BIT.TRIP RUNNER and Perfection in Video Games

Perfection is a tricky thing in video games, and perfection is what BIT.TRIP RUNNER (or, BTR) demands of you.  The best way I can describe this is by saying that BTR feels like an arcade machine; but it feels like an arcade machine that was designed to eat your quarters rather than to be fun (even though there are no lives and no Game Over-s).  It attracts you with colorful lights and interesting sounds tied together by a well-thought-out pixel art aesthetic.  There is a simple control scheme – press space bar to jump and use the arrow keys to execute maneuvers while the screen scrolls ever forward toward the finish line.  It seems straightforward and quite possibly fun.

The problem arises that in BTR, any failure means restarting the level.  The levels are short enough that this isn’t an immediate problem, but as the difficulty ramps, you find yourself playing the exact same parts of levels for 90% of your time to try the tough bits 10% of the time.  This just becomes grinding, since the levels require the exact same set of inputs to get to the point where you failed before.  Aside: there are technically alternate paths for brief sections, but those alternate routes give you no advantage so there is no reason to memorize them.

To figure out why this is a problem, I’d like to talk about perfection for a bit.

Perfection

Let me be up front: I think games that demand constant perfection are taking shortcuts to difficulty and are generally not worth my time.  Take Dark Souls or Legend of Grimrock II, for example.  Dark Souls does not require perfection.  It asks for excellence and an understanding of the rules, but it lets you make mistakes, and few mistakes (well, except in Blighttown) are immediately fatal.  I think this design philosophy becomes clear when, in the progression from the Dark Souls I to III, you’ll die less frequently from stun-lock.  In LoG, the only time you’ll really find yourself in a place that means almost certain death is if you let two tough enemies get on either side of you.

This is not to say that having segments that require perfection is bad or that rewarding perfection would be bad.  Guitar Hero (or my favored knock-off, Super Crazy Guitar Maniac Deluxe 4) is difficult and complex enough that perfection is a worthy goal, but you aren’t required to be immediately perfect.  Beyond that, perfection in the context of music makes sense (and the problems of requiring perfection in music is even the subject of a movie).  In other sorts of games, a segment that requires perfection can be a way to increase tension, as long as it isn’t extensive or represent a fundamental change to the game mechanics (like QTEs).  Speedrunning a game perfectly can show an incredible mastery, but it shouldn’t be the only way to beat a game.

The trouble only arises when perfection is your only path to progress or when using an unfamiliar set of mechanics.  I’ve tried figuring this out with Chezni, and the best thing we came up with was this: perfection is not human.  Failure is a part of learning and growth, and requiring perfection eliminates the possibility of learning anything valuable from a mistake.  This view ties back in to BTR nicely: when I play perfection games, it makes me feel like I should just write a script to beat the game for me.  There is an exact set of inputs that I must enter to progress, and no other set will lead to success – so why should I bother if I have no meaningful input?  (Aside: this is also the reason I stopped playing Klondike: it’s only winnable 80% of the time and even a perfect algorithm can’t save you)  If I watched a YouTube Let’s Play, I would see the exact same thing as if I had played it.  The obvious exception here is that in puzzle games, it’s a challenge that I would have to solve before I could tell a computer to do it – which is the very growth that other such games lack.

Back to BIT.TRIP RUNNER

I couldn’t find any place to put this, but I thought it important to include: the audio cues in BTR take place as the event happens, rather than when you need to hit the button.  In other words, the audio for the rhythm game doesn’t actually help you.  As you may imagine, this becomes quickly frustrating as the screen fills with sprites and makes it hard to tell precisely when you should jump.

The entire challenge in BTR lies in learning the mechanics and then implementing them.  There’s no motivation to do so – you’re learning the mechanics so you can learn more mechanics.  You’re implementing the mechanics so you can implement the mechanics.  In Tetris you’re seeing how far you can get and trying to beat the top score.  In SCGMD4, you want some participation in some good music.  In an RPG you want to hear more of the story.  But in BTR, the exact same game has been played in the exact same way hundreds of times and all you’re doing is retreading the same path as everyone before you.  BTR functions and has a good aesthetic which saves it from Tier Four, but it is firmly in Tier Three for its constant, unyielding requirement of perfection.

Steam link

Chrono Trigger (Completed)

It’s Tier One.  I mean, it’s widely accepted that it’s the best RPG for the SNES and one of the best RPGs ever, so what did you expect?  This review is going to be on the short side (Edit: actually, having finished writing this, maybe it won’t), since almost anything I could say has probably been said before.

Chrono Trigger is a time-traveling adventure that seems to start as a cliched “save the princess”, but quickly becomes “save the world” with the help of that self-same princess.  I actually started this game twice.  The first time I got stuck on a fairly tough boss fight (The Golem Twins) and never finished.  About a year later I picked it up again, but had to start from the beginning because I’d forgotten almost everything.  (If you care, my party both times was Crono, Marle, and Ayla until I got to the Black Omen – where I replaced Ayla with another, spoilerific character)  Here are just a few of the many amazing things about Chrono Trigger:

  • The characters are lovable and distinct.  They start to feel like “your” party as you level them up, and they feel like good friends (for me, like the characters in Wheel of Time do).
  • The plot is interesting and sprawling (in a good way).
  • The world slowly opens up as you progress, giving you both a feeling of wonder and excitement and a sense of growth.
  • There are twelve different endings (depending on how you count).  This is the grandfather of what it meant to have a reactive world.  And it did it successfully – unlike many games today that have a “good” and “bad” (and if you’re lucky, a “neutral”) ending.
  • Meaningful choices are represented through action rather than description.  It’s one thing to be sentenced to death because the game asked you if you wanted to steal a guy’s lunch.  It’s quite another to steal that guy’s lunch because it’s an RPG and that’s just what you do – and then have a character in the game call you on it. (though during my second run I was found 100% Not Guilty)
  • The music is fantastic – this is the only game I have ever not gotten tired of the battle music.  I could listen to every track on this soundtrack for a very long time.  And I didn’t even know you could get the SNES to sound like an electric guitar.

