Monday, March 30, 2015

Interactive Friction: Tomb Raider (2013): Episode 7: Uncomfortable Deaths

In this episode, Sam and I talk about some of the more uncomfortable parts of the game.



As I said in the episode, Tomb Raider (2013) makes most of Lara's deaths look much more brutal than we're used to seeing in video games. The ones we show off in this episode are the most gruesome, but they are not the only such fatalities on display.

I believe that the reason the deaths in these games are so uncomfortable because of the way the game lingers on them. In most games, the developers would be in a hurry to fade to black before we see the character start to suffer, and begin to start at the last checkpoint (or save game). Though resets are pretty quick in Tomb Raider, we also see, in vivid detail, just how much Lara suffers as she slowly dies. The death isn't immediate, and that suffering is uncomfortable to watch.

The way theses scenes cause discomfort in the player is clearly intentional. Not only does it provide an even stronger disincentive to fool around in these scenes (more than usual), but it also helps to sell the feeling that the island is a giant hazard, just doing its best to kill Lara. It is a very interesting way to make the mechanics reinforce the story.

The voice acting, animation, and shot composition are also top-notch in both the deaths and the cauterization scene. Though that scene isn't a death, it's another fantastic scene how Lara is beginning to change her way of thinking in order to survive on the island.

Saturday, March 28, 2015

#84: Dragon Age 2: Pacing and Plot Structure


Some time ago, I played Dragon Age: Origins. Back then, I expressed issues with how it was paced, citing The Fade and The Deep Roads in particular as two segments of bad filler content. Recently, I have revisited the franchise with Dragon Age 2. Despite being in the same series, the two have quite different forms of pacing. Because of their differences, I think that taking a moment to compare the two of them and their structures should be interesting.

With Origins, the plot structure was modular. After the initial tutorial missions, the player is given free reign to take on the four plot branches that compose the middle of the game in any order they choose. Each of these modules has its own plot and locations, separate from the rest aside from one or two instances. At the end of the game, the player's actions in these individual segments will be reflected back in the form of how each faction thinks of them and how much they are willing to help in the grand finale. The result is a fairly free-form gaming experience, within limits.
This structure allows Origins to give each module its own feel, but there is a drawback to this classic role-playing approach. When these sections can be so thoroughly quarantined from the others, it grants the developers freedom to make each part longer than it should be. In particular, the designers have the leeway to create overly long exploration and dungeon locations. Dragon Age: Origins had this problem in spades. Often, any single area could take several hours to complete, more-so if the player is going for total completion. Players could spend entire game sessions feeling that nothing was accomplished in that time. Obvious padding like The Fade and The Deep Roads, during the Circle Tower and Orzammar scenarios respectively, are chief examples of how this structure permitted Bioware to do this.

On the other hand, Dragon Age 2 manages to skirt that pitfall with its narrative structure, yet introduces new ones all the same. Rather than expand on Origin's modularity, DA2 takes a different approach. Players spend all of Dragon Age 2 in the city of Kirkwall, watching it develop over the course of years. Each of the game's three acts details key events of a particular year in Kirkwall's history through the eyes of Hawke, the game's customizable, yet constant, protagonist. With a distinct beginning, middle, and end, these acts serve as the way Bioware chosen to divide the story.
What is neat about this structure is that it forces a more focused plot. Since any given act has to feed into its successors, it cannot afford to tarry around with plot points that may never be touched on again in the future. Gradually, they all, by necessity, get woven together as the story progresses. Combined with the obvious signs of a limited development cycle, this focus carried on into the dungeon-crawling as well. While a single area could take hours in Origins, DA2 takes a more succinct approach. Locations will rarely, if ever, take over a half-hour to complete, which gives a much greater sense of accomplishment when checking the quest log after a long session. Individual plot elements and their handling can be debated on, but there is no denying that the plot structure for Dragon Age 2 lends to a faster pacing than its predecessor.

Having said that, pacing is in more than just a game's narrative structure. Combat also tends to have its own tempo in RPGs like Dragon Age. Origins in particular had a slower, more methodical system. Enemies tended to have a fairly high amount of health, so even fights against small parties could take some time. Unfortunately for Bioware, since skill and equipment setups mattered significantly more than tactical planning mid-battle, conflicts were often decided from the outset.
Rather than go the route of its direct predecessor, Dragon Age 2 takes inspiration from its contemporaries, most notably the likes of Mass Effect 2. As with Origins, equipment and skill setups are important to one's quality of life when going up against enemies. The difference here is that the moment-to-moment action has become equally as important, with an emphasis on faster combat. It can still be said that the player will steamroll most encounters in the game, but it feels more smooth than than of the previous game in the franchise, largely due to its accelerated pace.

Even if the overall combat's pace is improved, there is problem that adversely affects it: Foes have a strong tendency to spawn in waves. When playing Dragon Age: Origins, the types and number of enemies in a given location was usually set in stone. Because players could see what they were about to fight, they could better plan their attack. Even if a single target took some time to beat down, it was possible to guess how long it will take to win.
This is not the case in Dragon Age 2. In most engagements, players will clear out a given set of enemies only to find that another group has spawned in, ready to fight to the death. Typically, any one fight will be composed of three waves in total. Though individual foes, and sometimes enemy groups, can be felled quickly, the fact that more will inevitably appear immediately afterwards makes it more difficult to anticipate how long a given encounter will take to complete. As a result, even if a fight is not long, it can be made to feel long thanks to how many mooks participate in a single battle. Even if Dragon Age 2 is better paced than Origins, this misstep starts to agitate after playing for a long time.


