Game Analysis: Diablo 3

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Since I took a look at a spiritual successor to Diablo 2 I figured I might as well take a look at the actual successor.  Unlike Path of Exile however, I really can’t think of too much that draws me to Diablo 3.  This makes me especially sad since I waited in great anticipation for its release, playing Diablo 2 over and over again in the meantime.  I paid full price for it.  I paid for a copy for a friend to play with me!  That is how much I wanted to continue my Diablo 2 fun in Diablo 3, but I ended up losing interest and dropping the game extremely quickly.  You can maybe discount my analysis because I haven’t gotten much actual game time in, but I would argue that it isn’t my job to persist at playing a game until it is fun, it is instead the game’s job to keep me interested in playing.

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Fleshing out the Details

So now that we have a setting, let’s add in some details! One thing that can derail a campaign most are details. Why? Well, because details are at once meaningful and arbitrary. That is, details have to be consistent with your universe, and they shouldn’t establish any themes which your  universe/story isn’t tackling, but they also aren’t always important. I once had to name a tavern at random. So I decided on a color and an animal/cooking object. After all, Black Bull, and the White Swan, or the Red Ladle, are all perfectly good tavern names. And this is how I ended up with the Red Bull Tavern, something Henry was so nice as to tease me about it here, and I’ll probably never hear the end of how I named the Mayor ‘Hamer’, which was intended to be pronounced “ha-Mare”, but ended up being called “Mayor ha-Mayor”. So it is important to make sure to make sure that your random details are unobstructive. But how do you craft important details that are meaningful?

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Gamer Typology a la Robin Laws

We’ve been talking a lot about improvisation and working with your players, but we haven’t given you nearly enough background for the topic.  There’s a book that I found years ago called Robin’s Laws of Good Game Mastering, and I lend or recommend it to every one of my friends who asks me for tips on how to be a good storyteller.  I like it so much that when I started looking through my old copy again while I was starting this article, I had to stop myself from simply quoting the book word for word.  It’s more than just a good place to start; the book has an impressively down-to-earth approach that will give you a basis for campaign and adventure design, for preparing easy improvisation, and for reading and managing your gaming group’s social (and problem solving) dynamics.  It also offers a very simple gamer typology that should allow you to identify what drives you and your players and what rewards them most in the realm of RPGs.  If you’re interested in gaming or in group dynamics, I couldn’t recommend a better read.

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Zompocalypses: A New Look

gentleman-gustaf-figure

Zombies are one of the common narratives to arise in the modern era. People say this is for a lot of reasons. I can talk on and on about how zombies represent the mindlessness of the modern era, from driving to work to a day-to-day cubicle life to consumerism to the seeming emptiness of modern day choices, whether it be brands of soda or the similarity of politicians. But ultimately, this is unimportant: zombies have captured hearts and minds in the modern era.

We can trace the start of the zombie movie epidemic to three major sources. First, the idea of mindless human beings can be traced to Haitian Vodou. Second, George Romero’s Night of the Living Dead can really be called the ancestor to zombie apocalypses. Finally, at some point, the idea of zombies as an infection of some sort has arisen over time, and while I cannot think of a specific source which serves as its origin, the Resident Evil movies will serve as a good exemplar.

So why am I talking about zombies? Because the first setting I’ll be writing about is a zombie setting. And as I said, a good setting plays to tropes, but denies them in some way. A setting that is nothing but tropes will seem campy. On the other hand, a setting that fully defies tropes isn’t really a continuation of the theme, but a new thing entirely. After all, George Romero never even referred to the shambling cannibals in his movie as ‘zombies’, that terminology came later. He wasn’t bringing new light to Vodun Zombies, he was starting a new genre that happened to end up connected to an old genre.

So first, I’ll have to outline what the tropes of zombie apocalypses are, and then which ones I’ll be breaking, and why. Finally, I’ll discuss the effects this has on the universe.

