Fun Car

WARNING: This is a post, where I basically just rave on how awesome my car is. There may be some insight into games, but you have been warned.

So I bought myself my first car a couple of weeks ago. It’s a affordable, used Mazda MX-5 NC. I’m enjoying it a great deal.

mx5_front

My Mum approves.

It is a bit of a unnecessary investment considering I don’t REALLY need a car and the previous one my Girlfriend had was still in working order. However, I am currently in a unique life situation where I can fully enjoy a car like this. So I decided to take the opportunity. And in the end, the apparent uselessness of the MX-5 is it’s whole point.

But before we go into that, some words on why I picked exactly that car. It’s because of a video game, of course. Gran Turismo 3 to be exact. GT3 was one of the first games I picked up back then when I got myself a PS2. I was way behind on consoles at that point and I really had a lot of catching up to do. The car that really made an impression on me back then was the Dodge Viper – a massive, overpowered American 2-seat super sports car with a bonnet that never ends and a retractable rooftop. It was one of the great, iconic boyhood dream cars of the 90ies. I mean, it even had it’s own, cheesy TV series.

Of course, I could have never afford a Dodge Viper. It’s an impossible car to maintain in Europe anyway. But you know what? I soon realized that the MX-5 NB kinda looked like a baby Dodge Viper. And that’s how it started…

Viper vs. MX-5 NB

Dodge Viper compared to an MX-5 NB. Close enough.

But I was a long way from being able to buy my own car. I played a lot of Gran Turismo 3 in the meantime. One of the really great features about the game were the car descriptions. Something they later removed in Gran Turismo 4. Some of the cars had quite exhaustive car descriptions. It was there where I first stumbled across the surprising history of the MX-5. In many ways, it’s a car that paved the way for car design of the 90ies – conceptually and aesthetically.

Let’s rewind to the 80ies. Atfer the oil crisis most car manufacturers went heavily for practicality and economy. Perhaps the one car that describes the 80ies the best would be the VW Golf. It’s square so it’s easy to manufacture and to service. It’s super-practical too – it can be used for all sorts of purposes. It has room for 5 people. It’s a hatchback so it has a huge boot. Seats fold over to increase storage space even more.

It was during that time where the people at Mazda realized that there was something missing. Among all the practicality, cars kinda lost a sense of fun. Not that there were no fun cars in the 80ies. But almost all of them were expensive super sports cars well outside of reach for a normal buyer.

Contrast this to the 60ies, where you could buy lots of cheap, small roadsters like the Lotus Elan, MG MGB, Triumph Spitfire or the Alfa Romeo Spider. Sure, they were sports cars. But they were not sports cars like the Lamborghini Countach or the Ferrari 308 GTB

MX-5 Daddy

Who’s your daddy? MG MGB, Triumph Spitfire, Lotus Elan, Alfa Romeo Spider and MX-5 NA.

So Mazda did a smart thing. They decided to go blue sky and fill that void. They created a 60ies roaster by the end of the 80ies. An unlikely match. Japanese cars weren’t known for their charm. But they were chap and reliable. And apart from the persistent Alfa Romeo Spider the MX-5 had no competition at all. It was an instant success and it is today the best-selling 2-seat convertible car in the world.

During my studies, as I became aware of the car’s significance, I was considering getting a used MX-5 NA. It was the first version they released and you could get them for almost no money at all. A big draw were certainly the pop-up headlights – a clear indication of how cool a car is. Something I learned very early on in my childhood.

The hammer dropped in 2010 when we went to the GDC in San Francisco. My GF, well aware of the terminal stage of my obsession, found a car rental and we got an MX-5 to drive down the Highway 1. It was neither the pop-up headlights NA nor the baby Dodge Viper NB. It was the newest MX-5 NC. I never considered the NC before. It seemed like one of the many revivals like the New Beetle or New Mini. They tend to make the cars just bigger, more expensive and less quirky. Not so much with the MX-5 NC. I immediately fell in love with it. It fit like a glove and it delivered every promise I have ever read about it. All the Gran Turismo 3 descriptions, all the Top Gear episodes, all the Wikipedia articles fell into place.

MX-5 Cockpit

No matter what Gran Turismo says, it’s a far cry from the real thing.

What does this have to do with games?

There is an interesting lesson about the design of interactive experiences in here. You see, the super sports cars in the 80ies seemed to focus on performance. Almost all of them tried to maximize speed, grip and braking power because it seemed like all of these were important for “fun”. Yet, “fun” is an elusive beast. Something that is much more subjective and can’t be really maximized this way.

Here is the thing about the MX-5. It’s a FUN CAR. It’s a machine that can produce genuine joy at the press of a button or a pedal. Every singe time I get behind the wheel, I start grinning like an idiot just after the first few meters. And that’s even when I’m going for groceries. That’s even when it’s raining. And it’s not just me, my GF observed the same phenomenon. And as much I would like to, I can’t put my finger on why that is. Technically there is nothing about the car that stands out as unique or remarkable.

