Friday, March 22, 2013

inFamous 2

This game has been sitting in my collection for some time. Mostly because there were more urgent games to play. I did like many aspects of the first inFamous. Most importantly the game was very enjoyable to play. I realized that I haven't actually written about inFamous yet (I played it way before starting this blog) so I will touch it a bit as I go.What I remember of it anyway. In short, inFamous 2 is a direct sequel which in video game terms often means "improved version of the first" and I have to say that this is mostly true - again.

1. Being an electric man

Much of the strength of inFamous comes from factors that are very similar to Assassin's Creed. It allows the player to feel how it is like to be a superhero. This is achieved through efficient controls and design of powers that are simple to use yet highly impressive. Curiously the greatest feeling of power in inFamous is not how easily the player can defeat enemies but the various methods that allow them to travel across the city rapidly. It is a game where movement has been made highly enjoyable. Indeed out of somewhat similar games, only Mirror's Edge clearly surpasses inFamous whereas games like Assassin's Creed fall behind. Of course the comparison is a bit unfair - the protagonist Cole McGrath has a handful of movement-related superpowers after all. The biggest mistake in the original game was to give out these powers quite slowly. In inFamous 2, Cole starts with all movement powers from the first game.

He does get even more powerful movement abilities towards the end of the game though. In addition to being able to float in the air and "grind" (move very quickly, like on rails) on electric wires, by the end Cole can launch himself high into the air and use a lightning-themed grappling hook. I actually have no idea how one would do this stuff with electricty (the launch is ice-based though) but it doesn't really matter. What matters is how effectively the player can guide Cole through the city. In a sense it is these feats of movement that truly make Cole feel like a superhero. This is partly due to the surprisingly unimaginative design of combat powers. My biggest issue with the first game was that most of Cole's combat powers worked exactly like firearms. You have your pistol-like basic projectiles, electric grenades and electric rockets (with or without guidance).

inFamous 2 is not much better in this respect. New combat powers are mostly variations of old ones and while they are satisfying to use (especially the redirect rockets) they don't convey the feeling of electricity as well as they could. Sure, electricity courses through steel fences and instantly kills enemies standing in water but that is more or less all there is to it. Although combat powers themselves are perhaps the weakest link in this "electric man simulation", fueling them again enhances the experience; Cole gains his energy and health back by draining it out of nearby electric devices and power sources. This means that the game has an abundance of recovery available. More on this in the next section.I really don't know how electricty-based powers should work, but I'd imagine they would be quite a bit less controllable than firearms.

2. Combat pacing and healing

One interesting topic about game design is how healing affects the overall experience of combat in the game. In the past most games were exercises of sparing limited healing resources and this created a certain suspense but also caused some frustrating save/load sessions. The modern approach on the other hand is to allow players to regain health by simply resting for a while. This approach makes damage less permanent. Neither approach is very realistic, but that is the way of getting damage in combat. The tabletop RPG Hunter: The Reckoning makes a valid point: if a character actually gets injured from a weapon, they often spend weeks or months in the hospital bed. In a tabletop roleplaying game this can be made to work, but obviously it is not very desirable in action packed video games.

This means that once again we can disregard realism. Realism is overrated anyway. Both approaches have their uses, and indeed both are still present in modern games - the resting approach is just much more common. The issue with that approach is that it leaves out the suspense element entirely. It is simply not possible to use limited access to healing as a game design element because healing is ubiquitously available to the player. In inFamous, healing is abundant but not ubiquitous. The city is usually full of sources of electricity - often healing is just around the corner or even already in sight. Indeed, if the player has upgraded Cole's drain speed, he can become almost invulnerable if connected to an infinite power source. Infinite power sources are only available in a few specific missions. However this does mean that Cole can actually heal under gunfire.

Searching for power sources is usually not a desperate effort but rather like pit-stopping during a fight. Just a quick drain and off again. To counterbalance the abundance of healing, Cole actually takes quite a bit of damage from enemies. Staying in open space for too long is quite deadly. This means that the player's health changes very rapidly; taking damage is fast and so is healing. This also translates into how combat flows in the game. When combined with all the movement-related powers, the combat experience is one where the player changes position constantly - hiding to quickly recharge, and popping up from an unexpected direction to unleash a burst of electricity. Cole can easily take out a bunch of enemies quickly if they haven't spread out - but if they have, the player has to switch positions rapidly.

The system works fairly well because no one has a lot of health. At least not in the beginning. The game drops the ball a bit towards the end when it introduces rank-and-file enemies that can take way too much punishment before they drop. The game doesn't really need this either - the increase in difficulty could have been achieved by increasing numbers, or using nastier enemy positioning.

Conclusion

At its base, inFamous 2 is a fairly typical modern game. It uses a lot of the same tropes that are becoming ubiquitous and adds its own twists. Where the game succeeds is in creating the superhero experience for the player. Superpowers in the game are enjoyable to use, although some of them are rather unimaginative re-themings of familiar concepts. As a sequel it is a pretty straightforward iteration in the sense that it has more refined game mechanics. While better as a game, I felt that storywise it was rather lacking. The first game had an interesting story - the sequel really can't keep up to any expectations. I also found the npc role reversal in the final mission of the game a bit cheap. A very minor spoiler here: the bad npc is your ally in the good final mission while the good npc is your ally in the evil version. It felt a bit like they wanted to do a twist so badly, but they really couldn't come up with anything even remotely credible.

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.

Monday, March 4, 2013

On Video Game Dresses and Unnecessary Boobs

This article contains at least one spoiler (Xenoblade Chronicles). Just so you know. The twist is pretty damn predictable though after not-so-many hours into the game.

Lately I have encountered a lot of talk about how women are represented in video games. The topic itself is hardly new - after all women have been represented in video games rather poorly since the dawn of history. My stance? I definitely agree that there are severe problems in this area. I don't fully agree with all the criticism towards games, largely because to me it seems some feminists are seeing enemies absolutely everywhere and - spoken as a male - their attitude can be rather hostile. Then again, the gaming community's common reactions are even more hostile. I'm not here to argue this issue though - I'm more interested in design implications. What we're gonna look at is how the poor visual design of female characters can be quite harmful to a game's enjoyability.

