Showing posts with label duologue. Show all posts
Showing posts with label duologue. Show all posts

Thursday, December 12, 2013

Mario VERSUS Luigi: Character select in platformers. A duologue.

at 5:53 PM
Duologue. Diatribe. Dissension. Declamation. Double Talk. Double Talk. It's alllll talk. So is this feature, captured from some of the secret email archives of co-bloggers Greg (Yourself) and Greg (Golem).

Golem: So, I was thinking about what I might use to write a hefty email, and character distinction in Super Mario 3D World kept bugging me. I dunno how much of this is me repeating myself from the other night, but hey, it's worthwhile to get it written down. None of this is a specific rebuttal to what you said the other night.

In Sonic 3 & Knuckles, Tails and Knuckles offer platforming abilities far beyond Sonic's. The huge, sprawling levels offer plenty of opportunities for areas that only Tails can access, other areas that only Knuckles can access, and some they can both reach that Sonic can't.

I don't know how familiar you are with Sonic 3 & Knuckles, so you may have to take some of this on faith.

I wouldn't call that a particularly shallow system, especially since Sonic 3 & Knuckles often blends in paths naturally. Even when it's something dopey like a wall that only Knuckles can break, the path beyond A) explores a new space of the level map that you may have imagined exploring and B) sticks to the assets and general design sensibilities of the stage. (That latter point is a frightening discussion unto itself, but I think for the purposes of this email, we can gloss over that.)

But mechanically speaking, I think it's a copout compared to something like Super Mario Bros. 2. That is, I mean to compare the low-level rhythm of gameplay, the feel of each individual jump. Sonic 3 & Knuckles' system offers greater possibilities in terms of overall level exploration and uncovering entire new areas.

Anyway, every time you separate characters into their own unique stage segments, that's one less chance for a comparison. If you get a part that requires Knuckles so you can glide over pits, you'll never know what it's like to carry Sonic through that section (you'll have two different sections and only one way to experience each). On the other hand, if you have a tough platforming segment with Sonic, you might remark to yourself that Knuckles would sure be helpful (one section that has two different experiences).

And that leads to a lot of neat strategery in Super Mario Bros. 2. 1-2 has a difficult cave portion where Snifits corner you as you try to blast open walls. One option is to take Toad, who's built for combat--not like you need to make big jumps in the cave anyway. Or, you could take Luigi; if you're skilled, you can bypass that cave section entirely by jumping to the top of a tall hill. Anyone can play that part, but the character you choose will cast the same stage design in a different light.

There are neat moments of character comparison in Sonic 3 & Knuckles, and Super Mario Bros. 2 does feature character-specific paths. I just mean to compare their overall demeanor. Can I use the word "demeanor" like that?

So, in general, I like to have a way to cheese a situation and a skilled way to approach a situation. That's as opposed to something binary, either you can do a segment or you can't.


And I think that fits Super Mario 3D World's overall arcadey mentality. Something like Sonic 3 & Knuckles or Super Mario 64 is built for hanging out and poking around. Super Mario 3D World, on the other hand, has stages built around a single path. The interesting part isn't how you explore, it's in the mechanics of experiencing that path.

You also get character-relevant puzzles, but they're not character-dependent. So, that green star might be easier to grab with Peach, and recognizing as much is solving a puzzle. Figuring out how to get there with Mario is another puzzle.

3D World does have moments where you can only collect something if you have the right powerup, but that's a matter of skill rather than character choice. They'll always give you the necessary powerup in the level, too.

If all the character-specific switches in 3D World lead to stamps, and none to green stars, that would fall in line with my reading. I have no idea if that's the case.

On that note, it's worth saying that my points about Super Mario 3D World are in theory. A better writer would have examples: here's one green star that suggests the use of one character and provides challenge for another, something like that. Not only has it been like two weeks since 3D World came out, but given the game's size and range (see: the Super Mario Galaxies), I don't know that I'll ever have a great grasp on it.

[So we had a bit of an offline discussion about how many games actually have a character select, particularly platformers featuring exploration, and particularly ones that don't allow swapping on the fly. The answer we came up with is that we don't know a ton :( . Super Mario Bros. 2 and Sonic 3 & Knuckles are not a particularly common model - if you think about it, the primary games starring character selection are fighters/racers/shoot-em-ups/brawlers/etc. Those adventurier games that do allow character selection, like a few from the late Castlevania and Mega Man series or Ganbare Goemon, usually have completely scripted differences in campaigns (a la Resident Evil) or superficial or action-only distinctions between characters.