In fact, I have only three real complaints – though two are significant.  From least to most bothersome: some of the quests are obtuse (which happens in practically every RPG).  As an example: there was a quest item I needed to place somewhere for 65 million years.  It get stolen, and you need to find it – but there’s no hint of where to look.  In Chrono Trigger’s favor, talking to NPCs in other circumstances is almost always helpful and the game does a great job of using your past knowledge to help you in future areas.

Inventory management is a real problem, though.  It is both difficult to figure out what something does and difficult to manage a quickly-growing list of items that spirals out of control by the end.  There are advantages to having the right equipment in the right places, but you quickly get tired of keeping such an extensive inventory.  Some screens show you item comparisons for each of your characters, but there is no way to equip an item in those screens or to see what special properties an item has.  It’s a small annoyance, but one that comes up frequently enough to merit mention.

The real problem is the combat.  For the first two-thirds of the game, fights are mostly well-balanced.  But as enemies get more and more special abilities, fights become increasingly based on luck rather than skill.  Late in the game, fights are either a chore that poses no real threat or a fight that may very well kill you multiple times with little warning.  The perfect example of this is the final boss, which incorporates all these problems with the combat.  The final boss has 12 stages.  The first nine are trivial and make you wonder why you had to fight them at all (partly due to stat re-use, rather than stat scaling).  The next two are fairly easy, but are a good challenge.  The final boss stage took me an incredibly long time to beat – through very little fault of my own.  On my first run, I spent half an hour doing absolutely no damage – without realizing it.  Worse, the last save point was before the previous two bosses.  Since I was low on items at that point, I needed to fight them again to even have a chance at beating the final boss stage.

I would trace these problems to two sources: first, percentage-based attacks.  There are several enemies (including the last boss stage) that have magical attacks that deal 50% of a characters current HP.  Some are even worse and deal damage equal to your current HP minus one.  Combine one of these enemies with another high damage one, and it’s entirely possible to get wiped out in a single turn before you have a chance to react.  These attacks make you wonder why the late-game bosses don’t just have a minion do that last HP of damage to kill your entire party.

The second source, related to the first, is gimmicky fights.  Some fights that require unusual tactics are fine – Chrono Trigger does a great job of drawing on past experiences to clue you in on how to fight a new enemy, and can give you a few turns to figure out how to fight it….mostly.  There are just a few too many fights where this breaks down – with the last boss stage, there is no indication that attacking two of the three onscreen enemies is entirely counterproductive most of the time.

By far the worst culprit of this is a side-quest boss called the Son of Sun, which will counter any direct hit with a powerful fire attack.  Instead, you are supposed to attack one of the five flames rotating around the boss, and all but the “right” one will cause a similar fire counterattack.  There is no indication or hint for this.  To top it off, you have about fifteen seconds before the boss shuffles the flames and you again have to guess which flame is the “right” one.  It’s entirely a matter of chance, and is incredibly frustrating to fight.  I willingly admit I only beat this boss through save-scumming.

All in all, though, Chrono Trigger is a fantastic game that I’ll likely come back to for New Game+ (and the other eleven endings).  It does many, many things right – things that even modern games have a hard time replicating.  This game is one of those rare confluences of talent, hard work, and a bit of luck that makes for a fantastically good time.

 

Steam link.  Oh how I wish.

You can get it on Android or iOS, or rip your cartridge to play in RetroArch on anything, including Android.

Moon Hunters

Hey, I backed this on Kickstarter!  I don’t regret doing so.  It’s an interesting game based around multiple playthroughs, though it didn’t really click for me.  For one, the combat mechanics seem a little unbalanced, as ranged attacks have serious advantages – to the point that I barely got hit my second time through.  My other issue is that the maps are fairly empty and are boring to fully explore.  The worldbuilding is intriguing, but since you’re asked to replay the game multiple times to discover more of the game – you end up starting from nothing every 45 minutes.  If the world was smaller with the same amount of content, I’d feel compelled to continue playing.  As it is, 45 minutes is too much time to spend each run given the content that is there – though it avoids Tier Three because it isn’t too long.  With some free time, I might try it again sometime, but for now it goes to Tier Two.

Legend of Grimrock 2: Grimrockier (Completed)

I might be cheating a bit here.  I’ve played through and beaten Legend of Grimrock 2 long ago.  Well, at least a year and a half.  But writing about it now gives me an excuse to write my first actual review, gush a bit about one of my favorite games, and talk about what makes a good sequel.  And if I haven’t gotten you to listen to what I believe to be one of the best theme songs of all time, well…get to it.  And watch the prologue, while you’re at it.

As for the specifics on the game: It’s a puzzle/grid fighter/exploration game where you are shipwrecked on and must explore an island ruled over by the mysterious Island Master (definitely no D&D overtones there!).  There are 12 distinct ground-level areas, almost all of which have at least one or two floors of dungeon.  All told, there are 34 (well, 33 plus a secret) map sections you will encounter on your quest to solve the mystery of the island.  You travel the island in a party of four, selected from 8 classes and 5 races that allow for such combinations as rat farmer.  Being a rat farmer, by the way, would mean that you level up by eating – and if you eat cheese enough (because you are a rat), you gain stats.

Your only real objective is to solve the mystery of the island, which you think may have something to do with the glowing rocks (no, not those glowing rocks – the other ones) you’ve been picking up.  While finding all the glowing rocks might seem like just a giant fetch quest, the glowing rocks are more incidental to your exploration of the island, and you don’t actually need all of them to finish the game.  Communicating your goals is mostly done through gameplay and the expectation that you are here to play a game – plus a note or two from the mysterious Island Master.  And some talking heads.