This is KOS-MOS. She is a battle android from Xenosaga - which you might have guessed by looking at the big-ass guns she's packing. She is also packing something else: big boobs. What exactly is their purpose in the design, do they deflect bullets better because of the round surface or what? Also note the skin-to-armor ratio. Okay so she was built by a big nerd, which explains why she is female in the first place (there is no in-game explanation as far as I recall, and she doesn't pass as a human in any scene) - although said nerd had a girlfriend who was actually working with him on the project. Actually - this part is a bit hazy I'll admit - but the girlfriend (actual protagonist of Xenosaga) must have been the one to upgrade KOS-MOS frame into this:



So I am guessing maybe she did the original design too. To get to the point: there is no in-game reason for KOS-MOS to look like this. Sure there is no in-game reason for her to not look like this either, but the design doesn't make much sense. This didn't actually bother me while playing the game - you watch enough Japanese anime and come to accept this as the norm. KOS-MOS is also an interesting character and forms a solid duo with the series - also female - protagonist. Both are actually what I think passes as quite good female character design in terms of writing. In KOS-MOS's case, she remains a good character despite having an overly (and unnecessarily) sexualized body. Maybe it is easier to ignore because she doesn't really care either - there is no sense of sexuality in her programming.

This is also why I am not particularly bothered by what girls in fighting games are wearing. They have no personality at all; they are practically just dolls that fight for their master (you, the player). They make no effort to even pass as women so they don't really portray any kind of image about women. This is why I think it's wasted effort to get offended by the way they dress - it is much akin to being offended by porn. That effort is better spent on criticizing characters that actually try to pass as women - characters with actual personality. Characters that suggest that an actual woman might wear something as ridiculous as we often see in games - even when the dress is in direct conflict with their personality. KOS-MOS looks ridiculous, yes, but the way she looks doesn't draw attention away from her role in the game. Let's talk about someone who doesn't enjoy such a benefit.



I find it somewhat uncomfortable to say out loud that Tifa is my favorite character in Final Fantasy VII. What people remember first about Tifa is her boobs. Let's face it - it is rather hard to not pay attention to them because they're just ginormous (more so in the game than above!). The realism card usually flies right out of the window when discussing games, but seriously, if you've seen actual athletic people you know there is no way she can have boobs that big. It's gotta be the mako energy. Useful stuff for powering reactors, creating power-granting materia and I guess concentrating all of your body fat into boobs. Of course her cloth-to-skin ratio is below 0.5 to boot. What makes Tifa far more offensive than KOS-MOS is the fact that the writers have actually spent a great deal of effort to create a quite realistic girl with strong character.

Tifa is in my opinion a much stronger character design than Aerith (although Aerith's personality does get some curious implications when we get to look at her past in Crisis Core). The problem is, this is often lost because people mostly associate Tifa with huge boobs. So it's not just that her appearance is both unrealistic and offensive, it also very successfully obfuscates the marvelous job done by the script writer responsible for her personality. Whoever did the visual design for Tifa clearly did a huge disservice to the rest of the game. Unfortunately, "unnecessarily big boobs" is a rather common syndrome in games (from top to bottom: Lara Croft (Tomb Raider Underworld), Selvaria Bles (Valkyria Chronicles), Beatrix (Final Fantasy IX)):







Dress design can also have rather large impact on how seriously a game can be taken. It is actually Xenoblade Chronicles that gave me the spark to write this piece. The game features armor that actually changes the character model (this is rare in Japanese RPGs so it's noteworthy). The game does this actually quite well - it even remembers what pieces of equipment characters were wearing when it shows flashbacks from earlier (or it fakes very convincingly). However because it is stats that dictates what equipment is worn, the combinations can look rather awkward. Which would also be fine and expected, but some pieces are in fact rather humiliating. It is rather difficult to get into the right mood when two characters are having a meaningful conversation while the other is in what looks like underwear and the other with a torso like this (couldn't find a full pic - it looks worse in-game):



Mind you, Fiora is not an android void of human personality - she's a cyborg. Moreover, when asked about how she feels in her new robotic body she keeps convincing everyone that she really feels comfortable with it. We are talking about a sexually inexperienced young girl (she has her first kiss during the game), who apparently is very comfortable with baring a major part of her breasts and some of her buttcrack to the world (the latter spotted during a camera drive while she was in that outfit). What is up with her breasts anyway? Did they purposefully upgrade them to practically point upward? Puts a whole new meaning on the word firmware. She actually has at least semi-decent outfits and now I kinda see another reason why a lot of games that have alternative character models still use the default models for cutscenes. If for instance Xenosaga II had shown its swimsuit models outside of combat I would have found it very hard to take the game seriously. Here is Fiora's default btw:



So whether you care about how women are portrayed in games or not (you should though!), there are other reasons to not let male fantasies dictate costume design. These reasons affect the gaming experience as a whole. The designers of KOS-MOS got away with her sexualized appearance, but others like those responsible for Tifa or Fiora certainly do not. I get the desire to create hot characters - attractive characters get a game more attention whether we like it or not. I also get why there are fighting sex dolls in fighter games - although they give gaming a bad image they don't really do any harm to the game. So I say let them have their softcore porn. This kind of design just should not crawl into games with actual characters. Tasteful can just as well be hot - perhaps even more so than tasteless.



It was refreshing to read the Persona 4 Official Design Works. The artist interviewed for the book emphasizes how much effort they put into matching each character's appearance to their personality - and vice versa! Of course there is no need to emphasize this, the advantage is obvious from just playing the game. With good synergy of visual design and script writing, the game succeeds in having some of the most convincing girl characters in its genre - even across genres really. Since we started with a robot girl, and they have been an ongoing theme, I want to throw you one more because Persona 3 shows much more taste. Although it is not clearly stated why she is a girl, storywise she needs to pass as human which explains all her anthromorphic features (i.e. breasts).



