just know that the women (in this case) will eventually find out about each other while the man is lying through his teeth to both. It is uncomfortable because from the start it is clear that at least one heart will be broken, and possibly all three. I cannot speak from experience, but it feels like Catherine does portray the difficulty of such a situation in a very vivid fashion. As I mentioned one part in this is the player's almost involuntary involvement in the drama. The really "funny" thing? At first even I was not able to decide which woman I wanted Vincent to prefer. It is quite common in games with romantic relationships to not know from start which one to go with, but Catherine forces the player into a situation where they are already involved with both.

The last few hours of the game feel a bit cheap though. Up until then, everything supernatural has felt much like the weird stuff in David Lynch movies - a metaphor to stress the gravity of the situation. Towards the end though, we learn that there is actually quite a bit of supernatural going on. The other woman is not real, and was purposefully sent to seduce Vincent because he seemed unwilling to commit to his girlfriend. He was also put into the nightmare to die with the other men. This lifts a massive burden off Vincent's shoulders, and also the player's because they are no longer (fully) responsible of the conflict. Instead we have a divine power - not evil, just twisted - and finally something for the player to fight and defeat to resolve the drama once and for all. Although this turn of events doesn't surprise me, and is actually very well written, it feels cheap.

The reason it doesn't surprise me is that it's actually very consistent with stories in other Atlus games - especially Persona. There is always some higher power that is the root cause of all problems in the game, and defeating its manifestation releases the heroes from their strife. But in Persona it feels much more symbolic - in P4 for instance, what the players defeat is a manifestation of people's desire to hide their selves behind masks so that they never need to face their weaknesses. In Catherine the antagonist is a more direct actor in the events which makes it all the more easier to pin everything on him. His word becomes proof that Vincent did not really cheat on his girlfriend, which dissolves the problem quite a bit and makes it easier for his girlfriend to forgive. This is what happened in my ending anyway, I don't know how things will turn out if Vincent goes with the other woman (or neither!).

Some of the moments during these final scenes were some of the best in the entire game, but I still have mixed feelings about this. Are we still not adult enough to make a game about problematic relationships without having some monster as the cause? At least in this game Vincent not relieved of all burden (after all, he did fail to fes up early).

5. The players

In closing, I want to make some observations that might be entirely inaccurate. The game presents a bunch of questions to the player and afterwards they can see a pie chart of how other players answered on their first playthrough. Although I have no way of knowing why players chose what they chose, there is a very clear preference for the girlfriend on first playthroughs - I think it was about 75 to 80% of players. I can come up with two different explanations as to why it is more likely to choose the girlfriend on the first playthrough. First is the fact that, although they might not have intended it so, ending up with her seems like the "good" path through this game. Even though the choices affect Vincent's preference between order and chaos, visual cues do suggest that going with order is the "good" path.

I don't have statistics, but I'd put my money on "good" paths being generally preferred on first playthroughs. This is in part due to bad design of "evil" paths, which makes the "good" path seem the experience players were intended to have. Many games with alternative paths or endings often do include one that is implied to be canon. As players we often aim for the optimal experience, and because of this history of choices, it is a general assumption that the "good" path is the one we are intended to take. Furthermore, if the player is a completionist and wants to get all eight endings, they have to answer in certain ways throughout the game. You can get three endings in one full playthrough (by altering the final choices), but to do so Vincent's values need to be fully order, fully chaos or fully neutral. Which means you would choose every answer accordingly.

The latter doesn't explain why most players chose to prefer the girlfriend, but it does explain why they would answer consistently after making up their mind. On the other hand, it is also possible players answered based on their personal preferences instead of intentionally trying to stay on the "good" path. If that is the case, it kinda looks like gamers make pretty good lifetime partners because they prefer stability over excitement. I would not be surprised if this was the case actually. Of course it's a bit far-fetched to draw this conclusion from game statistics but it's kinda consistent with real life observations. Enough with the guesswork though, let's wrap this thing up.

