Thoughts

Quick, short, often niche posts about games. Sometimes they are brief looks at concepts in art, design, culture, and psychology. Other times they are reactions to specific news items or just something silly that came to mind.

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In a lot of video games, you can hang out and...

In a lot of video games, you can hang out and rearrange your inventory or mess with skill points or try on outfits and as long as you don’t leave the room or hit an event flag or cross whatever the designated threshold is, time won’t advance.

Real life needs this. It offends me deeply that if I stay in my room playing video games or messing around with the internet or doing other trivial things until I’m ready to start my day, I’ll find it’s somehow become 9:30 PM.

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#gaming #video games #time management

Tags: Thought

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I think Dragon Quest has held on to its core...

I think Dragon Quest has held on to its core identity in a way that Final Fantasy hasn’t.

Dragon Quest has evolved, but there’s a clear through-line from the original game to now. As the series and its fans both grow up the games lean a bit more on nostalgia - and a huge part of why that’s effective is because the series has maintained a consistent tone across its installments. Playing Dragon Quest XI today feels a lot like how it felt to play Dragon Quest III on the NES.

Final Fantasy, meanwhile, has reinvented itself a few times. Multiple mainline games feel like the sort of experiment you normally see as a spin-off title, taking the series in bold new directions that sometimes stick and sometimes don’t. Final Fantasy XV is all-but unrecognizable as a descendant of, say, Final Fantasy IV. There’s still nostalgia, but it feels more detached - like bits of intertextual homage rather than bringing tradition forward.

For example: Final Fantasy XV feels the need to justify/contextualize the inclusion of the classic victory theme by having one of its characters sing it. Meanwhile, Dragon Quest XI just straight-up uses the classic sound effects.

Modern Final Fantasy is nostalgic for classic Final Fantasy. Modern Dragon Quest still is classic Dragon Quest.

I think this is why, despite having played more Final Fantasy as a child, it’s Dragon Quest that I’m still drawn to today. It’s Dragon Quest that I want to wrap myself in like a blanket.

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Gratitude > Points

There are a ton of improvements in Dragon Quest Builders 2 over the original, but my favorite is the philosophical change in how your town is valued.

In Dragon Quest Builders, what matters is what your town has.

In Dragon Quest Builders 2, what matters is what your community does.

In DQB1, a room is worth a certain number of points toward leveling up your town. Many rooms also carry passive bonuses (for example: if you have a kitchen in your base, your hunger meter doesn’t decay inside your base) and a few are incidentally used by villagers (for example, the kitchen again: villagers will prepare food and store it in the kitchen).

In DQB2, rooms do not have point values. From what I’ve seen, they don’t have passive bonuses either. The only thing they do is get used by villagers. Sometimes this means useful items for you (as in the kitchen example), but it often doesn’t. However, every time a villager uses something you’ve built - sleeps in a bed, cooks in a kitchen, eats at a table, drinks at a bar, takes a bath, anything - they generate “gratitude.” That is the resource you use to level up your town.

DQB1 was a lot of fun, but its point system was admittedly a bit broken. In a couple of the chapters, I found myself building inaccessible hidden rooms buried underground or crammed in under staircases for the points and passive bonuses. In DQB2, there’s no reason to do anything like that - rooms are only valuable if your villagers actually use them. You’re thus encouraged to plan your town not around what rooms are worth a lot of points, but around what your community actually needs and will use.

It’s a good way to enhance the feeling that you are actually building and supporting a community - one of the core selling points of the franchise.

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Inventory Limits Punish Players

Watching Allie play Dragon Age: Inquisition again. As I mentioned before she’s not particularly interested in combat-related systems - and this is an action RPG, so a lot of systems are combat-related. She’s been getting more confident and adventurous over time (she literally said, “I’ve sort of figured out how to fight at least,” as I was writing this) but she still avoids micromanagement. She auto-assigns skill points, but since this isn’t an option for equipment she mostly just loots everything and doesn’t worry about sorting things out until she has to.