MX-5 Fun

Whatever the thing is that makes MX-5 fun, it gets better on roads like this. (pic by Veronika Barth. Check out her website for large version.)

It seems to be a combination of the low driving position close to the pivot point, just the right amount of power compared to the low weight, the responsiveness of the steering, the joystick-like short gear stick located in the perfect distance from your body, the open top that lets you enjoy the sun, the cheeky headlamps. It’s not that one single thing that makes the difference. It’s a myriad of little things that create this particular symphony.

Which is one of the reasons why I dislike using the word “fun” when talking about games. It’s a good word for the consumers and perhaps ever for the critics. But if game designers use it, they tend to spread dangerous implications about what “fun” is. Using the word implies that it’s something simple. It implies that it’s something that can be optimized. In the end, it also implies that there is just one way to do it, one way to understand it, one brand of fun. It’s misleading, limiting, disingenuous and elitist. It’s the thing you would say if you had no idea what you are talking about. The kind of thing a Lamborghini driver would have said in the 80ies.

The other lesson in here is that games can do a hell of a job to sell cars and I dread the day when car manufacturers really take advantage of this.

ICO & SotC Concept Art

A friend of mine recently bought the Japanese version of the ICO & Shadow of the Colossus HD Remix for me. I already had the western version. But the Japanese version has one great detail the western one has not: a beautiful, little behind-the-scenes booklet.

ICO & Shadow of the Colossus Limited Edition

Good job, Sony. I’m sure that’s something the western audience wouldn’t have appreciated.

It’s a rather small booklet but it contains some amazing concept art that reveals some interesting details about how the game was made. Here are some of my favorites.

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Click here to enlarge.

There are multiple pictures like the one above. I think this one shows an early version of the first room in ICO – the sacrificial chamber you start out in. It has the throne for the final boss. It also has the movable floor that made it into the final game. Interestingly, in the final game the throne was moved into a separate room. What remained is the idea that you go full circle. The hero needs to turn around and return to the room he finished his adventure in to face the final challenge. It seems like that idea was there from a very early stage.

What I really like about that piece is that it’s drawn on millimeter-paper. Seems like a pretty unusual and hardcore way to do artwork in. Considering how the illustration contains profile-cutaways, it kinda makes sense. I also love the isometric perspective with selectively removed walls. It does a really wonderful job at conveying the space.

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Click here to enlarge.

Here is an interesting drawing of the capsule the hero in ICO starts out in. A remarkable attention to detail of you consider that the capsule is visible for only a few seconds in the game. I love the fact that it’s mechanically sound. The arm restrain folds away to the side only if the capsule is opened. Otherwise, the restrain will press against the capsule walls and won’t be able to swivel up.

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Click here to enlarge.

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Click here to enlarge.

The two above images are probably my highlight of the booklet. The drawings describe in in painstaking detail the interaction between the hero and Yorda. Individual animation phases are described. There is a diagram showing the range of motion for the hero’s arm – apparently useful for hand-holding mechanics. There is a diagram showing how the call button works depending on how far the two characters are apart. It even shows what kind of hand movement the hero does when calling Yorda.

The millimeter-paper totally makes sense in this regard. It’s a good way to keep all the drawings in a comparable scale. I wonder how well all this pre-planning translated into actual gameplay. Was Fumito Ueda really able to design this all on paper or was this already informed by some preliminary playtesting? Did all of this just work or did they have to tweak the scales and proportions during implementation?

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Click here to enlarge.

Finally, something from Shadow of the Colossus. The drawing shows different stages of a boss from Shadow of the Colossus. This time the grid is not as fine. It looks like regular 5mm quadrille. It still clearly helps to keep the drawings to scale. The individual frames indicate opportunities to attack the monster as well as interaction with the environment. Which I guess is the real advantage of planning the battle ahead of time like this. Technically difficult events can be tested with no effort at all. I wonder if every boss battle in the game was pre-planned like this.

Overall, the booklet is not that large or comprehensive. But for a true Fumito Ueda enthusiast, the Japanese version certainly is a valuable and fascinating collector’s item.

Suikoden 2 Effect

My recent article on Suikoden enjoyed some surprising popularity, so I thought I write a little about Suikoden 2, which I recently finished. Have a let’s play:

Even before I played Suikoden, I heard from a lot of sources that Suikoden 2 was in fact the masterpiece of the series. But it was difficult to get hold of it and I have a thing for playing games chronologically. It turned out I enjoyed Suikoden a lot so I decided to try Suikoden 2. I’ll be honest here and just admit that I haven’t bought the game used. The price was just too steep. I used some PSP trickery instead because it also meant that I would be able to carry over my Suikoden 1 savegame.

