AggroChat #45 – The Citizens of Earth Show

This evening we delve into our very first AggroChat Game Club title, the earthbound-esc JRPG Citizens of Earth.  We talk about our experiences playing the game on PC, Vita and 3DS and discuss the positives and negatives of each platform.  We then dig into the discussion of the game, its combat, systems, and story.  Finally we give the game our own version of a rating.  It was an interesting first game experiment, and we look forward to the next title which we discuss at the end of the show.  Next week we return to our regularly scheduled AggroChat format, and with it more than likely much discussion of the upcoming Final Fantasy XIV patch that we preview towards the end of this weeks show.

The Silent Protagonist and its Effect on the Psyche

Something interesting I noticed about myself, and I’m curious if anyone else shares this experience.

I grew up playing a *lot* of Zelda, JRPGs and point-and-click adventure games, particularly the Sierra style with the interaction icons. Many (most?) of these have silent protagonists, and in some recent discussions with friends, I’ve come to realize that this may have been a notable formative experience that’s flown under the radar for quite some time.

In a lot of these games, you play a character who “talks” to a lot of other characters. Really, what happens is that the other characters are prompted by you to monologue at length, and the things they say can become useful things for you to do later. When you have a (rare) choice to select some kind of response option, it’s generally abstract and it falls into one of two categories: the more common “which information do I tell you next” monologue branch or the less common “choose the right answer to proceed” selection.

I’d like to contrast this with certain other major types of RPGs, specifically the ones like Black Isle’s CRPGs (Baldur’s Gate, etc), Arcanum, nearly every Bioware game, etc. In a lot of these, even when NPCs are the only characters with speaking voices, you’re making conversational choices that define your character (and, while they may get you in trouble, rarely cause a point of no return where you need to come back and choose the “right” answer from the same dialogue). I’ve played a number of these, and while they are in many ways spiritual successors to the previous, “classic” type, there’s a really subtle difference that leaks in: how you feel (and what choice those feelings drive you to make) is relevant. Not just from a “the game progresses when you choose the right answer” perspective, but from the perspective that your experience is different based on how you express yourself.

Here’s where it gets interesting for me. The classic silent protagonist goes out and does a lot of things for a lot of people without expressing his or her opinion on any of the things being done. People ask you to do things, and you do or don’t, but you don’t weigh in on them, except privately. For me, this is the sort of interaction that defined my game-playing childhood, and it happens a LOT.

While it’s not a connection I made for a long time, it’s a pretty easy hop to get from that to a developed personality that very rarely divulges what it thinks about things even when talking to people. I’ve been called a good listener because I’ll pay attention to what people tell me without judging, because I’m used to prompting (virtual) people to tell me things and acting (or not) on the information received, but not expressing any opinion on the matter.

I find that, in a lot of cases, I don’t even *develop* opinions on things. I’m generally guided by very broad tenets, rather than specific opinions– as an example, I’m in favor of easy access to birth control not because I have a particular opinion on the politics or medicine involved, but because my general tenet of “live and let live” means that I’m in favor of people having choices about how they live their lives, particularly when it doesn’t directly affect me in any meaningful way. I strictly follow a number of rules that I apply to myself but don’t hold other people to, for similar reasons. There a link there, I think, to the nonjudgmental silent protagonist whose opinions on a given subject are inscrutable at best, absent most of the time, but who behave through broad tenets that are universally applied throughout the game– help people in need, don’t harm the innocent, etc.

It’s kind of problematic as well. Slipping into the “silent protagonist” mindset is easy, and tends to cause me to just listen to people and not offer feedback unless directly asked. I also have in the past had a very bad habit of filing people I talk to in terms of how relevant they are– are they a random person on the street or are they a close trusted friend and party member? Someone being “upgraded” is generally accompanied by a bit of mental fanfare and occasionally comes as a surprise to me, where I realize that a given person isn’t in the file I thought they were. This manifests frequently in the form of people I don’t think I know very well saying things to me like “I really appreciate your advice, it was extremely helpful” which is followed in my head with “oh shit oh shit oh shit what did I say to this person I hope it wasn’t anything really stupid” because, like the random beachgoer in Costa Del Sol, I said some things to someone, they seemed pleased with the result, and I put it out of my mind.