The Persona example, conveniently from the same genre as the rest, goes to show that by putting emphasis on plausible visual design the end results are simply better. Getting away with sleazy design is not exactly something to be proud of. Yet it seems that developers try to do it all the time. If overtly sexualized characters ever end up on lists like "best female characters" know that they are there despite their ridiculous appearance. Hell, even on "hottest female characters" lists they could rate higher with more tasteful clothes. So as a closing shot, here is Karin - she would probably love to have more decent clothes.


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.


Monday, February 25, 2013

Of Pop Music and Voice Acting

This post is rather random and not directly related to games. There is a link to voice acting though. Particularly in the JRPG genre, original voice acting has been largely preferred by fans because of its higher (perceived?) quality. A more peculiar preference in the past few years has been the preference of Japanese and later Korean pop music to American or European counterparts. Fundamentally they are not that different (or using the cynical expression: same shit, different package). I believe there are two sets of reasons why such a preference might be: the rational reasons - the ones we tell ourselves - and the irrational ones - the ones that might be the actual root cause of the preference. This is a personal reflection, but is based on my reading of psychology so it applies more generally.

1. Rational reasons

We like to think we know the reasons we are doing stuff. If questioned, we can muster up an explanation for any preference we might have. In this example, we are looking at reasons I have come up with while trying to explain why, despite being something of a musical elitist, I like certain Asian pop groups. My go-to explanation is that one of the most common downfalls of pop music is its shallowness. This is particularly evident in lyrics. My understanding of Japanese is weak at best (I have studied for two years and later proceeded to happily forget most of it) and my understanding of Korean is non-existent. The logical conclusion then is to attribute the preference of Asian pop music to language. Since I have no idea what they are saying, I need not facepalm to the lyrics. I can even be very aware of the general theme of the song, but not hearing the words truly seems like a blessing.

However, you don't find me listening to, say, Spanish or French pop music. Another theory also involves language. More precisely, the way it sounds. Japanese and Korean sound quite different than most European languages. Japanese at least is a language with very short syllables and heavy on the use of consonants. It certainly gives singing its own flavor. The flow of voice is indeed different. This theory is equally likely to not hold. This is actually where I run out of theories that are in any way related to the music itself. The rest go into the irrational category, and are linked to entirely other factors. The reason a lot of people prefer Japanese voice acting in Japanese games is more founded on reality though: some years back, the translations were indeed done with a shoelace budget and the (lack of) acting was quite simply horrible. Lately though I have heard some quite convincing translations, even some that I prefer over the originals (FFXIII).

2. Irrational reasons

The reasons given in the previous section are prime examples of rationalizing behavior. Humans do this to overcome discomfort that arises from cognitive dissonance. In my case, the fact that - against my general taste in music - I find some pop groups to be acceptable or even good creates dissonance. In this case the conflict arises from my attitude ("pop music is commercialized shit for the masses") and my liking of some pop groups (that are likely more commercialized). According to theory, there are a few ways to reduce the discomfort caused by this conflict. One is to fix my attitude, another is to refuse liking said groups and the third way is to find reasons why there are exceptions to the rule (i.e. this doesn't count because...). However there needs to be some explanation why I have come to appreciate these groups in particular and not other groups.

The Western culture is focused on the individual - we prefer to be distinguished from our peers. Therefore liking something that is exotic compared to the norm can be appealing. Such preferences can also be used to identify oneself as belonging to a particular subculture. There was this whole big thing among young teenage girls in Finland some years following the wake of rising popularity of anime and manga. Japanese visual style rock bands became very popular among this subculture, or more like, it created its own subculture with a certain fashion style. Although no such strong culture around Asian pop music exists in Finland, it is indeed more popular in my corner of the internet. However it is less of a group thing and more of a continuous exposure thing. My exposure to Asian pop music is indeed several magnitudes higher than my exposure to Western pop music for instance.

Continued exposure is also a possible answer to why pop music in video games sounds better - even when heard outside its context - than other pop music. Of course I can construct theories that it is indeed somehow fundamentally different, but chances are I prefer it because I have been exposed to it while playing the game (I am looking at you, Persona). The same goes for anime opener songs - which were indeed the first instances of Asian pop music I deemed acceptable. Continued exposure to discussion about Asian pop music can be linked to the availability bias: it is the only kind of pop music that is discussed, so there must be something special about it. This statement is very unlikely to be true in objective terms but alas, we function based on our very subjective perception of the world.

Western pop music is less available in this sense because there is nothing really prodding me to find good artists. Furthermore, it is quite possible that my attitude has not really changed - there is only the loophole exception for Asian pop music. However it may also be that comparison is in a way disjointed such that Asian pop music gets assessed in a different frame of reference than its Western counterpart. This is actually something that might explain why Japanese voice acting sounds better in games: in our Western society our primary source of Japanese voice has been anime, not movies so the reference point for voice acting quality is in fact much closer. On the other hand we are very used to hearing the English language in movies where acting is typically done with much higher budgets. The low budget voice acting in translations seems therefore especially weak in comparison.

For music this would mean that Asian pop music gets in fact compared to Asian music in general (which I do not listen to all that much) instead of Western music (which I listen a lot to). This reference point alienation is furthered by the fact that both J and K pop have been distinguished into their own genres. Although the usefulness of music genres can be argued, I would be massive amounts of not surprised if they have been found to affect the way we think about music. The thought "I want to listen to jpop" immediately excludes pop originating from any other country. Thinking is wacky that way.

Conclusion

This post belongs to the series "just blogging (for no apparent reason)" and is not all that much concerned with games. However, music preferences and game preferences naturally go hand-in-hand. Is there anything here a marketing person wouldn't know? Likely not, but as a thought experiment it was fun. If you find this stuff interesting, you might want to check topics like cognitive dissonance and cognitive biases. There's a lot of cool stuff to read there. You might even find something to use in either your game or its marketing.


