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Final Fantasy XIV and the Final Fantasy Identity

I’ve started the free trial of Final Fantasy XIV because I hear that it has somehow become the best MMORPG and I miss playing as a healer (though since I’m soloing to learn the game I’m starting with a different class). And I keep thinking about my claim that Dragon Quest has held on to its core identity more than Final Fantasy has.

I’ve dipped in and out of both Final Fantasy and Dragon Quest over the years, but while every single Dragon Quest game (including other-genre spin-offs like Heroes and Builders) is instantly recognizable to me as Dragon Quest, I wouldn’t know FFXIV is Final Fantasy if not for the title. (Aside from it having Chocobos and Moogles in it, though the Moogles are on, like, what, their third drastic redesign?)

Like, I picked the ranged magic DPS class to start, and I’ve got ice, fire, and lightning spells. Why is this class called “Thaumaturge” and not “Black Mage”? Why is its lore about funeral rites? Why have the humanoid races been renamed again? Why are all the early enemies monsters I’ve never seen before?

This is all surface-level stuff, but it’s the player’s first impressions of the game and it contributes to a general feeling of unfamiliarity that’s less welcoming than what Dragon Quest provides.

I am enjoying FFXIV and intend to keep playing for now. But I’m also curious about the Dragon Quest MMORPG and I really wish that had been localized.

#gaming #video games #final fantasy xiv #final fantasy #nostalgia #dragon quest #dragon quest x

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The Platform is the Playstyle

I’ve now tried two console adaptations of 2.5D brawlers that were originally on the 3DS: Senran Kagura Burst Re:Newal, a PS4/PC remake of 3DS title Senran Kagura Burst, and Code of Princess EX, an enhanced Switch port of 3DS title Code of Princess. Despite being from different developers, some commonalities immediately stand out that seem likely to be due to their shared origins.

  1. Levels, particularly early ones, are very short - the first ones are on the order of a minute or two.
  2. Longevity is provided through level grinding and recombining existing content (clear every level with every character!).

This sort of setup makes sense for a handheld that might be unable to hold large or complex levels in memory, might not have storage for lot of unique content, and might be played for just a few minutes at a time on a train or whatever. It makes less sense on a more-powerful home console where the player is more likely to be looking for an experience to sink their teeth into. The first time I tried Code of Princess EX, I actually put it down and played something else because I was tired of navigating menus every couple of minutes just to get into the next level.

It’s easy to forget how much the platform on which a game is released can change the design constraints and best practices for that game. (Like a game design subset of “the medium is the message”.) This is why it’s particularly interesting that PC and consoles have been becoming more similar for years, and now the Switch is bridging the gap to handhelds - while there are many upsides, we should also expect this to reduce the variety of game experiences on offer.

#gaming #video games #Senran Kagura Burst #senran kagura burst re:newal #code of princess #code of princess ex #game remakes

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A Few Tips for Dragon Quest Builders 2

There are several useful things to know in Dragon Quest Builders 2 that the game doesn’t really hint at so you wouldn’t even know to try to look them up. I’ve collected a few that I stumbled on here. I expect there are more.

Apart from the first one, they are mostly for the late-game or post-game so they include some structural/mechanical spoilers. Consider yourself warned.

Read more...

#gaming #video games #dragon quest builders 2 #tips and tricks

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Literal and Figurative Walls in Dragon Quest Builders 2

I’ve been thinking a lot about the fact that you can’t have a fully-safe base in Dragon Quest Builders 2 while you’re doing story stuff. I noted before that this led me to rush the story bits, and got a comment saying “…I just stopped trying to make things look nice and tried to get things done faster I can get to building again”. So why does the game do this?

We don’t know the designers’ intent, but my theory is that this is about forcing a playstyle. (I actually wrote that article because I wanted to explain the concept so I could use it in this very conversation.) That article explains in more depth, but the basic idea is that a game’s designers notice that the game’s incentives are motivating players to behave in ways that don’t seem fun, but rather than change the incentive structure they simply block off or discourage the behavior they don’t want.

If this is what happened here, then presumably it went something like this: Random attacks were put in the first Dragon Quest Builders so that players would have to regularly defend their bases in order to create tension/pressure and leave the player feeling like an active protector. But in practice, a lot of players just built unbreakable defensive walls around their base, removing much of the tension and making it possible to almost completely ignore the random attacks. This also created a weird design constraint that made all bases look more alike, look less like they organically fit into the landscape, and have worse views of their surroundings.

They wanted to avoid this for Dragon Quest Builders 2. But instead of digging in to understand why players were building these walls and find ways to remove the need for the walls, they just made it so enemies could break through anything the player could build. They didn’t remove the motivation for using the strategy - they just made it so the strategy no longer worked. This meant that any player who had chosen to build the walls in the first game would probably still want to in the second game to solve the same problems, but now wouldn’t be able to solve those problems at all. It’s like the designers are saying, “Come on, you’ll have more fun if you fight enemies a lot!” and some of us frustrated players are left saying, “Did it occur to you that maybe I bought your building game because I wanted to build?”

Again, I don’t know that’s why this happened, but the outcome is the same regardless. Uninterrupted building time is positioned as a reward for completing story arcs - and in fact, once you finish the whole story you get the ability to craft an item that completely prevents monsters from spawning. So those of us who want to build uninterrupted used to be encouraged to build a wall; now we’re encouraged to rush the story instead.

