While part one of this two post series was all about Persona 4 Golden as a story, this part covers it as a game. Ultimately its success doesn't come down to anything drastically surprising. It simply has damn good implementations of important game design principles.
1. Day by day
Here we ask a simple question: what enables Persona 4 to be a game of meaningful choices? Answer: time, or more specifically, time as a limited resource. Most things in the game require the player to spend their precious in-game time. These choices are made on a day-by-day, basis, with most days taking just a couple of minutes. Occasionally the game hijacks some days away from you due to scripted events and they usually take more time but that's fine too - these events move the plot forward after all (or in some cases they are just hilarious character buildings events). What's important is that no matter what you do, your days with the game are numbered. If there was a way to somehow get more days, the day-to-day routine would lose its meaning. At the same time, time is the most elementary resource in the game: it can be converted into anything else, but nothing can be converted into time.
To put all that in another way, it's not possible to grind to undo choices. In most RPGs if you misspend your resources, you can correct the mistake by farming more. In P4 you can do this for money and experience, but every time you make a choice on how to spend your time, there is no taking back. There are ways to save time of course - most of these available to players who have high understanding of the game and a strong sense of overall strategy. For instance, being able to complete dungeons in one day each requires some planning and preparation, but pays off by freeing days for other uses. Overall, the entire game is one huge optimization problem, where individual parts are small but interconnected. Fortunately you don't need to solve the entire problem before launching the game. Figuring out your schedule can be done as you go which is what ultimately makes the game interesting.
Of course, there are other ways to play the game. In truth, the first playthrough is more likely spent exploring what the game has to offer and getting familiar with stuff. However, given that this was the fourth playthrough for me, solving the optimization problem through day-to-day decisions was the biggest appeal. Whether it is for exploration or optimization, it remains a fact that the game has an extremely high frequency for meaningful choices. Considering that each day takes only minutes and most of them contain two time slots you can fill with whatever you want, you are very highly involved almost constantly. Ironically enough, I actually consider the player being more involved outside dungeons, even though they are touching the controls way less. Although you seemingly do a lot in dungeons, the stakes of actions taken are much lower. This doesn't mean the dungeons are boring. It just means your strategic, long-term decision-making is put on the backseat while in them - or you could consider them tests of how good your strategy is.
I have another example where limited resources lead to more meaningful choices when overall strategy is concerned. There is one major difference between Fire Emblem 7 and 8: the latter has random battles spawn on the world map, and also a challenge tower that can be attempted as many times as the player likes. Meanwhile, 7 is just a series of battles, each with a set amount of enemies. This means that experience is a limited resource in 7, and infinitely available in 8. Distributing experience to characters in FE7 is extremely important whereas in FE8 you can always put in more hours to correct your mistakes. The temptation to use your highest leveled characters to kill tough enemies is much higher if you can make up for the lost experience later whereas in FE7 you need to plan more carefully so that your weaker characters who need the most experience get the killing blow. Well, I did that in FE8 anyway because it saves time. Still, moral of the story: if at least one central resource is limited, choices regarding that resource are more meaningful.
This discourse gets quite close to one popular argument: are respecs good or bad (Diablo 2 is a central game in this argument). However, I don't want to go there as it is quite far removed from the topic. Just to wrap up, it's not just the limited nature of time as a resource in P4 that makes it so amazing; it's also due to the fact that choice frequency is staggeringly high in the game. One factor that also contributes that I haven't mentioned yet is that all days are not created equal so you don't have the exact same choices available each day. However there aren't too many unique days either, so for almost everything you can do, there will be multiple opportunities. So overall, the day-to-day structure gives the game a rather unique appeal and is a huge contributor to its charm.
2. Musings about chance
Time to go into broken record mode. This may, therefore, feel immensely familiar: enemies should be dangerous, while also quick to defeat. Especially in games where combat is frequent, nothing quite destroys a game like battles that drag. I want to talk about this again because Persona 4 is a good example of how things should be. Much like many other Shin Megami Tensei titles, enemies in P4 are really, really dangerous (at least on hardest difficulty). If you're unlucky or poorly prepared, they can wipe out the entire party. So, unless you want to chance it, it's best to give enemies as few turns as possible - ideally, zero. You don't exactly get to save all that often either, so getting wiped can set you back for like an hour. Saving between dungeon floors does become easier if you get a skill that allows you to go back, but if you go back during a floor, it always resets.
Typically, the entire process is fast. You either kill or disable most enemies in the first round, and usually the entire fight ends during the second round at latest. It may sound like a cakewalk, but it really isn't - it's just that battles are decided and concluded quickly. When there's hundreds of battles in the game, this is more than welcome. It's not as much about the challenge of a single battle, as it is about managing an entire floor's worth of battles (or more) because abilities that allow you to perform those lightning fast takedowns have costs, and those costs do pile up. Let's talk about two costs. The first cost is the cost of learning. In order to know your enemies' weaknesses, you have to try stuff on them either blindly or by making educated guesses. This means that encountering a new powerful foe is especially dangerous because you possess no certain knowledge of how to disable it quickly.
There's a sidetrack here. While I generally like that allies have been given more skill options through social links, some of the things Rise learns when you level up her S.Link are a bit too strong. At some point she can show you every detail about enemies for no cost, which takes away the cost of learning. Of course at that stage of the game you are probably kind of snowballing out of control anyway (see the next section). The second cost is the cost of certainty. As stated, it's not that enemies are guaranteed to kill you, they just have a chance of doing so. Which means you can take things slow and be more conservative with SP, but that means rolling the dice more. Using abilities generally means you don't have to take the chance - so, basically, you pay for the certainty of success. As a bonus you also end battles faster. This is a common design pattern in RPGs.
As such, the cost of certainty comes down to the essentials of game design: meaningful choices. When faced with a combat situation, you have to assess the stakes (e.g. how long has it been since you saved), the risk (how likely it is to actually lose) and of course the cost itself. In some cases there are more than two options, with varying costs and risks. Chance is an important part of this equation - the dynamic becomes different in a fully deterministic game - you would maybe choose between different types of costs, or instead of chance, you are betting against uncertain future (e.g. "do I need this resource more in the future"). In skill-based games, chance can be substituted with player ability (e.g. "can I pull this off"). However, in turn-based RPGs, most of the time such choices are made against the RNG. For an extreme example of how important chance management is, check my boss analysis of Digital Devil Saga's Demi-Fiend
Persona 4 also uses chance to give the player freebies. Most of the time these freebies allow you to use less abilities. The most common ones in P4 are follow-up attacks, which may occur when an enemy is knocked down. These generally knock more enemies down, except Chie's which instantly kills another enemy. P4G adds a few other similar freebies, all of which are welcome. Of course, critical hits are perhaps the most wide-spread general freebie, and in many games you can also manage your critical hit rate in some way (P4 - not an exception). While this may sound a bit like "random shit happens - I have no idea why", let me assure you that it's very welcome. It really helps in keeping battles interesting, and it does feel good to get a freebie - especially if you really needed it.
3. Option expansion
I have touched this topic several times in the past. It's a pet theory of mine that I've never quite put onto paper in full. I use it to explain why I think a lot of games - RPGs in particular - generally get easier and easier the further you are into them. At least if you have like half a clue about what you're doing. As the name suggests, the theory applies to games where the player is given more and more options as the game progresses - which, coincidentally, covers most RPGs as it's kind of a consequence of having all those character development aspects. So, in short, the available option space expands. This also means that the further we are into the game, the higher the discrepancy between choices made by different players will be. So, from the designer's perspective, the later the game goes, the harder it is to predict.
This puts the designer in a somewhat tricky situation. Not everyone utilizes the expanded option space as efficiently, and a lot of people play RPGs for their content. Therefore it's important that anyone can actually finish the game but at the same time it also very likely leads into a situation where highly optimized builds bulldoze through everything. Not to mention that - unless the system is quite simple - just predicting all the possible interactions between options is very unlikely to succeed. So, the theory states that it's near impossible to create challenges while at the same time accommodating multiple strategies and skill level. Games generally have difficulty levels to deal with these problems, but often they use some kind of numeric scaling - and as such, numbers don't actually matter that much if the player can completely ignore some of them.
You see, often it's not just that the number of options increases over time - usually the later options are also stronger. This further complicates things, especially in systems where the player has more control about the order in which they acquire their options. The Shin Megami Tensei franchise has one signature breaking point in skill development: Mediarahan - a healing spell that fully heals all allies. Before that point it may take multiple actions to heal your party to full HP, but after that point, one spell is 100% guaranteed to do so (unless someone died). Ultimately you also get a spell that heals all status effects as well, but as a leap it's way less significant than Mediarahan. This one spell completely shuts down any challenges that are designed to whittle down the party's HP faster than they can heal it.
There isn't anything particularly overpowered about Mediarahan, mind you. Many RPGs have some absolutely bonkers, broken shit that, once attained, becomes such a dominant strategy that the game might as well play itself. However, a dominant strategy is just an extreme instance of this phenomenon - it's a strategy that shuts down everything in the game. Usually, slightly too useful skills just shut down certain dynamics from the game. Generally, any options that completely negate something with 100% success rate inherently reduce the impact of certain types of dynamics to zero. It doesn't matter that enemies hit for, say, quadruple damage if all they get is the quadruple of zero due to players entirely avoiding the effects of the attack. There's a cornucopia of examples available (from various games) when it comes to skills that make actual numbers meaningless.
If you look at the toughest boss in Persona 4, Margaret, the first thing she does is to negate any immunities characters may have. This is a recurring theme with optional super-bosses. They simply have to negate some of the player's options entirely, because those options would make it too difficult to create an interesting challenge. Super-bosses are also usually designed for characters close to the maximum level, and access to all options in the game.They are often rather elaborate designs that tend to require very specific things from the player's strategy. In other words, in order to truly create a challenging boss, the designer needs to artificially cut the option space back to a manageable size. While this tends to create rather puzzle-like encounters, it's still welcome as opposed to players being able to absolutely destroy everything in the game with no resistance whatsoever. Of course such encounters should be optional content.
Conclusions
This post has been open so long in my editor that it's time to just release it. Admittedly I'm getting lazier with this blog, and I should probably change the way I treat games. Probably there were more things I intended to mention in this post, but as it stands it sums up the main points I had to say about the game pretty well. The thing about Persona 4, is that it's just incredibly enjoyable to play at every turn. A few sidequests aside, pretty much everything, every single moment, in the game feels meaningful. Although this post explored some dimensions, there's definitely more. There's just this sense of overarching quality that has succeeded in capturing my full attention ever since I started the game for the first time on my PS2, all the way to when I finished my fourth playthrough on Vita.
The re-release has its flaws. Rise in particular gains way too strong abilities if you level up her social link. Likewise the unique, ultimate powers of Chie and Naoto are clearly out of whack. The new very hard difficulty is a bit lazy (it's the same as hard, but you get less experience and money). The new optional dungeon is also quite stupid, and a bit lazy. The original game also had some flaws, like the fact you absolutely had to be on a second playthrough in order to access everything in the game. This is especially annoying for me because they retained this requirement in Golden, meaning I would have to play it once again... but then again, I have already beaten Margaret in the original game in it wasn't really the most challenging secret boss so not a whole lot is lost.
I hope this two part series was useful for understanding why Persona 4 is the perfect fit for me. That way it should also shed some important light on my other posts about other games. I haven't actually played that many games recently, so I have no clear idea what I'm going to write about next.
Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts
Friday, June 5, 2015
Thursday, January 29, 2015
Global Game Jam 2015 - Mahou Shoujo Idol Strike!
It's that time of the year again! This was my fifth GGJ in as many years. Although I have gotten lazier when it comes to other jams organized by our game dev club, I have at least consistently participated in the biggest and baddest. Results may have varied... Anyway. Let's get into this. This is divided into a few sections - the first one is a bit more self-reflective, and it's about game ideas in a jam environment. The rest are about this year's project - which I'm sure you are dying to read about after reading that title.
1. About ideas
Let me just start by reminding that this section is kinda self-reflective and massively opinionated. So keep in mind that the most important thing when it comes to game ideas at jams is to do whatever the fuck you want - you are there to have fun after all. However, I'll be a bit more philosophical. Game jams are learning experiences and to that end, you may have some kind of a learning goal. Maybe it's to become better at your chosen profession, or maybe it's to try something new. I'm a decent programmer, but when I go to jams, I go there to work on something that has a fresh design. Therefore it is incredibly difficult for me to understand why anyone would want to spend their weekend making an underdeveloped version of a game mechanic that has already been developed by actual studios or indie developers. I do realize of course that it may be an interesting technical challenge just to see if you can get it done. Likewise if it's your first jam, simply getting any game done at all can be exhilarating.
It may be a pessimistic to way to look at things, but really, after too many jams, I seriously don't expect a jam game to be good. Like, at all. If your goal is to make a great game in 30 hours, prepare for a lot of failed jams. For me, personally, the measure of success is whether I got to try out something different or not. Probably this is why I have worked on my own idea in every jam so far - it's usually some mechanic that simply intrigues me too much. That, and a lot of the ideas of others have generally failed to inspire me. Again, this doesn't mean they are bad (indeed, the outcomes have often been more fun to play than mine) - I just feel like their owners have different goals for the project than I have. That, or I don't really see the game from the pitch. I think I actually found a way to work on the latter this year. Normally I would just think about some ideas by myself, or even leave the entire site to get some food or whatever.
This year, I was originally supposed to lead an "idea hotspot" - kind of a brainstorming table. We kinda failed at organization tho so we ended up not having them. Instead I just rotated around, asking people to throw their ideas at me and gave them some additional questions to chew on. I found this a nice approach actually. It gave me more insight into what others were thinking, and also may have helped them get a bit better grasp of their concepts. So this year there actually were a few other projects I might have joined. I'll have to admit, I kinda cheated this year. Literally three hours before the jam I was struck by an obnoxiously sticky game idea and I was unable to get rid of it. It prevented me from coming up with any new ideas of my own during the brainstorming time. I guess talking constantly about other people's ideas also kind of hindered my own thought process. So, anyway, after a lot of consideration I did pitch that idea... I felt a little guilty about it, but at least it was an idea I got on the first jamming day. Even if it was before the event started.
There was another reason too. Let me sidetrack a bit to say that the theme this year was absolutely fucking horrible. "What do we do now?" is a non-theme if I ever saw one. Either you come up with some incredibly bonkers artsy crap (not that I mind, I like those), or, well, you can pretty much encompass every single game ever made within this theme with very little mental gymnastics. The games made at our site this year didn't really connect in any way. It was just literally a bunch of random games - not take anything away of course, some of them very really good. Anyway, I wanted to bring this up because - like every single idea in the universe - my sticky idea from a few hours ago actually fit this non-theme. It even included the plural "we" in form of four characters. It still felt a bit stupid to fit an idea into a theme, not the other way around. So yeah, I decided to just throw it out there. And for the record my pitch was effing horrible.
I generally fail to attract workers to my cause because my games are described through their mechanics. I guess that's a bit unattractive, and they don't sound all that wild on paper. It's actually quite hard to see an abstract mechanic if it's being described to you - you can try this by reading a board game rulebook without access to any game components. This time my idea was inspired by two sources that typically get reactions one way or another: Asian pop music girl groups and the "magic girl" manga/anime trope. So even though I did a terrible job with my rambling pitch, I got the interest of one artist and one sound guy (who, curiously enough, hated j/kpop). Coincidentally that was just what I needed, so once again I ended up developing my own idea but this time with a team. So, just a casual takeaway: even though I mostly care about mechanics, I shouldn't rely so much on appealing to everyone else's inner designer. Instead, I should work more on sticking a crazy theme on top of my mechanical idea.
2. The game
I got the idea entirely from listening to kpop. More precisely, I was listening to Kara at the time and my tired mind wandered back to some recollections of their music videos. Suddenly I found myself wanting to make a JRPG battle system where all characters would move as a group, abiding to a dance choreography. In my mind it was more like a tactical RPG, even though the pop music connection might make most people think rhythm game. However, for me the core concept was careful selection of dance move patterns for the group as a whole. I also played around with ideas about having kpop-inspired roles for the characters (leader, lead singer, lead dancer etc.) and the fact that the singer alternates frequently. Again, as my mind was already racing towards an RPG, I needed some connection between that and kpop. Probably as an indirect result of exposing my mind to too much Persona 4, it went straight towards "witches who use pop performances to fight evil" - there's probably a legion of animes about that already.
