July 15, 2010

Taken for granted

Recently, I've been indulging in a little retro-modern gaming: I've bought Final Fantasy 3, the remake for the DS. It was a steal. And it was the only one I hadn't played of the 6 first.



I had bought it last year, played for like half an hour, and gotten killed. It had been put on a shelf ever since, until yesterday.

Playing it seems like a window in yesterdays' game design. Everything I've now taken for granted in many games is just not there. Don't get me wrong, that does not make it a bad game, it's just harder.

It began with the equipment. I'm now used to being able to equip what I buy the moment it is bought, while I'm still talking with the vendor. Not so here. You must first leave the shop, then open the menu, go to equipment and equip your characters. Needless to say, they've done half a dungeon half naked (does that make them quarter something?) before I've remembered the upgrades I had bought.

It continued in the second village I entered. The people there told me to go somewhere else to help them. But there was a cave in the village itself ! It was a mithril mine ! I could not not go there first (double negatives or not. Not) ! Well, let's just say the very first monster handed me a precious gift: a portion of my lower anatomy. Very quickly and nicely wrapped, too. Ooooh, so this was a part of the game I could access now but should come back later, when I was stronger (or could try to do the hard way) ? Hadn't seen that in a while...

And then I got teammates. You would think the fights would have gotten easier. Partly. Yes, my damage output was higher, but the monsters were quite strong from then on too. And my characters NEVER attacked in the same order. And their range of damage was quite big for a Final Fantasy. I'm used to character dealing 33 to 35 damage with hits. Not with a range of 5 to 35. Makes it harder to optimise the fights (yeah, I'm one of those guys who strikes the second monster with the first and third character, the first monster with the second chracter and having the third playing the fiddle on the fourth, knowing that their combined onslaughts will kill two of the monsters, when just bashing A would result in some of the damage being wasted and only the first monster being killed), but I can live with that.



And then came a surprise attack. Ok, no pb, the monsters will have a free shot, I'll weather it and then turn the damage hose on them. Free shot weathered, the hose turned into a trickle. Huh? So, surprise attack HALVE my damage output FOR THE ENTIRE FIGHT?! Needless to say, when I surprise them, I just get a free shot... That would be harder to live with...

And then someone died. The ubiquitous Phenix Down was here. But, the first problem was that, for the first time in a FF I played, I could not buy them, I had only found 2. Being the hoarder that I am, I decided to finish the fight. I could live with a character having a bit less experience than the others. At the end of the fight, he would be revived with 1 HP.
Ah? No... Still dead.
Ok, then, I'll just go to one of the magic pond, eternal restorers of HP and MP. Who needs rest when you've got one of those?
Ah? No... The others were fresher, this one wasn't getting any.
Aaaaah, so THAT's why you need to rest at an inn ! "What-ho, innkeeper, your finest room so my friend here can sleep off its little deahtover !"
Ah? No... Guess I'll need to use a Phenix down after all.
But, what if I had used all of them? I would have to carry the litteral dead weight while fighting monsters as
if all my team was alive? That way lies madness. And death. More death.

And then, there was a boss. No problem, it's a FF, there will be a save point and magic pond right before it !
Now where's that pond? And that save point...?
Where do I save anyway?
World Map? Still better than a chuch, I imagine...

Be a Hoarder? Not a good idea in this game, it seems.

This will be a strange trip, mark my words !

January 12, 2010

Why Not Stay Awhile?

This post will take care of several things I've been wanting to mention, but never took the time to do. Plus, of course, a real post with actual thoughts in it.

First, happy new year to you all. I would say "may it be everything 2009 wasn't", but that would be a huge list of things, so let's say just say "Hope it will be a goodyear" (I never get tyred of that one).

Second, let's all make a round of applause for Lews here (wave to them, don't be shy, they don't bite) who's joining us and will be writing articles alongside yours truly. Lews has his own blog, in french, "Le Nid du Dragon", which I've joined to write articles there too. let's hope the collaboration will be fruitful

Third, because it is relevant to this blog, I did quit my job last month, because it was far from satisying and stifled my need to create things. For the next two years, my goal is now to become a freelance board game designer. So you might will see articles on that kind of things here. It has already started some months ago, if you have been paying attention.
Suffice to say, the next two years should be very interesting... It will not be easy, but it should be fun.