Which – again – is one of those odd parallels to Mass Effect. You can actually carry over the savegame from Suikoden 1 to Suikoden 2 just like in the Mass Effect trilogy. But the results are not as dramatic as in Mass Effect. There are no custom faces or important decisions that carry over. The game wasn’t designed with this feature in mind. However, some characters can die, there are custom names and you get an additional quest that revisits old friends.

Outside of that quest, the overlap between the two games is quite subtle. There are just a few characters that re-appear in the sequel – granted, two of them are very prominent. The story is a stand-alone thing as well. It even takes place in a completely different region of the world. So it’s actually completely valid to just start with Suikoden 2 as your first Suikoden game. Here is why it would be a GOOD idea:

  • It’s Beautiful – You might remember that I wasn’t very happy about the visual quality of the prequel. Suikoden 2 looks stunning. Especially the character animations are amazing. There are custom animations in most cut-scenes. The environments are full of lovely details such as a flock of birds that flies away as you approach them.

    Suikoden 2 - Birds

    Scaring away birds – Attention to detail that just never gets old. Note also the dust cloud your character leaves behind when running.

    To give you an idea of the kind of detail we are talking about: the eye blinking animations of the character sprites have MULTIPLE FRAMES even though the eyes are just 2×2 pixels. The background art is not always as stunning but it uses a nice, muted color palette that makes the characters pop even more. Suikoden 2 is a sprite-based game released at a time where the whole gaming world went 3D. If you are used to 16-bit SNES JRPGs it’s an eye-opener how far this visual style could have gone if it hadn’t been abandoned.

  • It Has Refined Gameplay – A big deal of Suikoden was the 3-way split of combat gameplay showing different scales of battles. The new thing about Suikoden 2 is that they replaced the grand battle gameplay with a Tactical JRPG system reminiscent of Advance Wars, Shining Force or Fire Emblem. It may not be as creative but it’s a very good match. The previous solution was basically Rock-Paper-Scissors and that was kinda redundant as the duels were also based on Rock-Paper-Scissors.

    Suikoden 2 - Major Battles

    A Tactical JRPG system for major battles seems like a good fit at first. Note that each unit consists of 3 characters you recruited. Each character adds a unique ability to the unit.

    I also like the way the different characters you collect influence the T-JRPG. Having every character as a unit on the map would be hardly practical considering that there are 108 characters in the game. Instead, each unit consists of 3 characters. Each character adds it’s own unique abilities to the unit. You are free to mix and match the characters at will. You want that unit to have the power to heal others? Just add doctor Huan to the mix.

  • You Can Spy on Your Team – My absolute favorite addition to the game must be Richmond. He is a private detective you add to your team. Richmond can do two things. He can give you hints on how and where to acquire characters you might have missed. An incredibly important and useful feature. With 108 characters to collect it can be very easy to miss somebody.

    But Richmond can also spy on your existing team members. He can dig out some factoids from their past or some additional info about their personality. It may sound creepy but it’s actually a great way to flesh out some of characters. Because it’s up to you which character you want more info on, you can focus on just the characters you really want to know more about.

    Suikoden2 Richmond

    Richmond offers all sorts of useful services.

    Again, Mass Effect comes to mind. The Shadow Broker DLC had a similar feature. When you finished it, you could read some dossiers about the characters in your team. That was similar except it was this huge, dull info drop – a wall of text. Richmond is interactive. The spying missions take some time so the factoids come in at a slow but steady pace. A beautiful solution to bring out the characters in a game that is all about characters. Something I’ll put in my pocket for my own designs.

  • It Has Really Evil Villains – Let’s face it. Villains in JRPGs are mostly crap. From the entire Final Fantasy series, only Kefka and Sephiroth spring to mind. And even with them I can’t remember what their goal was. Suikoden 2 blew me away. There are two big villains. Both of them are emotionally incredibly resonant. They are frequently shown doing just horrible things. There is an early scene in the game that really shaked me. It’s not bloody, just cruel.

    One of the characters that joins you is Pilika, a small girl orphaned by the villain. You take care of her as you escape the bad guys and organize a Resistance movement.

    Suikoden 2 - Pilika

    Pilika is a good example of incredibly effective storytelling. She infuses the central conflict of the game with some powerful emotional significance.

    Pilika is well written. There are a lot of poignant scenes with her. She is an emotionally effective reminder of why you fight. Take that, creepy nameless Mass Effect 3 catalyst kid.