Since it was to be made into a game jam concept, some chopping down had to be involved. I kept the essential parts: there would be a group of characters and they would move in unison; each turn the player would choose from a handful of available patterns. The girls would need to move over specific tiles to activate their magical powers - this was intended to form the puzzle element of the game. Ghosts were added to the concept too. In the first iteration, the concept was like this: the girls would try to avoid ghosts while picking up power-ups; after doing so, they can cast magic to banish nearby ghosts. The interactions were quite simple, which made the basic game code very quick to write - a boon if you want to work on complicated mechanics that need a lot of rethinking. Most of the design complexity came from juggling two things: what happens on the board, and what moves the player has available at each moment. A bit of a rematch with problems I had when working on Pulselight Steampunk.
For once I even came up with a relatively straightforward way to make a tutorial: the first set of actions was a preset, and the player would see the key interactions by performing them in the given order. So at least in theory you could just tell players to press 1, 2 and 3 in succession and watch what happens. In practice the game is a bit harder to understand because the player has to follow four different characters at the same time. That in itself is fine, and gives the game a healthy dose of cognitive challenge. It became a bit problematic because for most of the development time the game felt insanely random. Only four actions were available to the player at a time, while there were like 40 actions total. The chances of having only useless (or worse) actions was staggeringly high. It didn't help that everything spawned on the board in random locations. Often, after just a couple of moves, the player was stuck with no way out.
Figuring out solutions for this problem became the essence of my game jam this year. I quickly changed some of the interactions; primarily, the girls were now able to defeat ghosts by running into them in addition to casting spells, and the ghosts could only spawn at the borders. This called for a new lose condition, and I ended up with "defend the center". So the ghosts would try to conquer the center of the board. I also fiddled around with how moves were offered to the player. I divided them into a few different categories and then made the game rotate between categories, basically guaranteeing different kinds of actions regularly. The end result feels mostly like a game where the player can actually control stuff. Still, the feeling of getting screwed over by the game is too frequent. I'll outline some next level ideas to improve the game in the next section. Before that, just a few words about its development.
Our team of three people worked quite well. Which, of course, is quite simple to do when everyone has a clearly specified set of tasks. The game's core was also really fast and easy to implement - it was pretty much done in like four hours. This is something that I highly prefer because it leaves a lot of time for fiddling around with design concepts. I also had time to code all kinds of luxury functions like support for animated visual effects. We were initially going to include a tilted perspective instead of a straight top-down approach, but improving the design took priority in the end. That, and one arcane bug that I managed to include in the code. Despite locating and fixing two different instances it, it's still present somewhere in the code. As usual I only have myself to blame for that. It's just one of those "what could possibly go wrong" things when writing game jam code.
I have found CraftyJS to be an amazing library for jam development - if you have learned it beforehand that is. There are two reasons for this: its component-entity model, and its event model. Crafty keeps track of all created game objects, and allows the developer to query them based on their components. Which means there is never a need to keep track of references, because you can always fetch them from the core object. I hate passing references so much in object-oriented programming. Passing a new reference down a few function calls already requires modifying code all over the place. Using events handlers over method calls has the same advantage. You just register a handler, and then can trigger the event from wherever you want instead of - once again - messing with annoying shit like references. Overall, not giving a damn about references speeds up development and makes it generally more relaxed.
I do think there is a downside to sticking with CraftyJS though. It only does 2D, which is a bit of a hindrance these days. Not that I'm particularly interested in making 3D games, but I should at least be able to do so just in case. Of course another problem with the library is its horrible documentation, which makes it hard to learn - definitely not ideal if you work with other programmers. So yeah, one day I should really learn how to use Unity3D.
3. Idol Strike! Next!
After the jam I thought of some ideas to make the game feel less random. Having too many random things in jam games is one of my personal faults. It's just really tempting to generate stuff randomly because actually designing levels takes a lot of time and it's not exactly as exciting as creating new game mechanics. However, I don't really see a way to make this year's game better without seriously chopping down on the randomness. Furthermore, if it were to find its way into its original role - to become a battle system for an RPG - it needs to incorporate way more customization options for the player. First of all, instead of being an endless score attack, the game needs to have clearly defined levels with specific challenges. Moreover, things like power-ups should be in fixed locations to incorporate any sort of actual planning into playing the game. Probably the same should be done to enemy spawns.
Something definitely needs to be done about randomizing available actions too. I want to stick with the idea of dance routines on this one. Instead of offering random patterns, there would be four different dance routines, each with its own fixed sequence of moves. Each turn, the player would choose one dance routine to follow, and could then choose to follow another on the next turn. The key here is that there would be a way for the player to see ahead at least a few moves or the entire routine (which could actually be just four moves actually, and then loop). To encourage further planning ahead, there could be some bonus for sticking with one dance routine for an extended period. Overall the key to making this game better is to a) provide the player more reasons to try to move to specific parts of the board; b) provide the player better means to get the girls to go where they want them to.
This way would eventually turn it into a puzzle game where the player would try to complete levels. Once the basic mechanics are neatly fixed, the concept can easily be expanded. More types of enemies are a no-brainer. Likewise, there could be more than one spell available in the game. For instance, there could be other banishment patterns than just the present "surrounding tiles" approach. After that, it's not a huge leap to make the girls individual by giving them different advantages. Thinking about extensions too much is generally detrimental though, so we might as well stop here. This section was just a short demonstration how exploring a game mechanic in a game jam game can lead to further discoveries and may, in the end, be a more valuable result than a more complete, more conventional game would have been. Contrast this to my "easiest" jam game Umbrella Dream (simple platformer) - sure it was easy to understand and kinda enjoyable to play, but I gained nothing at all from making that game.
Conclusion
So, there's one more game jam under my belt. Once again I worked on something that deviated from standard genre conventions and as a result had my hands full trying to juggle everything into a game. Success in making an actual game was partial. The jam itself on the other hand was fully successful. We were able to bring a new mechanic into light and see how it worked - which it did. This time the game around the mechanic just fell a bit short - but that is also a success because I was able to pinpoint how it went wrong and at the same time understand better why I've experienced similar failures in the past. That said, the chances of actually continuing development are kinda low based on prior experience. I do consider this particular project to be among the more interesting ones in that regard though. Nevertheless, just thinking about game experiments I have made in a reflective fashion at least keeps me in the right mindset.
Anyway, I think that's enough about this year's GGJ. It's time to get back to the side of games I am more comfortable with: playing them, and writing about them. Thanks once again to Stage for setting up the jam site, and of course to everyone who was there contributing to the atmosphere. This year's jam site had just enough space and people filling that space.
1. About ideas
Let me just start by reminding that this section is kinda self-reflective and massively opinionated. So keep in mind that the most important thing when it comes to game ideas at jams is to do whatever the fuck you want - you are there to have fun after all. However, I'll be a bit more philosophical. Game jams are learning experiences and to that end, you may have some kind of a learning goal. Maybe it's to become better at your chosen profession, or maybe it's to try something new. I'm a decent programmer, but when I go to jams, I go there to work on something that has a fresh design. Therefore it is incredibly difficult for me to understand why anyone would want to spend their weekend making an underdeveloped version of a game mechanic that has already been developed by actual studios or indie developers. I do realize of course that it may be an interesting technical challenge just to see if you can get it done. Likewise if it's your first jam, simply getting any game done at all can be exhilarating.
It may be a pessimistic to way to look at things, but really, after too many jams, I seriously don't expect a jam game to be good. Like, at all. If your goal is to make a great game in 30 hours, prepare for a lot of failed jams. For me, personally, the measure of success is whether I got to try out something different or not. Probably this is why I have worked on my own idea in every jam so far - it's usually some mechanic that simply intrigues me too much. That, and a lot of the ideas of others have generally failed to inspire me. Again, this doesn't mean they are bad (indeed, the outcomes have often been more fun to play than mine) - I just feel like their owners have different goals for the project than I have. That, or I don't really see the game from the pitch. I think I actually found a way to work on the latter this year. Normally I would just think about some ideas by myself, or even leave the entire site to get some food or whatever.
This year, I was originally supposed to lead an "idea hotspot" - kind of a brainstorming table. We kinda failed at organization tho so we ended up not having them. Instead I just rotated around, asking people to throw their ideas at me and gave them some additional questions to chew on. I found this a nice approach actually. It gave me more insight into what others were thinking, and also may have helped them get a bit better grasp of their concepts. So this year there actually were a few other projects I might have joined. I'll have to admit, I kinda cheated this year. Literally three hours before the jam I was struck by an obnoxiously sticky game idea and I was unable to get rid of it. It prevented me from coming up with any new ideas of my own during the brainstorming time. I guess talking constantly about other people's ideas also kind of hindered my own thought process. So, anyway, after a lot of consideration I did pitch that idea... I felt a little guilty about it, but at least it was an idea I got on the first jamming day. Even if it was before the event started.
There was another reason too. Let me sidetrack a bit to say that the theme this year was absolutely fucking horrible. "What do we do now?" is a non-theme if I ever saw one. Either you come up with some incredibly bonkers artsy crap (not that I mind, I like those), or, well, you can pretty much encompass every single game ever made within this theme with very little mental gymnastics. The games made at our site this year didn't really connect in any way. It was just literally a bunch of random games - not take anything away of course, some of them very really good. Anyway, I wanted to bring this up because - like every single idea in the universe - my sticky idea from a few hours ago actually fit this non-theme. It even included the plural "we" in form of four characters. It still felt a bit stupid to fit an idea into a theme, not the other way around. So yeah, I decided to just throw it out there. And for the record my pitch was effing horrible.
I generally fail to attract workers to my cause because my games are described through their mechanics. I guess that's a bit unattractive, and they don't sound all that wild on paper. It's actually quite hard to see an abstract mechanic if it's being described to you - you can try this by reading a board game rulebook without access to any game components. This time my idea was inspired by two sources that typically get reactions one way or another: Asian pop music girl groups and the "magic girl" manga/anime trope. So even though I did a terrible job with my rambling pitch, I got the interest of one artist and one sound guy (who, curiously enough, hated j/kpop). Coincidentally that was just what I needed, so once again I ended up developing my own idea but this time with a team. So, just a casual takeaway: even though I mostly care about mechanics, I shouldn't rely so much on appealing to everyone else's inner designer. Instead, I should work more on sticking a crazy theme on top of my mechanical idea.
2. The game
I got the idea entirely from listening to kpop. More precisely, I was listening to Kara at the time and my tired mind wandered back to some recollections of their music videos. Suddenly I found myself wanting to make a JRPG battle system where all characters would move as a group, abiding to a dance choreography. In my mind it was more like a tactical RPG, even though the pop music connection might make most people think rhythm game. However, for me the core concept was careful selection of dance move patterns for the group as a whole. I also played around with ideas about having kpop-inspired roles for the characters (leader, lead singer, lead dancer etc.) and the fact that the singer alternates frequently. Again, as my mind was already racing towards an RPG, I needed some connection between that and kpop. Probably as an indirect result of exposing my mind to too much Persona 4, it went straight towards "witches who use pop performances to fight evil" - there's probably a legion of animes about that already.
Since it was to be made into a game jam concept, some chopping down had to be involved. I kept the essential parts: there would be a group of characters and they would move in unison; each turn the player would choose from a handful of available patterns. The girls would need to move over specific tiles to activate their magical powers - this was intended to form the puzzle element of the game. Ghosts were added to the concept too. In the first iteration, the concept was like this: the girls would try to avoid ghosts while picking up power-ups; after doing so, they can cast magic to banish nearby ghosts. The interactions were quite simple, which made the basic game code very quick to write - a boon if you want to work on complicated mechanics that need a lot of rethinking. Most of the design complexity came from juggling two things: what happens on the board, and what moves the player has available at each moment. A bit of a rematch with problems I had when working on Pulselight Steampunk.
For once I even came up with a relatively straightforward way to make a tutorial: the first set of actions was a preset, and the player would see the key interactions by performing them in the given order. So at least in theory you could just tell players to press 1, 2 and 3 in succession and watch what happens. In practice the game is a bit harder to understand because the player has to follow four different characters at the same time. That in itself is fine, and gives the game a healthy dose of cognitive challenge. It became a bit problematic because for most of the development time the game felt insanely random. Only four actions were available to the player at a time, while there were like 40 actions total. The chances of having only useless (or worse) actions was staggeringly high. It didn't help that everything spawned on the board in random locations. Often, after just a couple of moves, the player was stuck with no way out.
Figuring out solutions for this problem became the essence of my game jam this year. I quickly changed some of the interactions; primarily, the girls were now able to defeat ghosts by running into them in addition to casting spells, and the ghosts could only spawn at the borders. This called for a new lose condition, and I ended up with "defend the center". So the ghosts would try to conquer the center of the board. I also fiddled around with how moves were offered to the player. I divided them into a few different categories and then made the game rotate between categories, basically guaranteeing different kinds of actions regularly. The end result feels mostly like a game where the player can actually control stuff. Still, the feeling of getting screwed over by the game is too frequent. I'll outline some next level ideas to improve the game in the next section. Before that, just a few words about its development.
Our team of three people worked quite well. Which, of course, is quite simple to do when everyone has a clearly specified set of tasks. The game's core was also really fast and easy to implement - it was pretty much done in like four hours. This is something that I highly prefer because it leaves a lot of time for fiddling around with design concepts. I also had time to code all kinds of luxury functions like support for animated visual effects. We were initially going to include a tilted perspective instead of a straight top-down approach, but improving the design took priority in the end. That, and one arcane bug that I managed to include in the code. Despite locating and fixing two different instances it, it's still present somewhere in the code. As usual I only have myself to blame for that. It's just one of those "what could possibly go wrong" things when writing game jam code.
I have found CraftyJS to be an amazing library for jam development - if you have learned it beforehand that is. There are two reasons for this: its component-entity model, and its event model. Crafty keeps track of all created game objects, and allows the developer to query them based on their components. Which means there is never a need to keep track of references, because you can always fetch them from the core object. I hate passing references so much in object-oriented programming. Passing a new reference down a few function calls already requires modifying code all over the place. Using events handlers over method calls has the same advantage. You just register a handler, and then can trigger the event from wherever you want instead of - once again - messing with annoying shit like references. Overall, not giving a damn about references speeds up development and makes it generally more relaxed.
I do think there is a downside to sticking with CraftyJS though. It only does 2D, which is a bit of a hindrance these days. Not that I'm particularly interested in making 3D games, but I should at least be able to do so just in case. Of course another problem with the library is its horrible documentation, which makes it hard to learn - definitely not ideal if you work with other programmers. So yeah, one day I should really learn how to use Unity3D.
3. Idol Strike! Next!
After the jam I thought of some ideas to make the game feel less random. Having too many random things in jam games is one of my personal faults. It's just really tempting to generate stuff randomly because actually designing levels takes a lot of time and it's not exactly as exciting as creating new game mechanics. However, I don't really see a way to make this year's game better without seriously chopping down on the randomness. Furthermore, if it were to find its way into its original role - to become a battle system for an RPG - it needs to incorporate way more customization options for the player. First of all, instead of being an endless score attack, the game needs to have clearly defined levels with specific challenges. Moreover, things like power-ups should be in fixed locations to incorporate any sort of actual planning into playing the game. Probably the same should be done to enemy spawns.
Something definitely needs to be done about randomizing available actions too. I want to stick with the idea of dance routines on this one. Instead of offering random patterns, there would be four different dance routines, each with its own fixed sequence of moves. Each turn, the player would choose one dance routine to follow, and could then choose to follow another on the next turn. The key here is that there would be a way for the player to see ahead at least a few moves or the entire routine (which could actually be just four moves actually, and then loop). To encourage further planning ahead, there could be some bonus for sticking with one dance routine for an extended period. Overall the key to making this game better is to a) provide the player more reasons to try to move to specific parts of the board; b) provide the player better means to get the girls to go where they want them to.
This way would eventually turn it into a puzzle game where the player would try to complete levels. Once the basic mechanics are neatly fixed, the concept can easily be expanded. More types of enemies are a no-brainer. Likewise, there could be more than one spell available in the game. For instance, there could be other banishment patterns than just the present "surrounding tiles" approach. After that, it's not a huge leap to make the girls individual by giving them different advantages. Thinking about extensions too much is generally detrimental though, so we might as well stop here. This section was just a short demonstration how exploring a game mechanic in a game jam game can lead to further discoveries and may, in the end, be a more valuable result than a more complete, more conventional game would have been. Contrast this to my "easiest" jam game Umbrella Dream (simple platformer) - sure it was easy to understand and kinda enjoyable to play, but I gained nothing at all from making that game.
