Showing posts with label role-playing games. Show all posts
Showing posts with label role-playing games. Show all posts

Monday, August 2, 2010

I hate modern gaming, and here's why

There are a lot of reasons I'm growing increasingly frustrated with gaming. Some are to do with the developers, both commercial and mod, and some are to do with the community. This won't be a comprehensive guide to my pet hates, but a list of things that do irritate me and why. Feel free to chip in - the comment section is there for a reason.

Let's start with the sudden, almost unanimous swing from 'quality' to 'quantity'. While this is at least understandable on some level for some of the larger commercial developers and their publishers, what really gets me is how infectious it seems to be. The mentality of modders almost reflects this to a tee: pack in more shiny features, and focus on blinding players with a plethora of new toys before worrying about 'small' problems like game-breaking bugs or substandard gameplay. It's astounding just how rapidly this has spread; I've been hard-pressed to find a game or mod in development which isn't more concerned about adding in more filler than delivering what's needed most: consistent, enjoyable gameplay. It's another example of how devs are trying to be average at everything, but good at nothing, and it's not something that works well.

Back in the old days of gaming (read: last decade), the focus was almost solely on improving gameplay. Indeed, devs would cut enough content to create an entire new game just to streamline the experience. Some games were cut and restarted altogether, like Half-Life 2. There was no DLC, patches were entirely devoted to bugfixes and gameplay improvements, and people seemed happy with this arrangement. I certainly was. If we wanted more, we could add it ourselves; it wasn't the devs' job to pack the game full of whatever whimsical wants each and every player possessed. No longer! Devs will now go out of their way to accomodate for as many people as possible, broadening their target audience from a well-chosen niche to literally anyone. We high-and-mighty PC gamers usually attribute the overwhelming dumbing-down of games (particularly when favourites are ruined in this manner) to console gamers, but that's not entirely true. We, too, are the ones causing this downfall. More on this later, as now I'll explore some of the effects.

There's no two ways around it: modern games are becoming increasingly easy. I don't mean that we're all getting so good at them it seems easy, I mean that developers are deliberately dumbing these games down so they're more accessible. In a lot of cases, this is absolutely not a good thing. A game with a steep learning curve will usually have a strong, dedicated fanbase (no matter their size), and more often than not, this fanbase have become very good at the game through a lot of hard-learned lessons. Opening up that game to the 'drooling masses' usually results in a much bigger and more mainstream fanbase, but very likely will drive the old hands away. We'll look at two examples: Red Orchestra: Ostfront and its mods, and Il-2 Sturmovik.

From its earliest days as an Unreal Tournament mod, Red Orchestra has been aimed squarely at those looking for a more immersive and realistic WWII shooter. It's hard to pick up and even for veteran players, it remains unforgiving. There's very little room for error, and what room there is tends not to exist for very long. It says a lot about Tripwire's dedication to staying true to their roots that upon making the retail game, Ostfront, they did very little in the way of making the game more accessible to new players. While this means RO has a comparatively tiny community for its age, those players tend to be fairly close-knit and have stayed the course, despite newer shooters coming out in the years since. I recall watching a G4 review of the game shortly after I got into it, and sitting there in disbelief as it was labelled pretty much the worst game ever just because the presenters - who presumably don't care about any game that isn't Quake - thought it took "forever" to reload the bolt-action rifles. The video accompanying this review showed quite plainly why they had such a horrible experience: they were trying to play the game as if it was a typical fast-paced FPS. They were running around in the open with a 91/30, trying to hipshoot enemies from across the map. At the time I was pretty mad that such a good game was reviewed by such idiots and thus given a bad image, but now I'm rather glad that was the case. It's kept the CS:S kiddies away and kept bullshit to a minimum.