Nonetheless, the conversation on SMB2 and S&K3 is valid and in keeping with the original lead-in, Super Mario 3D World]

Yourself: What it sounds like you like about Super Mario Bros. 2 is that it's a platformer with a weapon select; your 'weapons' here being the characters' physical attributes. I suppose what leads me to make that wholly semantic distinction is the notion that there are really two skill-sets at play in a game that includes both action and exploration, one for each type of gameplay. In as simple a platformer as Sonic 3 & Knuckles or SMB2, those skill-sets are comprised of the same abilities, but still applied differently - Knuckles' glide may allow him to safely swoop over a boss or cross a gap to a new section of a level that Sonic can't reach. Anyway, I liken the selection of an action skill-set to a weapon select because, really, isn't that the same thing you see in a Gradius or a Gunstar Heroes or an Earth Defense Force 2017? The pre-determination of a set of functional capabilities?

You say of Super Mario Bros. 2: "the character you choose will cast the same stage design in a different light". I find that to be a somewhat optimistic way of looking at things. For instance, the aforementioned cave from 1-2 - it really doesn't feel like it's made to be played as any character BUT Toad/Mario. Sure Luigi can make it through, but his skills don't offer any benefits - in fact, his high jump just kind of gets in the way, causing him to bump into the ceiling and making Snifit bullets harder to dodge, and his slow pick-up speed makes the bombs more tedious to deal with. I suppose that's "a different light", but to me that light seems to be revealing that that part of the level is meant for a different character - similar to the way 4-1 (Lakitu stage) of Super Mario Bros. is suited to the Fire Flower, even though it can certainly be survived without. I see how Luigi's version is different, but it's not totally clear to me how it's rewarding (it's slow and awkward to time).

I'm not saying this is a universal syndrome or that I have a problem with that, simply that my impression of the game is that it vacillates between generic-enough-to-play-the-same-with-every-character and character-specific segments, such that I don't think it really is so much more complex than "pick the character you like best, and occasionally switch to someone specific for a particular segment". There are subtly variant experiences and plenty of parts that do play uniquely interesting with all four, and there's certainly nothing to dictate that you must have a favorite character, i.e. that you can't equally enjoy playing with all four, but I've never found nearly enough variation in the bread-and-butter gameplay between characters to make it feel any more like four games in one than Pokemon Red is 1.1390625e+13 (150^6) in one.

Bearing that in mind, neither Super Mario Bros. 2 nor Super Mario 3D World is purely an action game. There is exploration and (light) puzzle-solving to be done as well, thus the characters' exploratory skill-sets come into play when I'm making a selection. In fact, in Super Mario 3D World my choice is dictated almost entirely by how I'm looking to play the game. While the characters are largely balanced, the heavy use of scrolling and mobile and rhythmic obstacles, like the Train levels, the gate level [fill the number in later], and the rolling tiles in Star-2 certainly suggest faster characters for better scores and play times. With that on top of the tendency for Green Stars and Stamps to be hidden past high and long jumps, it doesn't seem like much of a stretch to designate Mario and Toad as the action characters and Luigi and Peach as the explorers. So, playing with that understanding, I don't even really need to be on the lookout for Luigi- or Peach-specific puzzles - I can just plow through the fun-runs with Toad and not worry about missing a Star, knowing that when I go back with Peach I'll have a much easier time grabbing it anyway. 

I don't think I've come across any (or enough to remember) "puzzles" complex enough that they demand character-specific solutions (yeah, Peach can cheese a lot of stuff, but so can anyone with a Raccoon suit) - the game has not broken my general Mario mentality of playing stages once for challenge and once for completion - the difference here is that I have different characters suited for each play-through. That's really nice - since I'm still going for completion on every run, I get to see multiple variations on the action and on the puzzles. But again, I don't think the game provides a compelling argument to play every stage with every character. And that's not even touching on the fact that a larger number of the levels are built around equalizing mechanics like the boost pads and beep-boop blocks that essentially nullify character benefits. 

GolemThat got me thinking; one key difference between Super Mario Bros. 2 and Super Mario 3D World is the sense of platforming. I notice fewer bottomless pits in Super Mario 3D World, lessening the importance of someone like Peach. On top of that, verticality isn't played up as much, either--after all, judging how tall something is in 3D World is harder than in 2D. So, I might pick Luigi in Super Mario Bros. 2 if one level has those plants that shoot fire straight up, since he'd be able to jump over the fire. I don't think I ever have trouble jumping over anything in Super Mario 3D World. In all, the size of my jumps is less important for regular old action, meaning it (pretty much) only holds relevance when I'm exploring. That's on top of the other gestures that even out character attributes that you mentioned, such as powerups and boost pads.


So, when it comes to something like Super Mario Bros. 2, I think you don't give "subtly variant experiences" enough credit. Assuming you enjoy the game enough to play all the way through four times, it's neat that the characters tweak that experience. It's not an entirely new game, but I gain a new appreciation for old challenges. So far, in Super Mario 3D World, I've struggled to find enough subtle variance to care. These days, I'm usually just picking Mario because I can't find something to care about in the other characters. (Rosalina aside, who opens up new attack possibilities.) Granted, that's working alongside my general fatigue with the game, so I'm already biased against it.