For me, this makes the game worse. By far the biggest reason I enjoy the Dragon Quest Builders over something like Minecraft or Terraria is the context provided by the story and characters. That gives me a reason to build that isn’t really present in those other games. And once the story is finished, that reason mostly vanishes. The characters are still around, but they’re harder to stay invested in when they just cycle through a few lines of dialog and no longer have any goals or concerns.

In the first Dragon Quest Builders, one of my favorite things to do was to take a break from the action mid-chapter to redesign or improve my town. When I tried to do that in Dragon Quest Builders 2, it was an exercise in frustration as I was continually interrupted and often had to take extra time to perform repairs as well. So I stopped doing it and rushed the story - and then once I had uninterrupted building time, I no longer felt like there was a reason to improve the town. So I didn’t bother - and one of my favorite experiences in the game was just gone.

So what would it look like if the designers had instead modified the incentive structure so that players no longer felt encouraged to build walls? I can’t speak for every player, but for me I think the real problem is repairing. Repairing is time-consuming without being creative and to someone with my completionist/perfectionist/vaguely-OCD-like tendencies, the possibility of missing a couple blocks or items somewhere along the way (which absolutely happened in the first game) drives me batty. Attacks make me anxious because they create the possibility I’ll need to repair - if that were removed, they wouldn’t really bother me. (My evidence for this is a bit in Chapter 3 where the base gets attacked by enemies that can’t be kept out - once I realized they also couldn’t break anything, I stopped panicking when they showed up.)

In Dragon Quest Builders 2, villagers have the ability to build to a blueprint and to repair your base after story battles. If they could also repair after random battles, I think that would basically solve the problem for players like me. The attacks would still create tension and pressure and an opportunity to actively defend your base and people, but you wouldn’t be punished if you choose not to immediately drop what you’re doing and rush to handle it.

I’d definitely want to do some playtesting if I were actually in charge of a decision here, but my instinct is that this would be a better experience for everyone.

#gaming #video games #Dragon Quest Builders #Dragon Quest Builders 2 #forced playstyles

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My Nintendo Selling Ads for Ice Cream

I’ve mostly become numb to the huge pile of wasted potential that is My Nintendo, but they’ve managed to surprise me today. The North American reward store is now selling advertisements for an ice cream store. They want you to spend platinum points to buy these.

The only reason I can imagine anyone buying these ads is because there’s basically nothing else to spend the points on and they expire obnoxiously quickly (in a loyalty program!).

It’s always frustrating to watch Nintendo let good ideas languish, but this is actually straight-up insulting. I almost want to just skip ahead to when they inevitably shut the program down.

#gaming #video games #my nintendo #nintendo

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Marvel’s Spider-Man: Game of the Three Years Edition

It’s not just patches that devalue physical media. Game of the Year (GOTY) bundles that include DLC via vouchers do it too.

Marvel’s Spider-Man was released by Insomniac nearly a year ago as of this writing, and it’s received a number of patches, free content updates adding new costumes and such, and three chapters of story DLC.

A Game of the Year edition bundling the DLC was announced a couple of days ago. But rather than re-press the discs with all the updated content present, it looks like it’s the same disc as always, along with a voucher for the DLC.

So anyone buying this “complete” game has to enter a code into the PlayStation Store and wait for the DLC to download. (I assume the updates as well; if they didn’t re-press the discs for the DLC I doubt they would have for the free updates.) They won’t be able to re-download any of this when the store’s not accessible.

And my favorite part? The cherry on top? There’s a tiny disclaimer in the bottom-right corner of the cover reading “DLC voucher expires 08/28/2022”.

The voucher expires after three years. There could certainly still be copies of this on the shelf then - this is the game used to sell the PS5’s performance, after all. Any copies of this bought after that point ARE JUST THE BASE GAME.

#gaming #video games #games preservation #marvel's spider-man #DLC

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Don't Be the Fun Police: Why Games Shouldn't Force Playstyles

When we play games for fun, we often need a goal system to shepherd us along. This is what makes it a “game” instead of a “toy” - the goals direct the player toward particular experiences. In most cases, the game designer tries to make the experience of achieving those goals enjoyable (though there are deliberate subversions of this as well). But since games are an interactive medium, the designer can only give the player a set of tools and suggest how to use them in ways that will be fun. It’s up to the player to decide what to actually do.

This presents a problem - the player may choose to use those tools in a different and less-fun way if it seems to be a more effective way to reach the game’s goals. As Greg McClanahan put it in his fantastic post Achievement Design 101, “What game designers in general often seem to ignore is that when players are presented a goal, their first inclination is to devise the most efficient (not necessarily the most fun) means of reaching that goal. . . . Show the player the end point, and that player will take the quickest and easiest route, regardless of whatever path the game intended for him to take.”

Awkward Zombie comic about Sora getting Winnie the Pooh out of Rabbit's house by destroying the house instead of playing Rabbit's minigame.

http://www.awkwardzombie.com/index.php?page=0&comic=120318

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Dragon Quest Builders Sequel Wish List

After I played Dragon Quest Builders, I made a list of improvements I’d like to see in any then-unlikely-seeming sequel. Well, now I’ve played Dragon Quest Builders 2 and found it a textbook example of how to make a good sequel, with several ways it improved on the original. So I thought it’d be fun to go back to my ridiculous pie-in-the-sky I-want-a-pony pipe dreams and see how many came true.

Spoiler alert: it was almost all of them.

Here’s the list - my commentary will follow each item in italics.

Read more...

#gaming #video games #dragon quest builders #dragon quest builders 2 #sequels