Retellings (SAO: Hollow Fragment)

I just got through beating Sword Art Online: RE Hollow Fragment last night. Overall, I think it’s a reasonably solid game that suffers from being a bit too formulaic and not being quite responsive enough. There are some really interesting mechanics that you can more or less entirely ignore, because you start the game ludicrously overpowered and have very little need to get yet more powerful until very late in the game. The structure of the game is more than a little repetitive, with really predictable patterns.

Retellings (SAO: Hollow Fragment)

The game has a lot of really detailed systems, like its damage types, weapon and skill trees, and other details that are almost entirely meaningless because, as Kirito, you start very nearly maxed out in a very strong, versatile skill tree, with just enough points spent in other trees to unlock the most useful stuff. As with a lot of the rest of the game, it’s very true to SAO’s narrative– Kirito is a relentless min-maxer, and when you’re put in control of him, you’ve already got a very nearly optimal character. As a result, there are entire weapon types and ability interactions that I never saw in the game because there didn’t seem to be a reason to bother.

Also in keeping with the series’ narrative, the other characters are scaled in power relative to what you’d expect, meaning that the obvious choice of partner — Asuna — is far and away the best party member to choose, especially because all of her skills more or less perfectly complement what you start with as Kirito. She has a lot of debuff power, which is exactly what Kirito’s dual-wield tree lacks. Because of this, there are entire weapons and partner character choices that there doesn’t seem to be a lot of reason to choose, ever, from a gameplay standpoint.

All of this is largely irrelevant, however, because it’s not what the game is trying to deliver. SAO: Hollow Fragment is giving you the chance to play in the SAO world, and to some extent explore the parts of it that you’re the most interested in. It’s your opportunity, as a player, to break canon and try stuff out that you wanted to see in the show but couldn’t. I wrote about it a few months ago, but the game opens up with this message pretty quickly– Hollow Fragment starts where the Aincrad arc of the show ends, but keeps on going in Aincrad. It’s why you start with a ludicrously powerful Kirito and why you play through “new” content despite knowing what happens in the show; the game makes a point of breaking from the show’s story and writing its own.

What I like about it is that it’s very thorough in its parallel storyline. Bits and pieces that don’t make a lot of sense initially ultimately get revealed as part of a complete retelling of the story, including events that happen after the show’s first arc, but play out differently in Hollow Fragment’s parallel story. The end result is broadly similar, but the details change, and it’s very interesting to see how the various alterations to the “real” story affect the rest of the narrative. Hollow Fragment effectively kicks off a reboot of the series starting from the end of the show’s first arc, and I think that’s a fascinating approach. I only wish the game went a little deeper into that, because the story is fairly light.

It’s worth mentioning at this point that I love reboots, particularly ones that retain as few of the specifics of the original as possible while still keeping the overall essence of the story. My favorite retelling of Romeo and Juliet is the frankly insane neo-90s Leonardo DiCaprio version set in a stylized present-day but using Shakespearean dialogue. I like to see how things could have played out differently with the same pieces. I’m a big fan of the sort of parallel storytelling that Hollow Fragment does because it provides a bunch of new conceptual space to explore that isn’t weighted down by the existing narrative.

Probably my biggest critique of Hollow Fragment is how formulaic it is– it feels less like a game version of the show than it probably should, because the structure of the game doesn’t follow the structure of the show. As much as SAO is about “reaching level 100 and beating the game”, very little of the show’s time is spent showcasing each individual floor, which is entirely what Hollow Fragment does. It makes the game feel both repetitive and frustratingly unlike the show itself, and I feel like the game would have been improved by going all-in on the narrative portions rather than building out level after level of formulaic gameplay.

What frustrates me the most about the game is that it shies away from really exploring this cool alternate narrative it’s created. A lot of the story scenes start to poke at some interesting ramifications of the parallel storyline they’ve set up, but all too often what appears to be a neat story point instead morphs into sudden, cheap fanservice. In the meantime, the game introduces new characters who are supposed to be compelling (and, indeed, who the game’s story centers around to some extent) but are kind of shoved in your face without preamble. It feels, more than anything, like a new player joining a long-running tabletop campaign and being inserted awkwardly into the party. Hey, here’s this random person around town oh look it turns out they know your name NOW THEY’RE YOUR BEST FRIEND no questions asked STOP ASKING QUESTIONS.