  • It Has Epic Setups & Payoffs – Another thing I really enjoyed about the writing in Suikoden 2 is how the entire story is framed in one huge setup & payoff structure. You know how good stories often have something seemingly trivial happen in the beginning that comes back and becomes this big deal all the way at the end? Suikoden 2 is like that. And it’s not just a cheap trick either. The entire story is centered around a very clear theme of how a friendship changes because of a war. Even after 40 hours, it never fails to drive this idea home. A rare gem in game storytelling.

So the verdict is that it’s great game and we can move on. Well, not quite. You see, while I really appreciated all the great things about Suikoden 2, I was also let down by it in some regard. Here are some of the things I did not like about it:

  • Find The Random Plot Thing – Suikoden had this already. But it becomes almost unbearable in Suikoden 2. Every now and then, the plot grinds to a halt and the game leaves the player struggling to find the random thing to stumble across in order to make the plot continue. Generally, a variation of the Invisible Causality problem mixed with the lack of guidance.

    Suikoden2 Random

    Early example of the issue: We are prisoners but we can do what we want? How does that work? What does “trouble” mean? Who are we recruiting people for? Translation: Walk around aimlessly until the next plot thing happens.

    Here is an example that comes up over and over in the game: you are instructed to get some sleep. You go to your room. Your character falls asleep and wakes up in the middle of the night. No reason given why. You need to walk around you castle aimlessly and talk to everybody until you randomly find some person you were supposed to talk to or stumble into some cut-scene. And then you need to walk back to your room and hope that you got it right. Because your character won’t fall asleep until you found the correct random thing. There are numerous instances of this problem. It’s annoying, it breaks the flow of the plot and it drags out the game unnecessarily.

  • Confusing Castle – To add insult to injury, the castle in this game is really big and really confusing. In Suikoden you refurbished this small cave and turned it into a nice, cozy castle. In Suikoden 2 you refurbish an entire village with a castle attached. It consists of multiple buildings connected to each other with convoluted hallways and staircases. There is an elevator that was supposed to let you access the floors quickly. But it’s made almost completely useless by the fact that the interesting locations are often on the same floor but just horizontally spread-out. There were locations in my castle forgot about or never bothered to visit. I never even got an establishing shot of that place, for god’s sake!

    The inhabitants are not better either. Besides the 108 characters you recruit, there are also nameless NPCs in the castle. This helps to make the castle look more crowded and lively. But it also dilutes the experience of recruiting people. You are never really sure who the people hanging around in your castle are and who brought them here. Also, it’s so time-consuming to talk to all those people you eventually just stop doing it.

  • Ludonarrative Dissonance – Here is that crazy word again. The T-JRPG part of Suikoden 2 suffers from a huge deal of Ludonarrative Dissonance. This is basically just a fancy way to say that the story and the gameplay don’t work together. For starters, almost none of the battles you fight actually finish properly. In every damn battle, one of the factions retreats after a few rounds in a scripted sequence. Initially, I thought this was some kind of tutorial thing. But almost every battle in the entire game works this way. It completely undermines that whole part of the game. None of your strategic decisions really count.

    Suikoden 2 - Retreat

    Whoop-de-fucking-doo…

    What’s even more annoying, the story focuses very much on various tactics like flanking, ambushes and the use of terrain. In fact, many of the above mentioned retreats happen because of ambushes. But the game mechanics never actually reflect those aspects. It’s never important which direction you attack from. Units can’t be surprised or demoralized. Terrain does play some role, but it’s not nearly as dramatic as the story suggests. So all the strategic justifications and motivations fall completely flat.

    Generally, the gameplay just seems to be at odds with the kind of story the writers want to tell. It’s a shame because when you eventually get into a fight that goes for longer than 3 rounds, it’s actually pretty solid.

  • Too Long – And as always, the thing that really makes all of the above problems really matter is simply the fact that the game is too damn long. I finished my playtrough in 40 hours. I was thoroughly done with it at hour 25 or so. And it’s just easy to see that they could have told the same story much quicker. There are dungeons that could have been much shorter. There are cut-scenes that could have been more concise. Making the castle smaller would have reduced the amount of walking you need to do.

    The irony is that the game is actually made for re-playability. For example, there is a certain quest associated with the character Clive. It requires you to do a “speedrun” of the game, if 20 hours could be even considered a speedrun. But after 40 hours, there is no way you will invest another 20 just to get some a bit of additional dialogue. And that’s not even the worst. The game even has multiple endings depending on what decisions you made. Imagine learning that you didn’t get the “good” ending after investing the 40 hours into it.

    It’s not that all the interactivity is bad. It’s just that it would have worked so much better if the game was scaled appropriately. Because in the end, the story they tell is very clear and simple. So trimming off some fat should have been easy.

So is Suikoden 2 a good game to start the series with? I’m still not sure. It sure is easy on the eyes and does some really great things with storytelling. On the other hand, there is a good chance that especially adult players will just give up midway through and miss how the story wraps up. Considering how difficult it is to get hold of the game anyway, I would personally recommend starting with the original Suikoden as a more manageable title. You can always move on to Suikoden 2 if you get into it.

