Archive for the 'RPG' Category


WoW: Early Impressions

I think the most striking thing about World of Warcraft in its early stages is how ordinary it seems. This is a very conventional CRPG. You get quests, you kill monsters, you collect loot to sell or craft. I deliberately chose the most unconventional race — undead — but even that’s more conventional than it sounds, with only minor gameplay differences from any other race. (Apparently undead player characters, as opposed to undead monsters, aren’t even considered to be undead for the purposes of magical effects.) One thing about the quests that surprised me was they’re not always delivered in the conventional way, by NPC conversation: I’ve received one quest opportunity by reading a letter that I found on a slain enemy, and another simply by being present to witness a scripted event encountered while executing a different quest. But under the paint, the quests only come in a few well-worn shapes. I may go into more detail in future posts.

There may be something of the “Shakespeare is so full of clichés” effect here, accusing something of unoriginality because it’s been so widely imitated. But then, WoW isn’t that old. Most of the RPGs I play even today predate it. No, more likely this is a case of the developers focusing on craft rather than originality. There experience is in fact pretty smooth, especially for a new player with a low-level character. The in-game tutorial is a thing of beauty: it refrains from popping up too often, and when it tells me something I’ve already figured out, I usually feel like I’ve been cleverer than expected, not like it’s wasting my time by overexplaining. And there’s amazingly little downtime. After most combats, I pop back up to full health and mana instantly, and when I die, I have the option of resurrecting immediately at the nearest graveyard.

[UPDATE: This paragraph contains misinformation. See the comments.]That last point is something of a freebie for low-level characters, though. Above level 10, you have to either run to your corpse in ghost-form (which is particularly strange if you’re already undead), or wait six minutes to resurrect. Are there other ways in which the game makes things more convenient for newbies? I suppose the passivity of the early monsters counts: in the starting areas, nothing attacks you unless you attack it first. Beyond that, we’ll see. Certainly newbies are the ones to cater to, to draw them in and get them hooked. Once they’re hooked, they’ll put up with more. Ah, but why put in the six-minute wait at all? I don’t know. Maybe to make it more difficult to leap back into those small-village-sized boss fights I’ve heard about. Maybe just to provide a disincentive for dying that doesn’t involve permanent harm. Maybe I’ll figure it out once I’ve experienced it.

Another thing I have yet to experience is any real multiplayer play. Presumably I’ll make an effort to join into groups at some point, because that’s clearly the point of the game, and the main thing separating this from the single-player CRPGs it keeps reminding me of. But I’m kind of surprised how well it’s accommodated solo play so far, especially since I’m playing a primary spellcaster. Yes, warlocks need meat-shields to keep them alive, but they get one built-in. At level 1, you get an imp companion, which attacks stuff for you; at higher levels, you can learn to summon other, bigger sorts of demon. In some ways, this demon seems better than a party: you can re-summon it whenever it dies (provided you survive whatever killed it), and you don’t have to split loot with it.

One thing that seemed strange to me in the early quests: one of the authority-figures in the initial undead village goes out of his way to tell you that you’re free to do as you please and even hints at insurrection against Lady Sylvanas, Queen of the Forsaken. There followed a quest to join in a battle against rebel undead, which seemed like an ideal moment to switch sides, but if it’s possible there, it’s difficult — you pretty much have your hands full being attacked, so figuring out whether you can manipulate the faction system at the same time seems onerous. I don’t even know if it’s possible to gain the favor of enemy factions — I know I managed to do such things in Everquest, but the division between Alliance and Horde seems too fundamental to the game design for that. But for the moment, at least, I’m just accepting every quest I’m offered, heedless of consequence, on the basis that I’m not yet too committed to this character to start over. Soon after the above, I was offered quests to murder some human farmers just in case they decided to join with the enemies of the undead, and to spread plague. I only briefly considered this as a test of loyalty vs morality before agreeing to the deeds.