That's it for our announcements. On to our subject, and that subject will be customer retention. And Marketing.
I've recently purchased back issues from a board game magazine (Plato magazine, which you may or may not know) as I've only recently discovered them and like their writing style. No, that's wrong. The incentive for getting the back issues was because they offered not 1, but 3 board games with it. From a rather huge list, I might add. Happy with my purchase, I talked about it with one of the person that made me discover said magazine, and saw him make a face.
"I've been a subscriber to their magazine almost since day one. Loyal. What do I get for it? Jack. You come along innocently, have now almost all the issues I have, and 3 games to boot..."
"Oh, I can see how you might have issues with that..."

Pun nonwithstanding, it got me thinking. Subscription-based magazines tend to try to attract new people by offering incentives, but completely forget about their current subscribers, as though persuaded that they would be loyal for life. Now, how do companies entice people to come, stay, or come back? Time for some research! Some necroblogging later, I have a number of rewards and incentives types.

1) Veteran Rewards



The term I'm using comes from Tabula Rasa (again), who had something called the veteran rewards, fluff things that you got after you had been a subscriber for some time: you can see the rewards for three months, six months (looking like Richard Garriot... Now that will boost troops' morale!) and nine months of fighting the Thrax.
City of Heroes has such a program too. hey, look, so does Aion.

Must be an NCSoft thing. At least they seem to understand the value of long-time subscribers. It sadly didn't save TR, though.

DDO has another take on this: for each month you are subscribing, and your reward is Turbine Points, which you can use to unlock parts of the game once you decide to cancel your subscription. Be a subscriber long enough, and you might as well have purchased a lifetime subscription.

So, the longer you subscribe, the more things you have that differentiate you from a new player, even if he can play 40 hours a day and you can't.

2) Anniversary Rewards



Not yours, but the game's anniversary. I found these two articles from the Ancient Gaming Noob about WoW and Everquest 2. And this for LOTRO second anniversary.
These rewards are only for people who are current subscribers at the time of the event, whether they've been subscribing for 1 hour or for 5 years.

3) Referee Rewards

If you can get more people to play the game you're playing, the company might offer you some rewards for the task.
Sometimes, the more people you get, the more rewards befall you. Sometimes, the rewards are split.


4) Homecoming Rewards



The reward for coming back to the game. Most of the time, it's a free coupon to play the game a few days. It's a bit like when Steam makes a full game available for an entire Week-end.
The goal here is to make lost subscribers see that the game has changed, in the hope that their tastebuds will make them want more.
If anyone knows of a game that offer "substantial" rewards for coming back, I'm interested, because now that I think about it, the coupon is free of charge. Or, you might see it as a reward for having subscribed in the past (good times, good times).

5) Preorder Reward

You are rewarded for getting the game before it has had a chance to be reviewed, and you have only seen some beta screenshots (or been in the beta). A reward based on faith, so to say. Congratulations, a (would be) early adopter is you ! I won't even bother researching the subject, just pick an MMORPG at random from the last 3 years, and you'll see plenty of them. Depending on the platform, your reward will be different, so you'll have to make your research here.

Yeah, so?
  
Many kind huh? And I'm not even talking of what you can get for F2P games where you send money, à la Kingdom of Loathing... So, online games do cater more to their customers than magazines.

But... Only one catering is for current, long standing customers. It's (mostly; see below) comprised of fluff, which is fine, because you shouldn't get a gaming advantage for time spent paying and not time spent playing, IMO. Now that is another can of worms I am not opening. For now...
All the others are oriented towards getting new customers. Or getting back lost ones. Which maybe they wouldn't have lost if the game had been finished before getting rushed - oooo, can of worms, again ! They're just everywhere.

So what? Why am I bothered by these rarities ? Well, a well known motto is that "getting new customers is [insert favorite number] more expensive than keeping existing ones". It should be a given to care for them, then, no?
But a motto is easy to say, and I can't really give expenses numbers to back it up.

Consider EVE online. There is a reward for staying subscribed, and that is skill points. You constantly gain them overtime. So, someone who has been p(l)aying for years will have more than someone who has been playing 24/24 last month. This gives them an edge on the field, although it's more of a multifaced edge than a Two-Handed Sword of Extreme Slashiness, as each skill has a maximum level reachable. It's not gamebreaking, as someone who has paid less, but played more will have earned more money (I hope).
The result is that people have a reason to continue paying even if their interest in the game has temporarily waned. Yes, there are people who leave the game, but EVE has been growing organically since its opening, garnering more than 300k paying customers to this day.