Triple Award Drama

So TRAUMA recently won the German Computer Games Award. I wanted to write a bit about it because there was quite a bit of drama associated with the award. In fact, there were 3 separate pieces of drama.

Drama 1 – Crysis Crisis

Deutscher Computerspielpreis 2012 - Neumann

Minister of culture Bernd Neumann having a speech at the ceremony. © Deutscher Computerspielpreis 2012 / Fabian Matzerath

Perhaps the biggest drama was the fact that Crysis 2 was nominated. You see, computer games in Germany are highly controversial. There is a great deal of fear mongering going on from conservative politicians and the tabloid press regarding games and violence. The key word we developed here is “Killerspiele” which means “Killer Games” and refers to vaguely to violent games without actually bothering to define what it means and where to draw the line. But of course, that never stopped a conservative shitstorm. After all, we need to think of the children.

The irony is that Germany already has one of the most complicated and restrictive game rating systems in the world. The German Computer Games Award started as an alternative solution and it’s actually one I appreciate a lot. The idea is not to condemn violent games but to reward culturally valuable ones.

Of course the problem here is that the only internationally relevant development studio in Germany is Crytek. And their business in unapologetically hardcore, violent shooters. So on the one hand it’s exactly the thing the German Computer Games Award wasn’t supposed to reward. On the other hand, banning such an influential company as Crytek from participation kinda undermines the credibility of the award itself.

So even before the show last week there were quite some discussions when it was announced that Crysis 2 has been nominated. Some politicians condemned the choice and questioned the validity of the award. On the other hand, the industry and the award’s organization defended the choice of finalists which was the result of a diverse jury of independent experts.

Personally, I’m torn about this. On the one hand I’m tired of the persistent stigma of computer games in Germany. My games aren’t violent but what if I wanted to make some poignant piece about – say – rape or concentration camps? It would be very easy to slip into adult content territory there.

On the other hand, as an Indie, the Michael Bay-ish bullshit Crytek pukes out is exactly the kind of cancer that is eating our medium alive and I’m dedicated to provide alternatives. Having awards that reward such efforts seems like something that could really help to compete with the giants of the industry.

Perhaps the most positive outcome of this is that it seems it’s becoming harder and harder for politicians to harp on the tired “games need to be banned” cliche. This time around, there seemed to be even counter-arguments among the conservative party.

Drama 2 – Browser Games Battle

Deutscher Computerspielpreis - Majewski

Jürgen Hilse from the jury and the German games rating board handing over the award to me and my GF. © Deutscher Computerspielpreis 2012 / Ulf Büschleb

But the identity crisis of the award was apparent not only in the main category. The category TRAUMA was nominated in – browser games – also showed signs of schizophrenia. The biggest contender was the game Drakensang Online by another German games industry giant Bigpoint. Bigpoint is pretty much the German Zynga – a browser-based money factory with questionable ethics at best. Drakensang is their newest browser-based Diablo clone. A massive, technically impressive production.

On the other hand it’s exactly as mindless and dumb as Diablo is. It’s about killing hordes of monsters by clicking on them. If Crysis is lacking cultural value, Drakensang is certainly not much better off. But of course, Bigpoint is incredibly influential. In fact, they probably financed a fair share of the award themselves. It feels weird to sit down at an award ceremony and find elaborate marketing material for your award contender in the goodie bag.

In any case, Drakensang won. But it’s kinda remarkable that so did TRAUMA. There was a separate special jury award for TRAUMA. The jury member, who handed me the prize emphasized that they really wanted to reward the artistic nature of the game. It was amazing of course. However, I can’t help to observe that it seemed a bit tacked-on. There wasn’t even a slot for it during the award ceremony. I smell that this is the result of some internal struggle and discussions. I certainly hope so. Because sadly, there wasn’t a monetary reward for it either. So the rich guys got all the money. All I can do now is to troll. I wonder if there was a profit at the bottom line for Bigpoint?

Drama 3 – Rondomedia Rip-Off

Deutscher Computerspielpreis - Not TRAUMA

“Heey, it’s my gam… WTF!? That’s not my game!”

Finally, more of a personal drama for me. There was an exhibition associated with the award. Each game was playable on a station along with a short, printed description. Someone charged with the layout for the descriptions managed to put up the wrong cover for TRAUMA. The mistake is equally understandable and unfortunate. They printed the cover of a cheap knock-off I recently discovered on Amazon. Apparently, the company Rondomedia decided to cash in on my game. They made a Hidden Object game with the same title and a similar theme. If you look for TRAUMA on Amazon, that’s what you find. I guess that was their plan all along.