A defense and rationale for embarking at this late date on World of Warcraft

I don’t play MMOs. That should be clear by now. I’ve played a couple of MMOs in the past, however — and they’re the reasons why I don’t play MMOs. I got into Everquest for a while when it was new and exciting, and played it obsessively until I had discerned its fundamental lesson: that “addictive” does not imply “fun”. Some time later, while unemployed, I got involved with the first telling of A Tale in the Desert, the experimental MMO without combat (but with plenty of conflict), but after a while it came to feel like a job, and I left it behind shortly after landing a job in the real world.

The big problem with MMOs for a personality like mine is that they don’t end (or, in the case of A Tale in the Desert, don’t end soon enough). If the game doesn’t tell me it’s over, I don’t know to stop playing. The fact that all the joy has been sucked out of the activity is not enough to make me stop, as anyone who has read this blog for long enough can attest. So I don’t play them.

But I think I have to make at least a momentary exception for World of Warcraft.

The thing is, I hesitate to even describe WoW as a MMO. No, it’s THE MMO, the definitive one — heck, practically the only one these days. It’s the Harry Potter of the genre, both in the sense of “universally-recognized best-seller” and in the sense of “the one who lived”. There’s a definite pattern to other MMO projects: someone notices that Blizzard is making ungodly money and decides that they want a slice, they spend a bunch of time and money developing something, it attracts maybe one percent of WoW‘s audience for a little while before most of them drift away because of the lack of content. WoW, it seems to me, is a good example of success breeding more success. A large player base probably makes for a better MMO experience, if only because it increases the odds that your friends are already playing. The mere fact that it’s had so many years of continuous development makes for a better experience. The fact that Blizzard isn’t likely to pull the plug on it any time soon has got to make it a better experience than its worried competition.

This is a game with a unique position in our popular culture, a game still played by literally millions of people six years after its release. It’s been parodied in a thousand awful webcomics. It’s left a massive enough print on gaming that even venerable Dungeons & Dragons, father of its genre, has been reasonably accused of imitating it lately. And yet I have not even tried to play it until now, which, for someone who takes games seriously, is kind of like being the proverbial English major who’s never read Hamlet. I suppose it was inevitable that I’d want to give it a whirl eventually, but the “Cataclysm” expansion’s massive revamp of the long-untouched starting areas was the thing that nudged me into doing it now.

How long I’ll be playing it, I don’t know. Maybe I’ll give up when my ten-day trial period is over. Even if I decide to start paying for it, though, it’s clear that this game has no place on the Stack: the whole monthly-fee model doesn’t fit the terms of the Oath at all. Nonetheless, I intend to blog about it as if the Oath applied to it. If at any point I can’t think of something to post about my experiences, I’ll take that as a sign that it’s probably time to give it up. Either way, I do intend to keep playing and posting about other games too.

The first character I have created is an undead warlock named Pleasance. I’ve already brought her up to level 9, and will doubtless have more to say about that experience in my next post, but I’m inclined to experiment a little with other characters before going into details.

DHSGiT: Minigames

I said before that we’d take a closer look at what Dangerous High School Girls in Trouble uses in place of combat, so let’s do that now. This is a game made chiefly of mini-games. You have up to four girls in your team, including one leader or “queen”. When you choose to interact with a NPC, you also select one girl to do the interacting, using an action that varies with the girl and the situation. Sometimes a girl’s action will be “accept” or “ignore” or “parley”, and sometimes it will be a game.

In keeping with the old-timey style, the only icons and symbols the game uses are things that could plausibly be found in a vintage board or card game. NPCs are represented on the board by silvery tokens of the sort you might find in an old Monopoly set, and the four character stats are represented by the four suits of a standard deck of playing cards: hearts for popularity, spades for rebelliousness, diamonds for glamor, and clubs for savvy. It takes a while to get used to this mapping, but you get exposed to it a lot as you play.

There are four main mini-games that represent different ways of dealing with NPCs: taunt, expose, fib, and gambit. They all use the “suit” symbols in some way, and each game focuses on a single stat — but not exclusively. One of the nicer things about the design is the way that any stat can help in any game, and that overspecialization in just one stat can lead to failure even in the game you’re specializing in. (Besides, it doesn’t pay to specialize too much because you have no control over which games are available to which girls in any given context.) A fifth game, flirt, is basically only useful for acquiring boyfriends, and has no particular stat focus.