Monday, February 11, 2013

Dota 2 (Overview)

OK. So my friend - who has been going on and on about Dota 2 ever since its release - decided to do me a "favor" by giving me a beta access key. Suddenly the pace at which my "games to play" used to get shorter came to a near-halt. Instead my Steam profile tells me that during the past three months, I have played Dota 2 for something like 400 hours. This outcome was not exactly unpredictable; there is a very good reason I have limited myself to single player games for a very long time (the occasional fighting game aside). As you might have guessed, I get engrossed in my games a lot. This is a good trait for a game designer to be sure but it is also a very dangerous trait. It's easy enough to control with single player games because they ultimately end. Either I reach the end, or I get all the achievements - it doesn't matter which, there is always a point where I can put the game away and mark it as "done". The problem with multiplayer games is that they don't really have an endpoint.

In this article I have decided to ramble about random things that pop into my mind. Mostly about Dota 2. I am not going to explain the MOBA concept. Go play one or read a Wiki article. This article is more overview-y. I might do some more detailed pieces about game mechanics. Maybe.

1. Studying as a way to play

I'm a scholar type gamer. Let's face it: my execution sucks. I have never been able to do the really tricky things in fighters even though I have played them for quite a long time and have been somewhat successful on a national level. My reaction time and my manual dexterity are just not up to the task. That is why I play a lot of slow-paced or turn-based games where the advantage lies in knowledge and cunning. I used to be a regular GameFAQs junkie, even reading guides that had no real relevance to my own playing. I wanted to know how others play the games I have just completed; I also wanted to know stuff that the game failed to reveal to me. I used to write guides myself too. I would discuss this stuff with anyone willing to participate. I still do. For a scholar gamer, playing the game is just half of the fun. If I look at my all-time favorite games, they are all games that inspire studying.

Being an extremely complex game, Dota 2 demands study. At first the huge amount of information is just overwhelming. At the time of writing there are almost a hundred heroes in the game, each with their unique abilities and varying attributes. On top of that there's even more items, a lot of them with their own distinct purpose. Sorting all this out takes time and experience, but even more so, it requires studying. I was at about 300 games when I could finally tell what every hero and item in the game can do from memory. I still check details almost daily. But it is not the amount of information that makes studying Dota 2 so compelling. The real complexity is in the way all this information interacts. There are five heroes on each side of a match, and every other hero in the game affects how you should play yours. The beauty of this is that the complexity here is so immense that there is no guide you can read that could cover your situation.

Unlike MMORPG's that have their loathed cookie-cutter builds, these do not largely exist in Dota 2. Therefore even a rather new player like myself is compelled to theory-craft. The fluid nature of Dota 2 can be witnessed by following tournament and league matches between professional teams. The list of most played heroes is living constantly, and new surprising lineups come up all the time. Teams figure out entirely new ways to play some heroes and suddenly those heroes are the new thing. Because everything is so situational, there are basically endless possibilities for a scholar gamer to improve their game simply by studying, theory-crafting and experimenting. When watching pro matches, I find myself constantly trying to figure out why they did what they just did (e.g. why did they pick hero X and not Y).

Because of this constant evolution, most written information is not up to date. It is often useful, but you can usually theory-craft beyond it. Likewise, the most current information comes from watching tournament and league matches, but it is often situational; again with the theory-crafting. The beauty of all this of course that it really pays off. You can easily tell when players have only played the game and never bothered to study it. They go for their standard builds and have very little concern for overall strategy. They choose their heroes based on what they want to play without paying any attention to picks made by other players. They fail to grasp when they have a massive disadvantage in a particular matchup. They even struggle with very basic concepts. Any player in the know will immediately take advantage of this. Although Dota 2 has some degree of technical skill, it is easy to outplay opponents with pure strategy.

It is the studying aspect that really keeps me interested in Dota 2. It also is linked to enjoyability of the game.

2. Goals of playing

Enjoying the studying has a very strong psychological background. The brain is simply wired to reward learning, and Dota 2 is excellent at showing results. At least my experienced rate of improvement has been very high. Reality may or may not agree, but it doesn't really matter to the brain. Another psychological concept that I have experienced is the difference in orientation. On the very highest level of orientation, there are two modes to do things: task-oriented and ego-oriented. The former happens whenever I play with a practice mindset, e.g. learning a new hero, practicing to use a certain skill, trying out a new build or figuring out a counter to a hero I lose a lot to.The latter happens whenever I get too obsessed about my own performance scores or winrates. I am most vulnerable to this when I'm "just playing" with no real goal. Let's just say that when playing a game like Dota 2 you should never ever play for no reason.

Being task-oriented means paying attention to the thing that you have set out to do and simply getting better at it. Basically this means that whatever happens, you will never be disappointed with the outcome. Either you have realized a new flaw or - better scenario - witnessed some clear improvement. Note that this is not the same as playing with "just do your best" mentality. Whatever you are doing should still be aimed ultimately at winning the game. You just shouldn't be obsessed about the outcome: this will only make you cranky and, most importantly, play worse. Whenever someone gest a rage fit in the game, they are very likely playing with an ego-orientation. When you are ego-oriented towards a task, your sense of self-worth hinges on the outcome of the activity. This makes you likely to take a loss personally and blame others in your team for playing poorly.

I have found it really useful to always ask myself "what will I get out of playing this match". It is really easy to become ego-involved in the game if you are "just playing" it. This does a lot to explain the bad reputation of MOBA communities in general (they are considered largely not friendly towards new players; I'll get back to this). Always practice something, and you will always get something out of every game. Although I will very likely never be good enough to play in a serious team (I am playing the "I'm too old for this shit" card here), I nevertheless try to practice towards the goal. Playing occasional matches with four friends also boosts motivation considerably because that is when all your knowledge and skill is really put to use. In public games with random team mates the unwillingness of others to cooperate often results in some weird ways to play the game that are not really viable in real team vs team matches. When it is you and four of your firends you get to practice the most important aspect of the game: effective teamwork.

