Showing posts with label aesthetics. Show all posts
Showing posts with label aesthetics. Show all posts

Thursday, 27 August 2015

Pathing, Walking Simulators and Architectural Theory

With the advent of games such as Dear Esther, The Stanley Parable and Gone Home amongst others the discussion of the medium of ‘video games’ has gone onto have some great (not so great) debates to whether these fringe cases can be considered games and to what extent do they portray an experience.  Although the term ‘Walking Simulator’ has negative connotations, I am in the school of thought that does believe that the term does have use and it should be used until we can come up with  better one.  I see it similar to the term ‘Moba’ that I personally don’t feel fits the genre of games such as Dota and LoL but do see that nothing suitable has come up yet. 

I have written a couple versions of this outlaying my thoughts on the subject and it’s been a difficult task to finish due to the nature of the above term creating some heated debates, but I feel that after a couple attempts I’ve got as close to my thoughts on the matter as I can.  Overall, I’m looking for it to be expanded upon greatly, but here’s some detail regarding this hypothesis. 

When I first experienced this genre it was one of intrigue; seeing an alternative means of engaging the audience in an experience that avoids the traditional method of creating conflict (whether that be with a direct battle or a task to accomplish).  I strolled through their environments, listened to their stories and felt a great deal of overlap with the essays on architectural theory I was reading at the time that focused on the fluidity of architectural form (something that if you’ve read this blog before will understand that’s one of my fundamentals from the medium).  Reading about the Heidegger Lodge or the re-purposed version of the Lake District made a game like Dear Esther play the theory out on my screen while theorists like Leech and his critical analysis of the above theory presented a nice counter point.  Finding ways to interact with a space in a virtual world is a key point for many people who play games because of the exploration factor (more on that here) and having something which focuses on that has the potential to open games up to lots of new people who may be put off by the traditional image of games being a competition or similarly ranked challenge.  The thing is thou, this original feeling was 5 or so years ago and I feel some significant things have happened in that time that caused me to develop my thoughts on the genre.

Over the past couple years, I’ve played three games that I believe are brilliant in presenting a narrative while marrying it with a number of other factors of game design to further improve the experience.  These titles (Thomas was Alone, The Stanley Parable and Transistor) present story through the actions of the player which has become a sticking point for many of the ‘walking simulator’ games that today look to grab my attention.  As I have experienced others say it was a new way of thinking 5 years ago but now it’s established and needs its next step.  
Thomas was Alone gives character to squares and rectangles by their dimensions making the regular red square (Thomas) an everyman to the smaller minded orange block or welcoming, larger blue block against the backdrop of a simple, but enjoyable puzzle-platformer.  
The Stanley Parable puts the player at the forefront of decisions as the narrative flex’s and bends to your will whether the narrator agrees with you or not.  Its ability to recognise the exploring player’s desire to search every cranny with a section like ‘the broom cupboard’ is brilliant by design and hilarious upon discovery.  
Transistor creates a world where everything adds to the narrative with the player’s use of the mechanics only reinforcing this feeling.  Learning more about characters through playing with different ability setups as the world changes throughout the playtime subtly but inevitably means a lot even if I don’t personally feel fully knowledgeable on the finer details of the story.  

Stanley is of course a game that would fit the ‘walking’ genre, but it’s so much more than where we started; not even taking into consideration how traditional games have found ways to tell a story.  They all take that earlier theory of the ‘map’ and ‘path’ which I originally felt with the genre and makes it all the more relevant as a player plots their path and takes note of personal experiences they had along the way.  The earlier titles have a certain feeling of the vernacular to them which is where we bring us to the newest title from the Chinese Room called ‘Everybody’s Gone to the Rapture’. 

Last week I got to play some of Rapture and over a couple hours I would say that my time on this game was somewhat lacking.  Yes, the title look great and it had snippets of an interesting story, but with my above experiences in games I just felt like it was missing something to give it character.  For those of you unaware of the game, Rapture takes place in a quiet English village where the aforementioned rapture has happened and we as the player are tasked with exploring the landscape and piecing the story together.  Although this game has received positive praise, others have commented on the ‘dead-ends’ and movement mechanics (a run function wasn’t fully discovered until after the game was released) alongside a story with not particularly likeable characters who take part in the story.  All that being said however, I feel that the subject of ‘paths and maps’ in theory could have given it more character to enhance the story and potentially make the overall package a greater experience. 