Conclusion
So, there's one more game jam under my belt. Once again I worked on something that deviated from standard genre conventions and as a result had my hands full trying to juggle everything into a game. Success in making an actual game was partial. The jam itself on the other hand was fully successful. We were able to bring a new mechanic into light and see how it worked - which it did. This time the game around the mechanic just fell a bit short - but that is also a success because I was able to pinpoint how it went wrong and at the same time understand better why I've experienced similar failures in the past. That said, the chances of actually continuing development are kinda low based on prior experience. I do consider this particular project to be among the more interesting ones in that regard though. Nevertheless, just thinking about game experiments I have made in a reflective fashion at least keeps me in the right mindset.
Anyway, I think that's enough about this year's GGJ. It's time to get back to the side of games I am more comfortable with: playing them, and writing about them. Thanks once again to Stage for setting up the jam site, and of course to everyone who was there contributing to the atmosphere. This year's jam site had just enough space and people filling that space.
Friday, November 7, 2014
Dragon Age: Origins (and a little bit of Mass Effect) - Part 1
Time to do another package deal. I have never written about Mass Effect in this blog even though I have played the first two. I'm pretty sure it happened before starting this blog so I'm not exactly obligated to according to my own rules. Dragon Age on the other hand is a game I have played quite recently, and it has a lot in common with Mass Effect. Might as well throw them all together. I have touched the topic of BioWare games earlier but now it's time to dig a bit deeper into one specific title. As usual I took forever and a half to start this game. I think I first wanted to play it as soon as it was released. I ended up playing it in 2014. Back then I didn't own a very modern PC, and I feared the PS3 version would not give me the same experience. I also had quite recently played a modded version of Baldur's Gate, and figured I might want to mod Dragon Age a bit too. "A bit" turned out to be about 30 individual mods, although most of them were simply graphical or environmental improvements.
1. Can you hear the dice?
For people who didn't like Mass Effect's rather close relatedness to first person shooters, Dragon Age was refreshing news. It promised to return back to the good old times of Baldur's Gate, giving the player control of the entire party from a bird's eye view. Although BG was a bit tedious to play at times, I was still looking forward to this. Although the game draws its inspiration from BG, a lot of things have naturally been modernized. The combat system is also BioWare's own instead of ye good old Dungeons & Dragons (well, Advanced Dungeons & Dragons back in the day). It's not that far removed from, say, the fourth edition of D&D really. Generally it's fair to say that things have been streamlined all over the place. Inspiration has been drawn from my all time favorite source (sarcasm detector says beep!): MMORPGs. Abilities are now cooldown-based with stamina/mana cost added on top.
Back in the day, most abilities, including spells, had limited uses per in-game day. This led to hilarious amounts of resting at times, but as a system it wasn't all that bad. Cooldowns on the other hand are often more spammable, and unfortunately this shows in their design: they are really lackluster. It's nice and all to have a bunch of skills, but you know what's nicer? Skills that have an actual noticeable effect. Sure, most of the higher level skills have noticeable effects, but that still leaves a ton of relatively irrelevant skills to fill the player's action bar. I do like to think there's a reason for this - at least in the source. Having an action bar (or two) full of active abilities gives the player something to do while their character is auto-attacking endless mobs in MMORPGs. Whether pressing buttons in a sequence is interesting or not is another question in itself.
Looking back to Baldur's Gate there actually are not nearly as many active abilities - and most of them have use limits much stricter than cooldowns in modern games. Indeed, most of the combat is about looking at characters auto-attacking mobs. The difference between a modern MMORPG and BG? Well, there's at most six characters for the player to control in BG. The tactical dimension of moving them around more than makes up for the fact that they are mostly just doing basic attacks. So, what happens when we add few handfuls of active abilities with small effects to all characters? Well, mostly it just becomes more tedious to play. When the impact of a single ability is close to zero, activating it feels a lot like an extra hoop to jump through. It's also important to note that impact is not a static property of an ability. Instead, it also depends on the game's enemy and encounter design. More about that a bit later.
As stated, there definitely are abilities in Dragon Age that have a clear impact. Higher level mages can clear mobs with powerful area of effect spells, given suitable conditions. Likewise, higher level rogues have skills that actually increase damage output significantly enough that it can be called burst damage. Yet most abilities are only weak buffs, debuffs or disables etc. They certainly have a statistical effect but its presence is hard to notice in a real-time battle system with 4 party members. The only sensible way to use all these small abilities is to set conditional statements for the AI to use them - at least for the other three party members, but it certainly doesn't hurt to do this for everyone. After these meaningless little skills have been automatized the player can then focus on activating the bigger abilities at opportune moments. However, at this point it's rather questionable to include such meaningless abilities in the game at all.
Basically it comes down to decision-making. If the difference between using a skill off cooldown (i.e. as soon as it comes available) and using it at opportune moments is not significant, then the choice of when to use the skill is not meaningful. There are many ways to deal with this problem: you can turn these skills from active to passive, or proc-based; you could increase their impact and the cost of using them; or you can just remove them. The "how" is ultimately a matter of game balance. The important part is having a suitable amount of meaningful decisions in the game and minimal amount of meaningless decisions. The latter are just noise, and they make the game irritating to play. That's the noise of the dice being rolled way too many times during a simple combat encounter. I guess there is a general phenomenon here at work, somewhere: making it appear like more is happening by dividing all actions into smaller units. Doesn't work. At all.
2. Iconoclastic Hammer of Infernal Devastation (+1 damage)
The rant continues and I'm afraid it won't be done by midnight. I have went on about this topic at least once before but I have the perfect excuse to revisit it. Let's compare equipment in BG and DA! The comparison is slightly unfair as BG enjoys a certain amount of familiarity bias from an old school AD&D nerd like myself. Equipment in DA is very - you guessed it - MMORPG-esque. Well, to be fair, they are a bit more interesting than that. Closer to Diablo 2 I'd say, of all the games I have played and actually remember. There's a lot of numbers. I didn't count exactly, but I wouldn't put 15 different numbers on one item beyond the realm of possibility. Generally speaking, more numbers equals more dimensions along which to compare pieces of equipment. One-dimensional equipment systems are incredibly boring: two pieces are either exactly equal, or one is simply better than the other.
As dimensions increase, player choice increases with them. I might want to wear weaker armor, because it grants other bonuses that I rate higher. However, if multiple dimensions are parallel to each other, meaning diminishes and overt complexity is introduced in its stead. For example, critical hit rate, critical hit chance and percentage-based bonus damage are often different ways to increase average damage per attack. Percentage bonuses are more stable, but over time the net result is the same: a double damage crit with a 15% chance equals 15% bonus damage with enough repetitions (in a simple system at least). Although it might be somewhat up to taste whether you want a higher crit or just more damage, to make an informed decision you'd need to whip out a calculator when two weapons are near enough each other in average damage. Or, you know, just don't give a damn and use the one that looks cooler I guess.
Situational bonuses (e.g. elemental damage, bonus vs enemy type, damage type resistance) are another beast entirely. Strictly speaking, they can be an attractive way to make more items legitimate choices. I mean, if a weapon is better against dragons than any other weapon in the game, it remains situationally useful, does it not? Well... it depends. A lot, actually. In a sense, actually using the item in its situational context is usually not a real choice (after all, it is the best option). However, there may be strategic decisions to make if there is a cost to equip the item - for instance, in Dragon Age the player may have two weapons equipped and swapping them is effortless. In this case the "cost" of equipping any given secondary weapon is that it takes your only secondary slot. So there is a decision: what to equip. Meanwhile, switching between primary and secondary weapons is free from the game mechanics perspective.
The overall cost of messing around with equipment also includes an external cost: effort cost, i.e. how much additional effort the player needs to expend in order to make the switch. For a very simple example, let's say switching to my anti-dragon sword kills a dragon approximately 15 seconds faster. If it takes 20 seconds to actually bring out the damn thing, it's not worth it. Even if it's close, or even slightly faster, it may feel too much of a hassle to be actually bothered with. On the other hand, if the effort cost is zero (e.g. alternative weapons are bound behind different, equally reachable action buttons), it's also a non-decision. Generally speaking, all sorts of effort costs are detrimental to choice, and should not be used as balancing factors in this context. There are other contexts where effort costs are valid balancing factors, especially if they have a skill component.
To summarize: situational equipment only makes sense if the player has to make meaningful decisions about which to use. Probably the most common approach is to have a limited number of quick access slots coupled with a real cost for reconfiguration (e.g. inventory cannot be opened during combat). In conclusion, situational bonuses are certainly a dimension, but only a secondary factor in deciding a character's main equipment kit. Despite the flood of numbers, most equipment in Dragon Age falls on a neatly tiered scale so ultimately not a whole lot of choice is involved. Although, some armors are so goddamn ugly that I occasionally just had to use a slightly weaker one. Then again, for female characters, that's almost every piece of armor in the game. Which brings us to another important factor that influences equipment choices: player experience.
Let's face it. Despite occasionally having cool names, a collection of numbers doesn't really cut it when it comes to items being cool. So for all their numbers, pieces of equipment in Dragon Age just aren't all that interesting. This is where the AD&D background of BG comes into play - especially in BG2. We can even argue that comparing a sword +1 to a sword +2 is not all that different from comparing two items in DA - the difference is just made more obvious. At the same time, the scale is more visceral. However, the really interesting stuff comes in the form of unique magic items. Named items that clearly differ from anything else in the game. A lot of these items give the player new abilities and truly unique mechanics that are not available anywhere else in the game. The amount of oomph is simply superior to a collection of numbers. While in DA a sword is always used in the same way, in BG a sword might have abilities that create entirely new strategies.
Furthermore, as most of the items come from the well-known AD&D and Forgotten Realms lore, they are already iconic - and their names have meaning. Some of them are also batshit insane, like the Deck of Many Things - an item that's almost a sidequest in itself - or the talking sword (name forgotten). Whether there is more meaningful choice considering equipment in BG is debatable though, as they still mostly fall on a rather tiered scale. However, they are definitely several magnitudes more exciting. They are also much harder and time-consuming to program. It is easy to see why developers these days prefer collections of numbers. Once you have the system down, generating equipment is just a matter of drawing up some numbers - which is something computers are very good at. It's also easy to balance, and effortless to re-balance. Just tweak the numbers.
Sadly, the oomph is gone - equipment has become just another piece in the mathematical character optimization machine. While making choices based on numbers is still meaningful, individual items are not memorable at all, and the excitement of finding new equipment is massively diminished. That's the sad reality as RPGs become games of numbers. In closing, a couple of examples. Borderlands 2 walks the border of numbers and uniqueness quite successfully. While most of its items are indeed just numbers, truly legendary weapons have unique properties that make them behave like no other weapon in the game. Another one is Dark Souls. If you only look at numbers, the equipment system seems really one-dimensional. However, each weapon is truly defined by its attack animations - its player experience - so that choice is first and foremost based on play style preference.
3. There and back again - travel time: eternity and a half
This pretty much continues where I left off with the Tales rant about ridiculous detours in games. Detours are not as much of a prominent problem in Dragon Age. Granted, every faction the player needs to visit to get them pledge their allegiance demands a series of quests before agreeing - so it's basically business as usual. In the very least these are actual subplots with player choices, and in many ways feel much less like hoops to jump through. So what's there to rant about? Well, very briefly: dungeon length. I have touched the topic in the past, but if any game has truly tried my patience with long dungeons, it's Dragon Age. It doesn't even necessarily mean the problem is at its worst here, it just means it feels most aggravating. This is due to several reasons, one of which is the combat system deficiencies outlined before. On its own, even that would be fine though.
The real problem then? The sheer amount of encounters per dungeon. There's a fight in literally every fucking room and corridor in the game. Which, again, in and of itself is not aggravating - just incredibly annoying. I've had my share of these in games before (like Xenogears, omfg). What really makes it toxic is that there are like three different enemies in the game. The variety of encounters is mindbogglingly low, and going through the motions again and again is really tedious - primarily because the game has a fuckton of meaningless abilities and the NPCs tend to have a really hard time staying where you want them to be (or if they do, they don't do anything at all). Although you can make combat more interesting by increasing difficulty, it becomes so time-consuming that it's just not worth it. Most encounters have the same structure anyway: sneak up on soft, deadly targets (mages, archers), then mop up the rest. Rinse and repeat in every room and corridor. Later on in the game you can fortunately use broken AoE combinations to kill enemies before they even reach you.
Mass Effects 1 and 2 suffer largely from the same problem. The amount of fighting really drove me insane - or, well, bored, actually. The problem is the same: there just aren't that many enemy types in the game. I think ME2 did best of the three games in this category. In all games the dungeons are just too long, and too repetitive. In Dragon Age the only real difference you seem to get between most dungeons is new textures in the environment, and new flavor for the same old enemies. I get it, we are supposed to be fighting darkspawn throughout the game because they are everywhere. Just, could there maybe be more than three types of them? No? Ok, I am exaggerating a bit, but three is not *that* far off, unfortunately. It's kind of the same in ME: there's this one race of enemies that forms the major threat in the game, and they have like literally three different types of units. That, and dungeons are effectively just long FPS corridors.
So, here comes the unfair Baldur's Gate comparison again. Admittedly the first Baldur's Gate suffers from many of the same problems (except it's composed of massive amount of outdoor areas and somewhat less dungeons) - largely because the level range 1-7 is in fact quite boring in AD&D in general. BG2 on the other hand is miles ahead. Taking advantage of iconic AD&D monsters, the game offers a far wider variety of challenges in combats. Many of its dungeons are also more interesting with devious traps and puzzles, or optional challenges that yield worthy rewards. Which is another point: if items are not exciting to find, why bother spending any longer in dungeons than is mandatory? Overall, the ratio of meaningful encounters to meaningless ones seems simply much better (or maybe it's the nostalgia talking). The number of enemy types is probably a magnitude or two higher too.
Variety of challenge is the key. In BG2, enemies have abilities that are absolutely bonkers and - as a consequence - very threatening. High level mages have ridiculous protections; vampires drain levels; beholders cast all sorts of crazy shit at you, including instant kills. It's even possible for characters to be entirely erased from the game, permanently. Think about that, and compare it to the watered-down enemies we get in games these days. Since player abilities - especially those of mages - are equally nuts, strategy choices have much higher impact. The games feel so different in comparison. To me, in DA it feels like most of my decisions increase my party's overall effectiveness by like 10%, whereas in BG2 the chance of winning can go from zero to 100% with good strategy. In a way, I could say that in DA everything progresses at a steady pace, whereas BG2 is incredibly explosive in nature - often literally.
All that, and I'm pretty sure BG2 also has shorter dungeons.
Conclusion
So, to summarize this wandering rant, these modern BioWare games - Dragon Age in particular - seems to suffer from everything being watered down. Certainly this makes it a more balanced game than Baldur's Gate 2, but at what cost? Going through the game feels like treading through some gray substance at a steady pace - a really slow pace at that. The game just throws these seemingly endless encounters at the player, each containing a mixture of the same enemies you just killed in the last room. Reaching new levels doesn't feel much like anything as most abilities lack substantial impact. Finding items is reduced to a sense of "wow, better numbers". Quantity over quality, it seems, and it just doesn't work. It never does, not for me. As a game of high fantasy dungeon crawling, DA is just garbage. If there's a mod that removes two thirds of all encounters in the game, I recommend using it - that just might make it work.
In the next part, I'll go through some reasons why I still managed to play through it.
1. Can you hear the dice?
For people who didn't like Mass Effect's rather close relatedness to first person shooters, Dragon Age was refreshing news. It promised to return back to the good old times of Baldur's Gate, giving the player control of the entire party from a bird's eye view. Although BG was a bit tedious to play at times, I was still looking forward to this. Although the game draws its inspiration from BG, a lot of things have naturally been modernized. The combat system is also BioWare's own instead of ye good old Dungeons & Dragons (well, Advanced Dungeons & Dragons back in the day). It's not that far removed from, say, the fourth edition of D&D really. Generally it's fair to say that things have been streamlined all over the place. Inspiration has been drawn from my all time favorite source (sarcasm detector says beep!): MMORPGs. Abilities are now cooldown-based with stamina/mana cost added on top.