3. About the players...

What you usually hear about MOBA games is that they are hard games to learn and while you are learning, everyone will cosntantly tell you exactly how much you suck. I also went into the game in a "brace for impact" mode but it turns out this is largely a dated stereotype. True, players do rage from time to time but it is in no way as common as it could seem from the talk. As we just speculated, this raging could happen largely because a lot of players are rather ego-oriented about the entire thing. Another problem with ego-oriented players is that they tend to be rather ignorant too. I think it is essential to make a clear distinction between two types of "bad" players: inexperienced and ignorant players. Although I do not openly flame people, I am not above getting really annoyed at one of these groups: the ignorant players.

I have no complaints about playing with inexperienced players who are willing to learn and communicate. Even if we directly lose the game because of an inexperienced player, there is no reason to rage at them really. If they are someone I know I usually point out later how they can improve their game. I will take an inexperienced communicating player over an experienced ignorant one any day. I don't even rage at ignorant players unless they start raging at either me or another team mate. Well, I don't rage really, just snark at obvious flaws in their play. Still it's not constructive criticism, just a snide remark that their own play wasn't particularly shining either. But I do rage about ignorant players, like right now in this blog. There used to be this joke about how our game design study group gathered weekly to rant about bad players. Let's just face it: I don't like ignorant players in any game. Not very adult of me, but whatever.

I find it impossible to fathom how some people can play a game for hundreds of hours without giving a shit about even the most basic concepts. To me it seems like a big waste because they are not improving at all. Why play a game if you are doomed to suck? Even worse, they don't even realize how bad they are playing. Dota 2 is tricky that way. If you don't stop to think, it is easy to find a lot of explanations how losing the game was not your fault. Your team mates can be noobs, the opposing team has OP (overpowered) heroes etc. At least there is no randomness in this game to blame (there is a clever trick, I might cover it in another post). The problem of course is that when players fail to notice how they failed, they really cannot improve either. It is very hard to admit failure for players who are ego-oriented, because admitting failure hurts their self-esteem.

This is usually when I get told "but we are having fun". To this my response is to find someone else to play with. Still, this casual attitude is more understandable than the attitude of the most obnoxious players. In Dota 2 these are largely ignorant players who think they are good in the game, and their primary reason for playing is to "pwn" (get a lot of kills). Whereas a casual player will just shrug at a loss, this obnoxious type will get on with the raging. Obviously they are not taking the game casually, but they also show no interest in actually trying to improve their game. This is what truly perplexes me. To me it seems like being stuck in an infinite loop of un-fun where over 50% of the matches you play will suck (because you lose). I guess to each his own, but judging by my own ego-oriented streaks, the un-fun part really rings true. There are also the occasional trolls, who I have equal difficulty understanding.

One tricky thing about team-based games is that the development of an individual player's matchmaking rating is always to some degree dependent on their team mates. This is particularly true in Dota 2 because a bad teammate not only fails to contribute anything, they actually hurt the team because enemies get experience and gold for killing them. Although statistically the chance of getting bad teams is equal to getting decent teams, games that are lost in hero selection are not very couraging (it is quite possible to pick a lineup that has no chance at all). Another problem with the matchmaking system is that a lot of matches are rather lopsided. Either your team loses so badly nothing you do can affect the outcome, or your team steamrolls over the opponent with no challenge at all. Both types of games are rather bland. Overall this is a problem that cannot be really avoided when matchmaking among so many players.

4. The hidden lore

What makes Dota 2 hard is that the game is not exactly what it seems like on the surface. Or, rather, it is about many more things than it might initially seem. A very simplistic initial impression might be something like this: you get to choose a hero, then you proceed to farm levels and items to become a killing machine, then you take your enemies out. This is not exactly false, but it is definitely not true either. Let's just walk through over game phases to get some insight into what is not immediately apparent from playing the game.

Hero selection is the very first thing to do in a game. The most commonly played mode is All Pick, where every player gets to freely choose whatever hero they desire (exception: the same hero cannot be picked twice). So you just choose a hero you like and everything is go, right? Well, obviously, no. If everyone does this, it is entirely up to chance whether the lineup makes any sense at all. In truth, every pick should serve some purpose. For instance, there is only limited amount of farm available in the course of the game. If everyone wants an equal share of the farm, no one will come out strong. The problem in picking heroes in public games is that picking a really effective lineup requires communication before anyone picks anything. Why? Let's take a look.

Heroes are divided into several roles. Most importantly, there are more roles than there are players in the team. This means all roles will not be covered. As it should be, most heroes are at their best when played as part of particular strategy. Another important variable about heroes is their time frame. Put simply, this indicates which phase of the game that hero will be the most powerful at. This has very serious implications on overall strategy: a team consisting of mid-game heroes has to play aggressively to secure victory before their heroes run out of potency. There is also another role system, the 1-5 roles. The number means farm priority: role 1 gets majority of the farm, while role 5 gets practically nothing. While this may sound bad for the role 5 player, what it really means that a team should always pick heroes that do not need farm.

On top of all this, counter-picking needs to be considered too. You also need to consider lanes: these are positions that the heroes take at the early stages of the game. Not all heroes are suitable for all lanes so that's another thing that needs to be considered. The trickiest heroes in this sense are those that absolutely need to get into a given lane. If one of those is already on the team, picking another is simply stupid. In a sense All Pick is a stupid mode because there is no forced pick order and, theoretically, the team that picks last has the advantage of seeing what their opponents are going to play. This doesn't really show though, because in public games picking resembles a rather unstructured random process. I highly dislike players who wait and wait before picking and then make some really dumb pick that has no synergy with the rest of the team. Whereas if they had actually picked first, the rest of the team could have reacted to the pick.

So we are not even in the game yet and already there have been a lot of ways to screw up. Welcome to Dota 2. Laning is the next phase. This is a relatively static phase in the game where teams face each other in the game's three lanes, usually 1-2 heroes per lane. It is important to consider who goes where, as we just discussed. Laning two heroes who need farm together for instance is a bad idea, because they will be stealing from each other. Heroes who need farm should instead always lane with heroes who don't. Another thing that can go wrong in the early game is the purchase of starting items. There are a few items that help the entire team, but does not buff the hero who buys them. As you might have guessed, no one really wants to buy these. Someone usually buys the courier, because the little critter is criticial (otherwise heroes would need to run back to base to buy stuff).