So what do I mean by this?  Well, the game’s environment of a quaint English village is lovingly crafted that is understandable, but when I look at the finer details it has a certain feeling of the everyday / vernacular.  If they were going for a rather typical village outline then yeah sure the game has accomplished its goal of that look, but I feel that it could of played with the interiors a bit more, akin to a modern day village with its planning permissions.  With this concept, I refer to the means of which places like villages tend to have a designated look to make sure dwellings fit into the overall aesthetic of the place, but this doesn’t stop augmentation of interior features and personal touches which allows home owners the ability to make their home special.  To take this back to my earlier point of ‘paths and maps’ this practice is there in Rapture but only in a simple format in that I’m taking a path that doesn’t feel mine.  I may be asking too much from this game to look to consider this idea of player mapping through architecture, but I hope it’s something they may consider in future titles they work on. 


As I said at the start of this piece, I have generally positive thoughts for the ‘walking simulator’ genre of game but it has shown that from its humble beginnings the way in which we present a narrative has evolved over time to where you can’t just move through a space and tell a story.  Through playing with the environment, diverting the player’s impression of what will happen and making them an integral part of the story rather than a camera; all games have the potential to create an interesting narrative however they classify themselves.  Whether you like walking simulators or dismiss their nature, we’re all getting better ways to tell stories that I hope continue into the future.  

Wednesday, 22 July 2015

PoE Awakening: initial thoughts

Path of Exile’s first expansion has been in development for a while now with access to the beta to those who wished to do so, but its retail release has just come up prompting me to go in and see what’s what.  Over the past couple years, PoE has been a game that has garnered a lot of enjoyment from me and being able to experience new maps, bosses and skills allows me to continue to find fresh pieces of content that keep me interested in the game’s overall lifespan.  Today I want to talk about my experiences; first as a player and secondly from a design perspective. 

Playtime Experience

To get the most out of this I decided to make a new character in the soft-core “Warbands” league which features randomly generated enemy groups designed via a particular element e.g. a flame war band using flame/ searing totems, fireballs and other similar skills.  I made a Scion with the old spectral throw with elemental damage (somewhat similar to buzzsaw to those playing) with some room for new gems to experiment with and quickly got back into playing a class that I enjoy right behind the Templar.  Right from act1, I was able to experience the great additions that were on offer as Nessa (the potion and misc vendor) has a second page that features a nice range of low-level skill / passive gems at a price that a newly made character can easily acquire.  Moving into the act itself, I very much appreciate the changes to the waypoints as I have found myself doing less of the ‘running around finding it’ this time around which in turn has speed up my interim gameplay and made my playtime feel much more streamlined.

When talking about the experience being streamlined, one cannot talk about it without mentioning the shift of maps as a whole through the acts.  Each act has had a map removed (Coves, Forest and connecting Sewer) where they didn’t suit any purpose but to get the player to an ‘active’ map (inactive meaning no quests or significant event) as well as significantly changing Act 2 in regards to Bandits / Vaal.  In this version, you can clear the bandit quest before you interact with the Vaal vessel as the Vaal ruins that featured before the Wetlands now go after it.  To me it feels a lot better to get the bandit quest done and then focus on the Vaal because sometimes I would get to the Wetlands and feel like I’m going backwards and forwards to achieve my goal.  In Act 3 not much has changed but having 1 less floor in the Lunaris temple makes it feel a lot better as floor 2 could drag a bit. 