Now consider WoW. Or Everquest. When someone's interest in the game has waned, he has no real interest in continuing to pay (laziness excluded): if he does not play for 6 months, in one case, he will have lost 6*month cost of the game for no benefits, in the other, he won't have lost the money, and still no benefits.
In EVE, 6 months of skill growth is still something to keep in mind.

True, it won't save a game that lacks basic fun, like Tabula Rasa, which found its fun months after its grand debuts. Months too late. But it will make people think twice before unsubscribing. And think twice in a good way. Not think twice in a "oh-god-they-want-me-to-write-a-6500-words-essay-about-why-I'm-leaving-and-make-3-phone-calls,one-of-them-in-India,let's-just-stay-subscribed" way.
See the difference? One will make people talk about they like the game, just not now, to their friend, the other will make them bitch to their friends. Guess which one...

December 3, 2009

NaNoWriMian's bad habits

Yup, I failed the NaNoWriMo AGAIN this year... Let's just say that quitting my job took more out of me than I thought, and that procrastination isn't just the French title of a Terry Pratchett's book. Still, between my meta-essay and the text itself, I wrote more than 15k words, which is a record. I'm still not giving up and will continue to write that novel. And search another idea for next year.

While on one of my blog-reading sprees, I encountered this today. And... Wished I had found it sooner.
It did hit some points home.

Let's see how...

Point 1:
I hate so called classics... If you want me NOT to read a book, tell me it's a classic that I must read for my personal culture. Which is ironic, because if someone hasn't read a book, or seen a movie I consider a classic, I’ll tell them that.
Not very bright, eh?
Still, I'm pretty sure I did use some old vernacular in my text. Because I thought I needed them...

Point 2:
The fudging writer's block... I encountered it quite a few times during my write-through, until I finally told myself to just write and see what would happen. Too bad, Time was up when I finally reached that point.
I just hope I can remember for the next time that "A text does not have to be perfect the first time and can always be revised".
After all, I have done it for some of my posts...
In my opinion, writing at least your ideas enables you to not misplace them. Then the hours you would have spent hours trying to rewind the Ariane's thread of your thoughts to the right point (while escaping the Minotaur of Just-screw-it) can be spent on polishing these ideas ores into a beautiful thing.
...
I didn't say I always did it, I just say it's a good thing.

Point 3:
The long paragraphs... I once wrote an essay for school that contained only three phrases, and was more than a page long. Gotta love semi-colons. Let's just say the teacher's reaction cured me of this, even if I'm aware I can become a little long winded. So, that's not something I learned in school...
If there's one thing I've learned, it's that you need to air your text. A wall of text is just impossible to digest except for some rare people. Think of a paragraph as what you might say between two breaths. I... think that's where the term "long-winded" I used might be coming from, in fact.

Point 4:
Profanity...
I admit I'm torn. I don't think it's necessary, nor do I think it should be banned. I think it's a matter of style, and character. If it fits what you're writing, then go on. If beating around the bush without saying anything directly is more of your style, I'm still with you.
I once was on a forum where it had been decided that profanity should be replaced with flower names. So you might encounter a "*tulip*ing *petunias* of the *rose*". Made for some flowery speeches, believe me. And still, it WAS relieving.
Your style is your style. That's what matters. You don't write for others, you write for you. How do you say it...? What's bred in the bone comes out in the blood?

Point 5:
I don't quote sources. Or if I do, it's that I'm writing an essay.
Going on a tangent here: I use brands in my texts. I use known authors, I use movie titles, to hammer down the fact that people are in a/the real world. But, I'm not convinced it really helps, considering that it's not something I often encounter in other works. What do you think? What makes you think a world is more than paper-thin?

Point 6:
That's hard... I'm an engineer by training, doubled as a marketer. I'm overtrained to analyse coldly, and to be detached. As such, I have never lost control of a character I was writing, as happens sometimes to other writers. I'd love to suddenly feel that these guys have a life of their own, and I'm just telling what's happening, or, perhaps, arguing with them. Still, I think they have their personalities that build over time, and some can be quite passionate.
I think I'll need to work on that.