Back in the day, most abilities, including spells, had limited uses per in-game day. This led to hilarious amounts of resting at times, but as a system it wasn't all that bad. Cooldowns on the other hand are often more spammable, and unfortunately this shows in their design: they are really lackluster. It's nice and all to have a bunch of skills, but you know what's nicer? Skills that have an actual noticeable effect. Sure, most of the higher level skills have noticeable effects, but that still leaves a ton of relatively irrelevant skills to fill the player's action bar. I do like to think there's a reason for this - at least in the source. Having an action bar (or two) full of active abilities gives the player something to do while their character is auto-attacking endless mobs in MMORPGs. Whether pressing buttons in a sequence is interesting or not is another question in itself.
Looking back to Baldur's Gate there actually are not nearly as many active abilities - and most of them have use limits much stricter than cooldowns in modern games. Indeed, most of the combat is about looking at characters auto-attacking mobs. The difference between a modern MMORPG and BG? Well, there's at most six characters for the player to control in BG. The tactical dimension of moving them around more than makes up for the fact that they are mostly just doing basic attacks. So, what happens when we add few handfuls of active abilities with small effects to all characters? Well, mostly it just becomes more tedious to play. When the impact of a single ability is close to zero, activating it feels a lot like an extra hoop to jump through. It's also important to note that impact is not a static property of an ability. Instead, it also depends on the game's enemy and encounter design. More about that a bit later.
As stated, there definitely are abilities in Dragon Age that have a clear impact. Higher level mages can clear mobs with powerful area of effect spells, given suitable conditions. Likewise, higher level rogues have skills that actually increase damage output significantly enough that it can be called burst damage. Yet most abilities are only weak buffs, debuffs or disables etc. They certainly have a statistical effect but its presence is hard to notice in a real-time battle system with 4 party members. The only sensible way to use all these small abilities is to set conditional statements for the AI to use them - at least for the other three party members, but it certainly doesn't hurt to do this for everyone. After these meaningless little skills have been automatized the player can then focus on activating the bigger abilities at opportune moments. However, at this point it's rather questionable to include such meaningless abilities in the game at all.
Basically it comes down to decision-making. If the difference between using a skill off cooldown (i.e. as soon as it comes available) and using it at opportune moments is not significant, then the choice of when to use the skill is not meaningful. There are many ways to deal with this problem: you can turn these skills from active to passive, or proc-based; you could increase their impact and the cost of using them; or you can just remove them. The "how" is ultimately a matter of game balance. The important part is having a suitable amount of meaningful decisions in the game and minimal amount of meaningless decisions. The latter are just noise, and they make the game irritating to play. That's the noise of the dice being rolled way too many times during a simple combat encounter. I guess there is a general phenomenon here at work, somewhere: making it appear like more is happening by dividing all actions into smaller units. Doesn't work. At all.
2. Iconoclastic Hammer of Infernal Devastation (+1 damage)
The rant continues and I'm afraid it won't be done by midnight. I have went on about this topic at least once before but I have the perfect excuse to revisit it. Let's compare equipment in BG and DA! The comparison is slightly unfair as BG enjoys a certain amount of familiarity bias from an old school AD&D nerd like myself. Equipment in DA is very - you guessed it - MMORPG-esque. Well, to be fair, they are a bit more interesting than that. Closer to Diablo 2 I'd say, of all the games I have played and actually remember. There's a lot of numbers. I didn't count exactly, but I wouldn't put 15 different numbers on one item beyond the realm of possibility. Generally speaking, more numbers equals more dimensions along which to compare pieces of equipment. One-dimensional equipment systems are incredibly boring: two pieces are either exactly equal, or one is simply better than the other.
As dimensions increase, player choice increases with them. I might want to wear weaker armor, because it grants other bonuses that I rate higher. However, if multiple dimensions are parallel to each other, meaning diminishes and overt complexity is introduced in its stead. For example, critical hit rate, critical hit chance and percentage-based bonus damage are often different ways to increase average damage per attack. Percentage bonuses are more stable, but over time the net result is the same: a double damage crit with a 15% chance equals 15% bonus damage with enough repetitions (in a simple system at least). Although it might be somewhat up to taste whether you want a higher crit or just more damage, to make an informed decision you'd need to whip out a calculator when two weapons are near enough each other in average damage. Or, you know, just don't give a damn and use the one that looks cooler I guess.
Situational bonuses (e.g. elemental damage, bonus vs enemy type, damage type resistance) are another beast entirely. Strictly speaking, they can be an attractive way to make more items legitimate choices. I mean, if a weapon is better against dragons than any other weapon in the game, it remains situationally useful, does it not? Well... it depends. A lot, actually. In a sense, actually using the item in its situational context is usually not a real choice (after all, it is the best option). However, there may be strategic decisions to make if there is a cost to equip the item - for instance, in Dragon Age the player may have two weapons equipped and swapping them is effortless. In this case the "cost" of equipping any given secondary weapon is that it takes your only secondary slot. So there is a decision: what to equip. Meanwhile, switching between primary and secondary weapons is free from the game mechanics perspective.
The overall cost of messing around with equipment also includes an external cost: effort cost, i.e. how much additional effort the player needs to expend in order to make the switch. For a very simple example, let's say switching to my anti-dragon sword kills a dragon approximately 15 seconds faster. If it takes 20 seconds to actually bring out the damn thing, it's not worth it. Even if it's close, or even slightly faster, it may feel too much of a hassle to be actually bothered with. On the other hand, if the effort cost is zero (e.g. alternative weapons are bound behind different, equally reachable action buttons), it's also a non-decision. Generally speaking, all sorts of effort costs are detrimental to choice, and should not be used as balancing factors in this context. There are other contexts where effort costs are valid balancing factors, especially if they have a skill component.
To summarize: situational equipment only makes sense if the player has to make meaningful decisions about which to use. Probably the most common approach is to have a limited number of quick access slots coupled with a real cost for reconfiguration (e.g. inventory cannot be opened during combat). In conclusion, situational bonuses are certainly a dimension, but only a secondary factor in deciding a character's main equipment kit. Despite the flood of numbers, most equipment in Dragon Age falls on a neatly tiered scale so ultimately not a whole lot of choice is involved. Although, some armors are so goddamn ugly that I occasionally just had to use a slightly weaker one. Then again, for female characters, that's almost every piece of armor in the game. Which brings us to another important factor that influences equipment choices: player experience.
Let's face it. Despite occasionally having cool names, a collection of numbers doesn't really cut it when it comes to items being cool. So for all their numbers, pieces of equipment in Dragon Age just aren't all that interesting. This is where the AD&D background of BG comes into play - especially in BG2. We can even argue that comparing a sword +1 to a sword +2 is not all that different from comparing two items in DA - the difference is just made more obvious. At the same time, the scale is more visceral. However, the really interesting stuff comes in the form of unique magic items. Named items that clearly differ from anything else in the game. A lot of these items give the player new abilities and truly unique mechanics that are not available anywhere else in the game. The amount of oomph is simply superior to a collection of numbers. While in DA a sword is always used in the same way, in BG a sword might have abilities that create entirely new strategies.
Furthermore, as most of the items come from the well-known AD&D and Forgotten Realms lore, they are already iconic - and their names have meaning. Some of them are also batshit insane, like the Deck of Many Things - an item that's almost a sidequest in itself - or the talking sword (name forgotten). Whether there is more meaningful choice considering equipment in BG is debatable though, as they still mostly fall on a rather tiered scale. However, they are definitely several magnitudes more exciting. They are also much harder and time-consuming to program. It is easy to see why developers these days prefer collections of numbers. Once you have the system down, generating equipment is just a matter of drawing up some numbers - which is something computers are very good at. It's also easy to balance, and effortless to re-balance. Just tweak the numbers.
Sadly, the oomph is gone - equipment has become just another piece in the mathematical character optimization machine. While making choices based on numbers is still meaningful, individual items are not memorable at all, and the excitement of finding new equipment is massively diminished. That's the sad reality as RPGs become games of numbers. In closing, a couple of examples. Borderlands 2 walks the border of numbers and uniqueness quite successfully. While most of its items are indeed just numbers, truly legendary weapons have unique properties that make them behave like no other weapon in the game. Another one is Dark Souls. If you only look at numbers, the equipment system seems really one-dimensional. However, each weapon is truly defined by its attack animations - its player experience - so that choice is first and foremost based on play style preference.
3. There and back again - travel time: eternity and a half
This pretty much continues where I left off with the Tales rant about ridiculous detours in games. Detours are not as much of a prominent problem in Dragon Age. Granted, every faction the player needs to visit to get them pledge their allegiance demands a series of quests before agreeing - so it's basically business as usual. In the very least these are actual subplots with player choices, and in many ways feel much less like hoops to jump through. So what's there to rant about? Well, very briefly: dungeon length. I have touched the topic in the past, but if any game has truly tried my patience with long dungeons, it's Dragon Age. It doesn't even necessarily mean the problem is at its worst here, it just means it feels most aggravating. This is due to several reasons, one of which is the combat system deficiencies outlined before. On its own, even that would be fine though.
The real problem then? The sheer amount of encounters per dungeon. There's a fight in literally every fucking room and corridor in the game. Which, again, in and of itself is not aggravating - just incredibly annoying. I've had my share of these in games before (like Xenogears, omfg). What really makes it toxic is that there are like three different enemies in the game. The variety of encounters is mindbogglingly low, and going through the motions again and again is really tedious - primarily because the game has a fuckton of meaningless abilities and the NPCs tend to have a really hard time staying where you want them to be (or if they do, they don't do anything at all). Although you can make combat more interesting by increasing difficulty, it becomes so time-consuming that it's just not worth it. Most encounters have the same structure anyway: sneak up on soft, deadly targets (mages, archers), then mop up the rest. Rinse and repeat in every room and corridor. Later on in the game you can fortunately use broken AoE combinations to kill enemies before they even reach you.
Mass Effects 1 and 2 suffer largely from the same problem. The amount of fighting really drove me insane - or, well, bored, actually. The problem is the same: there just aren't that many enemy types in the game. I think ME2 did best of the three games in this category. In all games the dungeons are just too long, and too repetitive. In Dragon Age the only real difference you seem to get between most dungeons is new textures in the environment, and new flavor for the same old enemies. I get it, we are supposed to be fighting darkspawn throughout the game because they are everywhere. Just, could there maybe be more than three types of them? No? Ok, I am exaggerating a bit, but three is not *that* far off, unfortunately. It's kind of the same in ME: there's this one race of enemies that forms the major threat in the game, and they have like literally three different types of units. That, and dungeons are effectively just long FPS corridors.
So, here comes the unfair Baldur's Gate comparison again. Admittedly the first Baldur's Gate suffers from many of the same problems (except it's composed of massive amount of outdoor areas and somewhat less dungeons) - largely because the level range 1-7 is in fact quite boring in AD&D in general. BG2 on the other hand is miles ahead. Taking advantage of iconic AD&D monsters, the game offers a far wider variety of challenges in combats. Many of its dungeons are also more interesting with devious traps and puzzles, or optional challenges that yield worthy rewards. Which is another point: if items are not exciting to find, why bother spending any longer in dungeons than is mandatory? Overall, the ratio of meaningful encounters to meaningless ones seems simply much better (or maybe it's the nostalgia talking). The number of enemy types is probably a magnitude or two higher too.
Variety of challenge is the key. In BG2, enemies have abilities that are absolutely bonkers and - as a consequence - very threatening. High level mages have ridiculous protections; vampires drain levels; beholders cast all sorts of crazy shit at you, including instant kills. It's even possible for characters to be entirely erased from the game, permanently. Think about that, and compare it to the watered-down enemies we get in games these days. Since player abilities - especially those of mages - are equally nuts, strategy choices have much higher impact. The games feel so different in comparison. To me, in DA it feels like most of my decisions increase my party's overall effectiveness by like 10%, whereas in BG2 the chance of winning can go from zero to 100% with good strategy. In a way, I could say that in DA everything progresses at a steady pace, whereas BG2 is incredibly explosive in nature - often literally.
All that, and I'm pretty sure BG2 also has shorter dungeons.
Conclusion
So, to summarize this wandering rant, these modern BioWare games - Dragon Age in particular - seems to suffer from everything being watered down. Certainly this makes it a more balanced game than Baldur's Gate 2, but at what cost? Going through the game feels like treading through some gray substance at a steady pace - a really slow pace at that. The game just throws these seemingly endless encounters at the player, each containing a mixture of the same enemies you just killed in the last room. Reaching new levels doesn't feel much like anything as most abilities lack substantial impact. Finding items is reduced to a sense of "wow, better numbers". Quantity over quality, it seems, and it just doesn't work. It never does, not for me. As a game of high fantasy dungeon crawling, DA is just garbage. If there's a mod that removes two thirds of all encounters in the game, I recommend using it - that just might make it work.
In the next part, I'll go through some reasons why I still managed to play through it.
Tags:
balance,
character development,
combat,
controls,
exploration,
fantasy,
rpg,
strategy,
tactics,
weapons
Tuesday, January 21, 2014
Final Fantasy XIV: A Realm Reborn
This game swallowed up must of my autumn. As of now, I haven't touched it for a month, my subscription has expired and I have no real desire to go back anyway. Therefore it's a good time to make a writeup about the first and (probably) last MMORPG (just MMO from now on) I have played. First one I have played properly anyway; I did play one and half starting areas of World of Warcraft, mostly for the same reason I started this game - it was easier for me to justify starting an MMO when I did with a friend or two. On the one hand, playing an MMO alone is not that much fun at all. On the other hand, limiting playing time to playing with friends helps against sinking too much time to the game (that's wishful thinking, just so you know). This post is likely to be a long one because I want to go through some game mechanics (and dynamics) and talk about my own experiences, including the reason I quit playing.
1. FFXIV - the game
As an MMO, this game's pretty traditional. Game mechanics wise it follows in the footsteps of World of Warcraft and as such I'm not going to delve too deeply into the basics. It's a Final Fantasy game, clearly made for fans of the series - it has everything people expect to see in FF. For me personally the biggest deciding factor in choosing to play this over other MMOs was entirely technical: it was released for the PS3. On top of my office work and my daily Dota 2 dose, I really cannot sit in front of a computer much more. Not that sitting on a couch with a pad is super healthy, but the ergonomy is just way better. Anyway, the combat mechanics are cooldown-based with some abilities on shared cooldown (called global cooldown) while others on their individual cooldowns (these abilities are referred to as cooldowns... because that's not confusing at all).
All in all, the mechanics are pretty slow-paced and not challenging in the least to execute. Gameplay decisions revolve more around positioning, rotations (the order in which different abilities are used) and timing of cooldowns. It's honestly not that interesting, which is why I always find it weird when single player RPGs choose to adopt similar mechanics (e.g. Xenoblade). Based on what I heard from people who have played other games, positioning matters slightly more in FFXIV - at least with some classes - because certain abilities have different effects when they hit the enemy from the side or behind. It makes melee damage dealers (DD) more interesting to play - or at least there's a bit more to do than just walk next to the enemy and start pushing buttons in a predetermined order. When playing solo, combat is still pretty damn static. Basically solo playing goes back to easy fun, a topic I brought up in my post about Amalur.
The overall game concept is very familiar. The game progresses through a long series of plot-related quests, and of course includes an insane amount of sidequests. I'm not a big fan because the vast majority of these quests are not interesting in the least - another point I brought up when writing about Amalur (which just goes to show how accurate it is to describe Amalur as a single player MMO). Could we have an MMO with less sidequests? I'll write a separate section about the plot, so let's move on. Equipment is also very standard and for me the biggest disappointment - or would be if I had expected anything more. All you ever get is more numbers and typically the next piece of equipment is only very marginally better than the last. So although new stuff is gotten fairly often, it doesn't really seem to do anything. In a way the biggest win is when you get rid of an ugly piece of gear.
As a game, the one thing FFXIV has going for it is its class system. Unlike most MMOs, there's no need for alts (alternative characters) because characters can freely change their class by changing their primary weapon (or tool) anytime outside of combat. Each class is leveled independently and any class lower than your highest gets an experience bonus (so they level up a bit faster). Not that remarkable in itself, but in true FF style classes can borrow skills from other classes. Honestly though it sounds cooler on paper because each class only has a few skills that others can borrow. Furthermore, advanced classes (jobs) are even more limited because they can only borrow from two predefined classes. The usefulness of this system depends on which job you're playing - playing paladin I found absolutely no reason to level up other classes for skills.