But it sounds like you'd say the game is fairly balanced between action and exploration? You have one approach to the stage where you just clear it, and another where you collect everything, so it sounds like you pick from Mario/Toad just as often as Luigi/Peach.

YourselfWhen it comes to a mechanic though, is it fair to presume you enjoy the game enough to play all the way through four times? I'm not even sure I agree with the unpleasantly specific thesis, "if you like SMB2, you'll love playing through as all four characters! If you don't like SMB2, you won't!" Given the presumption that one likes the game enough to play it multiple times, the proclivity still exists for a player to pick the same character that felt best the first time. That's typically how I end up playing any given game - as you said, we're assuming I'm already motivated by other factors to replay, so I don't tend to re-evaluate the character selection process. If I decided I liked Mario for 3-1 the first time, there was probably a reason I made that decision, so I'm likely to stick with Mario for 3-1 the second time. 

I think the issue we've been skirting is simply a difference in the way you and I play games. We both enjoy gameplay that encourages experimentation, and selection is an explicit mechanic through which a game can facilitate tomfoolery. I think the conversation on SMB2 has pretty clearly illustrated the two sides of the issue - your approach, to uniquely combine skills with challenges to gradually uncover more information about every individual part of the game, and mine, to try to solve the puzzle of which selection maxes some metric for each situation and then to put together the solutions to form a grand picture of the game. Correct me if I'm wrong, but I think the way you think about it is: "what is Mario's version of the game like? How does it compare to Toadstool's?" Whereas I think about "which parts of the game belong to Luigi? Which are played as Toad?" Don't get me wrong, I'm not coming out in support of the Sonic 3 & Knuckles / World of Illusion approach, where there are portions of the stage ONLY accessible by a single character, because figuring out which parts I like to play as whom - solving that puzzle - is entirely why I like character select. But that rarely involves actually playing all the parts with all the characters.

Back to 3D World - I think we both land in the same place, that for the purported experimental avenue that the character select provides, there aren't enough original rewards to reap from the levels to justify exploring it. No to your latter question, I wouldn't say 3D World is anywhere even close to balanced between action and exploration. As I said, I still go for completion on every run, even the "action" run, and the game is so light on puzzles/exploration that I usually do get the 100% on that Mario/Toad attempt. It's only maybe a quarter of the time that I find myself dropping to the Luigi/Peach pool for a collection rerun. It's a slightly different kind of play-though, but one that I only experience on a small fraction of the levels.

GolemThat's a succinct way to put it--that is, "what's X's version of the game like?" versus "which parts of the game belongs to X?" You know, using X reminds me that that's what X4 versus X5 is like. Putting aside the question of whether or not one would actually want to play X5, you get character selection on a per-level basis because some levels work better with a ranged weapon, while others feel better with a strong melee move.


Is the conclusion that Super Mario 3D World's characters ultimately satisfy no one? I mean, I'd take it over New Super Mario Bros' character selection any day, but they aren't different enough, and the stages don't do much to evoke their differences. On the other hand, if you're building a game for four-player coop, I can see why you wouldn't want the characters to stray too far from one another.

YourselfYeah. The conclusion is that it's a game that's made for co-op, so going too out-of-bounds for an interesting single-player character would've made it a hassle to play. I'll give them that co-op is fun, and that given more balanced stage design - a Super Mario Galaxy 2, if you will - I think the differentiation between action and exploratory characters would be sufficiently interesting. Of course, the portioning and flow of levels in Galaxy 2 vs. 3D World is an entirely different conversation... and one we almost had instead of this one, had I fired off my half-completed opening email before yours on character select.

It figures you would bring up X4/X5 - this conversation actually made me want to go back and replay them. I always enjoyed the distinction between X and Zero in X4, feeling like it really was two different games, but never got a feel for it in X5. 

Monday, November 4, 2013

Combat and first impressions in Zelda II: a slight Duologue

at 7:00 PM
Duologue. Diatribe. Dissension. Declamation. Double Talk. Double Talk. It's alllll talk. So is this feature, captured from some of the secret email archives of co-bloggers Greg (Yourself) and Greg (Golem).

I started up Zelda II: The Adventure of Link over the weekend to "cool down" from moving. Though I've never delved particularly deeply into Capcom's handheld games (Oracle of Ages/Seasons and Minish Cap), Zelda II was until Saturday the only (real) game in the series I had never played. After 2-3 hours, I've really been impressed by the challenging but fair and rewarding combat that plays excellently with the character-building RPG element, making for a much more addictive and outright fun experience than any of the other early Zeldas. I'm not sure what kind of legs this gameplay will have, as super-addictive mechanics tend to flag if they don't vary incessantly, but hey - a great opening is a great opening, and there's very little to complain about thus far.

The following is admittedly not much of a Duologue-proper, but I haven't had time to pull together a thesis on the subject and it's more important to me at this point to get back on schedule than to write America's most amazing post. Plus I have a feeling we're going to be seeing many more Zelda II posts in the near future... and probably a lot of Zelda posts in general, what with A Link between Worlds on the horizon.