Conclusion

This post was a bit weird because there is not that much game design in Catherine to analyse. I have probably written stuff I'd like to take back one day. For the record, I didn't intentionally read any analysis about Catherine before playing it or writing this piece because I didn't want my observations to be affected by someone else's. Which means I may have just written the exact same thing that someone has already written. I think Catherine is a strong argument to throw at anyone who claims that games are not for telling stories. Catherine tells a very powerful story and uses the medium's strengths to its advantage. Catherine the movie would never be as powerful. The game succeeds in involving the player in its drama in a rather clever way, and the entire experience feels very personal.

I am done here.

Friday, May 17, 2013

The Legend of Heroes: Trails in the Sky

I have tendency to lament the present state of JRPGs as a genre. They have mostly escaped to handhelds because of budget issues and new, promising titles are few and far between. There's a definite silver lining though. I actually have time to dig into some less known titles and (remakes of) classics. Trails in the Sky is one such game. It is actually part of a franchise I have absolutely never ever heard of but one that I am willing to look into some more. I only heard about this game through blind luck - it was bundled together with Persona 2: Innocent Sin. We already know how that part of the purchase turned out, but what about this half? I finally ran out of more urgent games and downloaded Trails from the Sky. After about 40 hours of playing the game, I am ready to give my judgement.

1. Low-key story? In my JRPG? Unpossible!

Game writers often seem to think that their story lines need to be larger than life. This is especially true of the JRPG genre where almost every single title has you facing down a god or something with equivalent level of power (usually they are capable - or even about - to destroy the world). After rummaging my brain for a good few minutes I came up with one JRPG where the story is not ultimately about saving the world from some superhuman beast. One (that's Resonance of Fate by the way, and I might remember wrong)! Not that I mind too much, I am all for epic narratives and some of the best ones are indeed massive (think Xenogears). I just find it a wee bit odd that no one's ever considered how to make do with less. Almost no one anyway, because the writers of Trails in the Sky apparently have.

There's a clear upside to not having a cosmic plot. When a game story deals with human issues, it opens up all sorts of possibilities to handle, well, humans, in much richer detail. It also somewhat remedies the usual JRPG credibility problem of sixteen year olds saving the world because they in fact don't. What I mean by handling humans is essentially fleshing out the characters. Trails in the Sky has a ton of dialogue and - pay attention - most of it is just banter. From the perspective of fleshing out characters, the most important dialogue is usually that which doesn't advance the plot. And no, it doesn't mean that characters should be talking about themselves either (I am looking at you, Mass Effect); it means they should be talking about whatever is going on around them or in their minds.

Oh and for the record, Trails in the Sky spends a lot of time doing just that. There are segments in the game where you can go on for more than an hour without having to explore or fight anything at all. You just read, and then read some more. I would not be surprised if I actually spent more than half of those 40 hours reading dialogue. Most importantly, there was not a single moment I felt bored with it. The overarching narrative is also quite thin. The game is divided into a few chapters, and each has a clear story line of its own. It is much like watching a series of connected movies. It is a growth story in a sense, with the protagonists on a quest to complete their training.

The game also handles its pace very well. Here's another thing to take note of: a suitable duration for a dungeon (or equivalent) is not counted in hours. One hour is still fine, but any plural form is most often too much. It's not a hard rule and some dungeons can easily entertain for longer times. It is however highly applicable to maybe 99% of JRPG dungeons. Because most of the game takes place in human establishments, Trails in the Sky features very few dungeons altogether and those few are short enough. Only the final dungeon breaks this rule and does feel rather lengthy. It is also the only part of the game where the story fails to remain in check and goes on the side of cosmic a bit.

Granted, Trails in the Sky is just the first part of a trilogy and its ending does hint at more of an epic scale in the making. Still about 35 hours of it is a very refreshing experience. It is an important lesson too: yes, it is possible to write a captivating JRPG story without destroyers of worlds and insane gods.

2. TRPG? JRPG? 

The game mechanics in Trails in the Sky are a hybrid of more traditional JRPG mechanics and tactical RPG mechanics. In combat all characters move on a grid which opens some tactical considerations. Being out of attack range is of course an important factor, but when overall strategy is considered, it is area of effect that matters the most. One curious attribute of this system is that when attacking enemies, the player does not get the option to choose where their character will move to perform the attack. Instead the character will always move the shortest possible distance. This means that movement (without attacking) does come with a price: nothing else can be done on the turn.