There are also wards. They sound rather unimpressive: all they do is sit in a position where you put them and provide vision of the area. The importance of vision seems to be one of the hardest concepts for many players to grasp. Another type of ward is used to reveal wards placed by the other team; they also reveal invisible units in their vicinity. If there are heroes who use invisibility then these wards may get bought, but the more important, vision granting ones often go unbought. It is actually somewhat hard to truly realize the importance of vision at first. I bought wards because my friend told me that it is a thing I should do when playing a support hero. But it really took me quite some time to actually see why wards are important. The importance of vision in a game that features a fog of war may not be shocking news to strategy game folks but somehow it is quite hard to grasp in Dota 2.

But here is the thing: if you have no vision of where the enemy is moving, the only sensible thing is to assume that they are coming to kill you right now. If you don't assume this, you have no way to prepare for it and you die. Preparing for it usually means having to retreat from your farm and do nothing. Both options are really bad. Vision also works the other way around. There is no way to go and kill a "lone" enemy hero if you cannot be sure that his four friends are not hiding nearby (does not prevent people from trying - they usually die). But as soon as you see where they actually are - boom, dead enemy hero. Overall, the fact that you "saved" money by not buying wards is not much of a consolation when the enemy team can just roam freely all over the map killing whoever they want and there is nothing you can do about it. The problem with buying wards is that it should always be done by heroes who don't need farm. If they don't do it, the team is basically screwed because either they go without vision or someone who really needs money has to spend it on wards.

The game still hasn't even started and there are yet more ways that we can have screwed up. Fun times. The next opportunity to screp up consists roughly of the first ten minutes into the game. This is called the laning phase, and it involves killing a lot of creeps (small squads of AI controlled units that march along the lanes to fight enemy creeps). The mind-boggling thing about creeps in the laning phase is that you do not want to kill the enemy creeps as quickly as possible. No matter who makes the kill, everyone in range will get their share of the experience, but the money - the actual farm - goes to however got in the hit that killed the creep. So there is no benefit in killing the creeps quickly. Instead, it hurts your team a lot. There are towers in the lane, and in the early game these things are deadly to heroes. The closer you are to your own tower the better. The lane gets pushed or pulled based on whose creeps die faster, so in fact you want your own creeps to die faster. You even want to finish them off yourself to deny farm from the enemy.

This logic is kind of counter-intuitive, so I get it that not all players grasp it. However constantly attacking the lane creeps is way too common. Yes the whole concept is rather mind-boggling but it's the very basics of the game. Yet it is one of the most common screw-ups (on my skill level). Another thing that has to be kept in mind during laning is: who gets farm and, more importantly, who does not. It is not enough to secure farm for the team; farm needs to be secured for the heroes who actually need it, and at the same time should be denied from enemy heroes who need it. To put it simply, heroes have different bang-for-buck factors. So by taking farm from a hero who needs it more, you are effectively stealing from your own team. It is not as simple as "I get money, we get money". This again is very hard for some players to grasp.

There are several obscure concepts in the early phase of the game too. Fortunately it does get more intuitive towards the end. Not easy, but more intuitive. As we discussed, the team should have some idea when they are at their strongest. If the lineup is heavily early game focused, then they need to start pushing - attacking enemy structures - early. A late game lineup on the other hand will want to keep their structures up while their key hero is farming. A typical late game carry needs to farm 30 or even 40 minutes to become really effective. Basically this means the rest of the team needs to be able to fight one man down. Involving the late game carry in too many fights is risky because they can die and also because they lose precious farming time. They are typically quite useless early on too and will be the focus of enemy aggression.

All this requires quite a bit of knowledge of all the heroes in the game. Another thing the game requires is carefulness, but not too much of it. Because of the way hero respawn mechanics work, dying late in the game causes a hero to be out of the game for a very substantial amount of time. If someone dies solo in the endgame, the rest of the team has to fight 4 versus 5, and if they lose that fight it is usually game over regardless of how the game has been going until that point. Although some people criticize the game because it feels like the outcome is often decided early, this is not accurate exactly because of the way the endgame plays out. Even a great start can be wasted by not realizing the time frame where that advantage is useful, or by stupid deaths in the end game.

The game also has its share of obscure information and exceptions to rules (much like the English language). However this has gone on for quite a bit so let's leave something for another time.

Conclusion

There are plenty of reasons for me to like Dota 2. As far as competitive games go, it is one of the few I can actually play because it does not require too much execution. It also goes very well with my study-heavy attitude towards games because not only is there a lot to study, there is also a lot of room for theory-crafting. What I really like about the game is its context-dependency; basically the answer to most questions about the game start with "well, it depends". Players need to use their own brains to figure out what they should do. Or at least one player needs to, if there is very good team communication. However because the team captain also has to mind his own play, it is far more optimal if all players have a good grasp of what they are supposed to be doing.

It is a game I actually don't recommend if you are not willing to put a lot of time and effort into it. Although the chance of getting yelled at in the beginner level has diminished quite a bit, going into the game with no research is going to be a very confusing experience, involving a lot of dying. The game doesn't have any built-in tutorial because it is still in beta (which it has been for what, two or more years?), but players have written an assortment of guides for understanding the basic concepts and also hero-specific guides (usefulness can vary). If you have the willingness to put yourself into the game, then I think Dota 2 is a really rewarding game. Just keep what I said about playing attitude in mind.

Thursday, January 31, 2013

Dragon's Dogma

This game was hyped in some circles quite a bit last year. A Japanese take on Skyrim was one description I remember, another compared it to Dark Souls in some aspects. So, truly, what is there not to get interested in? Well, tbh, the Skyrim part; open world RPGs are not my thing. In a sense the game is a digitalization of old schoold Dungeons & Dragons adventures. A party of four against ever an increasing threat of monsters. Monsters that have escaped from the pages of a D&D manual. With all the awesome games that came out last Autumn, this one did have to wait its turn until Christmas holidays. Nevertheless I truly expected to got into this. Turns out I didn't finish Dragon's Dogma during the holidays, largely because Dota 2 happened, but also because the game has its share of faults.

