Friday 24 March 2017

What makes a choice matter?

You encounter an article on the internet! What do you do?

A. Read it (Friendly)
B. Skim it (Dismissive)
C. Critique it (Helpful)
D. Ignore it (Rude)
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Will you be a cool guy, or evil prick?
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Look, I get it. Making choices in video games is fun! I like it! But we need to talk about the mass mishandling I see of making one's choices "matter". You want games to be taken seriously as a storytelling medium? Please, please start noticing this stuff. I do not want to name any names today but rather take a general look at this type of storytelling. Let's hop right in.

So generally there are 2 styles to this sort of interactive narrative. The more straightforward option is to actually make one's choices matter, have the story actually shift around them. This is not a very popular option in games, however, for a pretty good reason. Games are pretty expensive. It costs a lotta money to make new cutscenes and get new voicelines and make it all work in the game systems. You can't just write some more words like in a choose your own adventure book.

So generally the default is the 2nd general option, what I like to call "fake choice". It's basically making your choices "matter", but they really don't influence the plot all that much. You could choose the rude option, the happy option, or the sad option, but you'll still get the same information and same objective in the end. Despite how bad "fake choice" can sound, it's not a bad option at all. It can lead to a much more focused story if you really only have 1 plot in the end, and makes sure no part of the game will suffer from bad writing because it just happens to not work as well.

Now, when you're talking about the overall narrative, this is all well and good. However, where it's easy to stumble up on this 2nd type of story is in the moment to moment choices you make, in that it is far, farrrr too easy to just make them, well, pointless. I think this'd be better put in a hypothetical:
You: Hey, I just retrieved the (insert item here).Character A: Awesome! This'll be great in helping us defeat (insert enemy here)!

Dialogue options:
A – Show enthusiasm for plan
B – Show apprehension for plan
OK, let's just take a timeout here. This is a pretty typical sort of setup, where you can either agree or somewhat disagree with someone on the same side of you. Play any game that lets you make choices and you'll hit a similar scenario sooner or later. It's basic but still a very good setup.
Generally things like option A clear the way for a faster plot and more action. It's a safe choice that can also easily be leveraged to let the player see the non confrontational side of everyone. Option B scenarios on the other hand let you get somewhat deeper and lets you see the more confrontational side of people.

So even though both options will lead to the same sort of outcome, it's all in how you get there. Make each route interesting, make each route different enough, and most importantly make them mean something. If your understanding of a character is different in each route, that's a great outcome, essentially.

Now, let's see how this can go horribly, horribly wrong.

Scenario A:
You: Hey, I'm game. When do we get started?
Character A: We'll get started on this tomorrow. For now, get some rest, you've certainly earned it. Catch you later!You: Alright. Later!
Scenario B:
You: Are we totally sure this is going to work? Seems a tad risky.
Character A: Look, I get you're worried, but there's not much of a risk to this anyway. Just get some rest, we're all gonna need some for tomorrow.You: OK. I'll see you tomorrow.

So obviously this is really rough and short but you should get the general idea. The difference in these 2 scenarios is that there really are no differences. There's no room for diversifying or rounding out the characters. They both funnel the conversation into the same lines really quickly and still keep the same sentiment in both.

Your choices do not matter here. You learn nothing different, you don't get any difference in outcome, the tone isn't different, it's just the same scene, but one has them agreeing and one is a disagreement. Neither option garners any new reactions or even makes you think differently about it.

If you're going to keep the overall plot the same, you need to put a lot more consideration into how each individual moment makes the player feel about that overall plot. Going back to the 2 options I mentioned earlier, imagine a plot about saving the world or something to that effect. Now think of the 2 general character threads. One story has the characters working together all the while and eventually fixing the issue. The other has them arguing a lot but ultimately setting aside their differences to fix the issue.

There's a lot you can do with this! If you're smart the two ostensibly same plotlines can be interpreted to be almost totally different stories. You can view all the characters differently. You could gain info that radically changes how you view the same events.

The point of this whole article is that if you want to write a story and base your choices around upholding the "illusion" of choice, you are doing it wrong. Again, not naming names, but I see most games doing this horribly, horribly wrong. "Your choices matter" is pushed up as a marketing point when in reality, no, your choices do not matter.