Before I get into what I liked, I should probably start with the things I didn’t like – and there’s really only one complaint.  Some of the puzzles are just too difficult.  Thankfully, there’s a website that will prove quite helpful if you have this problem.  This doesn’t knock it from being a perfect game in my book for two reasons: insanely difficult puzzles are part of the charm of puzzle games evocative of the ’90s, and, when you do solve them on your own, you feel like a genius.

A Perfect Sequel

Legend of Grimrock 2 is both a perfect game and a perfect sequel.  Let’s start with what makes it a perfect sequel.  Legend of Grimrock (the first one) was a ten level dungeon crawl.  Grimrock 2 expands on this by making the game about three times as large and adding several new environments.  Between the fantastic art and level design, each area feels new and unique enough that you never get bored – and every inch is packed with secrets, monsters, and items.  It’s this consistently high content density that makes it a good sequel.  Going bigger can often lead to the game feeling emptier – if Portal 2 had any failings, it would be this – but Legend of Grimrock 2 avoids this entirely.

Another problem with sequels is making a second game that’s just more of the first.  Or possibly several games.  While that can be acceptable (or at least tolerated) in a multi-title story, a mechanics-driven game needs a compelling reason to be more than just DLC.  And Legend of Grimrock 2 delivers here as well.  Between vastly improved AI (the first Grimrock had an issue with sidestepping to avoid damage) and a remarkably improved engine that allowed for interconnected maps and external environments, Grimrock 2 took everything Grimrock 1 did, fixed the problems, and made everything else better.  This is especially impressive when you look at how well and tightly-crafted Grimrock 1 felt.

Finally, though a sequel needs to feel different than the first, it also needs to feel like it is part of the same story or world.  While Grimrock 1 was a claustrophobic and grim dungeon crawl, Grimrock 2 is a vast island of high mystery.  But even so, there are times when you are crawling around in catacombs or pyramids in Grimrock 2 that feel unmistakably like Grimrock (even though the actual Mount Grimrock is nowhere to be seen).  There’s a distinct tone shift from the first game, but it keeps enough of it around to still feel like the game I fell in love with – and somehow makes it even better.

A Perfect Game

There aren’t any tutorials in Grimrock 2.  From the first moment, you just do what makes sense realistically and within the confines of the game world rules as you learn them.  There are some signs that give you hints, a few scrolls that teach you how to cast magic spells, and recipes that teach you how to make potions – but all these are incidental.  The primary method of interacting with the game is just WASDQE and the left and right mouse buttons.  When something happens, it’s clear why it happened and what caused it.  Overburdened characters have a snail in their portraits and a darker outline.  Injured characters have a bright red glow and blood stain.  In both cases, you make a distinctly different walking noise to tell you something is wrong.  New mechanics are introduced slowly and deliberately, giving you time to adjust.  You never feel lost or helpless – at least as far as the mechanics go.  Each class is distinct and well-defined, and the skills all have helpful explanations that are there when you need them and ignorable when they aren’t.  All this goes back to giving the player more information and keeping that information helpful – and here at least, everything in Grimrock 2 wants you to succeed.

That isn’t to say the game is mechanically simple or easy.  Far from it – later in the game and on harder difficulties, managing health and attacks while moving can be difficult and fast-paced.  Having a wizard in your party is useful, but requires good management of resources.  The spellcasting system involves drawing patterns in nine runes.  The first spells you learn are simple, one-glyph standards like fireball – but later spells can use all nine (in fact, the one “unfair” enemy requires the use of a nine-rune spell to defeat).  Even better, the runes all have a meaning that can allow you to intuit new spells (and there’s nothing stopping you from trying the hardest spells as soon as you have the stats).  Having an alchemist lets you keep an almost endless supply of potions around as long as you have the know how, so you never truly have to worry about running low on health potions or resurrections.  The best part of all of this is that you don’t need to use a wizard or alchemist or fighter or rogue.  You could go through the game with a party of farmers, if you wanted.

That being said, a party of farmers might be a bad idea – though still doable.  There are no unfixable mistakes – even throwing yourself down a pit can lead to good fortune (and in the case of Chezni, he made a point of throwing himself down every pit he found).  The game rewards exploration in every form, and lets you make mistakes that inconvenience rather than kill you: few things are immediately fatal.

I love Legend of Grimrock 2.  It may be that my review is overly-biased because the combination of exploration, grid-based combat, and dungeon crawling reminds me a lot of D&D, and I love D&D.  But I think you should still give Grimrock and its sequel Grimrock 2 a shot, keeping in mind that it’s a game about mechanics, balance, and that je ne sais quoi that made that second edition of D&D great.

Steam link

Risen 2: Dark Waters

I was prepared to very much dislike this game, especially after playing a bit of Risen.  And in the first few minutes, it felt like all my fears were confirmed.  The main character is cliche and unlikable.  The sidekick is cliche and unlikable.  I decided to be a jerk, since my character is supposed to be a jerk.  But then I found out that if you kill people in this game, they just become “offended” and stop fighting you.

 

If you’re wondering why my character is walking around with no shirt or shoes, it’s not because I didn’t have clothing.  It’s because my clothing was pirate clothing, which my character refused to wear until he was actually a pirate – as he reminded me every time I tried equipping it.  He persisted in saying this even when we were trying to enter the pirate camp so he could become a pirate, where I would have thought pirate clothing might come in handy.

And if you’re wondering why I tried to kill the fellow in the screenshot, it’s because he wouldn’t let me into the pirate camp.  And to be fair, killing him wasn’t my first choice.  First, I tried to bluff my way in.  Well, I say bluff – I was actually telling what I believe was the truth.  But my Silver Tongue skill wasn’t high enough – so even though the option was there, I was unable to use it.  When I tried, my character just told me he wasn’t good enough to do that.