Point 7:
This is true. And this is something that is true whenever something is created: writing, drawing, game design... Constructive criticism must be taken well, and taken into account, but in the end, you can't listen to everyone's ideas and advices. Why? Firstly, because it won't be your baby anymore, and if it's not yours, it's harder to like it (that... sounded a lot less against adoption in my mind). Secondly, because you can't please everyone and some advice will be contradictory.

I'll say it again: write (create) for you. Especially if you don't live from it. If you live from it, then it becomes a matter of personal belief... I personally think that if catering from time to time to the unwashed masses enables you to write what you want the rest of the time is ok. No one gets hurt, everyone's happy, what do you think?

November 4, 2009

NaNoWriMo 2009

Perhaps you have heard people talk about the NaNoWriMo. It's a massive task: write, in one month, a novel of 50 000 words. Yup, you read that right. That's 1667 words per day.

I tried (and failed) last year, but this year, things will be different. First, I've thought more about my story. I just need some last few research until it starts.

What do you mean, "It's already started" ?
You mean we're really the 4th of November? It's just not a nightmare I've been having?

Why, yes, I haven't written a thing ! You don't write before it starts, that would be cheating !

Yes, yes, okay, it has started and I should be writing... Geez, get off my back, already, people!

I guess I'll have some trouble writing the novel I had in mind. Find myself stuck when I try. Where I'm not stuck is when I write about what I want to write, the decisions I have to face, and how the thing is building itself block by block.

An essay on a novel. Writing about writing.

This should make me learn some things.

For the novel? Weeeell, there's always next year... :S

Still, wish me some fortitude on this task, I'm gonna need it.

September 7, 2009

Choice Matters

I've recently finished Overlord: Dark Legends for the Wii, and something felt off during my entire playthrough, compared to the original Overlord. Reading Challenges for Game Designers, and the blog Game Design Concepts helped me figure it out. It's really simple. It can be summed in one word: choice.

But this word has many consequences...

1) Choice?

Yes. Choice. As I discovered in the sources mentioned above, there are different kind of choices. Some are good in a game, some... Less so.
A meaningful choice has an impact on the course of the game. Also, you take one because you have at least an idea of what the consequences will be. A blind choice is one where you do not know what will happen when you make it. A meaningless choice is one that has no impact. Whether you take one path or the other, the rest of the game will be stricly identical. It might as well not have been there. An obvious choice has different outcomes, but one is so evidently superior to the others that you will always take it.

In Overlord, everything is about meaningful choices. Yes, you are an Overlord. But will you be the evilest on the block? Or will you help grannies cross the street, and then mangle the young whippersnapper that tried to run the two of you over? There are many moments where you have a choice between Evil and less Evil (or even, ewww... Good). At the start of the game, you are explained what the consequences of corruption(your evilness meter) will be : your spells will be more powerful, but you will gain less gold. There are different endings as well: almost good, quite bad, and evil.
In O:DL, the only choice you get while following the script is whether or not you will do the optional quests. How meaningful...

"What about your equipment? There are forges to be discovered in O:DL !", I hear some of you say, "so you can choose what to wear, at least"
Oh, yes, you can. You have different armors, with no clue as to what they do, for gold... You have different weapons, with some little clues as to what they do, for gold. So, you just buy the most expensive one. Because expensive = better, right? And you've got more gold than you can shake a stick at. Now, that, you see, is a blind choice. You just hope your decision is good.

How is it meaningful in Overlord, then? Aaaah, am I glad you asked...
First, you have to choose whether you will take an expensive piece of equipment, which is potentially stronger, or a weaker one, but far more affordable (and so, enabling you to buy more pieces of equipment). Because if in O:DL, you will soon have more gold than your really need while playing the game normally, in Overlord, it is not so.
Then, the equipment itself. They begin bare. You have to sacrifice minions to make them stronger (I'll get back to the concept). But if you sacrifice minions, which you summon using Lifeforce gathered from defeated enemies, maybe you won't have enough Lifeforce to play the game efficiently ...
Finally, what will you upgrade? For example, armors can give you more mana, more life, and a third choice that escapes me right now... But you can not upgrade them all to the max. Each armor can only accept so much minionic lifeforce. You must choose what is more important to you.
That way, your Overlord is equipped as YOU see fit. You know why you made every choice. You know what these choices entailed.