You may note that I haven’t talked about the “Hollow Fragment” part of the game, the separate (entire game) that’s added onto what was originally just a climb through Aincrad. As much as the game develops a compelling parallel storyline, it completely failed to hook me on its massive bonus area. My connection there was a character who, right off the bat, doesn’t like me very much, and who I honestly don’t really care much about. She’s probably got a pretty tragic backstory, but quite frankly I have half a dozen other, more developed characters with tragic backstories that I’m a lot more interested in exploring the game with, and the Hollow Area seems to be focused on developing characters that I honestly am not that interested in.

That all having been said, I like the idea of using tie-in games as a springboard for parallel storytelling. If I wanted just a straight retelling of the story I already know, I could watch the show/movie again, but letting me alter the world in a “safe” alternate storyline is really compelling, even as relatively underdeveloped as it is in Hollow Fragment. There’s a really interesting Star Wars game where Kenobi seeks out Leia and makes her a Jedi instead of Luke– completely non-canon, but an interesting space to explore, and a lot more interesting than a game that simply straight retells Star Wars without the pacing and with a hundred times as many stormtroopers to fight.

Also, much like the show did, SAO: Hollow Fragment makes me miss the now-long-gone days of early MMOs, when it was new for everyone and the games were full of surprises, that you shared with everyone you played with.

Coherent, Flexible Strategy

I wrote up a fairly extensive report on my games for this past weekend’s Infinity tournament (here, if you’re curious) and got some interesting feedback. People seemed to like my turn-by-turn commentary about what I was trying to accomplish at any given point and how I planned to go about it, as well as how my plans changed on the fly.

Coherent, Flexible Strategy

I’ve talked quite a bit about strategy vs tactics, and I’ve also talked about how I have a “background process” planning ahead most of the time, but I think I rarely go into specifics. Infinity might be a good springboard into my usual day-to-day thought processes, how I stay organized, and possibly some other questions that people have asked me.

When I’m playing Infinity, I’m very focused on what wins me the game. When I suggest strategy, it’s always focused more about what scores points (and thus wins you the game) than how to  handle a specific problem. In general, I find that spending energy finding a specific solution to a specific problem isn’t a terribly efficient approach, and avoiding doing so is a good way to manage my time effectively. Sometimes, a specific solution to a specific problem is unavoidable, but at that point the goal (whatever “wins you the game”) simply won’t happen without that solution, and thus it’s almost not possible for that solution to be inefficient, because there’s no alternative. Efficiency is a relative thing; there’s no real objective baseline for doing something efficiently, just a set of comparisons.

In the tournament this weekend, I was faced with a couple of deeply entrenched enemy units hidden in a tower. Given the opportunity, these units could make my life very difficult, and an explicit goal of the mission was eliminating enemy units. As a result, the goal for my first turn was to neutralize those units as best I could. It was what I needed to accomplish in the first turn, and my planning centered on that. I had a couple of options– I could send a unit from my backfield up to threaten the tower, spending a lot of orders to climb it and then (hopefully) effectively attack both of the targets, or I could send my infiltrator up with a slightly broader toolset. The first option was cost-efficient but time-inefficient; it would cost me rather more orders to move the cheaper unit up safely than to move the infiltrator up. The second option was more expensive in terms of cost– the infiltrator was worth nearly twice as much, and losing her would cost me a valuable reactive toolset, but she would expend far fewer orders moving into position safely. Both would take a lot of focus on that turn, and success for either one was not guaranteed.

As a result, I focused on smaller wins first, to see how my turn would unfold. An apparently quick, easy set of small victories was more time-expensive (cost more orders) than expected, pushing me towards using the infiltrator. I debated scoring a valuable win (in the form of a secondary objective) right away, when I was less likely to be opposed, but I was concerned about being left open to a strong counterattack (in a mission where winning fights is key to victory) and had alternative options for securing that secondary objective in later turns. When I finally started committing the infiltrator, she was discovered almost immediately, forcing me to spend more orders moving troops around to cover her advance and allow her a stealthy approach. It wound up costing me almost as much time (orders) as using the other unit would have, but she was ultimately successful, whereas the other troop would likely not have been. Had I committed the other troop, I probably would have been stymied by various obstacles that the infiltrator was better equipped to handle, and I would have gotten fewer ancillary wins. It was also extremely valuable to focus on smaller wins first, so that I could ensure those were in hand before committing to the larger task.