Taunting is the classic Monkey Island-style insult fighting, where you take turns tossing barbs. Popularity, as I mentioned before, functions as hit points here, and is displayed on either side of the play area as a row of heart icons. Other stats seem to determine the strength of attacks, or perhaps just determine which insults a girl can access. Every insult has a comeback that turns it back at the attacker. Success in this game is largely a matter of building up a large repertoire of insults and responses, which can only be done by playing the taunting game a lot and losing. A high popularity can shield you from the effects of your experiments to some extent, but it only goes so far. Losing at this or any other game can cause the girl to sit out for a period of time, and this is the one game that I ever play with the expectation that this will happen and that I will be happy with it.

Exposing secrets is a little word puzzle. You’re given a sequence of club, diamond, and heart symbols, each of which stands in place of a word in a short sequence of sentences. You get to select symbols to turn into words, but your stats impose a limit on how often you can do this — for example, if your popularity is 3, you can flip only three hearts into words. Spades are wild; you can use your rebelliousness to turn over anything. But once you’re out of spades, you have to guess the remaining words from context, picking them from a list of possibilities. I find this game to be by far the easiest, because it’s the least random, and because failing it just makes the next attempt a whole lot easier. For a given character in a given situation, the words don’t change at all, so a lot of the time you can just keep on exposing words with different girls until you know them all. But even that isn’t necessary most of the time, because once you have some context, you can get most of the guesses right. This is also the one game that’s most directly connected to the plot: the sentences you uncover are all about character backstories and the like. For these reasons, I usually go for the “expose” option when it’s available.

Fibbing is done through an escalating bluffing game based loosely on poker. You and your opponent each have five randomly-chosen tokens, which can display any of the suits or be blank, with probabilities that I believe are determined by your stats. You get one free “flip” or draw for each point of glamor. And you and your opponent take turns making claims about what’s on your tokens, with each bid exceeding the last: if you say you have two pair, your opponent has to either claim at least a full house or call your bluff. (Understand that we’re still dealing with just suits, not values; a “pair” would mean two tokens with the same suit.) Being able to put together a good hand is obviously desirable, but not entirely necessary, as long as you can judge exactly how high you can bid without being called. But obviously there’s a luck factor regardless.

The above games are easier to grasp by observation than to describe in words. Gambit, less so. The game sensibly leaves it out until the end of the first chapter, and lets you practice it as much as you want when it does. It’s sort of a more complicated rock-paper-scissors. There are three slots, called Brazen, Smooth, and Devious. You have two numbers — one is your savvy, the other is some other randomly-selected stat — and you have to put them into two of these slots. Your opponent does likewise, often in a way that fits their character. Then all choices are revealed and evaluated, in slot order, and the person with the highest tally wins. If you put anything under Brazen, you score that many points and cancel the effects of your opponent’s Smooth. If you put anything under Smooth, and it hasn’t been canceled by your opponent’s Brazen, you get that many points and cancel the effects of your opponent’s Devious. And if you put anything under Devious (and it hasn’t been canceled by an uncanceled Smooth), you get to steal any points that your opponent got from Brazen. (The number of points you put under Devious has no effect; all that matters is whether you put anything at all there.) The UI goes to some length to make it clear what’s going on after the reveal, putting a big X on canceled stuff and animating the Devious marker sweeping the Brazen from one side to the other, but you still have to already understand how it works in order to make sensible choices. This is the one game that can end in a tie, which generally seems to count like a win at the story level, but you don’t get XP from it. If all the numbers are equal, Brazen-Devious beats Brazen-Smooth, which beats Smooth-Devious, which beats Brazen-Devious. But of course it’s seldom the case that all the numbers are equal, and high stats can still overwhelm low stats. But if you can predict what the opponent is going to pick, you can usually beat them even from a disadvantage (particularly if you can take advantage of Devious). There’s an item you can obtain that’s an enormous help: it lets you know in advance one of the slots your opponent is going to pick.