Unfortunately, the game has an inventory limit, so that’s what determines when she has to deal with managing her gear: it’s when she’s picked up an arbitrary number of items and hit that limit. And in fact, the first time this happened and she was prevented from looting more, she was in the middle of an action-packed quest. No merchants around, no reason to expect she could return and loot later, and an actual ticking time limit while she considered her options.

Naturally, this damaged the pacing of the quest and added uninteresting stress. She trashed a few items from her inventory, looted back up her to limit, and then just stopped looting for the rest of the quest.

In a later session, she was working on side quests and one directed her vaguely to explore a particular area in the hills. Her inventory filled up while she was there, so she stopped looting equipment. Unbeknownst to her, the way to complete the quest was to loot a specific piece of equipment from a specific crate - and though she’d looted the crate, she’d left this equipment behind and there was no indication that it was the target of her quest. After several minutes, we finally had to look it up. She destroyed something in her inventory, looted the item, and completed the quest.

Yet later, she beat a tough boss far into a long quest and started to walk away from the corpse without looting it. I try not to pressure her on how to play, but I couldn’t help myself from pointing out that (as she surely already knew) a tough boss probably dropped good loot. She showed me that due to items forced into her inventory for the quest which she was unable to get rid of, she was already seven items over the inventory limit and would have to destroy at least eight to pick anything up.

This stuff keeps happening and it is always dumb. The common problem is that the game expects the player to be periodically managing their equipment and inventory - and if they don’t do so, they are suddenly punished for it when the arbitrary limit is reached. The player has been avoiding this system because they aren’t interested in it, and now it gets shoved in their face - generally in a particularly obnoxious way. It happens in circumstances where the lack of inventory space directly affects the player’s ability to take advantage of opportunities or achieve objectives, away from merchants who could turn the excess gear into money instead of just trashing it.

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In some games, you get a dog companion who...

In some games, you get a dog companion who follows you around and sniffs out treasure. I think I first experienced this in Secret of Evermore and most recently in Dragon Quest Builders 2.

Now that I’ve spent a lot of time walking a dog in real life, I want to make a game with a dog companion who sniffs out treasure - but half the time, instead of finding treasure, they eat something off the ground. You can’t see what it is, but it has a 25% chance of inflicting a random status ailment.

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Expectation... Dragonment?

I think that Dragon Quest Heroes II hurt its marketing and reception by titling itself in a misleading way (much like Bubsy: Paws on Fire! did).

Dragon Quest Heroes (the first one) is one of several Musou crossover games (see also One Piece: Pirate Warriors, Hyrule Warriors, Fire Emblem Warriors, etc. etc.). These games feature Dynasty Warriors-like (a.k.a. Musou) gameplay flavored with a few mechanics inspired by the particular crossover franchise, set in the world of and starring the characters of that franchise. These games tend to be loaded with fan service for the crossover franchise, but it’s hard to imagine anyone who doesn’t enjoy Musou gameplay could enjoy these games.

The first Dragon Quest Heroes was absolutely one of these games, but Dragon Quest Heroes II is not. As I’ve mentioned briefly, Dragon Quest Heroes II pushes things much farther in the Dragon Heroes direction, and while it still has clear Musou influences the result is really an action RPG. Large-scale battles do happen but they are the exception rather than the rule, and there’s almost no tactical management of multiple simultaneous threats. The emphasis is much more on individual combat encounters between your party and small groups of enemies in an interconnected and semi-open world. I really enjoyed this (though there’s clear room for improvement in a sequel) but it’s definitely not Musou.

So, we have a sequel that’s in a different genre from its predecessor. And as much as I might wish otherwise, Musou is niche. Plenty of people are uninterested in Dynasty Warriors and its crossovers. Those people, even if they were Dragon Quest fans, would likely have ignored Dragon Quest Heroes and paid even less attention to its sequel - they never would have learned it’s not a Musou game, even if they like action RPGs.