"Fake choice" should still be choice. It is just that it should be about the characters and your view, not the plot. When a game fails to understand that, when it well and truly does ignore your choices, that is when people get frustrated with your game, and that is when you have failed as a story writer. This isn't easy, and I'm not surprised that countless developers fail at it. If for some reason any developers are reading this, keep at it. There's only one way to learn this, and it sure isn't gonna be from some random person online talking in the most general terms.

Sunday 12 March 2017

How to manage a community

So, typically I want to avoid this sort of stuff. Generally blog posts that are rants/examinations don't fit an all purpose area like this, and I have no intention as to delve into either of those fully. Today, we're going to be taking a good, hard look at how Blizzard fucked up in their latest Overwatch patch, and examining what this can tell us about how to handle a multiplayer game in general. If you don't play Overwatch, I'm gonna try to keep it understandable, but no promises.

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So patch 1.8 came out a while ago, and take one look at the forums at the time... oof. People were not happy with this update, and I'm honestly fully in their court here. I'm not here to rant or get mad, though. Let's take a calm look at the individual aspects of what mess the two weeks leading up to the update were. Obviously the response from Blizzard to fix this stuff has been swift and responsible, but I still feel it's a good idea to examine what not to do.

So let's start with the elephant in the room, or in this case, omnic: Bastion. The general community consensus was definitely that he was at least a tad overpowered before a hotfix brought him down a notch. While this might seem to be just a simple bad balancing issue, I don't think that's what you should be taking from this alone. Bad balancing happens all the time in every game, and the real issue lies elsewhere, I feel.

This is a prime example of a negative player behavior loop, one that is plain to see because the test server completely failed to catch this. The root cause is a lot more general and I will get to that, but right now let's look at why offering a direct incentive is a lot more important.

So when it comes to what is beta testing, in essence, there needs to be a big incentive for players to get in on it. Remember that it can be a big ask to get players to even load up the PTR in the first place. An entire 2nd copy of the game needs downloading, plus any and all time you spend on it won't affect your progress in the actual game. Not to mention that it can be buggy, and a low player count means worse matches, and so on. It's a big barrier to entry for many, and what rewards do they get? The satisfaction of helping the game maybe?

What we're looking at here is what would be instantly identified as a poor rewards system inside any actual game. When all you have to offer is the vague satisfaction of maybe helping, that's going to be a nonexistent incentive for anyone not caring about high level play, for one. It's easy to forget that people will still follow said systems outside of the direct game, but this is a great example of this in action.

So, what about Bastion himself? The main issue that sprung from him was ultimately swinging the balance hammer too hard, too silently. Balance is already a tricky thing to do, but what I think a lot of people forget is that the developers have to take into account the community reaction when implementing or even suggesting changes.

Now, the community is often wrong when it comes to what they think is right for balance. Rightfully so, as we're not game designers, nor do we get paid to do this. However, that fact is a tricky one indeed to balance with what's right for the game. What's right is not always what will be percieved as right, and outrage among the playerbase can run rampant, making forums a mess and from an outsiders perspective making your game and playerbase look a lot worse.

Now in this case specifically, the community turned out to be very correct in their assumptions, and Bastion did swiftly receive nerfs a mere days after his buffs went live. So why the outrage? Point number 2: communication.

See, generally Blizzard are pretty good with communication, providing regular updates and posts for the community. However, developer updates and the like can be a bit sporatic, which makes sense. However, get a change the community doesn't like and have it line up with an unfortunate 2 week radio silence on it, and, well...

It was like a weird microcosm of a really resentful community for 2 weeks, let me tell you. Players got frustrated at the changes, frustrated at the lack of communication, and frustrated at how vague everything felt. It went from a pleasant relationship to a one sided shouting match.

That is lesson number two from this whole mess. Communication, however small, matters. You cannot rely on your community to moderate their feelings nor can you assume the best. If you set a standard of communication, stick to it. Doubly so when you're introducing huge change. Those are the times when the community is at the most volatile, when it's at its worst and most emotional. That's when the real legwork by community managers needs to be put in, and that's when you can make your game and community truly great.