Flirting is a matter of figuring out correct responses to a randomly-chosen sequence of stimuli by trial and error. The boy might show you a diamond, for example, and expect you to reply with a heart — in this context each suit has a description like “laugh” or “bat eyelashes”, but I don’t remember the details. The correct responses are consistent within each boy, and if you guess wrong, you get to try again. But the number of times you can use a particular move is limited by your stats: a savvy of 3 means you can only use the “clubs” response 3 times, for example. Flirtations vary quite a lot in difficulty. In the more difficult ones, the moves (both his and yours) consist of two or even three picks in a row, which can make it mathematically impossible from the get-go if your girl’s stat total isn’t high enough. But even for the easy ones, having any stat too low is a liability. Boys successfully flirted with become boyfriends, which are more like accessories than characters, providing stat bonuses and a certain amount of protection from failure: when a girl would normally leave for a number of hours, the boyfriend leaves instead. But as far as I can tell, flirting is always completely optional.

My memories of the beta/demo I played years back are now dim, but I know that some of the games were different then. The “fib” mini-game was completely replaced — originally it was some sort of shell game. But also, if my impressions are at all accurate, the role of stats outside of their specialty games has been expanded somewhat. Or, if not expanded, at least clarified.

Final Fantasy VI: At Long Last

Of all the Final Fantasies I’ve played — and I’ve played exactly half of the main-line titles by now — FF6 is the one that took me the longest to beat. Not because it’s a longer or tougher game than the others, but because I kept stopping. I guess this is a pretty good indicator that I didn’t find it as compelling as FF5 or FF7. The story and setting are interesting enough, but most of the time, my attention was on the mere mechanics, which just didn’t keep me interested the way FF5‘s freewheeling Jobs system did. I can blame my urge to optimize for part of that: the dual use of Espers, teaching spells continuously and raising stats when you level, meant that I spent a lot of time shuffling them around from person to person.

Ah, but I leave out the Espers’ third use, that of summonable. That’s because I was hardly ever using them that way toward the end, as my characters came to dwarf them in power. Maybe half of them knew the Ultima spell (the ultimate area-effect direct-damage spell), and most of them knew Cure 3 (enough healing power to usually restore the whole party to full health) and Life 2 (resurrect and restore to full health). These are all big mana-drains, but they also knew Osmose (absorb mana from an enemy) — something that I never used much for most of the game, but which proved useful in the three-stage boss fight against Kefka.

There’s a certain amount of philosophizing before and after the fight, with Kefka taking a garden-variety nihilistic stance, countered by Terra’s nurturing the-journey-not-the-destinationism. With his makeup and hyena’s laugh, Kefka always seemed a bit like the Joker, but when he goes into ultimate-battle mode, he adopts a more mock-angelic form that’s a clear anticipation of Sephiroth in FF7. I suppose that to people who played the games in order, it came off as Sephiroth being a variation on Kefka’s theme, but from my point of view, Kefka looks like a transitional form, a step on the way to the more familiar.

At any rate, as I had been told, the end boss fight turns out to be pretty easy once you’ve come that far and survived the other encounters in Kefka’s junkyard tower. The main obstacle to completing the dungeon is simply its length. I may be just remembering badly, but I don’t recall the final dungeon in FF7 taking anywhere near so long to traverse. And, once you’re through with it, you get the cutscenes. Just like in FF5 (or, at least, the Playstation remake of FF5 that I played), this game just doesn’t want to end. It wants to keep showing you stuff for as long as you’re willing to look at it.

Notably, there’s a series of in-engine vignettes showing the crew rushing to escape the tower before it collapses: each character (or set of related characters) gets their own little mini-sketch highlighting their role in the story — yes, even Gogo and the yeti, who aren’t really part of the story, and who shouldn’t even need to escape the tower, because I left them cooling their heels on the airship. Each of these vignettes is preceded by a credits-like listing, showing their name twice, in small letters in the form it’s usually given and then its full form in larger letters: “Edgar as EDGAR RONI FIGARO”, for example, or “Gogo as GOGO”. It took me a while to realize that the first form was probably the player-assigned name, and that it only looked weird because I hadn’t renamed anyone. Once again, I find myself wondering if I’m strange for doing that, if most people reassign them. Certainly whoever designed that sequence assumed that they do.