1. Pawns all around

The biggest distinguishing factor in Dragon's Dogma is its pawn system. It is an interesting concept indeed. At the start of the game, the player creates their own character and also their own pawn. In a sense, the pawn is even more important. Pawns can be summoned by other players to complete their party of 4 characters. This means it is not your main hero but your pawn that represents you in the community. This system sounds intriguing on paper and also raises questions like "can they balance it?". There is no hard limit for pawns that can be summoned, so theoretically you could summon a pawn way ahead of your main hero in levels. However, there is a cost that increases the further ahead a pawn is, so practically you are limited to pawns that are a few levels ahead. Equipment is not a factor in this cost though, which creates a major imbalance: a low level pawn with god-like equipment destroys everything.

A bigger fault with the pawn system is that pawns are by design void of personality. They have their collection of skills, their equipment and appearance (largely dictated by equipment) but that is more or less that. You may instruct your pawn to behave in certain ways, but there is no way to grant them any sort of personality. There is a large bunch of lines in the game that pawns can say, but they all say the same things albeit with a different voice. It is not much of banter unfortunately and gets rather repetitive. Granted it is clear that lack of personality is the intention and the game does not put much focus on character driven drama anyway. The emphasis is on survival in dungeons and the primary purpose of the pawn system is to create a game mechanic around forming a party that can tackle different obstacles. In reality the only reason I ever changed pawns was to keep them up in levels with my hero and primary pawn.

I think the problem is rather deeply rooted in the game's mechanics. Choosing a real-time battle system with AI-controlled allies severely limits what can be expected of said allies. The AI fights smartly, that much is true, and also according to the knowledge that has been gained by the pawn about their enemies. The achilles heel in this system is that skills in the game are rather bland and the difference in performance between pawns is remarkably unnoticeable. Only with casters there is any real difference in what spells they can cast. That aside, the only factor that truly matters in pawn selection is their attack and defense. Even if the game had more complex skill systems, I would not really trust an AI controlled ally to use them effectively. So numbers all the way. The problem is, this basically reduces every single pawn to just a few numbers (and bigger is better).

Another thing about AI controlled allies in Dragon's Dogma is that their equipment and skills are identical to what the player can have. The only difference is that the main hero can be trained in three hybrid classes that are unavailable to pawns. I realize that the purpose is to be able to have any roles your hero doesn't fulfill. The basic problem with this kind of arrangement is that if the pawns played really well, they would likely outshine the player. This I think is pretty bad. Indeed, one spellcaster I recruited at the end of the game downed several powerful bosses at a ridiculous speed. In the time it would have taken for my main hero to take down one health bar from a boss, that pawn took out five. The point here being is that if pawns are on the exact same power scale with the hero they will become more important in fights. The only special power the player really has over pawns is that he can resurrect them back to the fight.

If the pawns were actually on a different power scale and performing more supportive roles things just might work out better. Another approach could be to give the player better control of the overall battle strategy. The three commands in the game were just "go", "help" and "come". The AI handled the rest. While I think that yes, it is kind of cool that the pawns actually act based on what knowledge they have acquired, having the player be just one among four actors in a play might not be the best design. We can see how the increased player control works in Final Fantasy XIII(-2) paradigm system by giving the player more control over the actions their AI allies are limited to doing. Another game where AI allies actually worked as a mechanic is Star Ocean 3, curiously exactly because they were not very bright. However you could disable the AI or switch control during a battle. You also had the additional challenge of developing builds that worked well for the AI.

This is the problem I had in Dragon's Dogma. There just wasn't much of gameplay around the interesting pawn mechanic. Selecting pawns was dumbed down and in battle they were really independent. The important point is that they did not contribute to giving the player more gameplay. There is a thematic appeal to the pawns, and the fact that they do function very independently does create immersion. I am guessing this is what the designers went for. However most of the points I have raised here are not in contradiction to the immersion goal. Oh and the fact that the pawns repeat the same things all over again kind of breaks the immersion, especially because they are all saying the same things. I guess the problem ultimately is that the pawns have no real advantage over regular AI-controlled NPC allies. The disadvantage is that they lack personality and backstory, so it feels like you are traveling with glorified battle bots rather than with companions.

2. Into the unknown

I have been giving the game's primary system quite a trashing so perhaps I should talk about its better points now. The most appealing part of this game was traveling into unknown territory. I am guessing this is the Skyrim appeal. The world looks amazing and you can definitely run into some real trouble by taking a wrong turn. Seeing to the far end of the game world from atop of a mountain somehow always feels nice. Akin to the feeling you when climbing the very highest tower in Assassin's Creed, just because of the view. In Dragon's Dogma viewing the scenery has these "I have traveled all the way from there" and "Oh shit, that place is so far and night is falling" feelings. One of the best moments in the game was when I decided to explore whether the place I was in actually connected to another place I had been in before but through a different route. To my delight it did, and once again contained some amazing scenery.

What I found curious was that I actually really really liked the escort quests in this game. Escort quests are usually horrible but somehow traveling into unknown lands with a frail companion was an even stronger experience than simply exploring places because they are very likely to die if powerful foes are engaged. Running away from a Griffin on open plains and hiding inside a collapsed archway were strong moments in the game. To this end I actually wished the world would have been even larger to afford escort quests that could take hours to complete. And then I started to think about if it was actually possible to build a game that is simply one very long escort quest through this kind of plausible fantasy scenery. There are escort games that I know of (Ico comes to mind) but I don't think there is one in quite this sense.

Dungeons were somewhat less interesting. Fortunately they were also quite small and limited in number. By the way you better like traveling on foot when playing this game because there is not much of instant travel. There are consumables that allow you to teleport back to the world capital and you can later obtain a special waypoint marker that can be placed on the ground in a safe area. The reason I am happy the world was not that large is...