Crafting is a bit different from what I've heard about other games. Crafts are full classes with their own skills and mechanics. They're divided into disciplines of the hand (DOH) and disciplines of the land (DOL). DOH mechanics are the most interesting and for them, it actually makes a lot of sense to level up other crafts to get more skills. Crafting rotations are a bit different from combat rotations, because they depend on several factors: primarily what is being crafted and how many crafting points (CP) the character has. Each skill costs either CP or durability (or both). Durability is basically an indicator for how many operations can be done to the item being crafted. Generally speaking operations raise either progress or quality. Progress defines whether the crafting succeeds (inability to fill the progress bar leads to failure) while quality defines the odds of getting a high quality item. DOL mechanics are mostly about playing around with odds of getting items and hq items from nodes.
2. Fail
There are a couple of pretty big faults. One is more specific to FFXIV while the other feels like it applies more broadly. Let's talk about the main plot. As such the plot is pretty standard Final Fantasy (or any RPG), - nothing really special to it really. If plots are salvaged at all, it usually happens through interesting characters. Herein comes a bit of a problem because in MMOs, the player's character has no personality - and in FFXIV at least they don't even have any lines. This feels a bit off, because the player is supposed to control the central character in the story, it doesn't really feel like it at any point because the only slivers of personality have been granted to NPCs. I guess the intention is for the player to fill in the blanks inside their head but it just doesn't work at all (it works in Persona 3/4 though). The fact that story quests are almost indistinguishable from sidequests doesn't help.
All in all, it feels like the player's role is to be a task-completing robot. A lot of these tasks also feel like they're there only to make the experience longer - which is understandable from the business point of view what with FFXIV being a subscription game and all. Every time you go to see someone to get a piece of equipment or information, you can bet they send you on an errand or ten before allowing you to proceed with the actual story. The story just drowns in a sea of errands. It also bothers me that MMOs basically just ask you to look away from the fact that there are thousands of characters doing the exactly same plot... which kind of retracts from the idea of being the "only hope" or whatever. There's a very half-assed attempt to explain all the other player characters but it doesn't really work. Could we get an MMO that actually takes this into account?
It's painstakingly clear that the story is there just to give you something to do on your way to level 50 and the endgame. Leveling up is the other sore point in FFXIV, and here's why: quests aside, the hands down best way to get experience is to do Fates (well, FATEs really but I don't even remember what the acronym was for). These are events (read: fights) that pop on the map periodically, and they can involve any number of players. They give much higher experience rewards than killing enemies or doing dungeons. What this means is that the best way to level up other classes (and at some points your main too) is to go to an area that has a lot of fates for roughly your level, then just wait for one to appear, go do it and... rinse and repeat. The waiting part is already annoying, as is doing the same fates all over again but that's not the biggest problem.
The biggest problem with fates is lazy-ass programming and lag. Because popular fate areas contain a lot of players, each fate has a ridiculous amount of players trying to get enough contribution for the highest rank. That causes a ton of lag, and at times makes the game entirely unplayable because for some reason the programmers decided to prioritize loading of other players above loading monsters. Because you cannot target unloaded objects and almost every attack in the game is unit target... good luck trying to do some damage. The contribution mechanics are also bonkers because whoever hits a monster first gets full credit for killing it even if that's the only attack they contribute while others have to do significant percentage of the total damage to get credit. Which means people are just spamming aoe attacks to "claim" enemies as fast as possible, then leave them for someone else to kill.
I was actually quite happy I didn't need any high level skills from other classes because leveling up in this game sucks balls so hard. Even in the main quest there are moments where you are asked to grind a couple of levels before proceeding. Wow. Such design. Very grind. Leveling up crafts is actually a lot faster (or at least it was, they nerfed it a bit after I stopped playing). I actually found it quite fun to level up my crafts alongside my main class because it allowed me to create my own equipment, primarily because leveling up crafts wasn't nowhere near the insane grind that adventuring classes needed. The game also has a bunch of minor issues here and there like non-sortable inventory (dafuq?), but these two things are the major issues.
3. Dungeons and... more dungeons
FFXIV uses the standard paradigm for its dungeons. A basic party consists of one tank, one healer and two damage dealers with each of these having its own distinctive role. It ain't broken so there's no real need to fix it. Guild Wars 2 tried to break the paradigm but it only resulted in dungeons being more boring than ever (they basically gave every class a heal etc. so anyone could do any role). I started the game with a DD, but when my friends stopped playing I switched to tank. The reason for the swap was simple enough: most players want to play DD which puts tanks and healers in higher demand. Each role has its own challenges so I think in general all should be interesting to play. In addition to keeping enemies agroed to themselves, tanks are also expected to lead - which includes choosing and prioritizing targets. I enjoyed that part, because it allowed me to be an active player in dungeons.
Dungeons can be roughly divided into mob and boss phases. For tanks, mobs are often the more challenging part - keeping multiple enemies targeting you is harder than keeping just one. For damage dealers bosses are often more interesting because they usually need to take care of adds (reinforcements) and other smaller details, while the tank just sits there toe-to-toe with the boss. This varies from boss to boss, and some designs are clearly better than others. Worst designs are pretty much slugfests while best ones require active participation from everyone (e.g. tanks need to kite the boss around instead of tanking in one spot). Mostly these bosses are not that hard. Before the endgame there are only very few show-stoppers. There's nothing particularly hard about mobs in dungeons as long as the tank doesn't pull (engage) too many at once. Of course, later on, speedrun tactics involve pulling quite a bit more than standard runners are used to.
Dungeons and other party instances feel like the essence of MMOs. Even with random people they are way more fun than solo gameplay - with friends they are of course even better. FFXIV is rare in one respect considering dungeons: the main story includes most of the game's dungeons as mandatory stops. I actually like this decision because it gets all players involved with dungeoneering way before the endgame - after all, playing in a party is the only thing in the entire game that is actually challenging. To make things easier for players, the game contains the dreaded Duty Finder (DF), which is the equivalent of matchmaking for multiplayer games. Instead of trying to get parties by shouting in area chat, players just register to DF alone or with friends, and DF forms complete parties and sends them off to the dungeon. Because DDs are rather abundant, it takes a while for them to find a party. I was usually DFing with one friend who played healer, so we basically got parties instantly.
DF is honestly just fine until harder dungeons and instances start to appear. After that, well, you get to deal with the usual matchmaking problems: some people are undergeared while others don't seem to have any idea about how to play. Considering how easy and intuitive I found most of the things in this game, I can only wonder how people cannot grasp the basic concepts... oh well. I didn't experience many problems at all, probably because I was always queueing as a tank and usually had my own healer too. Most of the time poor DDs only make things slower, not impossible. Some bosses in the game do require a healthy pace from DDs at which point those with poor gear or rotations become a hindrance. One of the biggest show-stoppers in the game is especially obnoxious for DF because it always creates parties with the same 1:1:2 formula. For this particular boss, there is absolutely no use for a second tank, and there's a phase that is highly dependent on damage output where a fifth DD would really help.
For the record I didn't make it through that one particular boss because - DF issues aside - it's fricking hard. Therefore I also haven't experienced any of the endgame raids but it's pretty safe to assume they are still mostly like any other dungeon. The endgame in general is mostly about speedrunning dungeons - the faster the better - and although it's pretty damn repetitive in the long run, I found it quite fun to try and shave off minutes from completion times. For the record, the difference between DF parties and premade parties is pretty staggering here.
4. Reasons to play
I guess I covered the game itself to as much detail as I had planned. As a game, it really is not that great. Most single player RPGs - even ones that suffer from the MMO syndrome - are better as games. But playing an MMO is not like playing other games really. It's more like a project. A project where success is pretty much guaranteed if you put enough time into it. Likewise, it's much easier to pick up than any real project. It's easy to see how this makes these games highly attractive - and addictive. Like I said, I started off with a couple of friends but they didn't last very long. I had however already put significant amount of time into the game and felt like at least playing through the main story. At that time I had plenty of things to do besides progressing in the story: I enjoyed gathering, crafting and playing the market (i.e. capitalism). In short, the project was already well underway, and every day I reached a milestone or few.
There's also the social aspect. It got me into the game in the first place. Although my friends quit, I discovered a linkshell (kind of a chat channel) for Finnish players which helped me actually stay in the game. Being able to chat (or follow one) while doing whatever seemingly boring task turns the game into a fine passtime. Occasionally, especially in the endgame, we would also form full parties to speedrun and tackle some of the hardest bosses, usually as a favor to newer players in the linkshell. I always enjoy helping people out in games, so although there wasn't anything for me to gain (other than good karma I guess) these were fun times. It's once again a bit like any actual project - being involved with people makes it so much easier to make it through one. Although dungeons were mostly fun from a pure gameplay perspective, I feel it's the project angle that really keeps players like myself in these games.
Come to think of it, I seem to like my games (even) more when they become projects. For RPGs this happens after beating the game, when I start to tackle all the post-game content (optional dungeons, bosses, achievements and such). After beating the game, I'm armed with much more knowledge about it not just because I have been playing it for 30+ hours, but also because I allow myself to look at guides at this point to see what I've missed. I never use any additional information while playing the game because I want to surprise me and I don't want to know about any possible overpowered skills, weapons and such beforehand. It is half the fun to tackle the game with what you manage to find. However after it is done, that's when the other kind of fun - the project fun - begins.
Come to think of it, I seem to like my games (even) more when they become projects. For RPGs this happens after beating the game, when I start to tackle all the post-game content (optional dungeons, bosses, achievements and such). After beating the game, I'm armed with much more knowledge about it not just because I have been playing it for 30+ hours, but also because I allow myself to look at guides at this point to see what I've missed. I never use any additional information while playing the game because I want to surprise me and I don't want to know about any possible overpowered skills, weapons and such beforehand. It is half the fun to tackle the game with what you manage to find. However after it is done, that's when the other kind of fun - the project fun - begins.
5. Reasons to quit
I did stop playing FFXIV before completing the project largely because it no longer felt worth doing - at least considering the time investment it would have required. For the last four weeks I was more or less just doing one thing: speedrunning the same two dungeons over and over again to farm tomes (needed for endgame gear). What had happened was that I had leveled up all the crafts I wanted and I didn't feel like leveling up another adventuring class (for reasons mentioned earlier). There was literally nothing left except two things: the speedrun, and waiting for an opportunity to tackle hard mode Titan in order to proceed to the final endgame stage. The latter never happened because although I was interacting with a lot of people, getting a Titan party together was pretty rare.
I didn't really feel like getting into an FC that would focus the endgame content. I don't really feel like having social obligations in my games - especially not weekly. Still it seemed like the only real way of getting anywhere with the endgame. I was pretty much playing on my own, unable to schedule anything so I was just reliant on being in the game when someone started to put together a party for a speedrun or Titan. I only logged in to do my weekly speedruns anyway so I didn't spend too much time in the game for the last couple of weeks. Christmas holidays came around and it was then when I decided to take a break from the game and see if I would feel like getting back to it come new year. I started to play other games (Remember Me and Valkyrie Profile 2 at the time) and didn't feel like getting back into the time sink.
There was another thing that really bothered me about the endgame. Unless you have a full party of friends who want to tackle unknown challenges, it is pretty much mandatory to look up boss strategies etc. beforehand. For me figuring out strategies is the reason to play games in general so it felt really lame. I wasn't really looking forward to the final endgame phase for this reason. Even if I got there, I would still be just repeating someone else's strats more or less. MMOs like this one don't really have that much challenge in executing a strategy, at least not on individual level. It's really more like a communication effort. That's fine and all, but really only works with a group of people you know.
Conclusion
The big question considering the entire experience is: was it worth the three months I spent on it? From a pure gameplay perspective... probably not. Although I clearly enjoyed playing the game, something about it definitely rubbed me the wrong way in the long run. I don't think it was FFXIV specifically was the problem either - while the game had its flaws, I honestly don't think any other MMO would have made much of a difference. However as a game dev and as a researcher I think it was valuable to really get into an MMO to see what's it all about. It was also nice to notice that this genre works just fine with a pad. The only real difficulty is with typing - it's ridiculously slow. I did bear with it for like two months but I eventually got a bluetooth keyboard for my PS3 just to type.
The game was already remade once, and I think Square-Enix still has some work to do with it - mainly fix the braindead loading priority and lag issues. There's not much wrong in the game compared to the competition (based on hearsay). From a thematic perspective it definitely feels like a Final Fantasy game, but the gameplay is very standard MMO stuff - sure, the class system brings some FF spice into the mix, but it doesn't do quite as much as it could. The crafting system is probably the biggest distinguishing factor, but its impact is ultimately a bit too small. Whether the game is worth trying really depends on what you're looking for. There is one thing it does superbly though: it's the best MMO you can play on a PS3 (FYI: the PC version also supports pad, and some people seemed to prefer it to ye olde keyboard+mouse combo).
I'm glad I played it, I'm glad I quit it, and - unless a really game-changing MMO comes around - now I can safely say "never again".
I did stop playing FFXIV before completing the project largely because it no longer felt worth doing - at least considering the time investment it would have required. For the last four weeks I was more or less just doing one thing: speedrunning the same two dungeons over and over again to farm tomes (needed for endgame gear). What had happened was that I had leveled up all the crafts I wanted and I didn't feel like leveling up another adventuring class (for reasons mentioned earlier). There was literally nothing left except two things: the speedrun, and waiting for an opportunity to tackle hard mode Titan in order to proceed to the final endgame stage. The latter never happened because although I was interacting with a lot of people, getting a Titan party together was pretty rare.
I didn't really feel like getting into an FC that would focus the endgame content. I don't really feel like having social obligations in my games - especially not weekly. Still it seemed like the only real way of getting anywhere with the endgame. I was pretty much playing on my own, unable to schedule anything so I was just reliant on being in the game when someone started to put together a party for a speedrun or Titan. I only logged in to do my weekly speedruns anyway so I didn't spend too much time in the game for the last couple of weeks. Christmas holidays came around and it was then when I decided to take a break from the game and see if I would feel like getting back to it come new year. I started to play other games (Remember Me and Valkyrie Profile 2 at the time) and didn't feel like getting back into the time sink.
There was another thing that really bothered me about the endgame. Unless you have a full party of friends who want to tackle unknown challenges, it is pretty much mandatory to look up boss strategies etc. beforehand. For me figuring out strategies is the reason to play games in general so it felt really lame. I wasn't really looking forward to the final endgame phase for this reason. Even if I got there, I would still be just repeating someone else's strats more or less. MMOs like this one don't really have that much challenge in executing a strategy, at least not on individual level. It's really more like a communication effort. That's fine and all, but really only works with a group of people you know.
Conclusion
The big question considering the entire experience is: was it worth the three months I spent on it? From a pure gameplay perspective... probably not. Although I clearly enjoyed playing the game, something about it definitely rubbed me the wrong way in the long run. I don't think it was FFXIV specifically was the problem either - while the game had its flaws, I honestly don't think any other MMO would have made much of a difference. However as a game dev and as a researcher I think it was valuable to really get into an MMO to see what's it all about. It was also nice to notice that this genre works just fine with a pad. The only real difficulty is with typing - it's ridiculously slow. I did bear with it for like two months but I eventually got a bluetooth keyboard for my PS3 just to type.
The game was already remade once, and I think Square-Enix still has some work to do with it - mainly fix the braindead loading priority and lag issues. There's not much wrong in the game compared to the competition (based on hearsay). From a thematic perspective it definitely feels like a Final Fantasy game, but the gameplay is very standard MMO stuff - sure, the class system brings some FF spice into the mix, but it doesn't do quite as much as it could. The crafting system is probably the biggest distinguishing factor, but its impact is ultimately a bit too small. Whether the game is worth trying really depends on what you're looking for. There is one thing it does superbly though: it's the best MMO you can play on a PS3 (FYI: the PC version also supports pad, and some people seemed to prefer it to ye olde keyboard+mouse combo).
I'm glad I played it, I'm glad I quit it, and - unless a really game-changing MMO comes around - now I can safely say "never again".
Tags:
character development,
combat,
cooperative,
fantasy,
game psych,
players,
rpg,
story,
strategy,
third person
Thursday, March 14, 2013
Xenoblade Chronicles
For a JRPG buff there are a lot of reasons to be interested in Xenoblade Chronicles, especially since it's been a while since its release. First and foremost, it has the magical Xeno prefix put there to pay homage to the other Xeno-games: Xenogears and Xenosaga. It has been created by Monolith Studios, who also created Xenosaga and (some of them) were involved in the creation of Xenogears. The reason this prefix carries so much weight is that as far as game plots go, both gears and saga are among the most complex. Particularly Xenosaga, which was originaly planned to run for seven episodes in total. Unfortunately it was cut down to three and it shows quite a bit. The third and final episode does tie together the main plot but leaves a lot of unfinished or hastily finished business in its wake.