Once out of the tower, the real credits for the game are punctuated by scenes of the world, freed from Kefka’s random destruction, being restored: the grass comes in green again, a child is born, a seedling sprouts where some children planted it, some villagers manage to finish repairing a building without it getting wrecked again. These are all things that were set up as you roamed about talking to NPCs earlier in the game, and it feels very good to have things tied together like that, to make it clear that your actions have made a difference — but also that your actions aren’t solely responsible for the recovery. This is a matter of people all over the world working to heal it, not a burst of magical Disney energy restoring everything. In fact, that’s kind of important to the themes here. In the end, defeating Kefka involved destroying magic.

Now, lots of fantasy stories, from The Lord of the Rings to Spellbreaker, culminate in the end of the magical age and a transition into something more like the real world. I suppose it’s a metaphor for growing up. But usually it’s portrayed as a loss. Here in FF6, magic is unquestionably a bad thing, and the world is better off without it. There are mentions of the Mage Wars that almost ended the world a thousand years ago, and the Empire’s attempts to resurrect it result in a cataclysm of similar proportions. The only thing that makes the heroes hesitate to get rid of it all is half-Esper Terra, whose fate once the Espers are gone is uncertain. She survives, but only by giving up her magical half — just like the world itself. It suddenly strikes me that this is the reason for her name.

At any rate, that’s one more Final Fantasy off the Stack. Two more were released while I was playing it. The game is very completist-friendly, providing the winner with big lists of all the spells, lores, blitzes, rages, and dances the various characters did and didn’t get. The only place where I was at all complete was Cyan’s sword techniques, and that only because completing a certain quest unlocks all the ones you haven’t got yet in a single lump. I did manage to find and kill all eight of the Great Dragons, and received for my trouble an Esper that I hardly used. Contrary to expectation, it wasn’t Bahamut, either; I never did find Bahamut, although the lists tell me he was around somewhere. The one place where I failed completism most completely was the Arena, where you can wager items on noninteractive duels (one of your guys vs a monster of some sort) in order to win better items. I had used the Arena minimally, due to a misunderstanding on my part. I had found that most of the time I wound up in combat with a freaky-looking facecloud called Chupon who seemed completely undefeatable, because he would always use his Sneeze attack to simply expel my guy from the ring. “I should hold off on arena fights until I know how to block a sneeze!” I thought. “I don’t want to wager a valuable item and have Chupon just take it away from me.” Well, it turns out that the opponent you get is determined by the item you wager, and Chupon is the player’s punishment for wagering too low. So I missed out on some stuff there, but obviously nothing I needed to win the game.

Since I’ve already played FF7 and FF8, the next game in the series I play will be FF9. We’re getting pretty close to the end of Final Fantasy on the Stack, provided I don’t buy any more or take another two years to play each of the remaining games. But I’ll probably want to finish Chrono Trigger and Recettear before starting any new JRPGs.

Final Fantasy VI: Planning for the End

It strikes me that if I’m going to be wasting time on a JRPG, I might as well try to finish FF6. I mean, ye gods, it’s been more than two years since I started it. I had kind of hoped to be done with it by year’s end, but it looks like that’s not happening. In terms of game state, I’m ready to storm Kefka’s tower. In terms of brain state, hardly. I have a vast array of equipment and abilities that I’ve once again forgotten how to use, so I’m taking all the characters out grinding first, not so much to increase their level or let them learn more spells (helpful though that will be) as to remind myself how they all work. There’s one fellow in my party roster who I didn’t recognize at all at first: Gogo the mime, a very late addition from the 2010 sessions. Gogo was in FF5 as an optional gimmick boss who unlocked the Mime job, but here, he joins your party. Presumably he noticed that all of the player characters were in your party and decided to imitate them. At any rate, I don’t think I’ve actually used Gogo at all, but I’m going to have to when I go after Kefka.