3. Repetition

This. Traveling to a new location is really cool in this game but being force to tread the same paths several times over is not. It is acceptable in some cases but not really cool in the rest. One big part of the problem is that - quest specific encounters aside - nothing changes. Every enemy is placed on the map so you will run into the same goblin ambush every time, usually on your way "there" and also "back again". There is nothing to be afraid of because you always know exactly what enemies you will face and where they are going to be, to a point that you can start figuring out routes where you won't encounter any. In some parts of the game world the whole "it's safer on the roads" is bullshit because they have planted a bunch of encounters specifically on the road. The only variation you get is the different set of enemies on the map at night time. That is all and I find it lazy and inexcusable. How hard it would have been to add randomization?

It gets worse than that though: some dungeons are also repeated. In two sequential plot quests for instance you have to travel to, pretty much the furthest end of the world into a tower and there is no way to make a single run because you have to get back to report the first quest to get the second one. I realize that constructing a world and dungeons is expensive, but really? It is borderline okay to have side quests require repeat visits to locations but plot quests, ouch. I think the main narrative at least should consist of unique trips to new locations and possibly some plausible revisits (if they spice up the journey). Although I think instant travel would have made the game worse in a way, they should have given more thought to the fact that there really is no cheap instant travel here.

Sadly repetition even carries on to the combat which is quite fascinating at the early-mid game but then just never changes. Getting all the skills for a single class doesn't take even a third of the game and after the only changes you will ever get are higher numbers in the form of better equipment (unless you want to change your class). Dunno if my class of choice was particularly dull to play (I chose the ranger type - I haven't played an archer for a long time) because all fights were more or less the same for me: hang back and release thousands of arrows until the enemies are dead. Especially true for boss fights. Occasionally I had to go in to hack a bit with knives or to revive a pawn but that was it. So I was just shooting with a bow for, whatever large amount of hours I spent fighting in the course of the game. I did like the fact that you could actually do that but yeah.

All in all boss fights in the game were bit of a grind. They had some weak points and some of their attacks or defenses could be disabled. You can scale them too like in Shadow of the Colossus (only far less interesting). Still, what it really comes down is that they just have a ton of hit points. I put part of the blame on the mechanic that uses AI allies because the optimal boss design as we have seen in say, Dark Souls, is that they deal a bucketload of damage and the player needs to know how to avoid that instead of tanking it, and they do not actually have that much health. It is just that their insanely powerful attacks make it hard for the player to get hits in. It is much harder to do this with AI controlled characters because the options are: they never avoid those attacks; they always avoid those attacks; they avoid them randomly or based on some rule. The latter is actually fine if the player has control over the factors that affect the outcome.

So boss fights eventually are just prolonged tank fests. Your pawns can even tank damage infinitely because they can be revived. Even your hero can tank damage quite well because healing items are used from a pause menu. You can even heal while stunned or while in the middle of taking a series of blows. There is just no punishment whatsoever for using items during the fight. If you look at Dark Souls again, it was freaking risky to sip that healing bottle because it took time and you could be interrupted and possibly killed while doing that. Not so in Dragon's Dogma; just stock those healing items and you are practically immortal. The only limiting factor is encumbrance which dictates how much stuff your character can carry. That, and availability of items (which is not very limited).

4. And here comes the difficulty card

During the first few hours this game will seem overwhelming. It has all kinds of systems: the pawn system, harvesting and combining materials, enhancing equipment and stuff like that. It also seems very threatening; the loading screen tips constantly remind you of how important it is to have oil in your lantern and how it is a bad idea to go poorly prepared or with the wrong party configuration. It gives the impression that you really need to take advantage of all the systems in the game to survive. Once you have gotten a bit more into the game it turns out that all this talk is just talk, at least on normal difficulty (and you are not given the option to start on hard diffculty for the first game, balls). Because there's really only 6 classes available for pawns and their class means a lot more than their set of skills, putting together a functional party is a no-brainer. Combining materials is hardly needed. The lantern uses oil ridiculously slowly.

I played almost the entire game with the same basic party configuration (me as ranged DPS, my pawn as a tank, one melee DPS pawn and a supportive mage). Most of the items I accumulated went straight into my storage and never saw the daylight again. The only combinations I did was to improve some healing items to more powerful versions (plus some experimentation to find out useful recipes). Enhancing weapons is just a matter of increasing some numbers because they have no real special statistics. This has always been a bummer for me, especially in Disgaea titles. Such a complex equipment system yet all they ever do is get better numbers. Contrast this to for instance Final Fantasy X where you put actual abilities on equipment; indeed, they don't have numbers at all!

I am quite certain that there is a lot you can do with these systems in the game. I have no doubts that a single GameFAQs guide wouldn't be a revelation. The problem is that the game simply does not require you to care about any of these things because it is just too easy. I do not know how hard the hard difficulty is. I would have liked to find out, but it was not available to me from the get-go and I am not going to go through this repetitive game again. You can select an even easier difficulty though, which I find kind of curious. How bad do you need to be to actually need that option? Here is a tip for developers: let people choose whatever difficulty they want right from the get-go. What do you have to lose? A lot of games allow players to change difficulty on the fly, so it's not like players can't tune it down if they get absolutely devastated. Still, I kind of love the policy used by From Software in their Souls games: there will be no easy difficulty - shut up and learn to play.

Conclusion

I have to say I was in many ways disappointed by Dragon's Dogma. I enjoyed the game in the early-mid game after I had gotten over the initial overwhelmingness but the longer the game went on the more bored I got with it. I did see it through, so it was not all bad. It really had a lot of shining moments too, and although there's a lot of rant here, it was far from being bad. You will also have to considered my viewpoint: I always focus heavily on mechanics when it comes to RPGs, especially if they do not have character driven drama (I am a sucker for good dialogue). If you are more exploration inclined, Dragon's Dogma is very likely to give much more to you. If exploration is not your thing, there is not much of a reason to play this game honestly. Although the plot does take some interesting turns towards the end and I kind of liked it, I would not play this game for its plot.