And to cap this all off, the community outrage seemed to disappear in one simple dev post. That's all it took. Players are not anger machines. It is possible to control them and their emotions, odd as that sounds. With the right updates and openness, anything is really possible when you're making a multiplayer game in the community.

Short and shallow post this time, been busy, sorry bout' that! Hope you enjoyed anyway.

Monday 6 March 2017

The problems with Ace Attorney

Okay. Let's do this.
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I want to preface this by saying I'm still a fan of Ace Attorney, and am really glad it's doing well. It's got great characters, an enjoyable plot, and a fun logic system. I'm about to talk a lot of crap about the series, however, so just keep this in mind... I love Ace Attorney, and still highly recommend all the games.

That being said. Over the course of the last 2 years or so I've finally worked my way through what's generally considered "The Big 3" visual novels, at least in western countries. Ace Attorney, Zero Escape, and Danganronpa. They're all brilliant games, and I enjoyed my time with each. However, after careful consideration, I have to come to a conclusion. Ace Attorney is definitely the weakest link.

I say this because after playing Danganronpa and Zero Escape, I've noticed things they do that were really clever, and then I look back at Ace Attorney, and it just feels... devoid of said elements. Oftentimes it's just a lot of small things, but those small things really, really add up over time. There's no better way to show this than by side-by-siding these games, so let's get right into it!

Yes this is the 2nd article in a row where I compare AA to Danganronpa #noshame

So let's start with the gameplay differences, the more direct comparison. I've already outlined how Ace Attorney and Danganronpa do things differently. Let's talk about what Danganronpa just flat does better.

Primarily what Danganronpa does better is in the logical puzzles and challenges it lays out for the player. Ace Attorney's logic makes sense and is very well paced if you're following the order of deduction. However, if you get one too many steps ahead you're not able to skip to that, and must slog through the deductions you already solved.

This kills pacing completely. When the entire pace depends on your deduction skills, breaking away from it has the unfortunate effect of breaking the pace itself. You get brought to a screeching halt and have to bring the other characters up to speed, when realistically, you could just tell them.

Danganronpa is a lot more careful in its execution of working through arguments. The gameplay is the same, but it frames it in a much better way. This isn't a courtroom, where a logical argument will shut everyone up. You need to punch through the emotions and biases of the other characters, piece by piece, to get to the truth of the matter. You'll take part in minigames where characters won't listen to reason until you throw it right in their face. You'll have to frame answers in a manner that everyone can get.

It's not a matter of finding something that feels off, it's the matter of convincing everyone else it is off. You can push trials forward in Ace Attorney through vague ideas of not feeling right, which will often result in the characters hemming and hawing when you know exactly what's up. The other characters in Danagnronpa are active blocks at all times, so even if you know the answer there's a good, solid reason that feels right as to why you can't just out and say it.

Surrounding all this is the tone of the games. Now, Ace Attorney's tone isn't bad per se. It's a well established fact that it's a larger than life and goofy version of court, one with shouting and dramatic reveals. My question is, well, why?

Look, I get the tone doesn't need to be established, and I understand that consistency is what makes a world tick, not why it's that way. But after playing the other 2 games, Ace Attorney feels rather... empty in its tone. There's just no reason for it, and the craziness is just a thing that kinda.. exists in this world.

The other 2 games justify their tones quite nicely, on the other hand. Danganronpa's trials are tense and very volatile, much like Ace Attorney, but this is justified because, y'know. Murder school. There's a good reason for everyone to be shouting, a good reason for crazy theories to fly left and right, and a very good reason for things to be tense every step of the way.

Zero Escape's tone isn't quite as directly comparable, but for what it is it's done well. The atmosphere is oppressive and claustrophobic. Suspicion runs deep. Everything has this sense of danger and mistrust, and the deadly games played are the only reason the game needs. All the fear and suspicion flows naturally from that. The game knows damn well that it doesn't need to say why everyone's acting this way, because the backdrop has set that from square one. That's where Ace Attorney fails. The backdrop is a law procedural, and it just... is wacky, I guess.

Alright, there's one more point I want to bring up. Bringing continuity between games. This is by no means an aspect that Ace Attorney has failed at. It's more that it just gives it no thought. What I mean when I say that is a character or object from a previous game being brought into the new one. This can be a cool story point, or a fun callback, but it can just as easily be a lazy last minute addition.