Why will I have to? Because the final dungeon makes you split the party into three groups, which means twelve characters: there are four slots per group, and leaving a slot empty is just a waste. (Even an otherwise-useless character will draw the occasional attack away from the useful ones.) There are fourteen playable characters. One, Shadow the Ninja, is still AWOL — I’ve met him, I’ve talked with him, he still won’t rejoin the party. 1My mistake: it turns out that Shadow did in fact join the roster of available characters. I guess his refusal to join immediately just referred to the active group, which had no unoccupied slots. This renders my reckoning here false. I guess maybe I’ll be leaving Gogo behind after all. On the other hand, extra casting for free! I’ll have to think about this. And one, the yeti, I just don’t want in my party. He’s uncontrollable, and sometimes not being able to rein in a character in combat is a liability, as when fighting a monster that does counterattacks. So that leaves me using all of the other twelve.

A couple of the remaining characters are also a little uncontrollable for my tastes, but not too much so. Gogo does only one thing: mimic the previous action (importantly including spells he hasn’t learned, which he casts without consuming mana). But that’s generally going to be something you want done, right? Not always, admittedly: if you just had one guy cast Cure 3 to bring the party back to full health, Gogo doing it again doesn’t help. But you can always just skip his turn if you don’t want him to act.

Gau, now. Like Gogo, Gau the wildboy doesn’t have a normal “Fight” command in his combat menu. It’s replaced by “Rage”, which assigns him a set of monster attacks and renders him Berserk, which makes him uncontrollable. But you know something? That’s not his only option. He has the normal “Magic” option that any character has. So I’m trying to train him up as a mage. I have an Esper that increases your magic power stat by 2 on leveling, and I wanted to level Gau a bit anyway, because he was lagging behind the others from lack of use. A little time at dinosaur forest, and he’ll be as good a spellcaster as Terra and Celes.

And then we storm the tower. Next post: Victory! Maybe.

References
1 My mistake: it turns out that Shadow did in fact join the roster of available characters. I guess his refusal to join immediately just referred to the active group, which had no unoccupied slots. This renders my reckoning here false. I guess maybe I’ll be leaving Gogo behind after all. On the other hand, extra casting for free! I’ll have to think about this.

Recettear: Spending time

Recettear‘s dungeons are still the key to greatest wealth, whether through finding advanced kinds of armor and weapons that are not (yet) available for purchase, or through finding ingredients for crafting exotic and expensive stuff. But they’re time-consuming and risky. Adventurers never truly die in this game, but if you get sufficiently beat up, you automatically teleport back to town, and can only bring back one item. This includes items you brought into the dungeon with you.

It doesn’t include the adventurer’s own equipment, mind you, but sometimes you have to pack loaner equipment, because sometimes the adventurers are slow to take advantage of your incredible offerings back at the store. One of my adventurers is level 17 by now and still using a rusty dagger, so if I want to take her adventuring, I bring a better weapon, one I crafted. I look forward to the day she actually decides to buy it: it’ll free up an inventory slot for loot, and bring a nice profit as well.

But anyway, dying in the dungeon is a waste of a day, and possibly a loss of equipment as well, if you brought more than one item in. It’s probably the single biggest thing that can interfere with your ability to make your loan payments on deadline. So when it happens, you naturally revert to a previous save. (Which, naturally, you made immediately prior to delving into the dungeon.) I’ve accidentally undercharged for major items and let it slide, because little setbacks are affordable, but losing a day’s dungeoneering is too much. I think the adventurer keeps their XP for the expedition, but who cares?

So I spend a fairly large fraction of my play time on this game repeating dungeons. Which is to say, wasting real time in order to save pretend time.

Recettear: Crafting

I’m finding this game has a bit of a pull to it. I’ve kind of established that it’s a sort of rival in my mind to Dangerous High School Girls in Trouble, the other unconventional indie RPG with an underage female noncombatant protagonist that I’ve started playing recently, but of the two, this is the one that I feel the greater urge to play. I think the reasons are mainly superficial: it’s got brighter colors and happier music, and it’s got progress bars all over the place. Sometimes you just want to watch a progress bar fill up, you know?