The mods Mare Nostrum and Carpathian Crosses follow the same path as the game itself, providing quality content and not dumbing the gameplay down at all. Both mods are, for all intents and purposes, dead. Mare Nostrum is under continuing development, but I've yet to see a populated server; the last time I recall anyone playing it was after its release on Steam. This is an almighty shame, as it's one of the better mods I've played for any game.

On the other hand, we have Darkest Hour. The mod takes place in Western Europe - chiefly France, Belgium, and the Netherlands - but I suppose someone had to do it. Unfortunately, this immediately ropes in a whole lot of gamers with little or no interest in RO or any of its other mods; all they want to do is relive scenes from Saving Private Ryan or Band of Brothers. A whole Day of Defeat clan, numbering somewhere beyond two hundred members at last count, immediately came into the mod, bought up a whole lot of servers, and set about trying to turn it into their previous platform by making replicas of maps like Donner. Any other RO vets should know how this turned out - for the rest of you, 'badly' doesn't even begin to cover it. The map was dominated by SMG classes and an exercise in misery for everyone else. By the time they finally got over their hard-on for bringing DoD:S into the mod, they decided to play realism with the long-standing units. At time of writing, they own the only frequently-populated mixed-map server outside of Europe, and take a generally hostile stance to anyone and everyone. In short, a single external influence has a monopoly on the game servers. You work it out.

Even if there were some less strictly-run (and equally populated) servers to play on, the community has been so saturated with imports from other games that each passing update makes it that little bit less fun for the old hands. Rather than adapt to the RO way of gaming, the overwhelming impression I get from the Darkest Hour community is "this is too boring, it's too realistic, it's not fun, change the game to make it perfectly balanced". Balance is not something that works out so well in a game like RO or its mods; you end up with the Tiger situation (i.e. the Tiger was nerfed to the point of uselessness in the retail game) or the SMG situation (they suffer worse muzzle climb than rifle-calibre semiautomatics). Both of these were measures to try and prevent complaints from the less attentive players, and both (in the opinion of this writer and also many others) is the game's biggest downfall. Mare Nostrum did away with both issues and is far better for it; Darkest Hour got rid of both issues and replaced them with ten more. Grenades, as of the last patch, are utterly useless; they have to land within three feet of your target, and even then it's not a sure thing. The reason? To prevent "grenade spam". Never mind that oftentimes during not just WWII but before and since, whole sections would throw a grenade or two each into a building to clear it out. There is currently a lot of debate about putting Pershings or even Super Pershings into some maps, because apparently no Allied tanker has the sense to just flank their German counterparts and kill them from behind. The 'Super Stuart' is so incredibly buffed that it's preferred over most Sherman variants.

Unlike the other two mods, DH also suffers from an acute case of 'Shiny Kit Sindrome' - every update, scores of new features (usually of questionable value) are added, while the basic art assets remain less consistent than my shooting scores. Some of the art is beautiful and a handful of the maps are on par with the best commercial offerings, while a good deal of the weapons look horrible and most of the other maps are a few boxy buildings on some flat ground. Calling for these issues to be addressed will earn you a lot of abuse from the community, whose only concern is how many more updates they need to wait for X super tank which saw little to no combat in the war, or Y useless fantasy feature I wouldn't expect from ArmA II let alone a mod running on the UE2.5. I'm not kidding; some of these people unironically beg over and over for a single, massive open-world map, field repairs for vehicles, and logistics chains. Of course, they also ask for the team they don't play as to be nerfed into oblivion as well.

Like RO, the Il-2 Sturmovik series is extremely hard for new players to get into; going online is like attending the Hartmann family reunion, even for someone who's been playing flight sims since CFS 1 (like myself). While the original developer works on the next game, Storm of War: Battle of Britain (which looks to be continuing the tradition of realism over all else), a third party released Il-2 Birds of Prey on consoles, and later Wings of Prey on PC. Playing the latter was a serious eye-opener; even with the settings on full realism, I felt more like I was watching the aerial combat sequences from Pearl Harbour than playing a game in the Il-2 series. While the graphics were gorgeous, they were stylised to hell and back; everything was either desaturated or over-saturated with no middle ground; the aircraft models, while detailed, lacked the accuracy of the former games; the aircraft paint schemes weren't even vaguely close to what they should have been (even the average Hollywood flick does a better job of replicating RAF markings than was done in WoP) and overall, the flight models just felt... wrong. I still can't pin the exact problem, but I do know that I didn't feel like I was playing an Il-2 game at all. It felt more like Battlefield flying.