I'm going to bring forward that by a lack of looking closely at the why, in and out of universe, Ace Attorney sometimes falls into this trap. Let's take Edgeworth's introduction in the last case. Why is he here? He's never been mentioned or important in this game before. This situation doesn't call for Edgeworth specifically. So why is he here? Outside of the game universe, it's not like Edgeworth achieves anything thematically or similar. There's nothing he does that another prosecutor couldn't do. So why does this situation call for this character from its mythology?

Massive Virtue's Last Reward Spoilers in next paragraphConversely, let's take a look at why Junpei was brought back for the sequel to 999. He, as a character, has a very clear motive: Akane. It was such a big deal for him in the last game, and it's not a surprise it'd continue to be a motivation here. Outside forces gave him this opportunity here, so it's not like it's random chance either. The thing is that here is that there's a clear and pointed reason for bringing a previous character back in Zero Escape, whereas Ace Attorney lacks that clarity much of the time when it does things like this.

It's not as though this is the worst thing in the world, and I'm not trying to say any of this stuff ruins Ace Attorney, not even close. Like I said, it's still great. And it's not like Zero Escape or Danganronpa are immune from their flaws, either. Zero Escape trips up in bringing back Clover from 999, and Danganronpa's character blocking approach backfires sometimes (I.E everything Yasuhiro "contributes" to the discussion).

What I am trying to bring up here is that Ace Attorney could learn a lot from these games. It's still got a strong base, great characters, awesome music, and fun trials. I just wish that it was all a little tighter.

Wednesday 1 March 2017

Danganronpa Vs. Ace Attorney: How to make meaningful changes

Pleaedon'tkillmeIlikebothgames

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Man, I really cannot get enough of Danganronpa, can I? If you follow me on Twitter (Wink wink nudge nudge) you'll know I've been obsessed with it ever since I started playing. I obsess with a reason, however. Now why is it that all the visual novels I play involving murder trials are so good?

Yes, ladies and gents, today I'm going to be examining and comparing Ace Attorney and Danganronpa, though not to say which one is better(not today anyway). That in mind, let's take a closer look at these, shall we?

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When it comes to these 2 games, comparisons may seem odd at first. One's a high school death game, the other's a law procedural. Though they share investigations and "trials, really even a passing glance at both would never have you making direct comparisons. Those who have played both also know just how different they actually are. So why even compare them?

Mainly because of the underlying gameplay loop, I feel. They both follow the same basic formula of the Setup-Investigation-Trial loop that repeats for 4-6 cases in each game. Each game takes the time to set up its own world, and more importantly, own tone.

Ace Attorney strives for a somewhat clinical tone in its story. Yeah, it's wacky and ridiculous a lot of the time, but when it comes to the cases you're rather... detached, in a word. You often don't have much emotional stake in them, and when you do it's usually a very special case indeed. It has at least a semblance of an orderly trial, with cross examinations and evidence presenting going back and forth. What happens in between is often, ah, insane, but fundamentally it is still a law procedural.

As for the other game in the ring, Danganronpa is the exact opposite, purely chaotic. There isn't any set procedure or process to go through. Cross examinations become debates with many participants. Your own life is on the line, alongside everyone else's. You interact with everyone constantly, and any one person could be a killer or victim. This is no law procedural, it's a psychotic death game.

Let's take a closer look at some individual elements, shall we?

Gameplay

Again, both games do share fundamental bases with the gameplay, being logic puzzles. They both give you a mystery, a bunch of clues, and tell you to work it out through deductive reasoning and step by step logic.

Ace Attorney takes this premise and puts it into a courtroom, perhaps the most fitting environment for such a gameplay idea. All the actual logic you need to employ is step by step and every cross examination has a single key contradiction in it. If you're not cross examining people you're using other gameplay mechanics, yes, but you're always looking for one single flaw, and matching the right piece of evidence with it. The actual gameplay actions you take are all simple button presses, with most of the actual difficulty mainly coming from the logic puzzles you need to mentally work through. 