Even typing that sounds callous to me, like I don’t care about people, and perhaps it is– while I do care very deeply about people and want to help out where I can, I tend to have conversations, offer advice when asked, and not really think about it more– again like that silent protagonist interaction with an NPC– the protagonist’s input is silent and essentially null, but is effective nevertheless, as is my own. What matters is that the person I’m interacting with gets the help/listener/actions they need, and whatever opinion I (don’t) have on the matter doesn’t really enter into it.

I remember the advent of RPGs with a distinct player voice, where my character actually had spoken lines. I saw it in the King’s Quest series first, and was heavily detached from the characters in that series because they spoke, said things I didn’t think I would say, and expressed opinions, and rather than being the self-insert that the silent protagonists were, they were more like friends who I was helping out and guiding along. In retrospect, I can’t help but wonder if the prior years of silent protagonists made me treat games like King’s Quest differently, where I silently watched and helped a character through a story but kept my opinions and thoughts to myself unless they were directly helping out.

I also remember getting into the more modern, “Bioware-style” RPG, with Mass Effect, the first one I played with a fully-voiced protagonist that I nevertheless dictated the personality of. These fit a weird sort of semi-self-insert, where I made the choices I would make, but they were spoken and done by a different person. I can’t help but wonder if these games coincided with me taking a more active role in my interactions with people– the timing is right but my memory for specifics is murky.

It’s interesting playing more explicitly silent-protagonist games now. The Persona series comes to mind, where the mostly/fully silent protagonist seems like a familiar shell to slip into, but doesn’t *quite* fit; I find myself mentally inserting my opinions and trying to express them (something the game seems to recognize and gives you the ambiguity to do, which is a big reason I like the games so much).

This blog is actually an intensely difficult venture for me, because it requires that I push back against years of childhood conditioning to listen and react to people but keep my opinions to myself unless asked, because they (in the game and in my head) aren’t relevant. Expressing an unasked-for opinion is a struggle unless I’m talking to my very closest friends (and sometimes even then).

Source: Digital Initiative
The Silent Protagonist and its Effect on the Psyche

On Saving Time

At this point I’m not sure where I first heard it, but I find when it comes to dungeons in Final Fantasy 14, the following is quite true:

Nothing wastes more time than people trying to save time.

So to my tank in Aurum Vale this past week, this one’s dedicated to you. It’s a bit of a rant, so sorry ahead of time for that.

Slow Down

The nature of some of the high level content in FF14 means that you may end up doing some dungeons rather often, especially if you decide to continue the relic quest past the atma stage (I don’t recommend this if all you care about is having a good weapon). Sometimes this makes people a bit impatient. Recently I’ve noticed a trend in doing nonstandard things in an attempt to “save time” and finish the instance faster, particularly on the part of tanks. Strategies for this range from reasonable (pulling more things than intended), to ridiculous (ignore all mechanics and hope for the best), to mildly exploitative (skip pulls by sending someone, usually the tank, on a suicide run). The only reason I call that last one mildly exploitative is because Square Enix seems to have reduced or eliminated the ability to do this in some of the older instances, and designs most current instances to make it impossible.

The thing is, there are very few things that slow a run down more than a wipe, and some of these things lead to that very scenario. If your entire party isn’t on-board, a suicide run is a disaster waiting to happen (I’ve even seen this go bad in the first turn of Binding Coil). Speedpulling is well and fine, unless your healer isn’t aware of what it takes to keep up with such high damage on the tank (or worse, isn’t aware that they need to hold off on heals until things have some amount of aggro and get instantly murdered). As far as ignoring mechanics goes, almost all cases where this is viable require high DPS, and sometimes people try without being aware that it’s an issue. A wipe in the last phase of Howling Eye (Hard) takes a lot longer than simply killing the adds would have, and I encountered this when going for my Scholar relic recently. Other notable examples include the Bone Dragon and King Behemoth in Labyrinth of the Ancients.

