Showing posts with label adventure games. Show all posts
Showing posts with label adventure games. Show all posts

July 6, 2011

Final Fantasy XIII: A series of tubes

The worst reason to hate Final Fantasy XIII is because of its linearity. Non-linearity doesn't necessarily improve a game, and following a constrained path doesn't necessarily make it worse. All Final Fantasy games, including the most highly praised ones, have been essentially linear in both story and world design, and FFXIII is not even unique in degree, given FFX. A player's desire to break out of a constrained experience is usually not a result of linearity per se, but instead reflects a failure of the game's story to engage that player. "Failure" is a reasonably good description of FFXIII's story, which is surprising because Square-Enix had done so much of this stuff before.

Read the rest...

July 27, 2008

"Run, you pigeons! It's Robert Frost!"

The title of this post comes from a line uttered by Manny Calavera, the main character of Grim Fandango as you fail to solve a puzzle. Because Grim Fandango is an adventure game, failing to solve puzzles is something you'll do an awful lot, so it was nice of the developers to at least give you a good laugh as you flail your pathetic way through the misadventures of a skeleton man in a film noir world. Adventure games always attempted to complement good stories with hard puzzles, and a widespread failure to achieve the right kind of difficulty probably contributed significantly to their fall from grace. As I've been playing Grim Fandango for the Vintage Game Club, I've been reminded of what kinds of problems they had.

This post will echo some things I said in the VGC forum, and it will also spoil the first two puzzles of Grim Fandango, so keep that in mind before you read on.

Adventure games had two kinds of hard puzzles. Some of them required you to pay careful attention to the game world, remember bits and pieces of dialogue, think creatively about the items you had found, and work it all together into a solution that gave you a great "Aha!" moment. The rest were bullshit. The problems Manny must solve in the first chapter of Grim Fandango mostly involve the first kind, but you start off, unpromisingly, with the second kind, and it is these that turned people off adventure games, with good reason.

At the start of Grim Fandango, Manny is desperate to get somewhere, but in order to get there he must get his boss to sign a work order for a car modification. To this point, the problem proceeds relatively naturally. However, in order to get the work order signed, Manny must leave his office building, discover a rope that his boss has used to sneak out of his office, climb up that rope, and change his boss' automated message so that the secretary will sign his name on the work order. This solution falls into the bullshit category for several reasons, the most significant of which is that there is no reason for the player, or Manny, to suspect that the boss isn't in his office, that he is using an automated message system to pretend that he is in, or that the message can be changed to make his secretary sign the order. In fact, because Manny has received an emergency work order from his boss just moments before, both he and the player have a very strong reason to believe that the boss is in, a view which the secretary reinforces by stating outright that she is only at work because the boss is. Without knowing that the boss sneaked out of his office, or that he did so in a way that allows Manny to sneak in, the decision to leave the building (which is required in order to find the rope) is nonsensical. A key step to solving the puzzle requires an unnatural response to Manny's problem.

When people say adventure games are "hard", this is a significant reason why. It's not that the puzzles are too intellectually demanding, it's that they require you to act in ways that are utterly unnatural to the solving of the puzzle. If there's an emergency and your boss isn't taking calls, you knock on his door. You don't go outside the building to check if he might have climbed twenty stories down a rope made out of ugly neckties. And if your wallet is locked in your girlfriend's car, you ask her for the keys. You don't try to combine a nearby cat with a mango from your inventory in hopes that this will produce a tool you can somehow use to unlock the passenger door.

Note that my problem is not that the solution requires Manny to go outside per se. In fact, getting Manny to go outside during this puzzle is an important part of making sure the player has the information he needs to solve the remaining problems of the early portion of the game. The illegitimate difficulty of this puzzle arises from the fact that the game never gives the player or Manny any reason to believe that going outside constitutes a step towards solving his problem.

Contrast this with the second main puzzle of the same game, in which Manny decides to steal a co-worker's client by intercepting one of his messages. To do this, Manny must find the room of pneumatic messaging tubes, break the system using chemical foam, find a way to keep the door to the system from closing after repairs are finished, and figure out how to stop the messages so he can read them first. Stealing the client requires several more steps than getting the work order signed, but the dialogue in the game and the items Manny notices in the game world all provide definite (if subtle) clues as to how the problem can be solved. Each step towards the solution makes sense in the context of the game world. The puzzle is difficult, but legitimate.