 

Maybe it’s a lot to expect.  But when you have an RPG, you kinda expect some amount of RPG-ing to go on.  Not an open world where only very specific things are allowed.  Where Risen seemed to have at least some number of choice and decisions to be made, Risen 2 feels like every other boring open world game out there.  Where Risen had you eaten by sea monsters when you tried to swim (which, hey, was at least an effort), Risen 2 just backs up the game about three seconds every time you enter the water.  When you can entertain yourself more by repeatedly jumping into the water while NPCs continue to talk like nothing happened, it’s a little silly.  You can also attack pretty much anybody and they’ll be fine with it ten seconds later.  So maybe I just played the game in all the wrong ways in my first hour, but most good RPGs at least give you the option to be a terrible person.

This review started out by putting Risen 2 into Tier 2, since it is pretty, fixed a bunch of issues I had with Risen (except the combat), and seemed to have at least some amount of interesting story.  Those were the reasons I didn’t feel like playing more of Risen.  But the more I think about my time playing, the less I want to return.  The more I think about it, Risen 2 seems more and more aggressively mediocre.  So Tier Three it is.

Steam link

Serpent in the Staglands

Oh, old-school RPGs.  How they hold a warm, fuzzy spot in my heart.  From Pillars of Eternity to Neverwinter Nights 2 to Ultima VII, they just epitomize what I want out of a game.  Serpent in the Staglands is a game in this same vein built by a couple – one makes the art, one writes the code.  It definitely feels like an old cRPG in many of the right ways and only a few of the bad ones.

I feel bad putting this in Tier Two, but I think I must.  Much like Avernum, it’s just a tiny bit too too rough around the edges for me to enjoy properly without putting a great deal of time into it.  And even then, I don’t know that it has enough to justify that kind of time commitment.

Steam link

Game Theory – Having Fun Yet?

An informal look at what makes games good:


LepcisMagna’s take:

This first bit is going to be a bit base logic/philosophy heavy, so feel free to skip to the next section if that’s not your thing.

Objectivity in Art

I think there are two options: either the “goodness” of art is entirely subjective or art is at least partly (and, I would argue, largely) objective.  If the “goodness” of art is entirely subjective, then no quantitative statements can be made about it.  But what of art made with an intended purpose?  If a work of art has an intended purpose, it would seem that we could judge the “goodness” of the work based on its success in accomplishing that purpose.  So it would seem that at least some art – art with a purpose – has some objective qualities.

If we can say that all art has a purpose, then we can say that all art has at least some objective qualities.  Let’s start by assuming that we have a work of art created without purpose.  The mere act of creation implies purpose – demands it.  Here I must state something I cannot hope to prove but that I hope is reasonable: all effects have a cause.  I think to reject this would be to reject our ability to interpret the universe at all.  If we accept this, then any act of creation has a motivated cause – a purpose – even if that purpose was to be without purpose (which would be a self-contradiction).  The only other way a purposeless work could exist is if its purpose was somehow removed after its creation.  But that still implies that the work had a purpose to begin with, and thus some objective qualities.  I would conclude, then, that all art must then have at least some objective qualities.

Video Games as Art

Since all art has objective qualities, we can measure them and compare them to some standard.  This, I would argue, is the measure of the “goodness” of art.  The reason art appears so subjective is each individual’s different value weightings: some people like sports games.  I do not.  A sports game could be excellent – perfectly crafted, even – and I might still dislike it.  A game could be more or less realistic or fantastic – and each individual’s preference for those qualities would shape their opinion of a game.  A game could have many flaws – poorly balanced mechanics, for example – but still have a fantastic story and setting – making some people love the game all the same.  We all have our biases: in looking at a game or reviewing one, we can only hope to show our biases and state what makes us think a game is “good” or “bad”.  So from here, I’m going to move to a more fuzzy look at what makes a game good.

A Good Video Game

A good game needs to be fun.  That’s probably a little vague.  What I mean by this is that a person playing a game should want to keep playing that game, and that a person shouldn’t be spending time or money to not play that game – I’m looking at you, microtransaction-based mobile game trash.  This is an obvious one for me and probably most people.  What might be less obvious is the idle clicker – Cookie Clicker, Adventure Capitalist, or Clicker Heroes – and to a lesser (but still unforgivable) extent, any game which wastes your time through required grinding.  I used to play these games, but at some point while playing Crusaders of the Lost Idols, something broke within me and I realized I wasn’t really having fun.  These are bad games.  They are not fun.  I don’t mean this in a subjective way – I mean that they are objectively terrible, non-fun games, and that their insidiously addictive nature is actively attempting to waste your life.

These sorts of games give you a mindless or inanely repetitive task. By their very nature, these can’t be tasks that require too much thought or challenge – else you might fail too often and stop playing.  For doing this, you are presented with something that appears rewarding and giving you with the satisfaction of beating a challenge without the actual challenge.  This can be progress through an infinite number of levels, a level up that gets you a hundredth of the way to your next goal, or even something as simple as a satisfying clicky noise.  A very easy tell for this game design mindset is exponential growth (adding more and more zeros to the end of numbers).  Exponential growth means that you end up with bigger and bigger numbers to create the illusion of power – you even find this in MMORPGs.  But it’s all fake – progress toward an unreachable goal is no progress at all, bigger and bigger numbers are just a mindless power fantasy, and a game that with continual non-challenges is just hiding the fact that no one bothered to actually make a video game.

On the other extreme, we also have to consider games like That Dragon, Cancer – which aren’t designed to be fun in the traditional sense, but rather to evoke an emotional response and tell you a story in a somewhat interactive way.  It might be a misuse of language to say, but: catharsis is a form of fun.  A sad game can be fun – as long as it isn’t constantly dark.  To the Moon, for example, is an excellent example of a fun but sad game.  The problem with That Dragon, Cancer, is that it is not a good game in addition to not being fun.  The problem there is one of player choice.