I’ve raised Recette (the player character) to merchant level 5, which is the point where the crafting system opens up, allowing you to combine several items into something that commands a much higher price. Crafting is simply a matter of selecting a recipe from a pre-set list. In a nice bit of UI design, the recipes you can complete with stuff in hand are highlighted, while the ones containing ingredients you’ve never even seen are grayed out. Some of the ingredients are things you can buy, others are monster-leavings that you need to pick up in dungeons. And that’s where it gets a little interesting. Dungeon-delving always takes a full day, which is time not spent selling stuff, and your carrying capacity in the dungeons is limited. So for maximal efficiency, you have to pick up only the stuff that you don’t have a lot of already. But some of the time, monster leavings are unidentified, shown only as a question mark on the screen. However, your chances of identifying a thing increase with your merchant level. This is a crucial touch for making the feedback between merchanting and adventuring go both ways. I’ve found myself thinking “I really ought to go adventuring again to pick up more stuff, but I’m almost to the next merchant level, and it’ll go a lot better if I wait”.

Add to this the tactical consideration that making a trip to the wholesalers to pick up new supply is counted as taking time, but stopping by the wholesalers on the way back from the dungeons doesn’t take any time at all. Laying in a large enough stock to keep you going until your next dungeon trip can be worth it, but not if it means buying fewer big-ticket items that you can turn over for a big profit quickly. So, yeah, I’m starting to see the market side of this game as more significant, even if it is still the dungeoneering that’s taking up the majority of my time. Possibly it’s just stealthier about its less-conventional aspects than I expected, designed from the assumption that it needs to provide an ordinary RPG experience at first and easing in the details of the marketplace slowly so as to not scare people off.

Dangerous High School Girls in Trouble

I remember playing a demo of Dangerous High School Girls in Trouble a few years ago, when it wasn’t in its final form yet. It was clear that this was a game worth watching for, but only now that I’ve been gifted a copy am I starting to play it for real.

DHSGiT has been described as a game that’s difficult to describe. It adopts the style of a vintage board game, but mechanically, it’s more of an RPG. Just not the usual sort of RPG for a computer game: there’s no combat, or at least no physical combat. There are Monkey Island-style insult duels, though, as well as a few other kinds of abstracted confrontation: you sometimes have the option to tell lies or expose secrets or flirt by means of other special mini-game mechanics, aided by your character stats in various ways. I’ll go into details in a future post. For now, let me note just a couple of things.

First, these mini-games are no more or less abstract than typical dice-based RPG combat. Your stats represent attributes relevant to stories about a teenage girls in the 1920s: popularity, rebellion, glamour, savvy. The stats are applied simply as numbers, but in ways that make stats more or less relevant to certain kinds of conflict, as appropriate. For example, in a taunting-match, your popularity rating is used like hit points, which stands to reason: the more popular you are, the more abuse your reputation can stand.

Second, the stats chosen seem more narrative than simulationist, aspects of character rather than physical attributes, chosen for their importance to the story rather than for their practicality in themselves. They remind me a lot of the special-purpose narrativist stats found in alternative pen-and-paper RPGs, or the “storytelling games” that they’ve developed into. One of my favorite examples: in Paul Czege’s My Life with Master, the player character stats are Love, Weariness, and Self-Loathing. The more freeform storytelling games take this a step further by letting players make up their own attributes, but you pretty much need a human adjudicator for that sort of thing. The point is, the RPG has branched out from its wargaming origins, but the CRPG has largely been content to stick close to D&D-ville, regardless of setting or genre. DHSGiT is a glimpse of what else is possible. It really shows just how conventional Recettear is, despite its pretensions.

Recettear

The high concept of Recettear: An Item Shop’s Tale is that it’s a typical JRPG told from a different perspective, that of the owner of the shop where the heroes buy their equipment and sell their loot. You could also describe it as a small business sim set in an RPG world, but on the basis of what I’ve seen so far, I’d call that description less accurate. This is a game that fits very securely into the JRPG genre, and possibly even better into the Japanese “visual novel” genre.

For one thing, it’s so Japanese that the voice acting — which there isn’t a lot of — isn’t translated. The characters are all perfect examples of anime stereotypes (the childish but warm-hearted heroine, the bookish bespectacled friend, the haughty yet ridiculous rival, etc.) And, like a visual novel, there’s lots of scripted, barely-interactive or even non-interactive dialogue — too much, if you ask me. There are lengthy tutorials for things that are self-explanatory. And the basic mechanics involve choosing what to do with your time each day — time is of the essence, because you have to make weekly payments on a large debt — by selecting destinations on a town map, some of which will sometimes trigger cutscenes, all of which, if I understand correctly from my very limited experience, is standard visual novel stuff.