Second, Xenoblade promised to honor JRPG traditions - the game has a large world and lots and lots of things to do. It also has epic length as I very recently discovered. Finally, the game has had a massively positive response in both reviews and among the gaming community. The biggest reason that was holding me back from playing it was honestly its platform: the Nintendo Wii. Let me just say that Wii is possibly the biggest disservice to the entire industry ever and a joke at best as a gaming system. Having seen how poorly The Last Story performed on the system I was not very enthusiastic towards experiencing Xenoblade Chronicles. Now that I have laid the game down, I will have to immediately say that this game is not worth all the hype. I will however have to admit that it was, in the end, a good JRPG despite its very slow start.
1. Timescale balance
The first topic therefore is what I think is actually quite a common issue in JRPGs in general: they are almost always more interesting after a good many hours into the game. Not always, but often - usually when this is not true, it is because the latter half of the game is botched horribly. What I mean to say is, these games have a tendency to start slow both story and game mechanics wise. Often the very beginning is actually quite fast storywise because something needs to happen to get things going. After this a lot of games start to falter a bit. Either they fail to introduce anything thrilling for quite a while because the characters are resolving the initial issue (which often is not the really interesting part of the plot - interesting twists later in the story are a norm in this genre).
This is what happens with Xenoblade too. The first half of the game is basically spent traveling from point A to B, through a cavalcade of points in between. For me it simply failed to inspire the sense of an epic journey - something Final Fantasy X did for me - which meant it was literally just a series of new places and rather lame subplots. Perhaps the biggest failing plotwise in Xenoblade was however that for the entire first half of the game you could easily guess what the plot twist would be after the destination was finally reached (it is the same twist I referred to in the earlier post about women in games). In a way it just fails to give the player anything to chew on. One of the major advantages of Xenosaga in particular was that it had the player going "wtf" from almost the beginning. Actually the saga's plot is so complex that the player might still be all "wtf" by the end of it but hey, that's another topic entirely. I like the sense that something bigger is clearly going on.
Another, once again rather common problem in all games that have some kind of character development, is that in the beginning the player has very limited options and therefore mechanics can become really boring. This happens in Xenoblade on massive scale - partly because I think there are some flaws in its combat design - in such a way that the game is not exactly the most thrilling to play for the first twenty or so hours either. Quite honestly if I had made this analysis halfway into the game, you would be reading some serious bashing. At this point I actually was of the opinion that the game is utter crap and massively overhyped. A word of warning: if you want to like this game, be patient enough to actually get to the likeable parts. Unless you like the design which I believe a lot of people do, because it is reminescent of another JRPG title that reviewers liked and I find outrageous.
The bottom line is, way too often JRPGs fail to truly spark any interest in the player for the first few hours - this is strangely forgiven by the time players get to the good parts. However if we stop to consider, some of the worst offenders are not particularly good before the player has put in enough time to have beaten most games in any other genre. That is not good design and it is no wonder the genre is no more massively popular. It also outrageously common to have a certain plotline in the game that requires the player to rummage through several dungeons or other places while nothing really happens to move the game forward. "Now we are prepared to face the villain... almost. We just need you to get four pieces of this ancient relic from opposite corners of the world." that kind of thing. Meanwhile, absolutely nothing happens.
2. The single player MMORPG syndrome
This is what links Xenoblade to one of my least favourite JRPGs I have played: Final Fantasy XII. This syndrome is exactly what the name suggests: the game borrows its tropes and mechanics heavily from massively multiplayer online games and tries to make them work in a single player experience. The problem of course is that they just fail miserably. The gameplay mechanics of MMORPGs are - on average - frigging boring, especially in the beginning when there are very few abilities to use. My guess is that they have been optimized for playing with latency and in general to be playable by people who are not so great with their keyboard+mouse-fu. In case you have somehow missed the World of Warcraft school of fantasy combat, it is built around abilities with cooldowns and aggro mechanics.
We will get to the combat in a sec, but first let's talk about another trope that is ubiquitous in MMORPGs: quests. Lots and lots of quests. So it is in Xenoblade; the amount of quests in this game is simply overwhelming. When there are so many quests, it is immediately clear that almost all of them will be of the simple variety: collect items or kill monsters. As if it wasn't enough to have a massive amount of quests, the game also has one annoying aspect: quests are given by people, and in some clumsy attempt to appear more realistic, the people are not always available. Instead some people are only available during certain hours, sometimes only in certain weather. I could maybe understand people missing from the streets at night but making it also dependent on the exact time of the day is just really frustrating. I was already flooded with quests so this didn't bother me that much, except when I tried to turn in some quests and the recipients were not around.
The game does feature the ability to at least fast-forward the game clock. Still this is just not the way to do things. The game also gives horribly little information about the quests - like for instance what god forsaken hours the quest recipient would be as kind to be available. This is one thing I have always hated about JRPGs: some stuff is hidden in such irrational ways that the only sensible way to go about finding it is using a guide. Usually side quests are particular to the area where you get them, but when they are not, the game sure as hell doesn't bother to give information about where it would be possible to find the required items. The world is very large, and each area contains a huge amount of different enemies, so trying to find things is a massive time sink. Which I ultimately opted not to do.
As stated, the battle system in the game is very MMORPG-inspired. Simplified yes, and somewhat conforming to JRPG tropes, but MMORPG nonetheless. The player controls one character while two other party members are AI-controlled. Characters attack automatically when close enough to a target. They can also use abilities called arts, each of which has its cooldown time. Positioning matters but only slightly: attacking from behind or sides affects how some arts work. Another thing that matters is aggro, which is used to determine who the enemies will be targeting. It's not a bad system, but it is kind of boring. There is not that much strategy involved because the effect times of most abilities are way shorter than their cooldowns. The best single mechanic is the break-topple-daze system that allows enemies to be disabled for a while and take more damage.
The single player MMORPG syndrome is not a collection of aspects, but rather a general feeling. In Xenoblade it is very strong, and I think it is a bit lazy design. The biggest problem with the syndrome is that it is definitely not the combat mechanics that keep people playing MMORPGs. It is mostly the MMO and for some players the RP. The design of the G is actually not that exciting - at least not the combat part. I do know that in some MMORPGs the combat design is actually more exciting (e.g. Guild Wars, Tera) but the basic form seen in World of Warcraft is effing boring. It likely gets better later in the game as it eventually does in Xenoblade. However, over 20 hours is a long time for combat to be not that interesting.
3. Conservative RPG design
The real problem with combat in Xenoblade is not its similarity to MMORPG style but rather all the character development aspects that affect it. Xenoblade has a very conservative character development scheme in which advancement is carefully tied to plot progress. Higher levels in arts become available only when the player discovers manuals. Equipment is gradually upgraded in every area. Even the game's built-in crafting system puts limitations on how high leveled gems the player can produce at a given stage in the game due to the availability of materials. The problem with being so conservative is in the fact that it makes half of the things kind of redundant. The game does not really need scaling equipment because their scaling speed is about the same as character level advancement. This is something I have always had trouble understanding: if equipment is just better numbers, why have equipment in the first place.
Granted, there are pieces of equipment that have fixed games attached to them, which gives them special abilities that are usually slightly better than what is possible to produce at that time using slotted inventory and crafted gems. The gem system is mostly fine, although the crafting itself has unnecessary complexity. I found myself using the same two characters to produce every single gem during my game, and was more than happy with the results. The system probably has more to give but I didn't see any way to "jump ahead of the curve" - so to speak. The choices that really matter are which arts to equip and level up, and which gems to equip in slotted equipment. Skill trees are very simple, and the skills themselves are quite conservative in how much they affect the game.
It is not as bad as, say, The Last Story, but I still felt that my control over how my party fought was not the same level as I would have liked it to be. It is true that Xeno games in general have never been outstanding in this sense, but I do feel that some of the Xenosaga episodes did have more strategical options available. As far as options are concerned there is one factor that I found especially weird: practical party compositions are actually pretty limited. It is good that characters have different strengths and in Xenoblade every character has a quite distinct role. However there are two or three cases where this is simply taken too far: only one character can cast a shield against enemy talent arts; only one character can deal serious magic damage; and only one character is good enough at healing to actually have an impact.
The first and second are borderline fine, because there are not that many enemies where you would require their expertise, but the last one is really horrible. The way the game is designed, there tends to be only one way to fight: the slugfest - outlast your enemies. This topic was earlier discussed in this blog and I concluded that games where the slugfest is the only option are rather weak. In slugfests, when fights get prolonged, it is simply impossible to last very long without a healer. This makes that one character a requirement for any serious fights and with a party consisting of three characters, that only leaves two choices for the player. Granted, getting through bread and butter combat can be done without a healer but for every boss encounter you will need this character. There simply is no other way to reduce incoming damage.
Another problem with this whole conservative approach is that the player simply doesn't get the feeling of being in control in fights. There is simply not enough agency. There are some systems in the game that do increase the sense of agency - they will be discussed shortly. Nevertheless the sense of being in control is simply quite diminished. Although you control a character in real time, there is only so much you can do because none of the arts have really drastic effects. The designers have simply done too good a job of making sure the game is in balance - the result is overbalanced. Although the characters are different, the fighting experience is alarmingly similar with every party composition. The only exception is whether you have a healer or not. Controlling other characters yourself also gives a distinct experience, but the overall strategies remain the same.
Xenoblade does get more interesting around the 30 hour mark but it still is simply not as interesting as many other JRPGs that give a better sense of agency. That, and the mechanic itself is not that satisfying to play, largely due to its MMORPG influences. In lot of JRPGs tactical variance is in fact quite low, but usually the tactics are more satisfying to carry out. Often this is linked to how well skills combo with each other. This is another thing that Xenoblade does not do as much as I could have hoped. Monolith Studios does know how to build more intriguing skill systems into a game as was evidenced by Xenosaga 2 and 3 - they have just chosen not to do so.
4. One meter to rule them all
One central mechanic that the game itself somewhat underemphasizes is the party meter. At first I thought it was a bad idea but once I figured how to manipulate it better the game actually became quite a bit more enjoyable. The meter is more or less the lifeblood of your party because it does a variety of things. The meter has three segments, and most things cost one segment. The things you can do with it are: revive an ally; get revived by an ally (if there are no segments left, you lose the battle when the main character falls); warn an ally about an incoming art (see below); perform a tri-attack which uses all three segments. The fact that you need the same bar for both the combo attack and revival made little sense at first because it made combo attacks very suicidal to perform (lose 3 revives/warnings for a combo? No thanks!).
The warning system is noteworthy. Whenever an enemy art would incapacitate or put a character on very low HP or disable them severely, the player is given a foresight of the incoming attack and (usually) 8 seconds to react (12 if it is a talent art). If the player chooses to warn another party member, they can instantly cast one art with the warned character out of normal sequence. Most importantly, even abilities that are on cooldown can be cast, and casting arts from warning doesn't put them on cooldown. So, basically it is a free cast whenever something bad is about to happen. The player can actually warn both allies for the price of two segments. The system is in no way limited to defensive abilities, it can also be used to get a quick powerful attack in hope that it will kill the enemy. It can even be used to activate buffs that are on cooldown.
It is still slightly unclear to me what factors are involved in raising the meter. Three things raise it: critical hits, triggering special effects of some arts and seemingly random affinity moments. The last is a bit unclear because I did not experience anything that controlled when you get the affinity opportunities in battles. The first two are something that the player can actually build a strategy around by using characters with easy access to high critical chance or arts that have easy-to-trigger special effects and low cooldowns. These things allow the use of tri-attacks actually quite frequently. Furthermore, tri-attacks are usually used to cause a break-topple-dazzle combo which incapacitates an enemy for a moment. The daze can also be refreshed when it wears off (the window is quite short) which means you can follow a tri-attack combo with prolonged knockdown.
My basic setup was often able to fill two segments of an empty party meter during this period of daze. This allowed almost non-stop tri-attacks. Some enemies are immune to it though, because they are immune to break. Some enemies also have a defensive mechanism that makes them return a ton of damage when they are attacked while toppled. This effect can be removed temporarily, but only by one character in the entire game. The tactic is somewhat reminescent of Persona 3 Fes where it was possible to keep an enemy in an infinite knockdown loop but better in the sense that the loop cannot be infinite (I think, I haven't tried too hard). The fact that it doesn't always work also makes other tactics useful. Tri-attacks on the other hand are not very useful if they cannot be used to cause a daze, largely because without that temporary lockdown the player will be left entirely without party meter segments for a while.
Especially towards the end of the game, the party meter played a central role in tougher battles. The battle was then more about keeping the meter high, especially because of the warning system that allowed instant free heals for the whole party whenever someone was about to die. The warning system actually has a strong familiriaty to it - it reminds me of the boost system that was used in Xenosaga. It allowed characters to skip ahead in turn order and enabled both reactive plays and ability combinations to be carried out effectively. I am quite fond of systems like this one that allow the player to mess with the normal turn order. Although Xenoblade doesn't use turns what with being real-time and all, the warning system allows the player to ignore ability cooldowns.
5. World exploration
After playing the game I kind of know why it is held in high regard by many. Undeniably the world is interesting. Civilizations existing on top of two dead titans is a concept you don't see every day. Most importantly, this shows in the game. Look up and somewhere in the distance you can see a motionless metallic face. Environments are quite varied, especially on the starting titan. Most importantly, the local fauna on each area is credible. Enemies of very high levels can be found among the normal residents which makes it feels less like everything has been put there for the player. A similar choice was made in the largest area in Final Fantasy XIII. Like in FFXIII, monsters are visible to the player and can be avoided. Battle also takes place on the world map itself, like in FFXII, and prolonged battles can sometimes be joined by wandering monsters.
Enemies are divided into four categories based on how they get aggressive towards the player. The first category never does, they just exist and will only fight if attacked first; the second uses sight to detect the party; the third uses hearing (shorter range, but 360 degree detection); and the last type is drawn to magic being cast. Because the enemies can flock to battles that have already started, some consideration is required from the player before starting to fight. I have a divided opinion of this system - I find it fine when enemy patrol routes are not too long and it is somewhat predictable when more will join the fight. However in some areas there are flying monsters with monstrous patrol ranges that can just pop into a fight. I did find a rather silly way to deal with battles with too many monsters: hit and run.
Battles end when the player runs far enough, and characters recover their hit points very quickly outside of combat. Monsters also recover their health, but dead ones stay dead for quite a long time. Therefore it is possible to run in, kill one enemy and run away to heal. Rinse and repeat. Reminds me of the very old times with dungeon crawling games like Eye of the Beholder where you could literally run in, hit, and quickly run back (one step) to make any retaliation miss. In Xenoblade this strategy is brought about because escaping is quite easy, especially when all three characters are still alive. Once aggro is off the main character, the player can just run out of combat with no risk at all. Bursting down weaker enemies one by one in this way is an effective tactic but I did find it to be rather tedious. Fortunately it was not needed very often.
Unfortunately, besides monsters there is not much in the world to discover. Collectables are scattered here and there randomly (they also respawn randomly) but the only thing that truly drives the player to explore is the scenery. I have to say that I was quite positively suprised by the game's drawing distance. This made the scenery actually look quite impressive, despite the Wii's lack of visual processing power.
Conclusion
Ultimately the biggest issue I had with Xenoblade Chronicles was that it took so long for the game to truly get started. The first 20 to 30 hours simply were not up to the hype because nothing interesting was going on in the story and battle mechanics were not particularly varied yet. Once the game finally upped the stakes by a few notches I found it to be a solid JRPG. However it wasn't particularly spectacular at any point. Most aspects of the game are "only" good. Characters, plot, mechanics... none were really spectacular. Oh and why is that if there is a silly looking race in the game, they have to behave like idiots too? I can understand why a lot of people liked this game. After all, a lot of people also liked FFXII - which is possibly the worst JRPG I have ever played - and Xenoblade does have a lot of similarities.
Curiously enough, the fact that this game was for Wii did not bother me much at all. After the framerate nightmare of The Last Story I was prepared for much worse, but in fact most of the time Xenoblade ran just fine. It is possible that I would have liked this game more in the past. Now it suffered from rather high expectations and simply did not live up to them. The plot was nowhere near the complexity of other Xeno titles. Characters and dialogue were pretty standard stock, and I found voice acting - both English and Japanese - to be really tired. It was not quite as bad as The Last Story, but quite close. I guess the low budget of Wii development carries over to other aspects of the game too. The seriousness of the plot was also hurt by the fact that armor changed character appearance and at some point in the game the best armor - for a really long time too - was practically underwear.