Yourself: So, Zelda II's lives system that forces you to carefully defend your experience while taking increasing risks to get substantial gains extremely reminds me of Dark Souls. The fact that the games are technically challenging, strictly limit healing, and don't allow the stronger (and more EXP-rewarding) enemies to respawn also draws them closer together. I'd be surprised if no one has noticed this similarity before.


While we're using the backwards lens, the combat reminds me of Black Knight Sword. It's definitely of the proto-action-game variety (in the Legendary Axe and ActRaiser 2 category rather than the school of fighting/brawler influence), and it calls to mind Sword primarily because of the blend of platforming with tight, defensive, reflex-driven combat. There's also that the Black Knight has a probably-intentionally Link-like skill-set - shooting a lazer while at full health counts as a Zelda reference, right?

Because I enjoy the combat (go figure), I enjoy grinding for levels in preparation for dungeons just as much as I enjoy Dark Souls. Do I just suck at the game and normally people don't have this much trouble, or is it normal that you need to hang around in the swamp and Death Mountain a little bit to get your levels up to ~4-5 before being able to survive the second temple? Up to this point at least it's been the good kind of grinding - the more time I spend fighting enemies, the more technically skilled I become at dealing with them and the safer and quicker the grinding becomes. There's enough variety even in the random battles from area to area that I haven't felt bored.

Suffice to say that after an hour or two, I am enjoying this one about a million times better than the original. I can also see why that is not the general consensus and how my opinion might turn around in a heartbeat.

Golem: Zelda II's combat is definitely good times. It's a nice complement to the first one, which had a world worth exploring alongside awful combat.

As a kid, the easy comparison was always with Wonderboy III. They both have fun enemies worth fooling around with, but one of them doesn't reset my progress as much if my performance sucks. That said, Zelda II is also a fair bit more intense with its standing vs. crouching stances. The emphasis on shieldery also makes fights closer to something like a fighter, where timing and space are both tight. I'm not sure how I'd compare it to the early action games you mentioned.

Folks who show off the game on YouTube typically don't grind too much, since I think the stat cap is pretty low. Rather, you're supposed to be abusing the cancel option on the level up screen. It has some relevance to how quickly you get to which level (put off a health upgrade to get a higher attack early), and I think your health might get fully restored when you level up. It's also pro strats to save the end-of-dungeon level up for when you have a particularly high amount of experience to reach the next level (it automatically levels you up no matter how much experience you need).

But uh, I don't know how normal people play.

Yourself: Well Wonderboy III and Faxanadu are certainly the first real points of comparison that come to mind when I'm not trying to make a point about modern games. I actually picked up Zelda II last week not because of the impending release of LttP2, but because I started to restart Faxanadu... then said "fuck it". 

It seems like Zelda II combat is oriented around larger scale conflicts than either of those games - that is to say, more interesting rooms. That follows naturally from the first game where of course each screen was full of enemies. Wonderboy III and Faxanadu tend to give you one enemy at a time, or at worst a marching column. Zelda II will throw Swoopers in the same room as Stalfos and Flea Men (why are there Flea Men though come on), or two kinds of spiders together with Moblins. That's what makes me compare it to the definitively situation-based combat of the Legendary Axe-style action games, while I think WB, Faxanadu, and Wizards and Warriors play it pretty straight 1-on-1. True, the pitched mano-a-mano battles against Iron Knuckles or one of those guys that looks like Astyanax draw heavily on fighting game sensibilities, but more often I feel encouraged to keep aware of my overall position and environment - where are projectiles coming from, where are safe areas, how can I draw enemies to where I want them, etc. In that sense Zelda II actually executes two separate modes of combat - both the head-to-head duels and mobile group-management. Who designed this game? Hideki Kamiya? Anyway, as this is based on only the first two dungeons, I don't know if the game will start to hone in on one style or the other (the limitless laments I've heard about Iron Knuckles led me to expect the whole game was going to be a litany of ducking and blocking, but I'm guessing at least the field battles aren't going in that direction).


I'm not totally sure how to "abuse" the Cancel, unless you mean just ignoring Magic. I tried that at first but then realized it was actually pretty helpful to lower the cost of Shield. Once it only costs one bar of magic, you can pretty much afford to use it in every room (since one pot restores one bar and it's pretty common to see at least one pot per room) - though I'm sure pro-runners don't need it at all. But since Magic is way quicker to level than Life Up, it's not a bad trade-off to abuse Shield/Heal rather than spending experience on Life Up. Letting me choose which stat to upgrade definitely makes me more inclined to grind, that's a nice touch. 

Btw, it's funny that the one thing you called out as hard to find was Bagu's house, because I walked into it completely on accident without even knowing I was looking for it. That's what I get for grinding too much.

Golem: uhhhhhh totally blanking on Zelda II.