To change a blind choice into a meaningful choice, you need to give players data. Give them an idea of what each choice will result in. Or, if you want them to explore, give them feedback on their choices. What are the consequences of their choices? Delayed consequences are fine, as long as the player knows what action begat what.

That covers no choice, and blind choice.

Now, Let me tell you about Minions' Sacrifice and Minion's Sacrifice in O:DL.

In Overlord, part of the equipment upgrade process is to sacrifice minions. Not only do You get the armor you want, you also get to see a cool sequence where all the minions you've just decided to sacrifice run en masse and jump gleefully ("Woohoo!" "Yeehah!") in the bubbling cauldron of the forge. Imagine the sight when you've decided to sacrifice 400 of them (And the colors are respected, too). Check around you: people love that sequence. As I said, in 0:DL's forge, you just buy your equipment and are done with it. Maybe it's because the Wii can't handle it? Maybe. Doubtful.
Be aware that this paragraph was just a rant because they took out of the game something that added to the flavor and the atmosphere. The next one is about choice. Really.

So, they added Minion Sacrifice. How evil (and it's an honest "How evil", not a snarky one). You grab a minion by its throat, shake it to build up the pressure (thus called the TG&S: Throat-Grab & Shake), and then break his neck to replenish your Health/Mana. Very cool idea.

Now, how can you replenish your Health/Mana.
Breaking a minion's neck gives you a shade of Life or Mana depending on its type. Something like 10% of a bubble.
You can also sacrifice a minion by sending him in a Life/Mana well, which gives you 50% or 100% of a bubble. You can also wait for Life potions to drop when your minions destroy objects. They give you 50% or 100% of a bubble.
There are at least 2 of each well type per map. Maps are small, and you can backtrack without penalties. The more you are hurt, the more the potions drop.
Know what we have here? Those who said "an obvious choice" can join my minions and have a cookie ! Why break a minion's neck when you just have to backtrack a bit and sacrifice the same minion for more health?

To change an obvious choice into a meaningful choice, the Risk/Reward ratio of each choice must be close(r). For example, if there were less Life Wells, snapping the neck of a minion for less life might be interesting if I am pressed for time. Provided it replenishes enough.

You can also TG&S a minion, and then release it in a direction of your control. After a (short) time, he will explode. You're told that you can destroy some barriers with it. You encounter 3 of them in the zone where you're told that, and then never see them again.

TG&S&E is also advertised as an attack move, but the process of grabbing, shaking and sending is very long. So either your other minions are doing nothing while you do it, or they have already killed the foes they were sent on before your minion bomb is ready.

Again, the obvious choice is not to use it beyond the barriers...

Is there a meaningful choice in O:DL? I honestly can not recall. To their credit, I can't find a meaningless choice either.

After this lengthy demonstration, I'm sure you're asking yourself: ok, but why does choice matters?

2) Connection and Feedback

I'm not talking about the controllers. I'm talking about the player, and his relation to the character he's playing.

When there are no meaningful choices, I find it's hard to relate to the character I'm playing. He's just a puppet on strings. I'm controlling it, but someone else is controlling my actions. I follow the script.

But when I get to make choices that do matter, it gets different. He becomes my character. My avatar. Anything that happens to him, or people close to him (especially when they're close because of my choices) is important to me.

In Overlord, as you advance in the story, your tower evolves because of your choices. It gets rebuilt. New rooms are opened, new decorations that you buy, trophies that you pilfer. You can't have everything, so what is there is what you've chosen to be there. It becomes your tower, an extension of your Overlord. Plus, you get to have a cool mistress.
Incidentally, this is also where you begin everytime you launch the game. So, the first thing you see is everything you have done so far. A good way to congratulate the player, and a good way to make him want more.

In O:DL, you do start in the same place (it's not your tower, it feels more like the cellar of the castle, but whatever). But it does not change, apart from the mana/blood/minion stonesthat get stacked around your throne. These stacks feel small compared to the size of the room, and the room in itself feels drab. You don't feel any need to stay here, whereas in Overlord, it is fun to simply walk the halls of your tower basking in your Overlordness.