In previous posts (if memory serves correctly, as it's been a long time since my last update), I have spoken about how Fallout 3 suffers horribly from this dumbing-down. It's not so much a hardcore post-apocalyptic survival game (like the true Fallout games) as it is babby's first venture into post-apocalyptic games. Apparently New Vegas remedies this, but I am going to have to wait and see; it doesn't unlock here until tomorrow. Why we still have to deal with staggered release dates and regional pricing in these days of Steam is anyone's guess - mine is publishers are concerned only about profits and not about actual gamers. Prove me wrong.

Jesus, I go on a bit when I'm irritated, don't I?

Tuesday, April 20, 2010

Atmosphere vs. Gameplay - Round Two

Back to gaming, finally.

Lately (mainly due to the two more recent STALKER games being broken, and me having played Shadow of Chernobyl through about six or seven times by now), I've been playing more Fallout 3. Technically, I've finished the game once; however, on my first run I was still in the 'hurry up and finish the main quest, before it all goes down the pan on you' mindset of nearly every other game I've played. This sense of inevitability drove me to blast through the main quest at such a rate that I had barely explored the map beyond the central area of the Capital Wasteland, as well as the most direct routes between quest objectives. In doing so, I missed probably a good 50-60% of what the game had to offer, and it was too late to do anything.

Thankfully, I'd saved halfway through the assault on the Jefferson Memorial. After the credits finished, I immediately loaded up and put as much distance between myself and the ensuing battle as possible, before wandering off to explore. This broke the game pretty badly, but at least I got to explore a little.

Recently, I started the game over for the sake of altering my playing style a little. It's this character I've been playing on, and it was halfway through a trip between Meresti and Arefu that I decided on the topic for my next post.

Fallout had a very tangible time restriction on the main quest, and this was very apparent. You were told in your briefing, you had a countdown timer accessible from your Pip-Boy, and it added the very real risk of not getting things done in time and suffering for it. Fallout 3, on the other hand, seems happy to do away with this utterly. STALKER used time constraints on its side quests, but Bethesda wouldn't even take this step; even where a sense of urgency seems logical, there is absolutely none. The Big Town residents you're supposed to save from the Super Mutants in Germantown can and will wait for as long as you want. You could feasibly spend a year ingame; they'd still be there, and you'd still be able to rescue them. With this in mind, it's not entirely strange to ponder whether they really need saving at all.

Bethesda seem to half-do things a lot. The potential for character variation is decent at worst, yet everyone looks and sounds the same. Some areas of the Wasteland shine in their own desolate way, while others look like they simply took rocks, puddles, dead trees and grass and scattered them willy-nilly around the landscape. I haven't been to Washington DC (or at least not that I can remember), but I'm fairly certain even all-out nuclear war wouldn't make it look like some kind of incredibly rocky hinterland. Most pertinent to this post, they try and create a sense of urgency through the briefings for your quests, but they utterly fail to follow this through by creating any kind of consequence at all for not completing them as soon as possible.

Of course, this would present problems for players like me, who try to do everything at once: it'd result in a lot of failed quests and a lot of bad consequences. Presumably the main reason for their choice is to comply with the ever-worsening trend of molly-coddling players, making things nice and easy for them while making sure they never feel a sense of failure or regret. Fallout was made back in the day where games were challenging to the point of frustration, and the player was left on their own to work things out. Very few games seem to opt for this philosophy anymore, and that's a sad loss on our part.