Wednesday, July 3, 2013

Gaining ground on Gain Ground: a Duologue

at 4:02 PM
Duologue. Diatribe. Dissension. Declamation. Double Talk. Double Talk. It's alllll talk. So is this feature, captured from some of the secret email archives of co-bloggers Greg (Yourself) and Greg (Golem).

Yourself: If you would care to make a case for Gain Ground being a strategy game, I think it might make a good duologue. Sorry the Mario/Wario one didn't go anywhere, you kinda took it in a different direction than I intended (I wanted to talk about the characters - the series as a whole compared is a gigantic subject). Not to mention I got real sour on Wario Land II.

Golem: The easy way is to put Gain Ground next to a strategy game and eyeball it. 
Well, eyeball away
It reminds me of strategy RPGs/Shining Force in particular. You directly control one character at a time. The space you can attack is important; can you attack directly in front of you, or can you only hit things at a range? Can you attack to the sides, or can you only shoot straight on? Even the choice between two weapons reminds me of swapping primary weapons on the fly in Shining Force (equipping a throwing dagger for a turn where you can't quite get close enough to hit an enemy by sword). Finally, there's the satisfaction of building a complementary party, and just like Shining Force (or most SRPGs, really), losing a single character is a big deal.

The hard, although more satisfying, method would first find a definition for strategy game by the goals and opposition method. I think you could say there are two possible goals, either A) felling everyone in the opposing force or B) taking out a lynchpin (a boss). Or is that too specific? As for opposition, you'd at least start by saying your army faces another army. The other army also takes advantage of space against you, with strategies like flanking. Actually, maybe your goal at any given point in a strategy game is to occupy the advantageous ground.

Yourself: "Strategy" is hard to define, because it can be both a type of gameplay OR a characteristic. Often it falls into the same category as "action", being a modifier rather than a mode unto itself. Like I was saying last night, you can have a strategy FPS. This seems to be the sense most applicable to Gain Ground, which I'd call a strategy shmup. Strategic gameplay is characterized by improvised rules, non-obvious methods and goals, and recursive strategy (yes, strategy is built from smaller strategies).

As an actual mode of interactivity, "strategy" probably refers to the chess-derived army-puppeteering that we see in, well, strategy games, as diverse as Pikmin, Shining Force, and StarCraft. I wish we had a different word for it - "tactics" perhaps - to make a distinction from the adjectival mode, but I think we both agree that nothing fits better in either case than "strategy". I don't feel like defining it in terms of goals/opposition right now because I think it's tangential to this conversation.

It's a stretch to put Gain Ground into this strategy genre, simply because it's more obviously a shooter. Its gameplay is comprised of shooting things. Calling it a strategy game is the equivalent of calling Super Mario Bros. an action game - yes, it bears the appropriate traits, but is further distinguished. That said, it certainly does fall under the strategy umbrella. It's a strategy shooter, no doubt. It presents the player with a static challenge and allows them to develop, test, and refine their own methods of approach, providing a variety of tools to allow for individualization and improvisation. Simply watching how differently the two of us approached each level evidences the non-linearity of the challenge.

Yourself (7 hours later): Well, I take that back a little bit. Gain Ground could be viewed as a true strategy game. The fact that you only control one unit (or at least that only one unit exists at a time) doesn't preclude it from that style, even if it simplifies it significantly. And of course, when multiple players are introduced (up to three in the arcade version), the player squad starts to resemble an SRPG battalion.

I was originally approaching Shining Force from a strategic combat paradigm, thinking of the entire game as one drawn-out fight. If we instead understand it as a marriage of combat and tactics, separating the unit face-offs (combat) from the overarching army / battlefield management (tactics), it becomes clear how it relates to Gain Ground. Swap in shooting for automatic turn-based battles and hit the real-time clock on the tactics (a la Ogre Battle), and you're pretty close. Keeping in mind that, again, the tactics are relatively simple because of the limited number of independent units.

Golem: The comparison between Ogre Battle and Shining Force bugs me because in Ogre Battle, attacks don't take up space, units do. Ogre Battle is a more macro experience, while Shining Force happens on a per-soldier basis. But then, I don't know how meaningful that difference really is.
Ogre Battle: A More Macro Experience. Wait a minute, there was never a Queen song by that name!
Actually, I like that distinction. If I had my way, strategy would refer to more macro games while tactical would refer to more micro games. Like Wario Ware.

Also, even though you only control one character at a time in Gain Ground, you still face off against an army. Is all-Ike mode in Fire Emblem: The Gamecube One not a strategy RPG? This is what prevents Mega Man from being a tactical platformer, too, since you don't face off against armies. Or, if you do fight armies, like in Contra, you're not interested in occupying any single space.