The player will usually want to avoid spending turns moving. However, AoE abilities and spells change this tendency. Against enemies with strong AoE attacks, it makes sense to quickly disperse - especially in the early game when there is no AoE heal available. In the later game with AoE heals and buffs available it can be more beneficial to stick together. This is however pretty hard to do against enemies that won't come to you because even ranged physical attacks are quite short-reaching. Of course the player can choose to only cast spells but as a strategy it is quite costly. There's no cheap mana regeneration available. Spells also have casting times which makes them slower to use than physical attacks.

The most important implication of this system is that positioning matters. The player needs to plan ahead a bit in order to get the most out of their buffs or to avoid insane AoE damage. It becomes a meaningful decision because the battle fields are quite small, and movement has a steep cost - it is one action where you don't heal, buff or attack. For major part of the game enemies actually are able to dish out some serious damage, so using time effectively is often desirable. On top of this, the game also introduces some timing considerations through bonus turns. Some turns in the turn track have a bonus attached to them - whoever acts on that turn gets the bonus.

This might sound a bit random. However, turn order can be manipulated to some degree. Most importantly, there's a CP meter which is consumed to execute techniques. If there's enough CP in the meter however, the player can also choose to expend all of it to jump to the front of the turn order and perform an s-break. This is the rough equivalent of Final Fantasy limits or similar systems seen in approximately one JRPG out of two. This is the easiest way to steal a bonus turn. Casting spells with short casting times can also be used to manipulate the turn order to get more bonus turns for the player. Enemy turns can also be delayed by certain abilities.

All in all the system works remarkably well. It doesn't get slow at any point because much of the movement is built into attacks and abilities. At the same time it offers a good deal of the core experience of tactical RPGs in the form of positioning. On top of it, there's the turn order manipulation that is inherent to active time battle systems from the Final Fantasy series (particularly FFX which has a very similar turn order system - just without the bonus turns). The game also reminds us how small things matter. One such thing is the ability to see where AoE spells will hit while they are being cast. This allows the player to react, and also perform some interesting plays like centering a heal on a character and then moving that character into the middle of their own formation.

3. Lines in an orbment

One last thing I would like to mention about Trails in the Sky is its ability system. It features something called battle orbments, which contain slots to put quartz in. This system serves dual purpose: each quartz grants bonus effects like increased attributes but they also grant "spellpoints" (no real name was given for them) of different colors. The latter determine what spells the character is able to cast - each spell in the game requires the character to have a certain combination in their orbment. However the shape of the orbment also matters because spellpoints are only combined per line. Therefore characters who have been profiled as spell-casters have orbments with long lines - the most potent casters have every slot of their orbment in one line. Fighter types on the other hand have really short lines which denies their access to the more potent spells.

The dual nature of this system is what I consider worthy of applause. There are two dimensions to consider when making decisions about which quartz to equip. I also think it is interesting that characters never learn spells permanently - spells are just "equipped", alhtough not directly. Trails in the Sky is not a unique game in either of these aspects. Dual-natured systems have been witnessed in other games, and spell-equipping systems are relatively common. In most systems though spells are equipped direclty, whereas in Trails the player equips enhancements that define which spells become available. Fortunately the game has a built-in list of spells that shows their requirements so the player does not have to try out different combinations blindly.

Conclusion

Trails in the Sky is an interesting game. Much of its appeal comes from its story or, perhaps more accurately, its storytelling. The way the game handles characters is what brings it to life. All in all, the story is surprisingly relatable for a fantasy RPG. Although charming, it is not a game to obsess over. A few hours at a time was the most I could play it. While the combat system is interesting by design, random encounters do get quite old quite fast because there is not that much to gain from battles. All resource gain happens kind of in the background, so the player does not at any point really feel they are gaining anything special out of the battles. They are just gaining resources of many variaties but that is all. It's just point points points. Likewise equipment in the game largely suffers from the stat boost syndrome (i.e., a better sword is just that - more stats).

Recommended for anyone who plays JRPGs for their stories. I just hope we will one day see parts two and three of this trilogy in English.