In terms of both story and combat, Dragon Age 2 drastically improves on the pacing of the game that came before. Enhancing the original structure by focusing the overall plot line and streamlining the fighting resulted in a much smoother flow. Though certain elements like the ending and obvious, blatant reuse of assets can be rightfully criticized by detractors, Dragon Age 2 is certainly worth defending in how it gives the player a strong feeling of progress.

Friday, March 27, 2015

Interactive Friction: Tomb Raider (2013): Episode 6: "I Hate Tombs" - Lara Croft, Tomb Raider

In this episode, we discuss the puzzle design.



Puzzle design in video games is very difficult to get right. In the ideal world, each individual puzzle room will show you everything you'll need to know in order to understand how to solve the puzzle. Because every person things has their own way of thinking, it is incredibly difficult to do this without outright telling the player how to solve it.

Lean too far in the direction of making the puzzle abstract, and there is a risk that the player won't have the first clue in how to solve it. Going too far in the other direction, and make the solution obvious, will make the player feel stupid.

Tomb Raider seems to do a very good job of towing that middle ground. Most people I know didn't have too much trouble solving these challenges, but they still felt smart for solving them. Again, that's difficult to get right. Even with Uncharted, Sam felt that the puzzles were a little on the hard side, but not overly so. I, on the other hand, felt like the puzzles were too easy. That's not saying that Sam's any more or less intelligent than I am. It means that the puzzles in Uncharted were better suited to the way I think than they were to Sam's. This difference in people is what makes good puzzle design so hard, and Tomb Raider should be applauded for how it gets that right.






Wednesday, March 25, 2015

The Texture Pop: Episode 33: Tactical Puzzle Solving

Sam was completely exhausted when we recorded this episode. Because of that, he had to miss out on the podcast. A shame, because we talk about a lot of topics which call for his input.



0:02:30 Viewer Questions
"Have any of you guys played Ori and the Blind Forest?"
Guess what? Sam did. And next week, he may even talk about it. As someone who hasn't I have to admit it looks really good and I'd love to play it.

Have you guys seen the trailer for Pixels?
I am open to this being a good movie. However, Adam Sandler does not exactly have the best track record. I will be watching how this develops with guarded expectations.



0:12:50 Gaming News
Hideo Kojima will be leaving Konami after Metal Gear Solid 5: The Phantom Pain
Like I said in the podcast, I would say this is the beginning of the end for Konami. Aside from the YuGiOh card game (and video games), they don't have much else. With Kojima gone, I have no idea what Konami is going to do with Silent Hills now, since they just let go of the guy who was supposed to make it. It's not looking good.

PlayStation Vue is Sony's answer to cable.
And it's dumb. With far too few channels at far too great a price, I have no idea how Sony plans to make that work. I'm not even sure who the target market is for this service. It's confusing, to say the least.



0:30:50 Garrett discusses his computer troubles.
Turns out it is an issue with the latest update to the drivers for his graphics card. We've all haad issues like this, and it's good to vent about them when they happen. Also, congrats to Garrett for starting his Twitch channel.



0:39:40 Garrett talks about the rest of his week.



0:44:40 I finished Dragon Age 2.
I wish Sam was here, because it would've been a much more interesting conversation than it was. I like Dragon Age 2 is a good game, but it has a lot of flaws. It's paced so much better than Origins was. At the same time, it's ending is complete garbage.
Where Chris thinks the game is garbage, and Sam likes it, I'm somewhere in the middle. There will be an article about it soon.



0:57:30 I played Valiant Hearts: The Great War.
It's a game worth playing, but it bizarre issues with keeping a consistent tone. The puzzles also really wreak the pacing of the game.
While awkward, the game is still good. I'm also working on an article for this game.



1:06:10 Chris talks about playing Punch-Out, featuring Mr. Dream.
And he talk about that for a bit.



1:20:00 Wrapping Up.
Interactive Friction can be found here.
My Resident Evil 5 article is here.

Interactive Friction: Tomb Raider (2013): Episode 5: National Ubisoft Tower Climbing Day

In this episode, we climb the only tower that exists in this entire game. Despite that, I still take a potshot at Ubisoft and their goddamn towers.



We spent a fair amount of time talking about the scene where Lara sits while the pilot of the rescue plane is slaughtered right in front of her. To be clear, not everything we discuss is necessarily a problem. And even if it is, it might not even be a big concern worth addressing with anything more than a passing glance. This is one of those complaints.

Though we occasionally have portions of the game where we have a rough idea of what we want to talk about, the vast majority of our commentary is completely spur of the moment. Because of that, there is absolutely no connection between how often or how long we speak about a specific topic or mechanic and how strong our feelings about it are. We might end up spending whole sections talking about relatively minor complements and complaints. Likewise, we could mention major problems in passing if the conversation doesn't lend itself to us talking about them.

For example, when I discussed how silly it is for different animal hides to make different bags in Far Cry 3, I do not think that making every animal produce a general hide to make whatever would have improved the game. In fact, it would make the game worse because one could get all the bags at the start. With the pilot issue, it is not a huge problem since he's a minor, irrelevant character. However, it is worth pointing out just to acknowledge it and move on.