Yourself: "in Ogre Battle, attacks don't take up space, units do" doesn't mean anything to me. Are you referring to the fact that units in OB must make contact to engage, while Shining Force units are often able to attack from two spaces away or use area-of-effect spells? If so, that's just being nitpicky between individual games. We picked OB to be the example of tactical action because it's the most SRPG-like RTS, and we picked Shining Force to represent the other side because apparently that's the only tactics game you've ever played, but it'd be easy to pick two that sync up better and hold just as true for the rest of the comparison. Units have range ("attacks take up space"?) in RTSs like Starcraft and Command & Conquer, and in some turn-based strategies like Romance of the Three Kingdoms units have zero range ("attacks don't take up space"?). So... what's your point? Both mechanics clearly exist across the real-time/turn-based barrier. It is not news that Ogre Battle and Shining Force are not perfectly identical in every way.

I think spatial control is certainly key to what we're calling the tactics (chess) gameplay mode. As I said (or at least thought) before, one of the things that keys us off to Gain Ground's tactics predilection is that it takes place in static, one-screen environments. Contra is pretty immediately thrown out as a parallel, because - as you said - there's no urge to maintain space. The environment is in a constant state of change. A more revealing comparison is with Smash TV or Robotron 64, which similarly keep the setting to one screen. Here the primary contrast with Gain Ground is the mobility of enemies - they render the idea of controlling space a near impossibility.

Golem: I'm trying to think if there's anything more to be said on Gain Ground, but nothing's coming to mind. I don't think anything is left for issues of range and space. I'll have to look back and see if there are any lingering threads.

I also tried to think about a version of Gain Ground where you control multiple units, and I got Syndicate. Can't say the gameplay is all that similar. Definitely a game I don't know what to do with, but I think we've discussed it before.

You just got Syndicated
Yourself: On the subject of armies and where the line is drawn between the opposition in Mega Man/Contra and Gain Ground/Fire Emblem, I think the barrier is largely perceptive. When I mentioned that strategy gameplay is composed of controlling armies, I meant specifically that - there are two (or more) singular forces which each control a span of dumb subordinates. While I realize that the processor doing computations for Mike Mettaur and Phil Screwdriver is indeed a singular force, they act autonomously without communication - simply put, they're independent AIs. Whatever "teamwork" might happen between them is incidental. Even if they are programmed to act as a team (or, say, controlled by two separate players), they're still behaving with selfish interests and internal motivation. And if they do start to form large scale strategies, and strictly adhere to those strategies, and alternate them in turn, well then, um, yeah, it does become a strategy game.

On the player side, an army/force is defined by division of control, be it synchronously or asynchronously. Gain Ground does possess that with its multi-character squad, but I'm not sure it's a necessary element of strategy anyway. Probably a lot of this conversation could have been alleviated by properly defining strategy early on, but whoops, too late now.

Golem: Well, I can't say it was a bad conversation to have. This is vague territory--as you said, some barriers are largely perceptive--so it's good to have something more to go on.

While I don't know that two players make up an army, it did help during Gain Ground when we had complementary abilities. If one person can throw high and the other can throw far, you can assign unique paths to each player. In particular, I think there were times when one of us stayed back as the other person cleared a path. In most games, coop works just fine playing as identical units.

Yourself: As for Syndicate - is that Gain Ground with multiple units? At least, any more so than any other RTS we've already mentioned? I thought it used cursor control. What makes you call it out - do you have to aim and dodge bullets and stuff? Or just that it has little dudes instead of tanks?

As we discussed IRL (sadly not captured in this duologue - until I explain it now!), the main difference between traditional real-time strategy and Gain Ground (besides the number of player units) is that a real-time strategy uses AI routines to determine character behavior, while Gain Ground uses direct input. This parallels the difference between Fire Emblem and Shining Force - in the former, the player controls a cursor while a path-finding algorithm determines units' routes. In Shining Force, the player directly controls each unit during its turn and can freely walk within set bounds (similar to - lol - Quest 64). Of course, in these turn-based games, the difference is completely superficial - nothing can happen until the turn is executed, so all that matters is the characters' final resting place. In real-time games like Syndicate and Gain Ground, the difference between cursor control and direct input is so dramatic that it would lead most to classify one game as strategy and the other as action, despite the fact that they are both hybrids.

Golem: Oh, Syndicate gives you direct control over the little dudes, and you can decide if you want to control all four of them at once or just one at a time. (I say this based on the SNES one.) Control all four at once and hit down on the D-pad, and they all go down. That said, I just meant it as an offhanded remark, since I can't claim to understand anything more about that game. I'll double check that when I have access to it.

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And that he did. Happily ever after.

Saturday, March 9, 2013

DLC... with Achievements! A brief duologue

at 2:33 PM
Random email convo.

Yourself: I finished Sleeping Dogs last week and I'm taking a look at the DLC. Not that I desperately need more of the game, but it did have a stellar combat system that I never mind time into. It has an obscene number of tiny two-mission DLC packs, it's so stupid. There are so many that there isn't even a single collected-for-a-discount package. So I decided to check out reviews to see if any were particularly good or bad, since I'll probably get one or two (they're only $3 a pop). 