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The gameplay of Danganronpa is a lot different, despite similar concepts. Danganronpa has you needing to actually physically aim your evidence at the weak points in arguments, desperately sorting through letters to form words, taking part in actual confrontations against others, and more. On top of all this, there are time limits that you need to stay under all the while. Another key difference compared to Ace Attorney is that you've never got a pile of evidence to sort through, and you'll only be given a few truth bullets (evidence) per round of debating.

(I'd put a Danganronpa screenshot here but I literally cannot find one without spoilers)

Danganronpa and Ace Attorney each have you solving logic puzzles in very different ways. The time limit in Danganronpa forces you to think fast with the few options you have, while a lack of time limit in Ace Attorney is offset by you having all of your evidence to use all the time. It's a slow and caculated approach, helped by simple button presses, where in Danganronpa the heated debates where everyone's lives are at stake are much better represented with you needing to get more physically involved. Speaking of...

Premise
You can't talk about comparing these games without talking about the premise. They're such a fundamental part of what gives them their identity and the basic idea is so tightly interwoven with every singe part of the game.

Ace Attorney is a law procedural, obviously. Everything's related to the courtroom. You invesigate and file away evidence, as the police mark things down and the prosecutors prepare witnesses. Everything has a way you need to go about it, a way to question witnesses, and a way you need to ensure a proper, well-run investigation.

Danganronpa is a lot more messy. You know every single murder victim and you know every single murderer, throwing the possibility of a clinical assessment of every case out of the window. It's a tense and emotional setup, and every single person involved with the case is a potential murderer. These are high school kids, and this isn't their job. Every investigation is sloppy and fast, with you having a personal stake (I.E living) in every trial.

The premise does a lot for the tone and motions of each story. Say in Danganronpa, each trial will have a lot of accusations throughout, since everyone wants a culprit found for the sake of their own lives. Ace Attorney stays realistic(ish) to trial format, and you're only allowed to make formal accusations when the time and evidence is right.

It manifests in the little things as well. The manner of the number of people on the stand at once makes Danganronpa more chaotic and Ace Attorney more confined. There's the threat of legal oversight on your actions in Ace Attorney, while anything goes in Danganronpa. Ace Attorney also stays static in trial format while Danganronpa whittles the cast down, slowly making the trials smaller.

Characters
Ok, so I think by this point we've got a general idea of how a core idea behind a game does not a similar game make. Logic is executed on and used in very different ways in a court and a murder school. For the last part of this examination, let's see how characters impact the core ideas and mechanics behind the game.

So Ace Attorney's characters are firmly rooted in the law procedural, once again. There are a lot of characters but for the reoccurring ones, the most important thing to note is that they do this for a living. It's their job, it's what they do every day. Every trial is met with a certain amount of familiarity and confidence. All the lawyers are usually divorced from the case emotionally, and approach it as such. Ace Attorney is mostly made up of an adult cast, as well. Things can get quite crazy overall, but there's always this veneer of professionalism and respect everyone shows. All this is a textbook law procedural, like I keep saying. The characters are shaped and molded to fit this approach.

I don't even know what you'd call Danganronpa on the other hand. Maybe a murder mystery death game? Is that even a genre?

Anyway, the characters in Danganronpa are all high school kids who really, really don't want to be stuck in this death trap. For the purposes of comparing it to Ace Attorney, this is what that change does:
    - This is an abnormal situation for them
    - They have no experience doing this
    - There is no expectation of professionalism

It's not like the characters know what they're supposed to be doing or how. Every investigation and trial is filled with some level of bumbling around and mistakes. As a result, the pacing is a lot more inconsistent, speeding up and slowing down at will depending on how the characters are acting. Ace Attorney stays consistent due to the nature of the characters, Danganronpa adds to the tension by making everything inconsistent, in no small part due to the characters.

We also see how points 1 and 3 seep into every aspect of this game. People are panicking and unsure of what to do. Remember the last time you were in a situation foreign to you and you had no idea what to do? The abnormality to the characters informs how they present themselves and how you need to interpret them. Everyone has something to hide in Danganronpa, while it's really only ever the guilty parties that are maliciously hiding info.

It's truly interesting to see how 2 very different series can have 2 very different tones despite the core gameplay ideas being pretty much the same. I'd say it's a great example of how your idea for a story, or gameplay mechanic doesn't have to limit you in any what whatsoever.