To be honest, I wouldn't mind sacrificing a little of the openness of the game world for the improvements to the overall atmosphere that such a change would bring about. Sure, you might have to decide whether to save those settlers or not in order to complete another quest. You may even need to drop everything halfway through and run back to the other side of the Wasteland in order to complete something of a much higher priority. Having said that, though, it's important to realise that the way the game works is a large part of why quests will always wait for the player.

Basically, nothing happens without your presence. Until you show up at the quest start location, it simply hasn't started. Once it's completed, that's it, there's no more. Everything that happens within the Capital Wasteland hinges upon the player, and the player alone. In some ways, GSC did get something right with Clear Sky and its faction war system: things will happen, whether you're there or not. If your friends in the Cordon are attacked while you're in Yantar, then hard luck. Life (and death) will go on with or without you or any other given character. This created some frustrating scenarios, but in the eyes of this gamer, that's preferable to a magical world where everybody simply sits around, waiting for that inevitable protagonist to show up.

The Zone feels fluid, almost real. If you're not there to help your friends, they die. If you die, nobody really cares. Your body will be looted, maybe eaten, and will decay back into the irradiated earth it lies upon. The Capital Wasteland feels like some kind of bizarre dream. If you're not there, your friends won't even be attacked; if you die, everything stops.

I doubt we'll see anything change in New Vegas, but I certainly hope that as more open-world games are released, we'll start to see more believable environments and less shallow facades.

Tuesday, November 10, 2009

Borderlands

Over the past few days, I've been gaming hard. I'm leaving very shortly to go to basic training, where I will remain for four weeks (or so I hope); few things bother me more than to leave a story unfinished, so I was intent on completing Borderlands before my departure.

At first, I wasn't sure what to think. The effort put into the game's intro sequence alone was pretty impressive; however once I embarked upon my journey, it began to feel a lot like I imagine Fallout 3 would have if Bethesda had left out a lot of the extraneous bullshit. Don't get me wrong, I like the sheer amount of features in that game; VATS makes up for the awful manual aiming (although I would rather they fixed that instead), and I wasted no time in setting about rescuing every teddy I could find from the horrors of the Capital Wasteland. The ability to just mess about doing things like this was kind of entertaining, but at the same time it diverted me away from the main story time and time again; I'd take on one side mission and end up trying to complete ten all at once. While Borderlands presented me with a lot of the same issues - particularly the one where I would have a small nervous breakdown trying to work out which areas to explore, for fear of forgetting to look somewhere else - it did it a lot less often and the side quests were generally fairly short, which was nice.

The game started out at a rather leisurely pace; in fact, it remained that way for most of its duration, again echoing the things about Fallout 3 which irritated me. Forgive me for comparing the two almost exclusively, but it's for reasons of simplicity, not a belief that Borderlands is any attempt at a copy of that game. Fallout 3 is the most recent game I've played which I can really compare Borderlands to at all. To get back on track, the reasons for this were twofold: slow-paced missions, or plenty of missions. As the game progressed, the number of quests available skyrocketed and it took me about two days to get through the New Haven phase of the game alone. That said, I was enjoying myself. While a lot of the side objectives tended to repeat themselves - searching for objects scattered either locally or over an entire map segment being the worst offenders, followed by elimination challenges - they usually coincided fairly nicely with my more important tasks or even each other, allowing me to wrap up anything from two to six all at once. I'm not entirely sure how, but Gearbox have somehow managed to stop this from boring me to death, like it would in most games. Gearbox have also managed to reference a variety of absolutely brilliant movies without making things seem cheesy, and I got a good laugh out of spotting these. At times things became a little tedious, but never enough for me to quit the game for days, weeks or months on end like I generally do; I took breaks every few hours, but then I was right back into the game.