This distinction matters because the kind of difficulty involved has an effect on how the player feels once the puzzle is solved. Solving a difficult, natural puzzle makes the player feel like he's accomplished something—even if the player is frustrated while trying to solve the puzzle, success brings positive emotions because the player feels like he was in control of finding the solution. By contrast, puzzles that require unnatural solutions which are too obscure or don't make sense in the game world steal this feeling from the player. They make the successful solution of a puzzle seem like a matter of luck, rather than skill. In my personal experience, solving a puzzle under these circumstances can increase frustration, rather than relieving it.

Another problem with unnatural puzzles is that they break immersion. The work order problem can't be solved by thinking like Manny Calavera, but it can be solved by thinking like a guy playing an adventure game, who knows that you should explore everywhere to find the solution of a puzzle. Unfortunately, once I'm thinking like myself, my mind ceases to be active in the world of the game. While the game can get me back, each exit from the world of the game prompts the question of whether I should continue. If the player's mind disengages at a point of frustration, then he is always more likely to quit, at which point your work has gone to waste.

I started this post talking about adventure games, but I think these two points speak more generally to the use of difficulty in games. A high degree of difficulty, even unfair difficulty, is acceptable in a game so long as the player's sense of accomplishment and engagement in the game world are preserved. In games with very low difficulty, the player's sense of achievement may not be a design value of the game; however, even games with low difficulty must take care not to disengage the player with unnatural puzzles or other kinds of gameplay problems.



Read the rest...

February 17, 2008

I Love Layton

I have just finished playing Professor Layton and the Curious Village, a game I cannot recommend highly enough to anyone who has ever enjoyed thinking. The combination of straight-up puzzle solving and adventure game, charmingly presented in 2D, will leave you wanting more and wondering why nobody did this before. Brain game shovelware may well be doomed. The Professor puts that genre to shame and begs the question: "Why didn't anyone do this before?"

The premise of the game is simple enough—well-known puzzle-solver Professor Layton is summoned to a village to solve the riddle of a hidden inheritance. With his assistant Luke in tow, he heads off to the town of St. Mystere (sigh), where it rapidly becomes obvious that the missing "Golden Apple" is the least of the mysteries confronting him. The townspeople have a strange penchant for posing puzzles and riddles (which can get annoying), and soon enough crimes ranging from a murder to a "doze-and-dash" are plaguing St. Mystere, demanding Layton's attention. The story is pretty entertaining, even though you'll probably figure out most of the mystery about the time you finish the easiest of the bonus puzzles.

Resolving most of these mysteries, and sometimes even moving around the town, requires you to solve several riddles. The simplest one is to the right—some of the puzzles, like this one, require nothing more than clear tracing of lines. Others require some pretty subtle thinking. I have seen some complaints about the difficulty, and I cannot entirely give these credit. The puzzles of the game generally don't require any more knowledge than typically possessed by a fifth grader. The difficulty comes from a requirement for creativity and mental discipline. A child playing this game may need assistance from adults in spots, but then again, an adult playing this game may need a childlike outlook to achieve some of the necessary lateral thinking. In short, if you have kids, play this game with them. You will all have a great time. And don't worry; if you don't have a 10 year old to help you, a limited number of hints are available.

The tale of Professor Layton is conveyed through 2D animations and drawn backgrounds. The character design is excellent, with endearingly wacky villagers that are full of personality. The game features a substantial amount of voice acting, which actually works out quite well, though I suspect it cut down on the amount of music available. The soundtrack is passable, and works to help set the tone, though having some more variety would have been nice.

The game isn't perfect. Although the touch control is essentially seamless, the movement system seems unnecessarily elaborate. The village mostly runs out of puzzles before the game runs out of story. As I mentioned the mystery itself is a little easy to get (though it requires a little leap), and also more or less solves itself. A little more involvement from the player in solving the larger riddles would have been great. The game is also a little short—the 15 bonus puzzles and additional downloadable content should provide your fix until Level 5 delivers the sequel that the bonuses page promises is coming. There are already 3 Professor Layton games out in Japan so this will mostly be a matter of localization. A longer story might also have helped get the player a little more emotionally involved; as is the story ends just as you're really starting to fall in love with the characters.