Xenoblade did in many ways resemble JRPGs of the old times. It is just that it retained some things that could have been left into the past, but most importantly I think most of the modernizations were misses. This trend of likening single player RPGs to MMORPGs is a bad direction to head into. Sadly it is quite prevalent. Stop the madness and start making good single player games dammit.
Second, Xenoblade promised to honor JRPG traditions - the game has a large world and lots and lots of things to do. It also has epic length as I very recently discovered. Finally, the game has had a massively positive response in both reviews and among the gaming community. The biggest reason that was holding me back from playing it was honestly its platform: the Nintendo Wii. Let me just say that Wii is possibly the biggest disservice to the entire industry ever and a joke at best as a gaming system. Having seen how poorly The Last Story performed on the system I was not very enthusiastic towards experiencing Xenoblade Chronicles. Now that I have laid the game down, I will have to immediately say that this game is not worth all the hype. I will however have to admit that it was, in the end, a good JRPG despite its very slow start.
1. Timescale balance
The first topic therefore is what I think is actually quite a common issue in JRPGs in general: they are almost always more interesting after a good many hours into the game. Not always, but often - usually when this is not true, it is because the latter half of the game is botched horribly. What I mean to say is, these games have a tendency to start slow both story and game mechanics wise. Often the very beginning is actually quite fast storywise because something needs to happen to get things going. After this a lot of games start to falter a bit. Either they fail to introduce anything thrilling for quite a while because the characters are resolving the initial issue (which often is not the really interesting part of the plot - interesting twists later in the story are a norm in this genre).
This is what happens with Xenoblade too. The first half of the game is basically spent traveling from point A to B, through a cavalcade of points in between. For me it simply failed to inspire the sense of an epic journey - something Final Fantasy X did for me - which meant it was literally just a series of new places and rather lame subplots. Perhaps the biggest failing plotwise in Xenoblade was however that for the entire first half of the game you could easily guess what the plot twist would be after the destination was finally reached (it is the same twist I referred to in the earlier post about women in games). In a way it just fails to give the player anything to chew on. One of the major advantages of Xenosaga in particular was that it had the player going "wtf" from almost the beginning. Actually the saga's plot is so complex that the player might still be all "wtf" by the end of it but hey, that's another topic entirely. I like the sense that something bigger is clearly going on.
Another, once again rather common problem in all games that have some kind of character development, is that in the beginning the player has very limited options and therefore mechanics can become really boring. This happens in Xenoblade on massive scale - partly because I think there are some flaws in its combat design - in such a way that the game is not exactly the most thrilling to play for the first twenty or so hours either. Quite honestly if I had made this analysis halfway into the game, you would be reading some serious bashing. At this point I actually was of the opinion that the game is utter crap and massively overhyped. A word of warning: if you want to like this game, be patient enough to actually get to the likeable parts. Unless you like the design which I believe a lot of people do, because it is reminescent of another JRPG title that reviewers liked and I find outrageous.
The bottom line is, way too often JRPGs fail to truly spark any interest in the player for the first few hours - this is strangely forgiven by the time players get to the good parts. However if we stop to consider, some of the worst offenders are not particularly good before the player has put in enough time to have beaten most games in any other genre. That is not good design and it is no wonder the genre is no more massively popular. It also outrageously common to have a certain plotline in the game that requires the player to rummage through several dungeons or other places while nothing really happens to move the game forward. "Now we are prepared to face the villain... almost. We just need you to get four pieces of this ancient relic from opposite corners of the world." that kind of thing. Meanwhile, absolutely nothing happens.
2. The single player MMORPG syndrome
This is what links Xenoblade to one of my least favourite JRPGs I have played: Final Fantasy XII. This syndrome is exactly what the name suggests: the game borrows its tropes and mechanics heavily from massively multiplayer online games and tries to make them work in a single player experience. The problem of course is that they just fail miserably. The gameplay mechanics of MMORPGs are - on average - frigging boring, especially in the beginning when there are very few abilities to use. My guess is that they have been optimized for playing with latency and in general to be playable by people who are not so great with their keyboard+mouse-fu. In case you have somehow missed the World of Warcraft school of fantasy combat, it is built around abilities with cooldowns and aggro mechanics.
We will get to the combat in a sec, but first let's talk about another trope that is ubiquitous in MMORPGs: quests. Lots and lots of quests. So it is in Xenoblade; the amount of quests in this game is simply overwhelming. When there are so many quests, it is immediately clear that almost all of them will be of the simple variety: collect items or kill monsters. As if it wasn't enough to have a massive amount of quests, the game also has one annoying aspect: quests are given by people, and in some clumsy attempt to appear more realistic, the people are not always available. Instead some people are only available during certain hours, sometimes only in certain weather. I could maybe understand people missing from the streets at night but making it also dependent on the exact time of the day is just really frustrating. I was already flooded with quests so this didn't bother me that much, except when I tried to turn in some quests and the recipients were not around.
The game does feature the ability to at least fast-forward the game clock. Still this is just not the way to do things. The game also gives horribly little information about the quests - like for instance what god forsaken hours the quest recipient would be as kind to be available. This is one thing I have always hated about JRPGs: some stuff is hidden in such irrational ways that the only sensible way to go about finding it is using a guide. Usually side quests are particular to the area where you get them, but when they are not, the game sure as hell doesn't bother to give information about where it would be possible to find the required items. The world is very large, and each area contains a huge amount of different enemies, so trying to find things is a massive time sink. Which I ultimately opted not to do.
As stated, the battle system in the game is very MMORPG-inspired. Simplified yes, and somewhat conforming to JRPG tropes, but MMORPG nonetheless. The player controls one character while two other party members are AI-controlled. Characters attack automatically when close enough to a target. They can also use abilities called arts, each of which has its cooldown time. Positioning matters but only slightly: attacking from behind or sides affects how some arts work. Another thing that matters is aggro, which is used to determine who the enemies will be targeting. It's not a bad system, but it is kind of boring. There is not that much strategy involved because the effect times of most abilities are way shorter than their cooldowns. The best single mechanic is the break-topple-daze system that allows enemies to be disabled for a while and take more damage.
The single player MMORPG syndrome is not a collection of aspects, but rather a general feeling. In Xenoblade it is very strong, and I think it is a bit lazy design. The biggest problem with the syndrome is that it is definitely not the combat mechanics that keep people playing MMORPGs. It is mostly the MMO and for some players the RP. The design of the G is actually not that exciting - at least not the combat part. I do know that in some MMORPGs the combat design is actually more exciting (e.g. Guild Wars, Tera) but the basic form seen in World of Warcraft is effing boring. It likely gets better later in the game as it eventually does in Xenoblade. However, over 20 hours is a long time for combat to be not that interesting.
3. Conservative RPG design
The real problem with combat in Xenoblade is not its similarity to MMORPG style but rather all the character development aspects that affect it. Xenoblade has a very conservative character development scheme in which advancement is carefully tied to plot progress. Higher levels in arts become available only when the player discovers manuals. Equipment is gradually upgraded in every area. Even the game's built-in crafting system puts limitations on how high leveled gems the player can produce at a given stage in the game due to the availability of materials. The problem with being so conservative is in the fact that it makes half of the things kind of redundant. The game does not really need scaling equipment because their scaling speed is about the same as character level advancement. This is something I have always had trouble understanding: if equipment is just better numbers, why have equipment in the first place.
Granted, there are pieces of equipment that have fixed games attached to them, which gives them special abilities that are usually slightly better than what is possible to produce at that time using slotted inventory and crafted gems. The gem system is mostly fine, although the crafting itself has unnecessary complexity. I found myself using the same two characters to produce every single gem during my game, and was more than happy with the results. The system probably has more to give but I didn't see any way to "jump ahead of the curve" - so to speak. The choices that really matter are which arts to equip and level up, and which gems to equip in slotted equipment. Skill trees are very simple, and the skills themselves are quite conservative in how much they affect the game.
It is not as bad as, say, The Last Story, but I still felt that my control over how my party fought was not the same level as I would have liked it to be. It is true that Xeno games in general have never been outstanding in this sense, but I do feel that some of the Xenosaga episodes did have more strategical options available. As far as options are concerned there is one factor that I found especially weird: practical party compositions are actually pretty limited. It is good that characters have different strengths and in Xenoblade every character has a quite distinct role. However there are two or three cases where this is simply taken too far: only one character can cast a shield against enemy talent arts; only one character can deal serious magic damage; and only one character is good enough at healing to actually have an impact.
The first and second are borderline fine, because there are not that many enemies where you would require their expertise, but the last one is really horrible. The way the game is designed, there tends to be only one way to fight: the slugfest - outlast your enemies. This topic was earlier discussed in this blog and I concluded that games where the slugfest is the only option are rather weak. In slugfests, when fights get prolonged, it is simply impossible to last very long without a healer. This makes that one character a requirement for any serious fights and with a party consisting of three characters, that only leaves two choices for the player. Granted, getting through bread and butter combat can be done without a healer but for every boss encounter you will need this character. There simply is no other way to reduce incoming damage.
Another problem with this whole conservative approach is that the player simply doesn't get the feeling of being in control in fights. There is simply not enough agency. There are some systems in the game that do increase the sense of agency - they will be discussed shortly. Nevertheless the sense of being in control is simply quite diminished. Although you control a character in real time, there is only so much you can do because none of the arts have really drastic effects. The designers have simply done too good a job of making sure the game is in balance - the result is overbalanced. Although the characters are different, the fighting experience is alarmingly similar with every party composition. The only exception is whether you have a healer or not. Controlling other characters yourself also gives a distinct experience, but the overall strategies remain the same.
Xenoblade does get more interesting around the 30 hour mark but it still is simply not as interesting as many other JRPGs that give a better sense of agency. That, and the mechanic itself is not that satisfying to play, largely due to its MMORPG influences. In lot of JRPGs tactical variance is in fact quite low, but usually the tactics are more satisfying to carry out. Often this is linked to how well skills combo with each other. This is another thing that Xenoblade does not do as much as I could have hoped. Monolith Studios does know how to build more intriguing skill systems into a game as was evidenced by Xenosaga 2 and 3 - they have just chosen not to do so.
4. One meter to rule them all
One central mechanic that the game itself somewhat underemphasizes is the party meter. At first I thought it was a bad idea but once I figured how to manipulate it better the game actually became quite a bit more enjoyable. The meter is more or less the lifeblood of your party because it does a variety of things. The meter has three segments, and most things cost one segment. The things you can do with it are: revive an ally; get revived by an ally (if there are no segments left, you lose the battle when the main character falls); warn an ally about an incoming art (see below); perform a tri-attack which uses all three segments. The fact that you need the same bar for both the combo attack and revival made little sense at first because it made combo attacks very suicidal to perform (lose 3 revives/warnings for a combo? No thanks!).
The warning system is noteworthy. Whenever an enemy art would incapacitate or put a character on very low HP or disable them severely, the player is given a foresight of the incoming attack and (usually) 8 seconds to react (12 if it is a talent art). If the player chooses to warn another party member, they can instantly cast one art with the warned character out of normal sequence. Most importantly, even abilities that are on cooldown can be cast, and casting arts from warning doesn't put them on cooldown. So, basically it is a free cast whenever something bad is about to happen. The player can actually warn both allies for the price of two segments. The system is in no way limited to defensive abilities, it can also be used to get a quick powerful attack in hope that it will kill the enemy. It can even be used to activate buffs that are on cooldown.
It is still slightly unclear to me what factors are involved in raising the meter. Three things raise it: critical hits, triggering special effects of some arts and seemingly random affinity moments. The last is a bit unclear because I did not experience anything that controlled when you get the affinity opportunities in battles. The first two are something that the player can actually build a strategy around by using characters with easy access to high critical chance or arts that have easy-to-trigger special effects and low cooldowns. These things allow the use of tri-attacks actually quite frequently. Furthermore, tri-attacks are usually used to cause a break-topple-dazzle combo which incapacitates an enemy for a moment. The daze can also be refreshed when it wears off (the window is quite short) which means you can follow a tri-attack combo with prolonged knockdown.
My basic setup was often able to fill two segments of an empty party meter during this period of daze. This allowed almost non-stop tri-attacks. Some enemies are immune to it though, because they are immune to break. Some enemies also have a defensive mechanism that makes them return a ton of damage when they are attacked while toppled. This effect can be removed temporarily, but only by one character in the entire game. The tactic is somewhat reminescent of Persona 3 Fes where it was possible to keep an enemy in an infinite knockdown loop but better in the sense that the loop cannot be infinite (I think, I haven't tried too hard). The fact that it doesn't always work also makes other tactics useful. Tri-attacks on the other hand are not very useful if they cannot be used to cause a daze, largely because without that temporary lockdown the player will be left entirely without party meter segments for a while.
Especially towards the end of the game, the party meter played a central role in tougher battles. The battle was then more about keeping the meter high, especially because of the warning system that allowed instant free heals for the whole party whenever someone was about to die. The warning system actually has a strong familiriaty to it - it reminds me of the boost system that was used in Xenosaga. It allowed characters to skip ahead in turn order and enabled both reactive plays and ability combinations to be carried out effectively. I am quite fond of systems like this one that allow the player to mess with the normal turn order. Although Xenoblade doesn't use turns what with being real-time and all, the warning system allows the player to ignore ability cooldowns.
5. World exploration
After playing the game I kind of know why it is held in high regard by many. Undeniably the world is interesting. Civilizations existing on top of two dead titans is a concept you don't see every day. Most importantly, this shows in the game. Look up and somewhere in the distance you can see a motionless metallic face. Environments are quite varied, especially on the starting titan. Most importantly, the local fauna on each area is credible. Enemies of very high levels can be found among the normal residents which makes it feels less like everything has been put there for the player. A similar choice was made in the largest area in Final Fantasy XIII. Like in FFXIII, monsters are visible to the player and can be avoided. Battle also takes place on the world map itself, like in FFXII, and prolonged battles can sometimes be joined by wandering monsters.
Enemies are divided into four categories based on how they get aggressive towards the player. The first category never does, they just exist and will only fight if attacked first; the second uses sight to detect the party; the third uses hearing (shorter range, but 360 degree detection); and the last type is drawn to magic being cast. Because the enemies can flock to battles that have already started, some consideration is required from the player before starting to fight. I have a divided opinion of this system - I find it fine when enemy patrol routes are not too long and it is somewhat predictable when more will join the fight. However in some areas there are flying monsters with monstrous patrol ranges that can just pop into a fight. I did find a rather silly way to deal with battles with too many monsters: hit and run.
Battles end when the player runs far enough, and characters recover their hit points very quickly outside of combat. Monsters also recover their health, but dead ones stay dead for quite a long time. Therefore it is possible to run in, kill one enemy and run away to heal. Rinse and repeat. Reminds me of the very old times with dungeon crawling games like Eye of the Beholder where you could literally run in, hit, and quickly run back (one step) to make any retaliation miss. In Xenoblade this strategy is brought about because escaping is quite easy, especially when all three characters are still alive. Once aggro is off the main character, the player can just run out of combat with no risk at all. Bursting down weaker enemies one by one in this way is an effective tactic but I did find it to be rather tedious. Fortunately it was not needed very often.
Unfortunately, besides monsters there is not much in the world to discover. Collectables are scattered here and there randomly (they also respawn randomly) but the only thing that truly drives the player to explore is the scenery. I have to say that I was quite positively suprised by the game's drawing distance. This made the scenery actually look quite impressive, despite the Wii's lack of visual processing power.
Conclusion
Ultimately the biggest issue I had with Xenoblade Chronicles was that it took so long for the game to truly get started. The first 20 to 30 hours simply were not up to the hype because nothing interesting was going on in the story and battle mechanics were not particularly varied yet. Once the game finally upped the stakes by a few notches I found it to be a solid JRPG. However it wasn't particularly spectacular at any point. Most aspects of the game are "only" good. Characters, plot, mechanics... none were really spectacular. Oh and why is that if there is a silly looking race in the game, they have to behave like idiots too? I can understand why a lot of people liked this game. After all, a lot of people also liked FFXII - which is possibly the worst JRPG I have ever played - and Xenoblade does have a lot of similarities.