Communication is Key

The most important thing is that your entire group is prepared and willing to go along with whatever you’re doing. If someone says that they’re not familiar with a particular instance, or doesn’t feel confident in their ability to do a speed run, don’t try it anyway. If your party’s DPS is a pair of dragoons, you’re not really saving time by pulling more things at a time. On the other hand, if you have a Bard and a Black Mage feel free to pull as many things as you can without giving your healer a heart attack. If you’re in an instance below level 50, it’s important to keep in mind that some classes are missing relatively important tools (Flare, Perfect Balance, and Medica II come to mind immediately) and if you’re in an instance low enough there are some classes that don’t have any AOE abilities at all (Monks get their only worthwhile one at 30, Summoners get vastly improved AOE ability at 30, Dragoons get their first at 42 and a better one at 46).

The one that really gets me is ignoring mechanics without warning the party, particularly when this requires healers to kite or tank something they were previously unaware of. I first encountered the “screw the healer” strategy in Cutter’s Cry, and I’ve since seen it in Copperbell Mines and a few other places. It also tends to be the go-to in the Crystal Tower instances, even though there are somewhere between 2-5 tanks who don’t really have anything better to do who could be picking up adds instead of fighting for aggro on a miniboss. (Mini-rant: If you’re a tank, and you’re in one of the 24-man instances without a real job, please don’t fight whoever’s tanking a boss for aggro. In fact, turn on Sword Oath/turn off Defiance, and you will help more by doing damage than you would by spinning the boss. The exception here is when there are adds that need to be handled, most notably on Glasya and Amon, but you can switch your tank stance on when you get there if you’re paying enough attention.) If your healer doesn’t know what they have to do, they’ll die, and you’ll wipe, and have to do the whole thing over again. There are many more examples of this, like not killing the pillars in the last boss of Qarn, or ignoring the Iron Giant in Labyrinth. More uptime on the boss doesn’t speed things along if it causes a wipe.

It’s the little things

THAT SAID, there are some genuine ways to save time in instances that don’t endanger the group. For DPS classes, the biggest one of these is knowing your own class. If you are a bard, and you don’t anticipate the need for TP or MP regen, Foe Requiem increases the damage of your dots and Flaming Arrow even if there are no magical DPS in the party. (It also pulls from a very long distance, so be careful with it.) For Monks, Perfect Balance can be used to get a lot of AOE damage out of spamming Rockbreaker. For Black Mages, Blizzard III and Fire III replace Transpose entirely (unless you mess up).

Another thing that can help as a healer is casting damage spells. In particular, Holy is one of the game’s best AOEs, and the associated stun helps to reduce incoming damage on the tank. For Scholars, Shadowflare is also very good and causes a slow on everything standing in it, again reducing incoming damage. Provided you keep an eye on MP (Holy is very expensive) and don’t neglect normal healing duties, a bit of healer DPS can go a long way.

If someone’s new, an explanation ahead of time is better than a wipe later. It’s ok to suggest other things, but make sure everyone’s prepared and willing to go along with whatever strategy you’re using. Otherwise you’re just wasting time.

Source: Ash\\’s Adventures
On Saving Time

Miniatures: Games Without Analogues

I really, really like minis games. I’ve talked about them a bit elsewhere, but I want to talk a little bit about why I like them so much.

There is, effectively, no other type of game that’s like a minis game. It combines math, tactical analysis, creative expression, collection, storytelling, and both theoretical and applied strategy in a single package. It’s tactile in a way that you don’t get in other games, every piece has a personality and I’m not bound by the designer’s visual choices or even the physical construction of a given model.

I get to find a sculpt that I really love and tweak it, turning it into a sculpt I love even more, then paint it in a way that works for me. I’ve commissioned quite a few minis from artist friends, and I get a handful of little works of art that I can then play a game with.