July 27, 2009

Game Design Challenge

I found a very interesting blog named Game Design Challenges through an article by Tesh. The blog is manned by Brenda Brathwaite Whose blog is here and Ian Schreiber whose blog is there. The blog is meant as a course on game design, be it tabletop, card, or video games and is very interesting. The book which is par for the course and the course itself do pose some challenges for aspiring game designers.

So here's my take on the first challenge: building a "race to the end" game.

Without further delay, let me give you:

Vesuvio

Theme:
After some earthquake unearthes interesting stones on the slope of a volcano, a score of Geologists decide to get a closer look and make a friendly wager on the stones each will find. But... doesn't this earthquake hint at an awakening of the volcano in the near future?

Core Mechanic:
-> Race to the end
-> Resource gathering/management

Board:













The field is divided in 3 "tiers" on top of each other. Yous tart from the bottom, and the closer you get to the summit, the more chances you have of unearthing quality stones.

There is the "easy" way, which snakes from bottom to top, and the "hard and fast" ways (2 and 4 cases long) which a direct.

Material needed to play:
-> 1-4 players. Yep, you can play alone ! Even here, soloists are welcome ! So... 4 pawns.
-> Pieces to be put on the board. Each has a "Lava" side and a side with either dirt, a rift, or a number (1, 2, or 4)
-> Green "Mining" cards containing simple rocks (0 points), Pyrite (1) and a flawed sapphyr (3)
-> Orange "Mining" cards containing one simple rock (0), some pyrite (1), some gold (2), and some strange fossils (3)
-> Red "Mining" cards containing some unique rocky formations (4), diverse precious stone (5) and a Dead Sea Scroll (15)
-> 8 "Equipment" cards (rope, ice pick, 10 feet pole...)

Setup:
The board pieces are shuffled, then randomly placed on the board with the "Lava" side up. Once they are all on the board, turn them on the other side.
All the "Mining" cards are shuffled, and the three corresponding stacks are built.
Equipment cards are shuffled, for every player missing, draw out 2 cards and get them out of the game. Then, the first player pickes one, so does the second, etc until no more cards remain.
Place all the pawns at the bottom of the slope.

Rules

First part: the Ascension
Each turn, a character gets alloted 4 Action Points. Using these, a character can (Action costs are indicated in the relevant sections):
-> Climb
-> Mine
-> Cheer
-> Hinder
A character does not have to use all its AP in one turn. It is possible to start spending APs on an action during one turn, and finish on the next, but you have to finish your action, and only get the result once the points are spent.

Climb
Climbing the easy way costs 1 AP per square
The "Hard and Fast" slopes cost 2 APs for each square you advance, unless the character has the ice pick, which reduce the cost to 3 APs per 2 squares
On a rift, a character needs 3 APs to advance, unless with the 10 feet pole, which reduces the cost to 2 APs.
Characters are free to go up or down the slope.

Mine
On squares with a number, spending that AP amount enables you to draw 1 card (on the "1" and "2" squares) or 2 cards (on the "4" squares) in the corresponding stack (green for the first tier, orange for the middle, red for the high tier)
There is no limit to the amount of stones a character can carry.
The mining pick enables you to draw an additional card for 1 AP. You must then choose and discard one of the additional cards.

Cheer
A character can cheer another. When being cheered, a character must select one of its stone and give it the to the cheerer. The cheerer loses as many APs as the value of the stone (potentially making him lose turns if he loses more than 4 APs), while the cheeree gains as many APs (usable immediately, with no upper limit).
If equipped with the rope, the cheerer only loses 2 APs for every 3 he should have lost. The cheree still gains as many.
If equipped with the bright suit, the cheree gains an additional AP.

Hinder
If a character lands on another character's square, he can hinder him by spending 1 AP, making the other lose 2 APs.
If equipped with the sieve, alternatively, he can draw a random stone from the character for 2 APs, instead of hindering him.

As stones are collected, the total value of the stones must be tracked: as soon as the number gets bigger than 20, the eruption begins !

Second part: the Descent
From now on, the eruption has started, and lave begins to run down the slope. At each turn's start, lava advances ((Total accumulated points)-20) squares (flip each piece to show its "Lava" side). Lava comes down every slope at the same time (but at the same rate). If Lava reaches a character, he's immediately immolated (unless he has the Lava Suit, which saves him for one turn), as well as his equipment and mined stones. They still count for the lava's speed.