Curiously enough, the fact that this game was for Wii did not bother me much at all. After the framerate nightmare of The Last Story I was prepared for much worse, but in fact most of the time Xenoblade ran just fine. It is possible that I would have liked this game more in the past. Now it suffered from rather high expectations and simply did not live up to them. The plot was nowhere near the complexity of other Xeno titles. Characters and dialogue were pretty standard stock, and I found voice acting - both English and Japanese - to be really tired. It was not quite as bad as The Last Story, but quite close. I guess the low budget of Wii development carries over to other aspects of the game too. The seriousness of the plot was also hurt by the fact that armor changed character appearance and at some point in the game the best armor - for a really long time too - was practically underwear.
Xenoblade did in many ways resemble JRPGs of the old times. It is just that it retained some things that could have been left into the past, but most importantly I think most of the modernizations were misses. This trend of likening single player RPGs to MMORPGs is a bad direction to head into. Sadly it is quite prevalent. Stop the madness and start making good single player games dammit.
Tags:
balance,
character development,
combat,
exploration,
fantasy,
quests,
rpg,
strategy,
tactics,
third person,
visual,
weapons
Friday, March 1, 2013
Dota 2 in Depth: Drafting
Since I still haven't managed to complete any new games (Xenoblade is rather lenghty!), I want to write more about Dota 2. For my topic I have chosen different drafting (hero selection) modes that are currently available in the game. I have chosen this topic primarily because hero drafting is one of the most entertaining phases of the game to watch. The irony here being that not much happens on-screen during drafting. Nevertheless, it was indeed drafting that sparked my interest in Dota. The most interesting drafting mode by far is the one that is used in tournaments, Captains Mode. A couple of other modes are however noteworthy as well.
1. Captains Mode
This mode is the de facto tournament mode in MOBAs in general. The drafting is divided into four phases: first bans, first picks, second bans and second picks. The name of the mode comes from the fact that it is the team captain that does all hero bans and picks for their team. In the first phase, a total of four heroes are banned. This banning phase could be called a balancing act in a sense because usually the heroes that are currently considered most useful get banned. These bans tend to give away very little information, and they are fairly standard. There is typically a pool of less than ten heroes that get banned in this stage. These bans are therefore the most dependent on the contemporary meta game. Some additional information does go into this process though: match history. Knowing what heroes the enemy team is particularly strong with generally allows a captain to make the most out of their first bans.
This first ban phase is interesting because it can give off the impression that the game is imbalanced in the sense that some heroes are simply better than others. This does ring true but one thing to consider here is what we discussed last time. Sometimes the meta game shifts because of balance patches that buff some heroes and nerf others, but they also shift simply because teams come up with new ways to use heroes. Besides, banning four heroes out of the pool does have one huge advantage: it prevents the game from becoming too repetitive. From the captain's point of view, the first bans also ask a very important question: "which two heroes we are the least prepared to deal with?" Answering this question does require some general idea of what kind of strategy the team is prepared to go for. The team that picks first also has an advantage here because they can leave two nasty heroes into the pool and force the opposing team to give them one of those heroes while banning the other.
After four heroes have been ejected from the pool, teams pick their first three heroes. The process has four steps: 1) the first team picks a hero; 2) the opposing team picks two heroes; 3) the first team picks two heroes; and 4) the opposing team picks a hero. This is the phase where teams generally pick heroes that afford a wide variety of strategies because giving away too much information at this point can be disastrous. Just like first bans, these first picks are fairly standard in competitive play. It can be tricky to not give away too much information here, because after these picks, three out of five heroes in a team have been picked. The last picks in this phase tend to be more interesting than the first ones. This is where teams have to start playing some of their cards and they also have more information. There are a lot of things to consider here. There's generally 5 roles in a team, and although some heroes can comfortable fit into more than one, this is often where three roles will be filled.
That is why the second ban phase is much more context sensitive than the first one. Both teams get to ban three more heroes and the goal of the captains here is to get rid of heroes that would be the best fit for the opposing team's lineup. This asks for quite a bit of strategy sense because now is the time where a captain really needs to have a very solid idea of what kind of strategies both teams are going for. This in turn requires pretty deep understanding of every single hero in the game. Although a lot of the same heroes do show up in matches, some really wild picks have been also witnessed in tournament games. The three bans are what make this possible: the most obvious best choices are gone, so a captain has to fill their last two slots with heroes that are not the most optimal choices. This is interesting design because taking away heroes from the pool actually makes the effective pool larger.
By the time teams get to the last picking phase, a total of 16 heroes have left the pool due to being banned or picked. The last picks are done in 1-2-1-2 order, and here the team that picks last has the advantage, counterbalancing the first picker advantage from earlier. In a sense they can counter both of the first team's last picks because the last two picks need to fill different roles. The countering ability of the first team is weaker because their very last pick needs to both fulfill a role and at the same time counter the previous pick (if necessary). Of course, the very last pick of the second team cannot be countered at all. This makes it the only pick in the entire process that is done with complete information available to the picker. If you have played any decent strategy games, the advantage given by complete information in decision making should be pretty obvious.
In a way the captains mode might have risen out of necessity. It is simply not possible to completely balance a game like Dota 2 without making it dull. The captains mode is a clever design that prevents the game from becoming too stagnant. Bans force captains to look for unexpected solutions, and this way the meta game slowly changes. I think there is something more interesting going on here though. I think that Dota 2 is so interesting because of its imbalance. The captains mode is not a monkey patch to fix an imbalanced game - it's a mode that capitalizes on the imbalance as an advantage. The myriad of ways heroes interact with each other makes the hero pool a highly interconnected structure. Taking out even a single hero from the pool can massively impact the usefulness of another hero. Therefore, although the total number of bans sounds quite small, their impact on strategy is huge.
2. Random Draft
This mode is the other mode that can be considered almost tournament worthy. Like captains mode, this one also reduces the hero pool size, forcing teams to pick alternate solutions. As a measure, random draft is far more drastic: only 22 heroes from the entire game are made available. This limitation is naturally even better at preventing stagnancy. The biggest reason this mode is not used in tournaments is its random nature. The draft can be rather lopsided, sometimes giving a huge advantage to the team that gets the first pick. This is especially true if there is only one good hero for one role in the entire selection. What this mode is good for however is playing with random internet strangers. Captains mode is tricky because one player makes all the decisions and poor communication can lead to very disastrous picks (such as four heroes that no one knows how to play).
Random draft on the other hand does two things that make it suitable for quite serious play on public servers: it forces a pick order which makes counter picking a more strutcured activity than the chaos that is all pick. Second, it restricts the hero pool so drastically that every player in a team needs to carefully consider their choices against their skills. It also acts as a better catalyst for communication, because after the first picks a clearer image of available strategies starts to form in a way that everyone can perceive them. Furthermore, the most popular heroes often don't all make it into the pool. This creates some much needed variety. Seeing certain heroes come up in every other game does get a bit old eventually. Of course you can get very unlucky, and have none of the heroes you actually know come up. This is the disadvantage of random draft. However, I do consider it the best mode for playing with random internet strangers. The only thing it's not good for is practicing a particular hero, because the odds of them actually being available are quite small.
3. Least Played
This mode is not mentioned because of its tournament worthiness, but because of its ability to encourage people to practice new heroes. The system is quite simple. Every player has their 40 most played heroes banned (but only heroes that the player has three or more wins with can get banned, so effectively this can be less than 40). What this means is that every player in the game is playing with a hero they are just not very good with. It gives players a friendlier environment to get the hang of new heroes and still allow them to play against other people instead of bots. Everyone knows that everyone else is new to their hero so people generally wont get flamed for not knowing how to play their hero (there are some asshat people who choose to flame in this mode, but they are very rare). It is the mode where players are allowed to screw up because the punishment for mistakes is generally lower (because the opponents don't know their heroes very well either).
I like this mode because it allows me to play some heroes I would not even dream of trying out in any other mode. I also like the fact that people care much less about winning or losing in this mode. Furthermore, most players have played the most popular heroes too much to get them in this mode, so hero picks tend to have a lot more variety than in most other modes. The matches can also get pretty weird in this mode, far more often than in any other mode. It is entertaining, more relaxed and even a source of new ideas. Currently my biggest lament is that this mode is not nearly as popular as it was after its launch, It often takes up to five times more time to find a least played match (compared to all pick).
Conclusion
Different drafting systems in general are an interesting topic, and they have been used quite effectively in Dota 2 to improve the game. What is really interesting about drafting in Dota 2 is its impact. Like I said, it is the most exciting part of a match between two professional teams. Seeing how it plays out is of course entertaining too, but the draft is where it is really easy to get absorbed. As the captains are doing their job, couch strategists can in a sense take part in the process by trying to guess what is going on in those great minds. The most fun of course is discussing the draft with other players who are watching the match. Another important way in which drafting affects the game is its impact on how games with random internet strangers roll out. The game experience is always affected by the draft mode. It allows Dota 2 to be played in more than one mindset.
For improving one's play with a given hero, there is all pick; for the best team play experience, there is random draft; and for the most relaxing gaming experience, there is least played. Captains mode is there for those moments when a full team gets together to really play some hardcore Dota. That is how I roll anyway. There are yet other modes in the game but they are less noteworthy.
1. Captains Mode
This mode is the de facto tournament mode in MOBAs in general. The drafting is divided into four phases: first bans, first picks, second bans and second picks. The name of the mode comes from the fact that it is the team captain that does all hero bans and picks for their team. In the first phase, a total of four heroes are banned. This banning phase could be called a balancing act in a sense because usually the heroes that are currently considered most useful get banned. These bans tend to give away very little information, and they are fairly standard. There is typically a pool of less than ten heroes that get banned in this stage. These bans are therefore the most dependent on the contemporary meta game. Some additional information does go into this process though: match history. Knowing what heroes the enemy team is particularly strong with generally allows a captain to make the most out of their first bans.
This first ban phase is interesting because it can give off the impression that the game is imbalanced in the sense that some heroes are simply better than others. This does ring true but one thing to consider here is what we discussed last time. Sometimes the meta game shifts because of balance patches that buff some heroes and nerf others, but they also shift simply because teams come up with new ways to use heroes. Besides, banning four heroes out of the pool does have one huge advantage: it prevents the game from becoming too repetitive. From the captain's point of view, the first bans also ask a very important question: "which two heroes we are the least prepared to deal with?" Answering this question does require some general idea of what kind of strategy the team is prepared to go for. The team that picks first also has an advantage here because they can leave two nasty heroes into the pool and force the opposing team to give them one of those heroes while banning the other.
After four heroes have been ejected from the pool, teams pick their first three heroes. The process has four steps: 1) the first team picks a hero; 2) the opposing team picks two heroes; 3) the first team picks two heroes; and 4) the opposing team picks a hero. This is the phase where teams generally pick heroes that afford a wide variety of strategies because giving away too much information at this point can be disastrous. Just like first bans, these first picks are fairly standard in competitive play. It can be tricky to not give away too much information here, because after these picks, three out of five heroes in a team have been picked. The last picks in this phase tend to be more interesting than the first ones. This is where teams have to start playing some of their cards and they also have more information. There are a lot of things to consider here. There's generally 5 roles in a team, and although some heroes can comfortable fit into more than one, this is often where three roles will be filled.
That is why the second ban phase is much more context sensitive than the first one. Both teams get to ban three more heroes and the goal of the captains here is to get rid of heroes that would be the best fit for the opposing team's lineup. This asks for quite a bit of strategy sense because now is the time where a captain really needs to have a very solid idea of what kind of strategies both teams are going for. This in turn requires pretty deep understanding of every single hero in the game. Although a lot of the same heroes do show up in matches, some really wild picks have been also witnessed in tournament games. The three bans are what make this possible: the most obvious best choices are gone, so a captain has to fill their last two slots with heroes that are not the most optimal choices. This is interesting design because taking away heroes from the pool actually makes the effective pool larger.
By the time teams get to the last picking phase, a total of 16 heroes have left the pool due to being banned or picked. The last picks are done in 1-2-1-2 order, and here the team that picks last has the advantage, counterbalancing the first picker advantage from earlier. In a sense they can counter both of the first team's last picks because the last two picks need to fill different roles. The countering ability of the first team is weaker because their very last pick needs to both fulfill a role and at the same time counter the previous pick (if necessary). Of course, the very last pick of the second team cannot be countered at all. This makes it the only pick in the entire process that is done with complete information available to the picker. If you have played any decent strategy games, the advantage given by complete information in decision making should be pretty obvious.
In a way the captains mode might have risen out of necessity. It is simply not possible to completely balance a game like Dota 2 without making it dull. The captains mode is a clever design that prevents the game from becoming too stagnant. Bans force captains to look for unexpected solutions, and this way the meta game slowly changes. I think there is something more interesting going on here though. I think that Dota 2 is so interesting because of its imbalance. The captains mode is not a monkey patch to fix an imbalanced game - it's a mode that capitalizes on the imbalance as an advantage. The myriad of ways heroes interact with each other makes the hero pool a highly interconnected structure. Taking out even a single hero from the pool can massively impact the usefulness of another hero. Therefore, although the total number of bans sounds quite small, their impact on strategy is huge.
2. Random Draft
This mode is the other mode that can be considered almost tournament worthy. Like captains mode, this one also reduces the hero pool size, forcing teams to pick alternate solutions. As a measure, random draft is far more drastic: only 22 heroes from the entire game are made available. This limitation is naturally even better at preventing stagnancy. The biggest reason this mode is not used in tournaments is its random nature. The draft can be rather lopsided, sometimes giving a huge advantage to the team that gets the first pick. This is especially true if there is only one good hero for one role in the entire selection. What this mode is good for however is playing with random internet strangers. Captains mode is tricky because one player makes all the decisions and poor communication can lead to very disastrous picks (such as four heroes that no one knows how to play).
Random draft on the other hand does two things that make it suitable for quite serious play on public servers: it forces a pick order which makes counter picking a more strutcured activity than the chaos that is all pick. Second, it restricts the hero pool so drastically that every player in a team needs to carefully consider their choices against their skills. It also acts as a better catalyst for communication, because after the first picks a clearer image of available strategies starts to form in a way that everyone can perceive them. Furthermore, the most popular heroes often don't all make it into the pool. This creates some much needed variety. Seeing certain heroes come up in every other game does get a bit old eventually. Of course you can get very unlucky, and have none of the heroes you actually know come up. This is the disadvantage of random draft. However, I do consider it the best mode for playing with random internet strangers. The only thing it's not good for is practicing a particular hero, because the odds of them actually being available are quite small.
3. Least Played
This mode is not mentioned because of its tournament worthiness, but because of its ability to encourage people to practice new heroes. The system is quite simple. Every player has their 40 most played heroes banned (but only heroes that the player has three or more wins with can get banned, so effectively this can be less than 40). What this means is that every player in the game is playing with a hero they are just not very good with. It gives players a friendlier environment to get the hang of new heroes and still allow them to play against other people instead of bots. Everyone knows that everyone else is new to their hero so people generally wont get flamed for not knowing how to play their hero (there are some asshat people who choose to flame in this mode, but they are very rare). It is the mode where players are allowed to screw up because the punishment for mistakes is generally lower (because the opponents don't know their heroes very well either).
I like this mode because it allows me to play some heroes I would not even dream of trying out in any other mode. I also like the fact that people care much less about winning or losing in this mode. Furthermore, most players have played the most popular heroes too much to get them in this mode, so hero picks tend to have a lot more variety than in most other modes. The matches can also get pretty weird in this mode, far more often than in any other mode. It is entertaining, more relaxed and even a source of new ideas. Currently my biggest lament is that this mode is not nearly as popular as it was after its launch, It often takes up to five times more time to find a least played match (compared to all pick).
Conclusion
Different drafting systems in general are an interesting topic, and they have been used quite effectively in Dota 2 to improve the game. What is really interesting about drafting in Dota 2 is its impact. Like I said, it is the most exciting part of a match between two professional teams. Seeing how it plays out is of course entertaining too, but the draft is where it is really easy to get absorbed. As the captains are doing their job, couch strategists can in a sense take part in the process by trying to guess what is going on in those great minds. The most fun of course is discussing the draft with other players who are watching the match. Another important way in which drafting affects the game is its impact on how games with random internet strangers roll out. The game experience is always affected by the draft mode. It allows Dota 2 to be played in more than one mindset.
For improving one's play with a given hero, there is all pick; for the best team play experience, there is random draft; and for the most relaxing gaming experience, there is least played. Captains mode is there for those moments when a full team gets together to really play some hardcore Dota. That is how I roll anyway. There are yet other modes in the game but they are less noteworthy.
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