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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I've started Senran Kagura Burst Re:Newal and I'm...

I’ve started Senran Kagura Burst Re:Newal and I’m not sure what to make of it yet, but it definitely has some wonderful little touches that suggest it’s a labor of love and not a cash-in and engine test on the way to Senran Kagura 7EVEN. Here’s my favorite example.

There’s new portrait art for each character, as is standard for a new installment in this series. But you can actually choose per character whether to use the new portrait or one from the original Senran Kagura Burst era.

I like this a lot, and have made use of it since I tend to prefer the old art to the new art. But on top of that - there’s absolutely no need for a feature like this, and it actually undercuts the new art that they’ve spent time and money on. Putting this in anyway is a sign of respect for the series and its longtime fans. It’s a good thing to see.

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Kirby's Adventure is coming to the Switch NES...

Kirby’s Adventure is coming to the Switch NES thingy! I have been waiting for this since the Switch NES thingy was announced. So this also seems like a good time to muse briefly on why it’s still my favorite Kirby game: the Copy Abilities.

Back in Kirby’s Adventure, each enemy would literally give Kirby one ability. This meant that they were situational, easy to remember, activated with a dedicated button, and you’d learn to use them well. It was exciting to run into new enemies doing things you hadn’t seen before, because it meant you’d get a brand-new ability to experiment with.

In modern Kirby titles, it’s more like each enemy gives Kirby a form with several abilities activated various ways, making them harder to learn and remember (even the pause screen explanations now take up multiple pages). They’re also less distinctive, as there’s a ton of mechanical overlap between ability sets. It never really feels like it matters which ability set you have, so finding new enemy types isn’t exciting.

It’s less about playing with different tools, learning which are good for which situations, and learning to use them well - it’s more about just grabbing any old enemy to power up, and at best picking your favorite flavor of ability set. And I find I get bored with that pretty quickly.

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In the opening movie of Justice League: Heroes...

In the opening movie of Justice League: Heroes, Batman gets called to deal with a robot attack. Superman shows up too, and Batman curtly informs him that he didn’t ask for help. Superman gallantly says, “Well, since I’m here anyway,” and joins in the fight.

When gameplay started, I chose to play as Batman, leaving Superman to the partner AI. As I tried to experiment with attacks and learn the controls as well as the enemy behavior patterns, Superman just waltzed up to the robots and destroyed them.

Never has a game so rapidly, thoroughly, and unintentionally created empathy for the player character.

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Games with self-insert developer avatar...

Games with self-insert developer avatar characters who make jokes about how since they’re the developers they are much more powerful than you are like someone inviting you to their house and in the middle of you having a good time they suddenly make a joke about how it’s their house so they could totally throw you out if they wanted and could call the police if you didn’t like it.

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I've released my very first game, Detectivania!...

I’ve released my very first game, Detectivania! You play as a master detective who keeps forgetting how to investigate mysteries!

It’s a Twine game, playable in your browser, and it’s about half an hour long. You can play it on Pixel Poppers or on Itch.io.

Making it was a great learning opportunity, and I also published a… postmortem? Making of? A dev blog post about it, discussing the goals, challenges, and lessons learned along the way.

I’m really excited. Planning on doing a bunch of these in 2019. This is just the first. :)

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#gamedev #twine game #video games #gaming

Tags: Thought

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Dragon Quest Gives Me Pause

Is it a thing for some reason that modern Dragon Quest games don’t want the player to be able to pause?

I was surprised in Dragon Quest Builders that opening the menu or suspending the game (at least on PS4) didn’t pause the game. This would be bizarre in any offline single-player game mode, but in DQB with a day/night cycle, hunger meter, wandering monsters, and speedrun rewards it’s downright obnoxious. I eventually figured out that the game seemed to pause when I viewed the map, but there was no in-game cue to suggest this.

DQB had some other interface oddities (like having ‘menu’ and ‘interact’ be the same button) so I chalked it up to a generally unpolished UX, but then when I played Dragon Quest XI it also was a jerk about pausing. Opening menus or suspending the game (again, at least on PS4) didn’t stop monsters from wandering around or the day/night cycle from progressing (and though I haven’t tested this, apparently cutscenes will continue while the game is suspended). There isn’t even a map pause with this one.

So… is this just a thing? Dragon Quest hates pausing? Enough to buck convention and popular expectation that any offline game would pause in menus and absolutely when suspended and the player can’t even see that things are happening? Enough to - in multiple games across multiple years - punish players for having actual lives with interruptions? Oh, I just started a cutscene and the dog needs to be let out? Ha ha, that was sure my fault and I deserve to miss the cutscene!

It’s such a weird patch of player-hostile design in otherwise warm and friendly games.

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Promises vs Teasers

So, Chrono Trigger on the SNES had an opening movie that played if you left the game on the title screen. It was sort of a highlight reel cut together in a spoiler-minimizing way, showing impressive moments from throughout the game with enough context for you to tell they were significant events but not enough context to understand that significance. It was a teaser of some of the cool stuff you’d get to do and see if you played the game, and it was a trustworthy promise because you could see it was rendered in-engine, down to including battle menus for a few of the scenes.

I remember revisiting this cinematic repeatedly during my first playthrough, excited every time by new moments where I’d say to myself, “Oh! I did that! I know what that is now!” After playing the game, the movie became a highlight reel of my own adventure.

On the PS1 port, they replaced this opening with a fully-animated anime-style movie that introduces the cast via a mix of scenes that basically happen in the game and ones that totally don’t. This accomplishes a very different goal - it shows the characters and sets the mood, but it doesn’t really promise anything specific about what you’re going to do in the game, and even once you’ve played it it just shows things generally reminiscent of your adventures - the animators didn’t extrapolate what people and events look like the same way each player’s imagination did. While the result is more impressive than the in-engine visuals, I can’t help but feel like something has been lost. It feels like an advertisement rather than a highlight reel. A teaser rather than a promise. So I’m glad that more recent ports use both movies.

These days games don’t really do the whole in-engine versus animated/pre-rendered scenes thing anymore, so it’s less clear what you’re seeing in these kinds of movies. I’m a few hours in to Dragon Quest XI and by coincidence I happened to rewatch the opening movie and partway through I was suddenly saying to myself, “Oh! I did that! I know what that is now!” I realized that this was an old-school Chrono Trigger style highlight reel, and I got excited to continue on the adventure and find out what all the other moments in the opening were about. It was good to have that feeling again.

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