A good game needs interactivity.  There’s a line from an RPG guidebook I read – Gamemastering by Brian Jameson (and if you’re interested in that sort of thing, also check out The Game Master by Tobiah Q. Panshin): “[A]ny game that has a predetermined conclusion isn’t a game.”  It’s a bold statement – and though I agree in an RPG setting, it’s hard to swallow from a video game standpoint.  It would certainly make things like Kentucky Route Zero (or any point-and-click game) harder to critique from a gaming perspective.  And it would be unfair to say any linear game can’t be good.  What makes linear games like Dragon Age, Broken Sword, or even Half-Life 2 good is the presence of meaningful input.

Meaningful input comes in the form of either challenge or choices.  A game doesn’t always need meaningful choices if it provides a good challenge, and it doesn’t always need challenge if it provides meaningful choices.  But it does need one of the two.  A game is failing to be “good” when it has too long of periods without asking the player for some meaningful input.  Sometimes, this comes in the form of over-long cutscenes.  Sometimes, this comes from forcing the players to make choices that either don’t matter or don’t make sense.  Sometimes, it’s from reducing the sum of player input to pressing forward.  Yes, this means that visual novels would be bad games, but taking them as games is the wrong approach – we’ll talk more about that later.  A more subtle manifestation of a lack of meaningful input are mechanics like quick-time events, and a fantastically bad example of this is in Tomb Raider.  There, failure of a QTE during a cutscene or jumpscare in usually results in immediate, gory death and a loading screen.  A QTE is not meaningful input because it does not allow for failure.

A good game needs to let you fail.  “But Lepcis,” you say: “I’ve died more times than Tom Cruise in Edge of Tomorrow.  All games let you fail.”  “Ah,” I would say back, “but death isn’t letting you fail.”  During one of our game-night discussions – this time about DOOM – Chezni pointed out to me that death in video games is the video game telling you that it’s retconning what just happened and reversing your progress to the last save.  Like Tom Cruise – or better, like Bill Murray in Groundhog Day, the last few events just never happened because you didn’t do them right.  That’s not meaningful input – that’s railroading.  In our discussion, we were trying to figure out why DOOM was less good than the old Doom games.  Part of it seemed to be that the older Doom games let you fail a lot more – without outright killing you – whereas death comes swiftly (or, on lower difficulties, not at all) in the new DOOM.  In the originals, you’d pay for your early mistakes later because you could be low on ammunition and health – but that’s exactly what letting you fail is all about.

Dark Souls has three truly superb methods of letting you fail.  First, your healing item (Estus) is an infinitely renewable resource.  If you make a mistake in combat, you can use your Estus flask to heal – and it takes just the right amount of time to be a punishment for making a mistake, while not completely preventing you from recovering from that mistake.  If you then make too many mistakes and run out of Estus, you must rest at a bonfire to refill – which respawns all the enemies.  Finally, death in Dark Souls doesn’t blindly reverse your progress: it gives you a chance to regain what you lost at death.  It’s only after two consecutive deaths that you truly lose any progress – at which point you’re set free to experiment because you have literally nothing left to lose.  This brings me to a valuable lesson from Dark Souls:  The punishment for failure shouldn’t be stopping gameplay.  That’s why there is Estus in Dark Souls and why there are mushrooms in Super Mario.

Finally, a good game needs to be understandable.  I’m far from an expert – I mean, my degree is in math – I’m barely a passionate amateur.  But I think that the word for what I’m getting at is conveyance.  There should never be a time when all you are left with is a desperate “What do I do?” followed by a quick Google to GameFAQs – or, in the case of pre-internet times, wandering around for fifteen minutes followed by rage-quitting.  The trouble with not having an understandable game comes at several points.  If the game doesn’t introduce mechanics well, you’ll be stuck when trying to apply them later – or even trying to progress at all.  If the results of your actions aren’t clearly shown (at least at first), you won’t be able to figure out what the game want you to do.  If a game is complex without clarity, it will be hard to pick up if you leave it for a while.

In puzzle games this challenge is different, but equally important.  The solution to a puzzle shouldn’t leave you with the feeling of “How was I supposed to figure that out?“, but with a sense of accomplishment.  The simple way to make a great puzzle is truly marvelous, but this paragraph is too small to contain the proof.  Sorry – that’s a bad math joke.  Good puzzle design is hard.  Really hard.  This is why so many point-and-click adventure games are frustrating or simply require Googling.  I am always impressed wherever puzzle design is done well.  Submachine and Covert Front are some of the finest examples of this, next to Portal and Portal 2.

The obvious examples of conveyance in non-puzzle games are things like the Super Mario World 1-1 or Mega Man; and for 3D games, there are no better examples that I have played than Valve’s games, particularly Half-Life 2.  When you first play a game, the easy way out is a tutorial and/or keymap.  For PC games, having something tell you the controls is almost unavoidable given the number of available keys.  And while tutorials aren’t inherently bad (though many are made badly), they aren’t the most elegant way to teach someone your game.  In general, the more information a game provides its players during gameplay the better – Renowned Explorers does this to the extreme, and it does it brilliantly.  In puzzle games it’s the same: as Egoraptor said – a puzzle is something you have all the information for.

With Our Powers Combined

I’ve tried to just list the elements that must be present for a game to be good.  Maybe I’ve missed some, and maybe I’ve included one that I shouldn’t have.  I’m far from infallible.  And a game with all the above elements might still not be good.  In math, we call this necessary but not sufficient.  Perhaps even more important, a good video game can still have flaws.  Dark Souls, for all its wonder and story and mechanics, does still have its issues.