I found it inconceivably amusing that a major criticism one reviewer leveled at a certain pack was "it doesn't have achievements". So achievements now have monetary value? That's... literally everything that's wrong with the state of gaming today.


GolemThat got me thinking. I dunno why, but I'm looking forward to New Super Luigi U. If you haven't heard, Nintendo's developing a whole new campaign for NSMBU: same world map, all new levels. Part of it is probably that it's an exciting and forward-thinking idea (...in terms of what Nintendo normally does), but there's also some excitement just for new Mario levels. It sucks when you buy a whole new game that feels the same as the one from four years ago, but DLC is, well, not a whole new game. I'm just crossing my fingers that New Super Luigi U isn't $60 or something crazy.

It won't have any achievements.

YourselfIt seems like what DLC was once envisioned to be. Versus selling Fire Emblem maps for $3 a piece. A replacement for iterative sequels, rather than a micro-transaction marketplace.

Wii U doesn't have any kind of Achievement/Trophy system, right? I know some developers just build that stuff into their game (e.g. Bit.Trip Runner and Shank 2) and some have their own proprietary achievements (the ridiculous Ubisoft Uplay system). What may blow the minds of America at large is that Shank 2 actually ties unlockables to its Achievements. Unlockables? WHAT DOES THAT WORD MEAN? You mean like that new costume you can "unlock" for Ryu for $2.99?

Monday, February 11, 2013

On Zelda: A Duologue

at 1:13 PM
Most of the time, I try to direct my spew of pointless babble onto this blog, but occasionally I have a comment so inane or inside-jokey that it lands in Greg L.'s inbox instead. Last week, a particular instance of this kicked off a Zelda conversation of enough depth that I'd hate to see it go to waste. Not to mention it makes a great follow-up to my recent ode to Twilight Princess. So enjoy our conversation, presented in its original email finery.

Yourself: NintendoLife had a pretty hilarious list of improvements they want from Wind Waker HD. Hilarious in the "you know none of this is going to happen, right?" way. They annoyed me by saying the game needed more dungeons and that the Triforce-pieces-quest needed to be reworked, then annoyed me even more by providing quotes from Aonuma that agreed with those sentiments. I have to say, the more I read about him, the more it sounds like he just completely caves to whatever public opinion is. Get some artistic integrity, man! Pass that on next time you see him.

Golem: Sure, I definitely will.

Aonuma struggles with that too much. I liked Skyward Sword a lot, but I wouldn't say it's a return to form (for him as a director, at least--I enjoyed it more than MM and WW, but it doesn't match their creativity). At least the handhelds have gotten some more out-there ideas. It is sad to see him say those things, like he doesn't respect his own team's work.
That said, I wouldn't mind bonus dungeons or something like that. Not sure how you'd rework the quest for Triforce pieces, though I'll admit I never got why they made it so difficult to pinpoint underwater treasure. Why does the glowy bit go away when you get close to it?

YourselfAgree with you about grappling treasure, but the one thing I would hope that even lazy-ass Nintendo will do is move the charts to the GamePad (is that the official name? So generic). It would make navigating the open seas more fluid (no pausing to check the ocean chart) and treasure-hunting would be a snap (you could take the glowy circles away altogether if you just showed the treasure chart on the GamePad). Can't remember how Phantom H. handled treasure - if that game didn't have that stupid central dungeon, I'd be a lot more likely to replay it.

Do you consider the handhelds to really show more out-there ideas? As I mentioned in my blog post about TP, they seem to me to be perfunctory exist-because-they-have-to iterations. They're fun, but that's because the whole Zelda thingy is fun. I can't say they inspired in me much reflection. PH? What did that do new? And the whole train thing from Spirit Tracks... eh. I've said before that it's functionally identical to every other Zelda overworld, except that it can get more annoying if you make a wrong turn or don't know where you're going. 

Guess I never gave the Capcom games a fair shot but... should I have?

I guess I didn't realize you had played Sky-Swo. Thoughts (other than what you just said, that you found it funner than precursors)?

GolemIt's been forever since I've touched Minish Cap, and I never tried Oracle of Seasons, but Ages played as much like Link's Awakening 2 as you'd expect. Fun times, nothing new, but the bosses are actually pretty cool.

A map on the gamepad would be awesome. Aside from practicality, it would be cool to say that you have in your hands the map that Link himself is holding.

The handhelds may not have necessarily had good ideas, but I'd say they had ideas. The fact that Spirit Tracks' overworld is functionally identical to every other Zelda overworld inspires thought, since it plays so differently. (It serves the same purpose and provides just as many options.) Like Hylia Field, you're really only interested in the destinations, but you're stuck on a track. It dashes the illusion of freedom and exploration some Zelda titles have, I think. There's also something a little cool about getting to pilot (conduct? I forget) a train in the same sense that sailing a boat is cool in Wind Waker. You get to do stuff like plan routes and throw switches and toot your horn. Can't say I ever appreciated having to appease passengers.

