Game mechanics. Oh, the wonders of game
mechanics. I love em', you love em', they're what make games tick.
So, I figured, why not take the time to appreciate the more unique
ones out there? So, I have 3 games lined up here, 3 games that do
some different and unique stuff with their mechanics. Without further
ado:
Splatoon
Okay, I have issues with this game. BIG issues. But I cannot ignore
just how good the core mechanics of the game are, because I have no
idea how the devs at Nintendo came up with this. So, for those not up
to speed with the game, you do 2 basic things in the game: spray ink
with a variety of weapons, and then swim through that same ink in a
squid form. You can only swim through your own ink, and the objective
of the game is to cover the most ground with ink (In the main mode,
anyway).
Not only is this really novel and a great spin on the typical shooter
formula, but it is a perfect example of 2 separate mechanics working
perfectly in harmony. You shoot ink to swim in, but you have a
limited supply, and the way you refill it is to swim in the ink. But
you need more ground to swim in, so you spray more ink, which means
you need to refill by swimming, and so on and so forth. One mechanic
simply cannot exist without the other, and you constantly combine the
2 in interesting ways while you play. Whether that be cutting an
enemy's route off with your ink, or spraying a small patch to hide
and refill in undetected, these 2 simple ideas; shoot and swim; form
the cornerstone for one of the most colourful, explosive, and special
shooter games that have ever come out.
And I really can't stress how special indeed this is. Think to all
the shooter games out there, how many truly put a spin on the typical
shooter formula? Barely any deviate, and the only example I can think
of that kind of fits this is Tribes: Ascend. The point here is how
unique this is, and how badly this genre needs a mechanics shakeup
more than anything else around it. Hopefully Splatoon's success is a
good start.
Undertale
You may or may not be screaming in your head
“Undertaleohgodwhypleasenomore”, but fear not! This shall not be
me going on a ramble about the amazingness of this game. I want to
talk about something seldom mentioned, the actual gameplay. More
specifically, the bullet hell like mechanics you use to dodge
attacks.
Genre mashing is something I wish we saw more of. I have my issues
with how the word “genre” is used, but overall it's a handy
sorting tool in many circumstances, and a good jumping off point if
you're unsure how to describe a game. Genre mashing is the process of
taking 2 genres and things from them, like, say, a first person
shooter and an RTS, and putting them together into one game. It's a
risky move, but I still think it's a shame how segued and cut off the
different types of games often are in the industry.
So Undertale is a great reminder how good this practice can turn out.
It mashes together the menu and general feel of a standard RPG, while
having you dodge attacks through a bullet hell minigame a la Touhou
(It's not THAT crazy though). It really lends the game a different
feel, as most of your skill involved comes from mastery of this
minigame and not the RPG aspects. Those are mainly just a way to
interact with the world and choose what to do. It's so simple and
elegant, you wonder how nobody thought of this before.
So while Undertale is most certainly not the first game to mash
genres, it's a good reminder in this often oversaturated market how
there are still many, many untapped ideas and mechanics out there.
I'm excited to see them.
Zero
Escape: Virtue's Last Reward
Ok, this game is very story heavy and I'm loath to spoil it. I'll be
talking about the mechanics and the scenario, so if you consider
those spoilers, stop here. No plot beyond that, however.
So VLR (How I'll be abbreviating Virtue's Last Reward) does one thing
for mechanics that is truly unique. It takes an age old psychological
problem and turns it into a gameplay mechanic. And it is brilliant.
So said problem is the Prisoner's Dilemma. For the uninitiated it
goes such: 2 prisoners are brought in on a minor crime, and the
police think they did a large one. So they separate the 2 and give
them 2 options: rat the other out or stay silent. If they both stay
silent, they each get 1 year in jail. If one rats but the other stays
silent, the betrayer goes free and the silent one gets 4 years. If
they both rat the other out they each get 3 years. It's a system
designed to logically designed to make both betray, as if there is
even the slightest chance the other will betray you should too, or
else you get screwed. In reality when mockups have been made it's
not so cut and dry, with prior relationships and the implications of
betrayal beyond the jailtime playing a large role. And VLR plays this
beautifully.
The game runs off this. The 9 players are trapped in a facility and
forced to play a sort of Prisoner's Dilemma. They each have a watch
with a point value on it, and every “round” they have to play the
Dilemma with another person, and choose ally or betray. If both
ally, they each get 2 points. If both betray, no points are gained or
lost. If one betrays and one allies, the betrayer gets 3 points and
the victim loses 2. If your points hit 0, you die. The goal is to
escape through the #9 door after your points hit 9. The catch is that
the #9 door can only be opened once.
So VLR locks you in with 8 other people and forces you to choose:
Ally, or Betray? It's not just a simple cooperation situation, as the
stakes are constantly rising and nobody is quite sure what lies
ahead. So if one person decides to be a lone wolf and choose betray,
they could get out and screw everyone else over, ensuring their own
safety. But if everyone thinks this and chooses betray, nobody gets
anywhere.
But points aren't everything, no sir. VLR makes damn well sure you
know what betrayal means outside of this point system. Characters
will react appropriately if you're a cooperative saint or a betraying
jerk. For example, if you try to game the system and get as many
points as possible by betraying, the group will turn on you very
quickly. If a character confides in you how much they trust you and
you stab them in the back, your relationship fractures. It will
affect the story and ending you get, big time.
And finally, this retooling of the Prisoner Dilemma works very well in tandem with the multiple endings and routes. You'll start to pick things up and notice character traits that apply in every route. You'll learn stuff that you can apply in the future, and predict how characters will vote and how they'll react to your vote. For a single example, Dio's a dick, big time (apparently Dio is a name that inspires such behavior in media), and you have to take that into account when voting against him.
And finally, this retooling of the Prisoner Dilemma works very well in tandem with the multiple endings and routes. You'll start to pick things up and notice character traits that apply in every route. You'll learn stuff that you can apply in the future, and predict how characters will vote and how they'll react to your vote. For a single example, Dio's a dick, big time (apparently Dio is a name that inspires such behavior in media), and you have to take that into account when voting against him.
This perfect blend of high stakes, a psychological question,
characters, and the game mechanic of multiple routes makes an amazing
experience. The voting in VLR is one of the tensest experiences in
gaming simply because of all this. I have spent a full hour agonizing
over my choice because there is never a right answer with all these
factors at play. It's an assault on your morals and a test of your
trust with these fictional characters, and heartbreaking decisions
will surely lie ahead.
So, to recap that crazy ramble, this is just so unique because of how
it retools an age old question, and how it interacts with the usual
visual novel mechanic of multiple routes. But the sheer idea behind
it is what impresses me the most. Would you have thought of a game
relying on the prisoner's dilemma like this? Most likely not, and we
need more ideas out of left field like it. It makes for more
interesting games, stories, and experiences. And play the Zero Escape
series if you haven't. It's literally one of the best stories in
gaming.
So, I hope you enjoyed this small trek through the more inventive
side of gaming. I certainly love checking the odd and different areas
of it out, and I hope you give some of these games a try, they're all
very much worth your time. Thank you for reading, and have a great day.
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