I think that the sheer uniqueness of the game's art style played a large part in appealing to me. It's something I haven't seen for a long time, and it's always nice when a dev decides to fly completely in the face of the current trends, even when there's no real guarantee that the gamble will pay off. Originally, Borderlands subscribed to the same gritty over-realistic, Hollywood-esque style that many recent titles have used; although it still featured far more colour than most of those games, there wasn't much else to distinguish it visually. In changing to a completely unrealistic, almost cartoony art style, Gearbox not only managed to make it stand out from the crowd, but they also proved that you don't have to follow everyone else's lead to produce a popular game. Even in the absence of the usual long cinematic sequences or rooted-to-the-spot exposition dialogues, I found it relatively easy to lose myself in the world of Pandora; I developed an almost parental over-protectiveness of Claptraps, and took great glee in mowing down any who I found near a hurt one. I developed something of a 'feel' for the characters' personalities, usually spotting a betrayal or a helping gesture before it came. Most importantly, I felt the kind of drive to reach the Vault while keeping Lilith as safe as possible that I needed to finish the game (despite there being no real penalty for dying). Even though no real backstory was provided for the characters ingame and scant details were all I had seen elsewhere, it was fairly easy to work out what made Lilith (who is an absolute force to be reckoned with in good hands) tick. That said, I would've liked the chance to actually learn more about each character at some point in the game; like L4D, vague details and subjective guesswork are all that are available.

Returning to the gameplay itself, once again, the Fallout 3 comparison rears its ugly, desolate head. Both games featured a slow lead-up to a tipping point after which no amount of willing the game to slow down would help. That's it, really; the story just hit its climax and ran away wildly, like a kid tyre-rolling down a hill. In the case of Fallout 3, I actually went back and loaded an earlier save before buggering off and setting out to explore the remaining two-thirds of the game world, abandoning the final quest as it neared its close. I genuinely hadn't expected things to take off so fast, and as I'd finished the game, I knew how I would end it. To this day, Fallout 3 appears confused as to whether I've finished the main quest or not, evidenced by the mixed news updates on GNR. This is essentially the same problem I had with Borderlands; I had a few side quests I was partway through, and whole areas of the game world I had only given a cursory glance to. In particular, the latter areas of the game were all but unexplored to me, as I'd been so single-mindedly intent on reaching the Vault. I'm trying to keep this relatively spoiler-free, so I won't go into specifics; however, Thor was the tipping point, and from there on I didn't stop for hell nor high water. I did stop for hurt Claptraps, but I digress.

Once the inevitable had happened, and I had finished the game - the ending of which, by the way, felt like a bit of a slap in the face - I sat and watched the credits roll, and began the inevitable comedown that follows a long binge on a game which has managed to really draw me in. You can imagine my surprise, then, when the credits stopped rolling and I found myself standing alone in the snow, a single objective marked on my HUD.

Borderlands isn't quite done with me yet, and in a way, I'm kind of glad. While the actual main story was incredibly short and wonkily paced, much like Fallout 3's, I wasn't ready to just leave Pandora, or Lilith, to gather proverbial dust. In conclusion - because I have to end this barely-coherent mess of thoughts somewhere - Borderlands is something like a donut to me: thoroughly enjoyable, but leaving you wanting more. Gearbox is already working on DLC which will add new areas, enemies, and quests, but in this gamer's mind, a more filled-out main story would be worth more than all the DLC in the world. Borderlands will probably suffer somewhat upon my return as I'll no doubt binge on MW2 and L4D2, but it can certainly rest assured that I won't be able to leave it alone for any longer than necessary.

Like a hurt Claptrap, really.

Edit - and this does contain something of a spoiler - I should probably make one final note, which is that my disappointment with regards to the ending was due to the speed at which it arrived, not what it entailed. A lot of people seem upset that they couldn't do what they expected to do; well, you can't always get what you want. If anything, it's nice to see a game which leaves the player feeling well and truly stitched up and wondering if anything they'd experienced was what it seemed to be. Nearly every game I've ever played ended well for the player; this is a welcome change.