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Not a Gun Show; Total War: Shogun 2

With Rome 2 looming on the horizon, it’s time to look back at where the last game left us.  Shogun 2 represented a fairly impressive step forward from the previous games (Empire, Medieval 2), offering a slick new heir to the already prestigious line of Total War games.  All of the buzz about Rome 2 suggests that Creative Assembly is ready to do it again.  But how does Shogun 2 really stand up to the previous Total War games?  What should CA look to keep, and what should be revised or removed?

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Game Analysis: Path of Exile

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I like Path of Exile and I hate Path of Exile.  This game is everything I loved about Diablo 2, but it also amps up the parts of Diablo 2 that I was not a fan of.  It is an action-RPG title that experiments with excess, and by doing so has given me all sorts of mixed feelings.

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How to Craft a Good Setting

For me, the most interesting part of a creative body of work is the setting. Many people will talk about the characters, and how interesting they are, or the growth they exhibit. Others will point to the plot. But for me, the setting is the foundation; it sets the grounds for any ‘what if’s that the body of work is asking. Now, there are two general qualities of settings.

The first is the obvious: the familiar. By ‘familiar’, I mean that the setting corresponds to our notions of how it typically is. Familiarity is the reason that elves are tall and willowy and removed from the world, dwarves are short and stocky and miners who love alcohol, and halflings/hobbits are playful but possessed of personal hardiness. Familiarity is why protagonists are young and leave their village with mysterious outsiders, and why young people from small towns are protagonists at all. Familiarity is how we know sons kill fathers and hand-loss will show up in half of sci-fi and fantasy, and everything comes in threes. Familiarity is the stuff on which tropes are built.

In this, a good setting is a lot like a good joke. A good joke is all about establishing expectations, building up a story that we all know and understand, and then, in comes the second element: deviation. I agonized over that word for awhile: ‘deviation’. At first, I thought ‘surprise’. But surprise wasn’t quite the word I was looking for. Surprise indicates that you didn’t really see what was coming; didn’t have an inkling. And while there is room for genuine surprise in stories, for the most part, the spectator — the reader, the watcher, the listener — should see the punchline coming. They might not exactly know what that punchline is, but when it does come it should be followed with ‘of course!’ Whether that ‘of course!’ is followed with an ‘I knew it!’ or a ‘How did I not see that coming?’ is largely irrelevant, although it should fall somewhere on that spectrum. That is to say, the context (the setting) should lead up to the punchline.

In a sense, the conclusion — the end of the book, the punchline, the moral — should feel INEVITABLE, even if it wasn’t predictable. When you hear the ending, it should immediately ring true as the ending, or the setting wasn’t established properly. It certainly isn’t impossible that Frodo could simply take the ring at the end of The Lord of the Rings, but it wouldn’t fit in with the tropes of the book: that hobbits are strong of heart and will, that all ages must come to an age, including the age of The Ring and Sauron (much as the age of the Elves is coming to an end even as the books begin), that the thing that distinguished Gollum from Frodo was his close friendship with even just one remaining entity (whereas Smeagol had killed Deagol). Essentially, the plot should live up to the promises that the setting makes, establishing a strong unifying theme.

Now, I’m playing a little fast and loose with ‘setting’, because I’m starting to include parts of the story. But in this case, I don’t mean the plot. I mean the tropes, the imagery, and so on. Sure, discovering the tree elves of Lothlorien happens as a part of the plot, but it is itself not plot; it is a revelation of setting to the spectator. inverting that story in ways we don’t expect but can still clearly see. Reading about a character losing his hand, or being seen surrounded by ravens, or dying and coming back to life is plot, yes. How it happens is plot. But it is also setting, because it serves to establish what tropes the author finds important, and how he chooses to invert them.

If I can walk you through a few examples, I think this will be made clear, but as always, I must warn you of spoilers. In A Song of Ice and Fire (Game of Thrones, on TV), Ned Stark is established as the protagonist quite early on. However, he is killed off before the first book in the series ends. Yes, this is a plot point, but also acts to establish the setting that George R. R. Martin is writing in: in A Song of Ice and Fire, life is short, brutal, and ugly, and you can trust nobody. In a sense, this helps to establish the context of the story. And when the punchline finally comes, that context will be important.