And a good video game doesn’t always have to be taken as a game.  A visual novel or linear adventure like Kentucky Route Zero (and, though I would still argue that it’s a bad game: That Dragon, Cancer) has to be taken as not only a game, but as a book, movie, and game all in one.  In those cases, interactivity can be sacrificed as long as the result doesn’t pretend to have interactivity.  This is the trouble with telling a story in a game – it’s a balance between the player accepting the limits of what a video game can do and the video game allowing for player freedom.  It’s what so many AAA games fail at, and what The Stanley Parable, Save the Date!, Undertale, and ICEY succeed so well at.  I highly recommend playing at least the first two of those (I haven’t finished ICEY yet).

A Perfect Video Game

Is it possible to make the “best ever” video game?  No.  The “best video game ever” will never exist because no game can be all things to all people.  A game can’t be both long and short, both realistic and fantastic.  But is it possible to make a “perfect” video game?  I think so.

  • A perfect video game has all the features it needs and no more.
  • It goes on long enough to do everything it can, then ends with a satisfying conclusion.
  • It implements its mechanics in a balanced (and preferably natural) way.
  • It doesn’t make the player feel as if they are constrained by what the developer expected them to do.
  • It lets the player immerse themselves in a world with decisions that don’t feel forced, but still carry consequence.
  • And, most fuzzily: you can’t think of any way that “it could have been better.”

I think this has been done at least several times – with FTLLegend of Grimrock 2, and the Stanley Parable.  FTL allows you to interact as much or as little as you like in the world.  Legend of Grimrock 2 tells a story, provides challenge and new environments, and all the while just feels good.  The Stanley Parable is an interactive story that always provides you with a third option (the broom closet ending was my favorite!).

I won’t go further, since it’s very hard to really say a game has all of these qualities and my video game experience is still limited – but I wouldn’t imagine there are too many more.  The reason there I believe there are so few is that the bigger, more complex your game is, the harder it is to make everything perfect.  The three games I mentioned are all small games with incredibly well-fleshed-out mechanics.  Doing that with a larger game is practically untenable – you often end up with games like Skyrim that, while fun, are “as wide as an ocean, as deep as a puddle.”  More favorably, you end up with a game like Dark Souls or Dark Souls III (III comes very close, but that might just be my bias), where most things are done fabulously, but there are still flaws to be found.  The flaws may make the game more endearing, but not better.  Thanks for reading this far, and I’m interested to hear your thoughts, whatever they may be!

Hmm…now I just want to sneak in a reference to Escape Velocity: Nova.  Oh – EV:N has been out for 15 years?  Now I feel old.

Chezni’s take: (Let’s get ready to Raaaaamble!)

What is the Point of a Game?

What is the point of playing a game? Many may answer, “to have fun.” Putting aside the question of “why do we want to have fun in the first place,” it is only natural to conclude that if the goal of a game is to “have fun,” then within the selection of products that can be defined as “games” (specifically video games in our case) there must be a degree of quality through which one can accomplish or acquire a larger or lesser quantity of fun, depending on the product used. Long before Lepcis and I sat down to write out these essays individually, we wrestled long with the concept of a “good” game. “Good” seemed so subjective—a flighty word that when thrown around at a dinner table it can certainly be met with some level of acceptance, but try to prove to someone who disagrees with you why something is good, or even try to capture the concept of good and bad with pen and paper and you’ll find the task to be a messy one.

In the end, “fun” and “good” can be defined by the user to support whatever their argument is. After all, that is the nature of words and their definitions. What Lepcis and I seek to explore and with luck discover here, is not a way to define human words, nor a secret rubric through which we can grade a gamekind. Instead we yearn uncover the Plato-esque shape that the pure form of “game” takes. Just what is the universal truth that is game? Why is Chrono Trigger considered to be a good game? Why is Chrono Cross not? Why do shallow micro-transaction games flourish while unique and thought provoking games lie untouched? What, truly, is the purpose of a game?

The Word Fun.

We shall start with the word, “fun.”

Fun, itself, is generally a feeling humans desire, both because it feels pleasant and because it lacks the unpleasant. Fun can stimulate our bodies to produce chemicals that tell us to keep doing whatever it is that we are doing. Fun can make us feel accomplished, or achieved, especially if a goal is completed at the end. It can provide relief from stress—enough of it will make you forget about everything else except what you’re doing to create it. Generally, these feelings and emotions are considered positive, and so naturally a product that is designed and purposed to do nothing but supply this feeling seems to lack a downside.

Fun is Vague. Kind of like this Essay

However, let’s appreciate the complexity that is human emotion, the manner in which it is elicited and how quickly fun bleeds into other things. When a child beats another level in Super Mario Brothers, the feeling of accomplishment provided by the fanfare and the game’s visual celebration of the player’s actions creates a sense of value within the player. When an adolescent plays out their sexual fantasies in any of the Sims games, the player feels a rush of satisfaction from the digital fulfillment of what their body’s hormones are constantly urging them to accomplish. When a horror-enthusiast feels the thrill of being tormented by dozens of ghosts in Fatal Frame, their excitement and adrenaline fuels them to proceed further into the horrors of the Mansion. All of these people may describe their actions as “fun,” but in few ways are they similar.

The First Purpose of a Game is to Experience a Feeling.

Thus, I subject that fun is a phantom; an illusion. Fun is a vague word used, perhaps, at one point to describe a precise place in the emotional dimension of human experience, but now exists as a word so diluted through use that it has lost any concrete meaning. In evidence of this, I will define fun as “a desired feeling gained from an input of some kind,” and since we are dealing with video games specifically, I will say “a desired feeling received from an outcome of a video game.”  Fun has become, as so many things are, an unclear attribute of human existence. It is a lens through which we peer at the world around us. Video games are a part of our world; the fact that they are digital makes our conquest in them no less. This does not, however, mean that our understanding of such conquests necessarily carry the weight that the game’s implications are intended to convey to us—after all, the social media and cell phone markets are bulging with an endless supply of packaged fake accomplishments, cheated of any actual sustenance—but that is part of our responsibility as gamers, nay, as people to challenge the validity of the products we consume. Regardless, if fun is the primary purpose of a game, this means that with a game we input our time, effort, thoughts and so many other parts of ourselves in order to receive a feeling that in most cases is designed to make us feel good.