Not TRAUMA

The German game industry immediately cannibalizing it’s own indie newcomers… with a smile. Way to go, Rondomedia.

I pointed this out to the award show’s organization and of course they apologized multiple times. The question of what I’m going to do about the knock-off remains.

So that’s a lot of drama for just one evening. Generally, I had a lot of fun. Sure, I haven’t gotten any money. But I haven’t lost anything either. Actually, I was enjoying having my game at the heart of such turbulent ceremony. I’m looking forward to see how the award develops in the future. There were some talks of re-thinking the categories. It might be a good idea.

Oh and by the way: if anybody has some sound legal advice on what to do with the TRAUMA knock-off, drop me a line! I’d hate the fuckers get away with this.

Monster Hunter Podcast Episode 67


This time on the Monster Hunter Podcast: All Aboard the Krystian Train. Due to Shepard having a hardware malfunction, today’s footage is the result of a drunken Krystian fumbling absentmindedly with the controller. Also, there is Jazz.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

TRAUMA Wins the German Computer Game Award

I just came back from Berlin and recovered from a hangover. Last Thursday, my game TRAUMA has won the “Deutscher Computerspielpreis 2012” – the German Computer Game Award 2012!

German Computer Game Award

Yaaaaaaay!!!

TRAUMA was nominated in the category “Best Browser Game”. It didn’t win the main award in this category. However, it received a special jury award as a recognition of it’s unique approach.

The “special” status of TRAUMA does have disadvantages. There is no prize money associated with it. There was also no opportunity to give an oscar-style thank speech during the ceremony like the other winners had.

On the other hand, it’s the first award TRAUMA actually won. So we had a great time celebrating in Berlin. The award is actually highly controversial at the moment. Something I’ll write about later this week. Needless to say, I’m jubilant. And I hope this won’t be the last. ;)

Monster Hunter Podcast Episode 66


This time on the Monster Hunter Podcast: Thanks For All the Fish. Somebody was making Dolphin noises. We deployed Smooth Jazz. Krystian is showing off his Vita. A toot flute?

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

Suikoden Effect

Recently, I discovered a really astonishing, old JRPG gem. It’s a game called Suikoden. It has been released on the Playstation 1 and it’s currently available on PSN as a PSone classic. On a side note: I really enjoy the PSone classic series. Especially the PSP/PS3 cross-play is convenient. But back to Suikoden:

It’s a very formulaic JRPG. It doesn’t even look that great. The character sprites are average. The tiles often look drab and washed-out. I found the setting especially unappealing. It’s a combination of uninspired western LOTR fantasy and dry, obscure asian mythology. It lacks the style and flamboyance of a Square Enix production.

But there is more here that meets the eye. The first few quests are formulaic but it soon becomes apparent that the story is constructed in a very well thought-out way. It’s just laced with graceful set-ups and pay-offs that keep the ball rolling. The missions always make sense within the overall story. The characters are stereotypical but their intentions are clear and consistent.

Suikoden - Battle Screen

Unremarkable but solid. The regular battle screen is standard JRPG fare.

And then it gets really crazy. The plot revolves around the son of a general being accidentally accused of treason and turning into a the leader of a rebel army. And the game actually TOTALLY pulls this off. So eventually, you move into your own rebel hideout. You start recruiting dudes for your army. Almost every NPC in the game is a character you can recruit. There is a total of 108 (!!!!) individual characters. Think Final Fantasy where every NPC you talk to is a character you can collect in a Pokémon-esque fashion. And then add a touch of Harvest Moon for the way your rebel base grows as characters come in.

Actually, I always found myself thinking about how close this game feels to something like Mass Effect. And yet it’s light-years ahead of Bioware in some regard. Here are some observations.

  • Depicting War – The story is very much centered around war. So is Mass Effect. Many games are. The unique thing about Suikoden is that it actually takes the time to develop mechanics do properly address this topic. Most games have a central game mechanic that focuses on small-scale combat. In RPGs usually a small team of heroes fights small groups of enemies. But those systems always seem to break down when they need to represent a different scale of combat. So in Mass Effect 3 when you are fighting the Reapers it becomes very difficult to rationalize why you still control just 3 guys even though the story vamps up the scale to depict a huge galactic war. You were supposed to be a person, who pulls the strings. But suddenly you turn into an insignificant gear in a huge engine that seems to be running just fine without you. The opposite happens when the game wants to depict duels. It becomes very difficult to design boss fight that work with the combat mechanics The mechanics weren’t made with boss fights in mind.

    Suikoden - Major Battle

    Suikoden has a separate battle mechanic to show major battles.

    Suikoden has 3 different combat mechanics for different scales. There is a standard JRPG menu battle system for questing and various missions. There is a simple but effective grand battle system to depict major confrontation between armies. There is also a simple duel system for some boss fights. The latter two are basically dressed-up variations on Rock-paper-scissors. But they do a great job of communicating the idea.