Professor Layton and the Curious Village is a pleasant little game with a story and characters just wacky enough to make the numerous brain-teasers seem a natural part of the world. The puzzles themselves aren't crushingly difficult, though a few can get a little frustrating. The story and presentation makes it much more engaging than the standard brain-game shovelware. Cute enough to engage a child, smart enough to stump an adult, Professor Layton is charming fun anyone who loves thinking can enjoy.

Read the rest...

January 30, 2008

Marking time on the Phantom Hourglass

Last night, as Hillary accepted the zero delegates she won from Florida, I finished the latest entry in the Legend of Zelda series, Phantom Hourglass. I found it to be a fun, lightweight romp.

Phantom Hourglass is a sequel to the Gamecube game Wind Waker. It inherits cel-shaded rendering, a general character aesthetic, and an oceanic setting from its predecessor, while the terraced look of the islands (once you are on them) is more closely related to Zelda games from the SNES days (see left). Motion and combat are touch-driven, as are all of the tools—boomerang and bombchu routes are drawn on the screen. So too is your steamship's route through the seas (below, right). You can annotate the map (shown in these shots on the upper screen), circling important points or noting safe routes through treacherous areas. The controls generally work well and make most of the tools and weapons very intuitive. There were a couple of hiccups, however.

The first was that the touch control is not quite as sensitive as I might like. I had difficulty executing roll attacks consistently, and to be honest I was never quite able to pin down the motion that would produce one regularly. Also, I found stopping time in the final battle to be a bit of a crapshoot—I typically needed to draw five of the required hourglass shapes before one took. The other problem is that there just isn't a very good way to make Link run left (or the right, if you're left-handed). Unless you use an odd grip on the stylus your hand tends to block one screen or the other.

These minor issues aside, the gameplay is not very challenging, especially if you quickly catch on to how the various tools can be used. The eponymous hourglass serves as a time limit on one of the dungeons, in which a modest kind of stealth is required. This, not a serious challenge, is the most difficult part of the game except for one of the boss battles.

The gameplay fits the classic Zelda mold with the same additions as Wind Waker: you travel around the sea, visiting various islands and breaking into their dungeons. The dungeons themselves are pathfinding environmental puzzles—each dungeon contains a tool that is needed to traverse it and a bafmodad you are supposed to retrieve. Though the islands seem a little closer together than they were in Wind Waker you still spend a lot of time in transit, and the occasional appearances by enemies and pursuers are more annoying than entertaining. On the other hand, the addition of a minigame has much improved the dullest task in Wind Waker, i.e. the retrieval of sunken treasure.

Mini-games and sidequests are abundant, as is typical for these games. Seeking out all the various power-ups and perfecting your scores in these accessory games can add plenty of time to the game. However, your actual rewards are somewhat paltry, and mostly come in the form of parts for your ship. You can customize your ship in various ways, but the result is almost entirely aesthetic. Your ship gains greater stamina if all its parts come from the same set, but with one exception there's no reason to choose one set over another. Even a few minor effects would have made this more interesting—if, for instance, the stone hull decreased your speed but added stamina, or the restful cabin healed Link at a slow rate while he was on the ship. Effects of this kind would have added interesting dimensions without taking up much space on the card.

The role of guide and assistant is once more played by a fairy. Fortunately Ciela is much more helpful (and much less annoying) than Navi. She has a story, and it's somewhat interesting, but in general the story of Phantom Hourglass is very lightweight and silly. This was true of Wind Waker as well, but that game did a better job of winking at its own silliness, and also gained a sense of gravitas from the helplessness and regret expressed by the various spirits you encountered. Phantom Hourglass lacks both sensibilities, and as a result no real theme ever emerges.

In the end, the light story and easy gameplay make Phantom Hourglass seem like a slight little breeze of a game. It's easy to pick up and easy to forget once you put it down. The adventure sandwiched in between is fun, and retains much of the charm of its predecessor. Despite a few interesting variations on the way some items are used, however, it just doesn't leave much of an impression.

And now, a definition:

bafmodad (baf mō dad) - In a video game, an object which is not of any intrinsic use but which must be obtained in order to advance the plot. The Medallions from Ocarina of Time are a classic example. The bafmodad is conceptually related to the cinematic MacGuffin. Term invented by Jerry Holkins and Mike Krahulik as a corruption of the name of an actual item from Starfox Adventures.

Read the rest...