Friday, April 19, 2013

Nier

I do not usually write all that much about game plots. Yet I find myself compelled to write my thoughts about Nier's story. I totally dismissed this game at the time it came out because on the surface it looked like a very mediocre action rpg, and I wasn't such a big fan of Square-Enix at that time either. Much more recently I picked the name up from this article after deeming the list quite credible since it featured Valkyria Chronicles (a marvelous game I have played) and Trails in the Sky plus Radiant Historia (games I was planning to play at the time anyway - I have now started Trails in the Sky). Nier's description promised interesting story and dialogue - both valid reasons to play games for me.

So let's get a few thing out of the way: as a game Nier is not very interesting. Its battle system is a poor imitation of games like God of War and among all the spells in the game I ended up using mostly three. The game is also ridiculously easy on normal difficulty and very frustrating on hard because encounters with normal enemies last a better half of an eternity. Boss fights are quite cool so there's that and the game is at least quite tightly packed. Gameplay is not very inspiring, but it also doesn't get in the way. The game also features a magnificent soundtrack that manages to pour a lot of emotion into different environments. Finally: this post will contain spoilers that will most likely destroy the entire experience for you. There is a reason the writers want you to experience the latter half of the game twice to get the whole picture.

So if you think you will ever be playing this game, do yourself a favor and don't read this post. Let's just say that the game comes with my full recommendations - I hope that's enough for you to pick it up.


1. It is all about the characters (again)

One goal for the creators of Nier was to create a more adult RPG story. Surprisingly they have succeeded in their goal, although the attire of Kainé might suggest otherwise...


I mean we talked about this, right? Kainé is prancing around in her underwear pretty much literally - even other characters in the game comment on this. It does seem quite contradictory to the game's goal but actually, because of the game's sometimes rather strange sense of humor, I am going to put this one down as parody. Kainé is nothing like your typical female companion. This is one angry woman, and has a mouth fouler than any other character in games as far as I recall. I bet her voice actress has had a blast - I also thought she sounded kinda familiar and was absolutely flabbergasted to find out I had previously heard her as Serah in FFXIII(-2) - talk about contrast! Kainé also has a whole lot of resemblance with Annah from possibly the most applauded RPG story ever written: Planescape Torment.

I took Kainé here as an example because the game is pretty much driven by its three defining characters: the protagonist, Kainé and Grimoire Weiss. There is a great sense of bonding between this odd group of rather strong personalities. Most importantly, the game doesn't fail to capitalize on this. Most of the dialogue serves only one purpose: to portray the dynamics of this group to the player. The game wants you to like its characters and care about them. It certainly doesn't hurt that it has some of the best dialogue that's been written for games. I am actually just going to place it in the hall of fame in the company of the likes of Planescape: Torment and Persona 3/4. One important lesson to learn from Nier is that these characters comment on pretty much everything, That is actually the best reason to do sidequests in Nier: to hear Weiss complaing about the pointlessness of the effort.

None of the characters are quite normal. Well, the protagonist maybe but even he is very set on rescuing his daughter. Then there's Kainé and a floating, talking, sarcastic book. Finally we have a boy whose gaze petrifies living things (spoiler: he gets weirder than that). Most of the chatter also takes place during gameplay while the player is making their way towards the next objective. This is something that was already mentioned in my last post. It is a technique that I simply would like to see a lot more. The only complaint I have is placing some key dialogue into boss fights. It works on the first playthough just fine, but on the second there is a high risk of actually killing the boss before the dialogue ends. Which means the player will just run around in circles until talking is definitely done. It doesn't help that there is much more dialogue during boss fights on the second time around.

2. And now with the spoilers

On the surface Nier is about a man facing monsters called shades while desperately trying to rescue his daughter from a deadly sickness. Aided by his weird companions, he eventually encounters Shadowlord, and finally defeats him. This is most of the experience you will get on your first playthrough of Nier. The game does hint at various things and drops a lot of unanswered questions but doesn't really reveal its hand until the very last dungeon in the game. So far so boring. After the true nature of shades has been revealed and the game completed, the player is encouraged to start the game from halfway through to experience another level of the story. On this second playthough, the game contains more dialogue and additional scenes that let the player experience the story with the knowledge they received at the very end.