Meanwhile, the people drawn to Dragon Quest Heroes specifically because it is Musou have a high chance of feeling disappointed or outright betrayed by the sequel not being Musou. I’m saddened by this Steam review of the game, which starts by acknowledging the game is not really Musou and proceeds to list many of the game’s “mistakes,” the supposed-worst of which are just consequences of the game not being Musou - such as enemy groups being smaller and enemies having more health than you’d expect in a Musou game. (While I’m not going to accuse the reviewer of being biased against the game, I will note that most other listed “mistakes” didn’t match my experience or were misleading/exaggerated/inaccurate. Though I do agree that it’s crap that enemy aggro causes your character to stop running to draw their weapons and walk more slowly.)

The review closes with the question, “When a musou fails to meet the requirements to even be a good musou, what’s the ♥♥♥♥ing point?” Of course the response is that this game isn’t a Musou because it’s an action RPG - but can you blame the reviewer for expecting a numbered sequel to a Musou game to be a Musou game?

By titling itself as the direct numbered sequel to a Musou crossover and then not being a Musou crossover, Dragon Quest Heroes II made itself harder to find for the people who’d like it and set up the people who did play it to be disappointed. It’s a shame, because I actually think the game is quite good at being what it is - but even I came very close to never playing it and was surprised by what it turned out to be.

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Score Forth and Multiply

Many games use numeric scores to rate your performance. In some, the same performance will always earn the same score; in others, there are permanent or equippable bonuses acquired over time that apply a multiplier to increase your score and the same performance will earn different scores depending on what multipliers are in effect.

I think the persistent score multipliers are almost always a bad idea as they decouple performance and feedback. I’ll explain.

Read more...

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The problem isn't loot boxes; it's whale hunting

I’m not very optimistic that the right regulation will come out of this whole loot box controversy. For one thing, it’s very hard to write a law that prevents evil loot boxes while not preventing similar things that aren’t evil. But even if you solve that - loot boxes aren’t the real problem.

The real problem is the reliance on “whales” to monetize games. This causes games to be designed to be bottomless money pits to exploit vulnerable users. Loot boxes are just the current favorite way to build a money pit; there are many other strategies and if we block loot boxes designers will pivot to those other strategies.

If we wanted to actually solve this through regulation, we need to start from “How do we prevent whale hunting?” rather than “How do we prevent loot boxes?” I don’t know how to write either one of these laws, but even if we figure out a really great loot box law, we’re treating a single symptom rather than curing the disease.

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If I haven’t played it, it’s new to me!

I love how finding a new-to-me genre opens the door to a wealth of games featuring already-polished formulas.

Like, I didn’t check out Picross until Pokémon Picross and then I immediately dove into the Picross e series which I still haven’t run out of. I didn’t play any Musou games until Dynasty Warriors 8 and I don’t think I’m ever going to run out of those. And most recently, I tried Horizon Chase Turbo on PlayStation Plus, really liked it, and now have a trove of Out Run clones to explore (currently I am mostly hooked on Highway Runners on my phone).

Being late to the party is awesome.

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Achievement Guides Highlight Flaws

Sometimes you can learn more about a game’s flaws from an achievement guide than its reviews.

This makes sense, since learning how to get all of a game’s achievements requires engaging much more closely with its mechanics and systems. (It’s the same reason Joseph Anderson plays games on the hardest available difficulty before reviewing them, to expose the flaws of their combat systems and such - he mentioned this in his God of War video though that is currently unavailable due to a presumably-bullshit copyright claim.)

Since Horizon Chase Turbo recently went free on PlayStation Plus and reviews are generally positive, I tried it out and it made a good first impression. I then checked the trophy guide and found an explanation of why only two of the five stats on each car actually matter, an exploit for getting around difficulty spikes in collecting “race coins”, and tips for dealing with the game’s aggressive rubber-banding and cheating AI. Very revealing.

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