So ultimately, a good setting uses tropes and setting devices to establish the tone of what is expected to happen in the plot.

As such, I’m going to try a new project for my new posts; I’ll be posting a setting I’ve designed, according to these principles, talking about the tropes it exhibits, and how those tropes are inverted, and what those inversions mean!

Player Knowledge and the History of RPGs

First, two quotes to start us off:

“No plan survives contact with the enemy.” (paraphrased quote from Helmuth von Moltke the Elder, a man who was actually quite keen on extensive planning and who might be considered the great-grandfather of RPGs)

“The players are the enemy.” (the storyteller’s corollary to the first quote, promoted in old gaming literature and still embraced by some gamers today)

***

I’ve often heard these quoted, seriously or jokingly, by my RPG playing friends.  The first one I agree with: opposition is a chaotic force, and will often ruin your most carefully laid plans.  The second one I only agree with insofar as players are an inherently chaotic force.  They are other people, and will often do the unexpected.  Unfortunately, the second quote is often interpreted literally.  Players are seen as the opposition and their characters are therefore meant to be outwitted, led by the nose, and then set upon while at a disadvantage.

Worryingly enough, I most often hear these quotes spoken seriously by my friends who have not yet run many games.  With a literal interpretation, where the hell do those two quotes lead us?  If the players are the enemy, it stands to reason that everything the storyteller does is in opposition to the players.  More to the point, it sets up a clearly antagonistic relationship between the players and the storyteller in which the two sides have no reason to cooperate with each other.  It’s like they’re not actually playing a game together.

If they are playing a game together, it’s more like a strategy wargame in which all details are included solely to “get” the players.  This is, of course, where the genre originated: the first games that we would recognize as RPGs grew out of wargames, as the logical result of a progression towards smaller and smaller unit sizes.  Eventually, each player had control of only one individual instead of many units, laying the foundation for the RPG genre that we know today.  The influence of modern gaming’s military history is still visible: the habits of secrets and hostile surprises that we have come to see as part and parcel of the RPG experience come from this background of wargaming.

But even as someone who enjoys wargames, I don’t always want to play a wargame when I sit down to play an RPG.  There’s an opportunity here to explore gaming without those holdouts baked in, and some game designers have been pushing in that direction for years.  Yet if we aren’t following in the habits of our wargaming ancestors, what do we do?

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Stats to Who: Roleplaying Doesn’t Care About Numbers Part 2

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As promised I am now going go through the Stats-to-Who process of character creation.  The Stats I will be working with is from Dungeons and Dragons 3.5 because I think most people will be at least passingly familiar with that system (as it is the face of roleplaying).  Below is a quick summary of the Stats:

Race: Human
Class: Fighter
Level: 2
Feats: Exotic Weapon Proficiency(spiked chain), Combat Expertise, Improved Trip, Combat Reflexes

This may not seem like much, and you’re right.  A DnD character also has skills, equipment, attributes, and languages.  But attributes are determined randomly, and the other bits aren’t really required at this point.  For those unfamiliar with the spiked chain Fighter twink, this is the beginning core to a build that has many variations.  The basic idea is that in DnD 3.5 you can trip your opponents from range with the chain, and if they try to get back up you get free attacks on them and can keep them lying prone.  Over time you can add more area control maneuvers, damage, or whatever, but for now I am only going to care about the core.  Now to the steps of character discovery!

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Game Analysis: Remembering

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As a rather big fan of ambient music and experimental composition I was delighted by the game Remembering, which delivered both exquisitely.  Unfortunately I feel it suffers from some key design flaws which actually run counter to its advertised goal.  On their main site the creators state,

Remembering is a game that leaves room for the player. By building a world based on sound instead of visuals we’ve created a place that relies on interpretation. It offers the chance to perceive it in a personal way.

This is not what I experienced.  Yes, the game had a great soundscape, but it also relied on visuals and was not open to exploration.

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