Games are like Drugs.

By this notion, games are simply a tool humans use to manipulate their emotions. This is not to say that a game cannot be educational—nor is this to say that a game cannot increase the player’s skill in one aspect or another—it is just that the majority of games are not designed with this as their primary function. At best, the only thing that a player can be left with aside from a feeling is maybe a message or an idea but even these messages and ideas are only meaningful or impactful to the player when accompanied by a strong emotional tie to something within the game. Otherwise, the player will just forget them and move on.

Don’t be disheartened though, since so much of what we as humans do is just an act of satisfying one emotion over another. A person who volunteers at social welfare organization satisfies their emotion of mercy and kindness. A successful businessman that does nothing but work his way to the top satisfies his feelings for power and accomplishment. A girl who reads books in a library satisfies her feelings of wonderment and curiosity. In so many ways, we are governed by our desires and our actions upon such desires. We can choose to ignore some feelings that we dislike and possibly through good habits create other feelings that we wish to have, but no person can nor should live a life in which they don’t ever act upon their feelings. To do so is considered heartless or soulless.

A Soap Box Call to Self-Esteem.

Gamers, this is our greatest defense against an outside world that may ridicule us for our passions. This is our greatest refuge when the world tells us our hobbies are a waste of time—when in our weakest moments, we may tell ourselves that our passions are a waste of time. Gaming is no less a legitimate method in which we explore our world, in which we learn, feel, love and live, than any other activity in the world. What matters is how we do it and what we do it with; how and what we play.

The Second Purpose of a Game is to Receive a Message.

Now, this rabbit-hole of thought that we have plunged into does have a purpose—the purpose being that we can now identify the primary function of a game: to create a feeling within the player. There are 2 other purposes for a game, but these fall under lesser categories. The first is to send a message to the player. This can be as simple as “Good always wins,” or can be as complex as “Good is a relative concept who’s meaning changes depending on the enactor of good and its witnesses, which is often overlooked because humans don’t like asking inconvenient questions if they believe that they have the moral high ground.” Both messages are A-OK to have in a game but both will lead the player to thinking along different lines. As a game designer, your game will always send a message—as players, we need to ask ourselves “Does the message matter to us,” and if not or if so “Are we okay with being exposed to it?”

The Third Purpose is to Grow.

The other secondary purpose of a game is growth. The growth itself can come in a couple different forms. The player can grow in skill. They can grow in knowledge. They can grow in the ability to problem solve, think out of the box, or even grow in friendship with other people if the game is multiplayer. Regardless, a game that does not allow the player to grow isn’t a game at all—it’s just like an average calculator. The average calculator has inputs and outputs just like a game, but you can’t make the calculator perform the function of 2+2 better than it already does—it will always return the result of 4. Thus, a game cannot exist without growth of some kind. The question we as players need to ask ourselves concerning the purpose of a game is “Is there growth at all, how are we growing, and is the growth desirable?”

Seeing Past the Looking Glass

Take a game as simple as Adventure Capitalist for example. Now, Lepcis and I despise any kind of “idle” or “clicker” game, but I must admit that for a while I spent the odd in-between minutes of many of my days tapping away on my phone, increasing my imaginary Adventure Capitalist funds in the most mathematically effective way possible. I enjoyed playing the game—I enjoyed the somewhat clever references and relatively witty popups for achievements—but eventually I got to a point where I forced myself to stop. I came to the conclusion that all I was doing was running through my same predetermined mathematical formulas for success, running through the same process of resetting from the beginning with a faster growth rate—I was perfectly trained by the game to be part of absolutely nothing more than a few equations that ran on their own and simply required a few button-presses to increase their rate.

The feeling of the game was “enablement” or “empowerment” or “success.” These feelings made me happy, and so I continued to play. The message however was just “get more.” This is not necessarily a taboo message when it comes to games (after all, every single point-based game out there has this at the core of its message) but it is not a deep or meaningful enough message to justify a large amount of value in a game on its own. Lastly, the growth that the game created in the player was the ability to recognize completely stabilized investment procedures and the most effective manner in which to increase one’s funds. While this may sound complicated, it really wasn’t. While it may sound like it contains real-world application, it does so only minorly. Once you’d figured out the basic never-changing return rates on any of the investments, the game was no longer about logic, but a game about pattern—the same pattern over and over and over again.

In the end, my conclusion was that if I were to continue to spend time playing Adventure Capitalist, I would be agreeing to hand the limited time I have on this earth over to set of math equations in exchange for not growth, not a good message, but simply to make myself feel good. Now, I don’t mean this as a political statement, but if I may draw the comparison, I believe that those who do little else in their life other than sit around and get high or inebriated essentially agree to the same thing—and I value their decision as little as I would have valued mine, should I have made the decision to continue playing. I did not.

Discrediting Myself to Gain Credibility

Now, this is not an attempt to take a moral high ground, nor is it an attempt to create a hierarchy whereupon I am telling anyone how they should live their life. Remember, our goal is to identify what a “good” or “perfect” game is in a universal, pure understanding. If you are a hedonist, what do you care if a game is actually good or perfect? By the logic that if it feels good then it is good, there would be nothing wrong with the continued play of Adventure Capitalist—the fact that it did not provide anything of value other than a feeling would be irrelevant. However, the subjective view of humanity does not create reality. It merely creates a human’s view and understanding of reality.

Now, as I am not God, I cannot prove to you that emotions, messages, and growth are universally valuable. I cannot write out an equation that would compel any critic to take my side. In truth, I am no different than the Hedonist, in that I witness the world around me in a subjective manner and create conclusions based around this subjectivity. However, in light that I cannot nor can anyone prove these things, I will boldly choose to make a statement claiming to define them, admitting that anyone with a different opinion has just as much right or reason (as long as reason had been used) to disagree with me and posit a differing viewpoint. The statement concludes as follows:

Finally, The Point.