In a lot of ways, minis games are about interactive art. The minis themselves, the board you play on, the sculpts and background all work together with the game rules themselves to create situations from which stories emerge. The best minis games are ones that generate dramatic moments and nailbiting conclusions, stunning upsets and decisive victories. I choose my team of minis based on some combination of the theme and story I find appealing and the game mechanics and tactics that spark my interest. It’s rare that I get to blend both storytelling and mechanics in play– the closest I get are playing characters in tabletop RPGs, which I also love.

Unlike tabletop RPGs, though, I can change up my story every time I play, and it can be a fully-realized snapshot. I’m not playing a character that’s aspiring to a particular cool tactic and may take weeks or months of the same experience to reach it, with little change– I’m generating a force with a theme and a strategy that’s wholly realized before I sit down to play, and I can change it up next time I’m at a table, with a completely different set of minis if I so desire.

In a lot of ways, I get the same enjoyment out of DMing tabletop games; I can generate interesting characters repeatedly and pit them with or against my players, but there’s always a line. If I optimize a character too well and s/he overshadows or outright defeats the party, that’s not fun; I have to build in weaknesses to exploit and restrain my love for optimization. With a minis game, I can indulge, optimizing a list and refining it, and genuinely testing my strategic and tactical skills.

My favorite game right now is Infinity, which I got into because all of its rules were available for free online and the minis were gorgeous. I love the neo-anime style that a lot of southwestern Europe has been exploring in the last several years, and playing a minis game where all the sculpts have that theme is exciting. It’s also a sci-fi world that isn’t USA-centric, and in fact has a really fascinating history-of-the-future that I find both reasonably plausible and compelling.

The game is also one of the most tactically deep games I’ve ever played. Unlike games where you determine your strategy before you put minis on the table, then execute your plan and try to ensure your opponent doesn’t get in your way, Infinity requires that you look at the board state at every part of every turn to decide what to do next, and sometimes you just have to make a choice and commit to it, hoping the dice go your way.

I’ve also got minis that remind me of friends that I don’t get to see that often anymore, who have put their own artistic twists on my forces. It’s great, because I have the minis I’ve painted myself and am proud of, and I’ve got minis that make me think of a good friend when I put them on the table.

There is also nothing like seeing a set of painted minis on a table of actual, physical terrain, knowing that all of it was assembled and painted by hand. Kodra loves his board games, but for me I’ll never find little cardboard or wooden shapes to be as visually or tangibly satisfying as a painted mini that might have years of stories, victories, and defeats.

I have a mini, my favorite version of my favorite character in the Warmachine line, that a friend painted for me in 2008, back during the Mk1 rules. She could only be played in really large games, and my group never played games that large, so as much as I liked her, she never saw the table. She was a display piece for four or five years, looking pretty and collecting dust on the shelf while I didn’t play the game for a while and the rules changed to Mk2. A couple years ago I decided I would go to a friendly tournament, using a new model I’d just picked up that needed a controller. I wanted to bring a fully painted force, so out came my long-painted display mini, ready to see the table and some dice for the second time ever, and the first time in years. She had a brand new, shiny, powerful friend to command and I put her at the head of my force– a group of minis that had either been collecting dust for years or were brand new. She led my troops to a solid 3-0-1 victory in the tournament, and a second place finish overall. Now she stands tall on display, next to her big companion who helped her come off the shelf and get some table time.

You can’t get that with a bit of cardboard or wood that looks like 30 others in the box. She’s more than a glorified counter, she’s got a story all her own.

Now I’ve got to go paint a mini that I used in a recent game. He got swapped in at the last moment from the shelf, an awkward bare-metal addition to an otherwise fully-painted force, and defied probability to become my most valuable piece for the entire set of games I played. That deserves a bit of honor, and he’s earned a paintjob to fit in with his fellows.

Source: Digital Initiative
Miniatures: Games Without Analogues