  • Clustering – With 108 characters, one would assume it’s easy to lose track of them all. After all, there is this legend that humans can only remember 7 items at once. And sure, there are some forgettable characters among them. But it’s not as chaotic as the sheer number would suggest. I was actually surprised how meaningful and memorable the characters were. I think one reason for this is that the game used multiple layers of clustering. Characters are not just random items you collect. Certain characters belong together. So for example, some characters have relationships and ties with each others. There are lovers, friends and families. You act out those relationships in the story. Some characters only join you if you bring another character they know with you.

    Another way of clustering is the Unity command. Some characters can join with each other during combat for especially devastating attacks. These attacks become very important when choosing which characters to bring with you. Which characters work together is often influenced by their relationships. Friends tend to be able to use Unity together but now always. It’s something you discover and act out yourself.

    Finally, the characters are actually visually clustered in the grand battles. In this system, the characters represent different orders. Characters that represent similar orders are clustered in triplets.

    Suikoden - Clustering

    During major battles, characters represent commands. Related characters are thematically clustered.

    So for example, a certain bow attack is represented by different 3 elf characters, who use bows. It’s not only a great way communicate the relationship between individuals and a massive battle. Just as the above examples, it also additionally helps grouping the various characters into clusters and helps keeping track of them.

    I always felt the best storytelling in Mass Effect, especially the 3rd one, were the little moments where characters interacted with each other – conversations you accidentally pick up in a hallway or in an elevator. But perhaps with the exception of Mass Effect 3, the crew still felt more like a loose collection of individuals. All the relationships were often aimed at Shepard, not at each other. There rarely was anything going on independently of the player. Suikoden demonstrates quite well how you can maintain an incredibly large and vivid cast if you just establish some simple relationships between them.

  • Dog Fort – Personally, the game didn’t really start for me until I moved into the fortress. Initially, it’s a dungeon you need to clear from monsters. The various team members you recruit soon move in, set up their own rooms and establish facilities. Eventually, new areas are opened as the fortress grows. It’s incredibly satisfying. It taps into this childish joy of building a fort out of pillows or a tree house. It’s also a great tool to visualize the growth of your army. A modest cave dwelling soon turns into a mighty fortress.

    Suikoden - Toran Castle

    Your ugly rock soon turns into… ugly rock with a castle within.

    I was reminded that Mass Effect never really had anything like this. Some areas of the Normandy unlock gradually in Mass Effect 2. And there are some upgrades you can install on a list somewhere. But it’s never something you feel and experience. It’s never something that surprises you. It never keeps you guessing how far it will go. The Normandy doesn’t grow into something different.

  • Squad – I had some flashbacks to strategy games like X-Com or Jagged Alliance when choosing squad members. You only have 5 slots. Some missions require you to take some members with you. So you constantly need to try out new combinations. It’s also pretty fun to do it anyway. The fact that there are so many characters is liberating. It’s clear that you won’t be able to try every one of them so it’s ok to just go with personal preferences. There is a front-row/back-row mechanic to help you trimming down the list of possible candidates. The above mentioned Unity command rewards experiments. Because of the grand battle mechanic, you don’t feel too bad about never using certain characters. There are other opportunities to make each one of the 108 team members feel useful. In contrast, I was reminded of how Mass Effect 1 rewarded you for playing the entire game with just 2 characters and having the rest just rot on the ship and do nothing.

  • Leveling – Finally, there is a great game design detail I really appreciated. Leveling is tweaked in a very specific yet extreme way. It seems like characters level up incredibly fast when fighting much stronger monsters. But once they reach a certain level, the leveling plateaus. So when you bring in a new team member to the squad, they are able to catch up with the rest almost instantly. It takes just 2 or 3 battles, it’s THAT extreme. On the flip side, grinding levels doesn’t really work due to the plateau effect. So level bosses are really crisply balanced. I had multiple boss fights throughout the game where I literally won with my last character in my final round. I’d love to learn about the mathematics behind the system. It seems to be really well designed. Again, I remember the awkward solution in Mass Effect where characters would level up even if they were waiting on your ship.

In general, Suikoden is really an incredibly solid game with lots of bold, well designed solutions. I can thoroughly recommend it. I’m actually thinking of playing the second part was well. I heard that it’s even better. It’s not on PSone Classics. And apparently they didn’t print too many copies back in the days becase the prices on eBay are… discouraging. Yikes!

Monster Hunter Podcast Episode 65

This time on the Monster Hunter Podcast: A Tale of Two Primates. With Nick and Krystian not being available, Shepard and Nahxela embark on two quests of primate slaughter.

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Enjoy!