The flaming lava-falls of Kaom's realm fit alongside the monsters that follow a similar characteristic.  Screenshot taken 20/7/2015


Act 4 is of course the new act and as of writing I am at the Harvest collecting the organs to meet the game’s new end-boss; Malachai, The Nightmare and hopefully succeed in a relativity short amount of time as I’m only on normal with this new Scion.  Leading up to this moment, act 4 has been very enjoyable as the enemies have made me more aware of my positioning and take more time to move out of the way of attacks and telegraphs.  Even in the first map (Aqueduct) the named ‘boss’ of the area is a large bird-like creature that body slams after a short period of flight constantly so it requires you to move around to use the available space to your advantage.  As you continue to progress through the acts, the bosses ramp this up with enemies like Kaom and Corrupted Piety engulfing large amounts of the ground in negative space (such as flames / poison / etc) giving me the feeling of being back in wow raiding with things such as the famous Helgen Dance in Naxx.  Throughout all of this I’ve had one death due to my own mistake but overall I feel like the difficultly is appropriate for the content and I look forward to trying these fights on the higher difficultly. 

The Aesthetics / Design

The corridors between arenas balance the frantic battles against its small stature.  Screenshot taken 20/7/2015


Act 4 has a brilliant mix of map design and monster design that are able to do a lot with spaces that on their own aren’t too interesting.  I say this because a number of the maps (Dried Lake, Daresso’s Dream, etc) are a collection of channels and arenas but are able to instill life into the space within the context of its setting (see this post for my thoughts on the subject).  The Dried Lake may not be much to look at, but the mix of enemies’ present give the narrative of a battlefield of time long passed all the more presence with a somewhat washed-out, grey beach alongside a couple huts.  The large monsters that are a collection of many skeletal archers are particularly great as you can see individual archers acting on their own to attack you, while being a part of a larger monster that is intent on killing you.  On top of this, the way it splinters when you kill it offloading a couple of the archers to act on their own is a nice little touch which turns an enemy that fits a basic ranged combat role into something with a bit more detail.

The Darkness of the mines hide a mass of monsters awaiting your arrival.  Screenshot taken 20/7/2015

 
On the subject of enemies, there are some great interactions throughout the act which make the maps feel more alive and combative.  To give an example, the stone men in the mines throw pieces of themselves at the player with the potential to be stunned / knocked back in a darkened environment that can make it difficult to distinguish type add to the aesthetic of a mine that has sealed to the world for a long time where corruption has taken its time to manifest in the inhabitants.  Another example can be found in Kaom’s realm, where a number of enemies attack underneath the ground through lava channels leaving a burning path for the player to either dodge or experience the effect of burning.  It fits into the background of lava flowing like water as well as getting the player ready for the later battle with Kaom which requires a lot of dodging lava fields and fireballs to get through alive.  Although these are great examples, what I feel encapsulates great design is through Daresso’s dream and the two maps that feature within it. 

Daresso's Dream and the pits make a small square space into something special.  Screenshot taken 20/7/2015


Daresso’s story of being this young lad brought into the world of battle is setup in a great way through these two maps because of the way the character narrates while you progress.  Daresso talks about his time becoming a fighter, entering the fighting pits and making his way up to the gladiatorial arenas while you progress through the same areas has allowed me to learn about his story where previously I may of quickly skipped it through dialogue.  His story is one that feels the most prominent in my mind when it comes to Path of Exile because I was able to play it and when a story can marry itself to gameplay in such a way I believe they can truly work wonders together.  The maps themselves maybe a couple arenas with connecting paths, but the arenas have character that makes it a great place to interact with.  The ‘dream’ map has these small, muddied pits that have wooden-spiked gates that trickle enemies into the space giving me the impression of a skirmish/ brawl whereas the gladiatorial arena has crowds, side entrances and trapdoors that all throw enemies into the battle as you make a name for yourself.  There are a few pillars dotted around to punctuate the arena floor, but that’s all it needs because the fight does all the talking.  Even with all this going on, the final battle with Daresso fits into his own battle for the King of Swords; having a much more intimate space as two combatants wait to see the first show doubt and strike hard. 

The gladiatorial arena is just a larger square but does a lot with the space provided.  Screenshot taken 20/7/2015 


Overall, the Awakening expansion for Path of Exile has been a great deal of fun to play which has allowed me to interact with parts of the game that I haven’t done so in the past.  The overall flow of the game feels better and the new act 4 has a great mixture of monsters, maps and boss fights to keep many a player interested up to the end credits and beyond.  I hope you give it a try and see how much is going on beyond the genre title of an Action RPG that is free without you feeling like you’re missing out if you choose not to purchase its micro transactions. 


Couple more weeks and I may try hardcore again….