The Console Scorecard

It's time to start with a decision-making process. I'm not definitely in the market yet for one of the three next-gen consoles, but I will be, perhaps within the next year. This is an open post that I'll probably keep updating for a while. Keep in mind that my must-have games may not be the same as yours, though I'll welcome your suggestions.

This table looks really screwed up and I don't know why. I have no idea why all these break tags appeared in this post. Sorry for the megascroll. All fixed now. See what effort I go through to bring you my bullshit?

PositivesNegativesMust-Have Games
Wii
  1. motion control = activity
  2. backwards compatible with my GC library
  3. awesome downloadable retro games selection
  4. system and games more affordable
  5. robust controller
  6. many WiiWare titles are totally awesome
  1. motion control = activity
  2. limited RPG selection (?)
  3. shovelware
  4. limited original downloadable content
  5. DS is enough for casual gaming
Fire Emblem: Radiant Dawn
Metroid Prime 3: Corruption
No More Heroes
Okami
Super Mario Galaxy
Super Smash Bros. Brawl
XBox 360
  1. robust online service (friends)
  2. robust original downloadable games listing
  3. great HD graphics
  4. very durable controller
  1. robust online service (John Gabriel's GIFT)
  2. red ring of doom
  3. I don't have an HDTV
Assassin's Creed
Blue Dragon
BioShock
Eternal Sonata
Mass Effect
Playstation 3
  1. comes with blu-ray player
  2. greater HD graphics
  3. Fumito Ueda
  1. expensive...
  2. ...or not backwards compatible with my huge PS2 library
  3. I don't have an HDTV
  4. will cheaper blu-ray cause buyer's remorse?
  5. may melt my apartment
  6. flimsy controller
Assassin's Creed
Final Fantasy XIII
LittleBigPlanet
Metal Gear Solid 4
Ratchet & Clank Future
Uncharted: Drake's Fortune
Valkyria Chronicles

Issues to consider:

Where will the RPG market land? Right now the Xbox seems to be leading on the quirky RPG front. Unless the install base widens significantly, it doesn't seem terribly likely that the PS3 will be as successful in that regard as the PS2 was. However, the PS3 is a likely landing place for the main Final Fantasy titles and the Tales series. The low development costs of Wii games may end up turning the 2-D RPG and strategy RPG markets to that console, even though the Gamecube was notoriously weak in the genre. Thus, the Wii may end up catching the narrow-market RPGs I often adore.

Can the HD consoles attract classic adventure games? It can't be a secret that I really like adventure games in the Zelda mold. Assuming that the X360 and PS3 split the RPG market, the clincher for either of these consoles will be success in attracting this generally ignored genre. Games like Beyond Good & Evil suggest that this genre can grow beyond the Zelda clones to include experiences of great emotional depth. Will the HD market go this way, or will the genre languish once again, save for the loving devotion of Nintendo?

Which console will generate the most interesting artistic innovations? I think the knee-jerk response here is the Wii, but it seems to me that developers have so far done much less with motion control than they could have. Instead, the Wii seems to have become a grand repository of casual-gaming shovelware, with a few truly innovative titles here and there. Despite its potential, the Wii has yet to see a game that achieves the true gestalt of emotional communication and interactivity that marks games as an artform. Does No More Heroes fill that void? And Sony Computer Entertainment cannot be ignored in this regard—Ueda's Ico and Shadow of the Colossus were some of the best art made for the last generation of consoles. Also, as the PS3 and Wii have been getting up to speed, Bioware and Irrational have started to take interesting steps on the X360. This is currently an open question, but for me it's a significant one.

And, to track my position by date:
1/30/08 - leaning towards Wii first, HD console (much) later.
2/13/08 - If the PS3 lacks backwards compatibility that is a major minus in my book. Baroque will come out on PS2, so it's no longer in the Wii column. The more I hear about Lost Odyssey the more ambivalent I feel. On the one hand I like the idea that short stories are built into the game, on the other hand I hate games that string cutscenes together using lame gameplay, not to mention that I hate hate hate amnesia as a plot device.
2/15/08 - Okami hops into the Wii category. I was underwhelmed by the gameplay on the PS2, but this is a game that would really benefit from the motion controller.
2/24/08 - Added Insult Swordfighting's controller reviews.
2/25/08 - Valkyria Chronicle looks really interesting. Into the PS3 pro column it goes.

Read the rest...