The 3-Year Hallway

With my job contract wrapped up, I finally have some free time to catch up with some personal projects. One of them being working my way trough the pile of books and games that accumulated over the last two years or so. Just recently, I finished House of Leaves by Mark Z. Danielewski.

House of Leaves Mindfuck

Bricks may or may not have been shat.

House of Leaves is a book a lot of people are talking about. At least they were talking about it 3 years ago or so. I heard first about it when I began working on TRAUMA. I remember is specifically from one of the old Blogs of the Round Table posts. I started reading it when I finished my thesis project. I liked it a lot. But reading it required some effort so after a while, it turned into one of those books that would collect dust on my bedside table. And it’s not that I tried it. I had the book with me when I was in France in 2010. Never got to even open it. So naturally, I was quite relieved to be finally able to go back to it.

In case you are not familiar with it, it’s a very experimental book. It’s basically a horror mystery novel, not unlike Stephen King. It’s about a House, where supernatural things happen. The experimental part is its multi-layered narrative and its crazy layout.

The multi-layered narrative goes as follows. The story of the house is represented as a re-telling of a pseudo-documentary found-footage movie about the house. Specifically, it’s a book pretending to do an analysis and interpretation of the fictitious movie. It ends up re-telling the story of the movie, but also adds commentary. But that analysis is actually something a drug addict and small time criminal finds. Specifically, he finds notes of somebody, who tried to write the book. He becomes obsessed with gathering all the notes and compiling them into a finished book. But he also starts writing down comments and his own diaries and stories in-between. The two stories – the film book and the drug addict’s diary mix with each other. On top of that, there are notes from the editor of the whole thing. The multiple narrators start commenting on each other and it becomes a crazy ride.

And yes, the layout is crazy too. The different narrators each have their own font so you can tell who wrote what. At some point, the standard book layout breaks down and the text starts running all over the place. This often reflects what is happening in the story. In one instance, the protagonist needs to climb up a vertical shaft. For these pages, the text is set in a narrow column and needs to be read from bottom to top. Other times, the protagonist loses orientation. On those pages, you need to turn the book around because the text is written sideways or upside-down. But that’s just the most obvious instances. Some pages are almost blank. Others contain graphical elements.

House of Leaves Layout

Surprisingly manageable but still unsettling.

Reading it, what immediately jumps at you are the book’s extensive footnotes. The embedded movie book already has a fair share of references to other sources in the form of footnotes. The book is a story and its very own secondary literature at the same time. However, not all of the references are actually real. Some of them are fictitious articles, papers and books. Some of them are real. Following up those references often becomes this ARG-like experience. For even more fun, the drug addict adds his stories and comments in the form of footnotes – sometimes even commenting on the footnotes themselves. He even flat-out exposes some of the references as fake or adds his own red herrings.

I was glad to even find some small game references (Myst!). Indeed, the book could be seen an interesting blend of a novel and a game. Not only do the footnotes represent side-quests to peruse. The book itself also contains codes and cyphers. They don’t need to be solved to understand what is going on. But they add an active, exploratory part to the reading experience.

Also noteworthy is the idea of telling a story in the form of a fictitious critical analysis. It replaces the omniscient narrator with the voice of fictitious film/literary critics. The insight of each character’s thoughts and motivations is not the result of the narrators god-like status but the implied analysis and interpretation of other people. Funny enough, the result ends up feeling very similar to a “regular” story – it just adds flavor.

On the other hand, it’s not just flavor. There are some running themes that hold the different layers and the unusual style together. The most obvious being the theme of a labyrinth. The characters in the movie explore a labyrinth. The various footnotes, codes and embedded stories represent a labyrinth. The layout too often has a labyrinthine feel to it. It may be a crazy, experimental book. But it’s being held together by strong, unifying themes. Yo dawg, I heard u like labyrinths.

Which is also something one could criticize. Sure, the experimental nature is beautifully post-modern. It contains some amazingly smart observations and thoughts. But underneath it all, it’s a very simple, tired old story of a haunted house. The embedded secondary literature simulates the kind of high-brow discourse a real haunted house movie couldn’t even dream to illicit. In the end, you could just as well read a real deep book and it’s secondary literature instead.

But perhaps the trivial story underneath is somehow needed. As already mentioned, the book is certainly challenging. Without a simple, addictive page-turner core to guide you along, many readers would probably tire out and get stuck. In the end, I enjoyed it a lot. It’s just fun to discover. It’s chock full of ideas. It reminds you that books and other media can be different. For a game designer, certainly a recommended read.

One last thing: many of the references are actually different sources about expeditions and exploration. There was a spooky moment of finding quotes from the Shackleton expedition I just finished reading about. Did I mention that Danielewski also has a Polish background? And that there are a lot of German quotes in the book? *Cue X-Files Music* But anyhow, I was glad being able to steal some for the references for my own research. Thanks, Z!

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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