There are two chief practical reasons to go into town: to buy stuff to sell in your shop, or to hire an adventurer to take you out to loot a dungeon. Now, I’m not very far advanced in the game, but so far, it seems to me like the dungeons are generally the key to profit, because you find reasonably expensive stuff for free there. Dungeons are a fairly simple Diablo-like action-RPG business in which you control the adventurer you hired rather than the shopkeeper, who basically tags along just for the sake of narrative unity. This is a whole largish aspect of the game that doesn’t fit into the business sim model at all.

And when you get your stuff back to your shop, what do you do with it? You put it out on display, and customers come to haggle with you over it. Haggling is far from a universal feature of RPGs, and very seldom such a core element of gameplay as it is here, but still, it’s something I’ve seen done in RPGs more often than in business sims. I understand that there are more advanced mechanics unlocked as you raise your merchant level — the shopkeeper gets experience points by selling stuff — but at the moment, the basic mechanics are all fairly ordinary RPG stuff with slightly different emphasis and explanation.

Bioshock: Photography

Just a short session last night, and with little progress to show for it. So let’s talk about the next significant mechanic the game brings forth. (It dribbles them out one by one.) At a certain point in the third level, you obtain a “research camera”. Progress in the plot is in fact contingent on finding it, so the designers clearly felt that finding it at that stage was important.

Despite not being capable of doing damage, the camera occupies a weapon slot. It treats film as a kind of ammo — one of the few types I’m not maxed out on at the moment. This is because you pretty much want to take a picture of every single enemy in the game, as well as certain machines. Doing so gives you research points toward the thing depicted, which are sort of like experience points: they fill up a progress meter until you “level up” and gain some benefit, with increasing numbers of points required for each level. The peculiar thing is, the research points are specific to the thing photographed. You’re leveling up for each monster type in parallel. So, although the camera is reminiscent of Pokemon Snap and, more particularly, Beyond Good and Evil (with which it shares the challenge of trying to photograph things while they’re attacking you), it also feels a bit like the way you level up specific Jobs with “Ability Points” in Final Fantasy V. This is just one way that the game is at least as much CRPG as FPS.

The number of points you get for taking a picture depends on its quality, which is evaluated and assigned a letter grade in a special picture-grading screen while the action in the world hangs frozen. (If your first picture of a subject is good enough, it can be enough to get you to the next research level all by itself.) Picture quality mainly seems to be determined by how close you are to the subject and how centered it is. The evaluation will often indicate bonus attributes, such as “Action shot” and “Multiple subjects”, although it’s not clear to me if these are things that affect the letter grade or additional modifiers on top of it. “Multiple subjects” is an interesting one, because, in a limited way, it lets you get credit for photographing the same subject more than once, which is otherwise impossible — attempts at taking multiple pictures of the same thing don’t even consume film, an unrealistic touch but a gentle one. There are occasions when the “multiple subject” tag has taken me completely by surprise, because I thought the thing I was photographic was alone. Sometimes it was; sometimes the other subjects were already dead. And yes, corpses can be photographed, but they give only a fraction of the points that a live subject does. The designers really wanted to make sure that the photography that’s rewarded is the risky kind. Even the “action shot” bonus seems to mean taking a picture of something at the moment it makes an attack.

And what do you get for your research? The most common benefit seems to be a combat bonus against the subject’s type, which is probably worth having, but kind of boring. If that were all you got, I’d probably still try to photograph stuff, but only in the way that I go for items that give a score bonus in an arcade-type game: as a little extra challenge that I don’t think about very much and pass by if it looks too difficult. But certain subject types, at certain levels, give you other things, such as gene tonics (passive buffs). You have a limited number of slots for gene tonics, but having more types means having more options. This is enough to trigger the “gotta catch ’em all” response in me, and for a while now, I’ve basically let no enemy go unresearched.

« Newer PostsOlder Posts »