“A good game creates a healthy emotion, gives a thought-provoking message, and promotes continued growth within the player.”

“A perfect game is identical to a good game, with the exception that there exists realistically no change that could improve the game in any way—only make it different, or add more to what is already there.”

A good or perfect game encapsulates many of the best aspects of human potential and creates a platform through which to truly live. It is our job as gamers to choose the healthiest and best products for ourselves to ingest; to settle for less is to devalue ourselves and the medium that we claim to love so much.

StarCrawlers

If you took bits of the Shadowrun universe, combined it with the Privateer setting, then threw in Legend of Grimrock movement, you’d end up with something a lot like StarCrawlers.  Oooh….now I want to go play Legend of Grimrock II again.  My God, I could listen to that theme all day – it stacks up against the likes of Halo (I’m not linking that.  If you don’t know Halo, I can’t help you) and Trine in terms of soundtrack.

If you haven’t played Legend of Grimrock or its sequel, the astonishingly cleverly named Legend of Grimrock II, stop reading.  Go to Steam.  Play both.  Wonder why the sequel is named after Grimrock at all.  Revel in two of the best dungeon crawlers of the last decade and possibly of all time.  Wonder why these puzzles are so hard.  Come to the conclusion that Legend of Grimrock II is one of few “perfect” games anyway (along with FTL) – simple in concept, sublime in its execution, and utter ecstasy to play.  Return.

Oh!  Right.  StarCrawlers.  Yeah, it’s okay.  I mean, it didn’t do itself any favors by making me think of Legend of Grimrock: in a fairly bizarre design decision, you can freely look around a 3D environment, but only move in four directions.  It doesn’t work well, but you definitely need to keep in enabled to see things in corners.  Still, it has a certain charm, and I can appreciate the unique blend of space RPG and dungeon crawl.  You are given a series of missions by the local barkeep that require you to travel (well, be ferried by your partner) to wrecked starliners and retrieve information for megacorporations to earn money and level up.  At least in my playtime, each level had at least a couple unique-but-not-unsolvable puzzles to solve – like finding the name of a cat to use as a computer password or a suspicious arrangement of empty cans for a combination lock.  It’s still in Early Access, but I’m definitely interested in playing more once I have the time – and because of that, it goes to Tier One.

Steam link

Jedi Knight II: Jedi Outcast

Strangely enough, I’ve never played Jedi Outcast even though one of my favorite games growing up was Jedi Academy.  Jedi Academy was one of those games that just felt like a classic game set in the Star Wars universe.  Easter eggs, custom maps, cheat codes, lightsabers…everything.  But for some reason, I never got around to playing Jedi Outcast.  Now that I have, I’m a little disappointed. Everything about Jedi Outcast just reminds me of how Jedi Academy did it better.  The level layouts were cleaner, the mission objectives were clearer, and the interface was more understandable.  Granted, you have to play through about two levels of walkthrough at the beginning of Jedi Academy, but everything after that is just classic, lightsaber-y fun.  In my opinion, Jedi Academy has the exact “feel” of what makes Star Wars games fun – even if it is a bit cliche.  In my hour of Jedi Outcast, I spent most of that time wandering about, trying to figure out where I was supposed to go and what I was supposed to do.  I’m sure the story is good, but all the little nitpicks force this into Tier Three when I could just play Jedi Academy instead.

Steam link

This is the Police

There are a lot of things to like about this game.  You’re a 60 year old policeman three months from forced retirement.  All you have to do is survive (and fight crime, presumably).  Unfortunately, the Mafia may have something to say about that.  And City Hall – and they aren’t much better.

One thing I very much liked about this game was the perfect mood it sets.  From the record player in your office to the between-day cutscenes to the choices you make, this is what a game should feel like.  After about nine days, I restarted the game because I had made choices I didn’t understand at the time and determined to play better.  My next game lasted for 10 days until I was shot and killed in my home.  I think I will prefer to think of that as the real end to my game.  Mechanically speaking, my only real complaint is that the events are not randomized – at least in the first nine days, events proceeded exactly the same as my first time through.  That’s acceptable, if unfortunate for replayability.  Other than that, it’s almost perfect (well, besides the “start your car three times every day” thing).  Except… I cheated.  I read some reviews.  And while I understand some people thought it went on too long (and yes, 180 days is actually pretty substantial  – maybe too substantial), the real thing which ruins this is the real lack of choice in the face of apparent options.

During my research, I learned that even if you succeed beyond all expectation in the game parts, you lose in the story parts.  And that’s sad.  If your narrative says that the player will never succeed, then you aren’t really making a game – you’re making a movie.  A player that does well should be given the “third way” that allows them some escape – even if it isn’t optimal or a “perfect ending”.  But it should reward a player for creative thinking or superb performance.  Let me give you an example of a game that doesn’t do this.  At the beginning of Fable III (which is apparently dead on PC now – and I can’t say I mind), you’re told by the king to make a choice of whom to kill/exile: your childhood friend or a group of peasants.  I refused to make this choice – that’s not in my moral code.  I very much – both as a player and as a character – wanted to stride up and hit the king with my sword.  This wasn’t an option.  So as I sat there (trying very hard to use my movement keys to select the king), the king decided to do away with both my friend and the peasants since I didn’t do anything (according to the game).  I think as a player, I was supposed to feel bad about this.  I didn’t, for the simple reason that when a game give you a binary choice (or, more specifically, when a game tries to create a convincing illusion of choice), it should be within your power to reject both of the choices presented.  This is the Police does not allow you this (from my understanding of the endgame).  And so it goes to Tier Three, though I do not regret the few hours I spent playing it.

Steam link