As for Phantom Hourglass, I don't have any experience with it, but it seems like the central dungeon would have to mix up the structure somehow. It's at least some kind of riff on how you have to retraverse parts of the overworld time and time again over the course of the game. Is "riff" the word I want?

YourselfThough Link's map probably doesn't have an indicator of his location....

To me, being on rails is a gimmick. Perhaps to someone out there it dispelled the illusion of a broad, open world, making them reflect on the reality of Hyrule Field (Hylia is the lake), but it didn't offer anything compelling A.) outside of the Zelda architecture or B.) to those already disabused of that notion.

I can't say there's enough interaction with the train for me to get any appreciation of conducting it. Most of the travel time is spent shooting stuff with the cannon, which is an abstract enough pastime that it fit equally well on a boat. Mapping out routes and throwing switches made me feel no more like an engineer than commanding a jet across the terrain of StarCraft makes me feel like a pilot. I have the same comment for the sailing - the experience of boating isn't what made me enjoy the open seas segments. Especially because the whole wind/sail not working like it does in reality was an annoying niggle. 

As for Phantom Hourglass - are you sure about that? If they wanted to "riff" (yeah that word is fine) on the idea of retraversal, wouldn't the entire game be set in a dungeon? As is, you have to retraverse the overworld in order to retraverse a dungeon... they've doubled the displeasure there. Anyway, the entire value of revisiting locations on a map is discovery - finding new things along the way. The repeat-dungeon doesn't offer any such luxury, as anything "new" you discover is just a quicker way to solve a puzzle or avoid an obstacle - you end in the same place after seeing the same sights. Your "reward" is that it didn't suck as much this time.

I didn't like the Spirit Tracks central dungeon for much the same reason - I felt like I was seeing the same thing over and over, repeating the same style of puzzles just gradually getting harder. Too much.



GolemTrains: I can agree that it doesn't offer anything interesting outside of Zelda architecture--it's kind of a companion piece, in that sense? As for someone already disabused, I don't think the effect is totally lost, but that seems a little more subjective. In other words, it's easier to say, "this approach doesn't make sense unless you know Zelda," than it is to say, "this approach won't interest you unless you have thought about Zelda in a particular way."

As for sailing, yeah, the mechanics weren't really part of the fun now that I think about it, so it wouldn't be "in the same way." What I should've said is that they both made you feel like you were at the helm of a vehicle: Wind Waker for its vast oceans and Spirit Tracks for the mechanisms. I also can't deny that a lot of my train time in Spirit Tracks was spent bombing stuff. I dunno if there's any great way around that, since the alternative is shoveling coal or something like that. Now that I think about it, I also spent a fair bit of time just looking around with the camera, which I also did on the King of the Red Lions.

Hey, if Spirit Tracks took place on the Metro, the train could've been called the King of the Red Line.

On Phantom Hourglass, I have to take your word on that. I was under the impression there wasn't much of an overworld outside of the central dungeon.

Skyward Sword: There's a lot I could mention liking, but as a dungeons man, the dungeons struck me as particularly strong. I enjoy Wind Waker and Twilight Princess dungeons, but they lacked the structural direction of Ocarina of Time and Majora's Mask. If we understand Zelda dungeons as mazes, anyway. Skyward Sword played like a precursor to Ocarina of Time and stuck to that idea, developing various basic aspects of Zelda mazes over the course of the game from one dungeon to the next. I kind of hate that Skyward Sword comes before Ocarina of Time in the timeline, because then it sounds like my reading of the dungeons is me trying to shoehorn the game based on its story. But no, Ocarina of Time was all about keys, and Skyward Sword was like a layup to keys. If uh, that makes any sense.

Favorite Skyward Sword dungeon moment: on the pirate ship, you stand outside in a lifeboat and shoot an eyeball above deck. Zelda mazes are all about effects carrying over from one room to the next, and I think that's a great example; you occupy one room and hit a switch in another.

Yourself"Companion piece" is a good description. The handheld games ask us to ruminate on the nature of Zelda, rather than introducing any particularly high concepts.

You may want to be mindful around whom you call yourself a "dungeons man". Someone might take that the wrong way. I found that TwiP contained the highs and lows of series dungeons: Snowpeak Ruins was a gorgeous mystery and Arbiter's Grounds was a literal roller coaster, while the Temple of Time was everything that is wrong with the series, a linear, overlong, gimmicky trudge. Coming off that, I was expecting mediocrity from SkySwo. I can't honestly say it defied my expectations - I actually could only remember one without Googling "Skyward Sword dungeons". I've waxed on before about my love for Skyward's intermediate surface world - a return to the extra-dungeon interactivity that has been missed from the 3D series. That semi-open world full of battles and obstacles brings challenge back to exploration. A side effect of this is that it makes dungeons less unique - we get a spectrum of gameplay instead of the traditional (OoT) black and white.

Final thoughts? This might not go up til Monday, since tomorrow is gonna be all about Cyborg Justice.