The character's still have 4 APs and the same action.
But now, the "Hard & Fast" slopes can be climbed down at the rate of 2 squares per AP. However, these slopes are so steep that the character loses 1 random stone for each AP spent. Unless he has big pockets, which saves the first stone that should be lost.

The game ends when no more characters are on the board. The winner is the geologist with the biggest amount of points. In the case of a tie, the one with the least amount of stones wins.

July 21, 2009

Unlocking the LEGO box

I’ve been playing quite a lot of Batman LEGO these last days, finishing the main adventure for both heroes and villains, and reaching something like 80% of completion. But, in the last days, some design decisions have become quite prominent to me, some in good, some in bad.

First, the good: deadly is deadly.
In the LEGO Batman universe, hazards are pretty consistent either for your characters or for the enemies. Which means that radioactive stuff or fumes kills them as much as it kills you, and glacial fumes freeze you and them as well. It’s pretty much a detail, but it made a boss fight far easier for me through a stroke of luck: in the level against Catwoman and the penguin, Catwoman is only a sidekick. You can not beat her with your fists: she will run away from you when hurt, and come back later. And believe me, she can be a pain.
But, as I was exploring the area, one of my hits sent her flying in a patch of radioactive goo. And before my eyes, she dissolved… No more sidekick for the penguin ! Needless to say, the fight went pretty much downhill for him after that (not that he was really winning before that event…)

I like when games have the same set of rules for you and for your enemies. You do not feel arbitrarily limited in your interaction with the world, you do not feel that everything is stacked against you.
Also, I find it helps with the suspension of disbelief: the gameworld is logical.

After that, my beef is with the unlocking system. No, not so much the system (having to use multiple characters abilities to reach a hidden brick that unlocks something, that’s something the Explorer and Achiever in me do like) than the unlocks themselves.

Let’s start with the ridiculous: the multipliers bonus.
In the game, you collect studs, which are used as a currency to buy just about everything: additional characters and vehicles, data, and upgrades (once they have been unlocked through hidden bricks in each level). Some of these upgrades are multipliers: x2, x4, up to x10. The first one costs 1 000 000, the last one 5 000 000.
My first (logical) thought was “Each one will replace the lesser one” or “only one may be active at a time”. A simple calculation showed me that buying them in order would cost me, not 15 000 000 studs, but 4 041 666. Better than buying the 5x directly.
You can imagine my surprise when, buyin the x4, I see the x2 on my screen changing to a x8. Long story short, I reached a ludicrous x640 modifier, making all my studs needs moot (but not my stud’s… nevermind).

This, I did not like. Why? Because up to now, I had choices to make whenever I bought something. I did not have enough money, so every time, I had to ask myself what I wanted to buy. That was my story. Now… Not so much… I just had a laundry list of things to buy, and the limiting factor was to unlock them…
To their defense, it is possible to disable these. I did, but not before going on a destruction spree due the power rush it gave me. Kind of like when Tabula Rasa offered a +2000% XP bonus some weeks before closing down. I gained 7 levels in one evening, then was left with a sour taste in my mouth, having outleveled content I wanted to enjoy.
Power rush is a dangerous thing for the weak-minded... I never said I was perfect !


My next gripe is with suit upgrades.
Most, if not all of them, are Nice-to-Haves: more targets with a batarang, swifter construction and so on. Not gamebreaking, but reducing the time needed for some actions that can be considered “less fun”, thus improving the fun proportion. I’m cool with that.
But then, why is their use limited to the free mode ?! If I take the time to redo a level to unlock an upgrade I’m interested in, why must I be punished by not being able to use it during the story mode, thus enabling me to enjoy the story more?

There was also a bit of cutscene power upgrade, where villains tend to have their abilities upgraded when you’re against them (Catwoman makes huge jump, moth man can glide much longer), but it’s more nitpicking than griping. It’s a minor detail than doesn’t really break the suspension of disbelief.

So, in short, I prefer to see games:
-> Where the rules are the same for the player characters and for the non-player characters.
-> Where upgrades do not suddenly break the game, making everything trivial, or redundant
-> Where, if I take the time to achieve something, I’m awarded the achievement’s result for the rest of the game