This is pretty much where the game just pulls the rug right out. Although the knowledge of what is truly going on is shocking in its own right, the game really pushes boundaries by encouraging the player to experience it again with all-new eyes. This is mostly achieved by allowing the player to hear the words of Tyrann - the shade that has possessed Kainé and is giving her strength. Furthermore, because Tyrann understands what the shades are saying, their words are now also shown to the player. Even on the first playthrough there is a point where the protagonist seems to be too far gone. Although he goes on about how it is important to help people it is made rather clear that when it comes to choosing between his daughter and the lives of an entire village, he could not care less about innocent lives.

On the second round of the game, the player is very explicitly shown that the protagonist's heroic actions against shades are in truth sheer mass murder of sentient beings. On the first time through the player is implied this when the full truth is revealed. However, it is an entirely different matter to know in retrospect that you have been murdering innocents than it is to fight them with full knowledge of what is truly going on. When you swing a sword at what you as the player know to be nothing but small children, the chilling effect is quite overwhelming. You will do it, because you are willing to see how far the tragedy reaches - but you will not be happy about it. This power of portraying tragedy is unique to games. Much like the shocking revelation in Brenda Romero's Train, you are forced to face the fact that you are not the good guy.

In a sense this is not the protagonist's tragedy though, because he remains oblivious to the plight of his victims. Instead it is Kainé we should really be looking at. The fact that the second round is called "Kainé's story" does hint that we are experiencing the events from her point of view. This leads me to believe that Kainé can also hear what Tyrann is saying and also what the shades are saying. Therefore she is fully content with murdering them. After all, Tyrann did not just possess her, they struck a bargain: Kainé will be allowed to control her body as long as she keeps brutally murdering shades and pretty much anything else. Although Tyrann is portrayed as the murderer, it is Kainé who chooses to take on his bloodlust in exchange for a chance at revenge. Furthermore we don't see her fighting reluctantly - it is more the opposite. While the protagonist thinks he is slaying monsters, Kainé knows the truth from the start.

It is delightful to see that the writers have not chickened out. There is no redeeming factor at the end - you have simply climbed a mountain of corpses to reunite one man with his daughter. None of the monsters were truly your enemies but rather just bystanders in the rivalry between the protagonist and the Shadowlord.

3. Artistic finishing touch

One last thing to talk about in Nier is its fourth ending. Although it does feel a bit tacked on, this ending is one of the most powerful ones in gaming history. Once again it is also something that only games can really do. There is a choice for the player in the very end of the third round (a bit excessive, including this in the second one would have been enough in my opinion), and one of them is the rather usual "sacrifice yourself" choice - only Nier does it with much more flavor. The option is not just for the protagonist to die: it is for him to be fully erased from existence - history included. What happens in the ending is the interesting part: the game will literally erase your character by removing every saved game associated with that character. Upon choosing the option, the game starts erasing your items from your inventory, one by one. Every tab in your menu gets cleared item by item until only a black screen remains.

Although the effect sounds like at technicality, it once again has a lot more meaning to the player. It tears down the wall between the player and their character, effectively implying that the character is even being erased from the player's "memory". Nothing remains on your hard drive, the character is just gone. It can also be considered as some kind of solace because it allows you to erase that extension of yourself who you used to commit mass murder. All evidence is gone, but of course in your mind the memory is very likely to remain. This ending is pretty much the perfect way to put a game like Nier to rest. What the ending is saying is that the experience was so strong that you will never need to go back to it. This describes Nier perfectly.

Still, I have to complain about this ending because it does seem a bit like an afterthought. The choice is kinda just tacked on. Unless I seriously missed something, nothing during the game hints at such a choice might come around. Much like the final boss in Final Fantasy IX, it just pops right at you when you thought the game was done. I still think it is a great thing to have, but I cannot give it full points because of its disconnectedness.

Conclusion

I don't know if this piece was actually useful for anyone. If you read it and have not played the game, I have pretty much now ruined the experience for you. If you had played the game, you probably know all that. Still, I do enjoy reading similar pieces by other people, so there's that. I also think it is important to highlight the awesomeness of Nier because it breaks free of a lot of stereotypes - a very strong feat indeed in the JRPG genre. The gameplay is still crappy, but the story simply would not have worked so well in any other medium. For an RPG it's not actually that long or huge, I think you can get the whole experience in about twenty hours (that is, two rounds of the second half). It's also an important reminder that artistic games with a lot to say are not always made by indies.