I apply a lot of this same logic to my day-to-day. I know that I will need several hours to write a paper, and that I also need to run a handful of errands. If I wait to run the errands, they’re a lot more likely to get put off if I wait until the paper is done, and may not get done at all. It’s a quick way for me to get overwhelmed later by lots of little things adding up. Instead, I handle the smaller things first, the “quick wins”, so that they don’t pile up. Run to the bank, get lunch, pay a toll bill, clear out comment spam, send a couple of important e-mails. Maybe a couple hours’ worth of tasks, time that I *could* be spending on the paper, but it keeps my to-do list uncluttered.

I prioritize things based on the energy and time they take to do, and try to keep the total number of things I need to do down as much as possible. I keep track of little things that are nevertheless important to get done (and do them first), bigger things that require a larger time investment (do these once the smaller things are done, to ensure I’m doing that work with a clear head and no distractions), and other things that don’t require my attention right away. I finally picked up a TV remote this morning, while getting my car looked at, because it was a convenient time to get it done. It wasn’t a high priority (it’s been on my radar for months) but it was something I could get done in parallel with something else I was doing.

The less I know about how long it will take me to do something, the more I want to get that thing done last, after other tasks are complete. If I’m not distracted, I can more readily focus on involved tasks, and if it takes longer than expected to get done, I’m (usually) not sacrificing anything else. The nice part about it is that I can then adapt my planning to however long it takes to get things done, and prioritize based on what needs to happen that day. I’ve found that I very rarely have single large overwhelming tasks that are top priority– when they do come up, I can focus entirely on them because I don’t have a long task backlog (because I’ve complete tasks-of-opportunity all along the way).

It’s a system that works for me, and it keeps my day-to-day strategic planning organized and complete. I complete what I need to and don’t have to worry about “death by a thousand cuts”, and I very rarely forget to do things, because I get things done immediately as they crop up as opposed to waiting. To return to the Infinity example one last time, partway through one of my games this past weekend I noticed a nice set of opportunities– neither were part of my strategy for the turn, but they were valuable enough that I could deal with them immediately and return to my longer-term plan. Dealing with them made my long-term strategy easier and less stressful, and while it was a minor setback in terms of time, it brought me out ahead in the end.

Short Fiction Monday: Midsummer

Some character profiles, bits and pieces of something I don’t yet know the shape of. ]

Short Fiction Monday: Midsummer

I had just started work in a new city when I met Summer Mei. I was still unpacking, boxes littering the apartment and piling up in the corners. She heard me banging around up the stairs, trying to wrestle a bunch of dishes and assorted cookware up into my apartment, and came out to see what the noise was. She saw me struggling and immediately grabbed the other end of the box.

“Here. I have this end.” I couldn’t quite place her accent– American, maybe, but I could see her eyes and her expression.

Watching and reading people is my job; I’m a professional negotiator and I worked for years in college as a salesperson. The woman who helped me with the box had an air about her that made me instantly feel guilty about making noise, about taking up space at all. I’d seen her face as she left the apartment, cold and annoyed, and I saw the mental calculations she did– helping me would rid her of the annoyance faster. I appreciated her help, but it made me feel very small. Despite the two of us being about the same height– I estimated that we were just about the same size, she had a presence that made her seem taller, more central, more real. I wanted to fade into the background.

It also became apparent quickly that she was much stronger than I was. She could have carried the box of kitchenware herself, easily, possibly with one arm. I wondered if this was another calculation– did she not want to waste time with the usual polite back-and-forth that would ensue if she offered to just take it herself?

“You’ve got the silver two-door. Nice car.” I blinked. “How’d you know–”

“Trunk’s open, saw the other box like this one in it. I mean, lucky guess.” She grinned, then, an expressive, mischievous look that transformed her entire face. I was grinning back before I realized it. I wondered whether the cold, calculating face she’d worn a moment ago or this beaming, insouciant one was more “her”, a better window into the person behind the expression. Maybe both.

The two of us got the box up to my apartment easily, and as she stepped through the doorway, years of childhood etiquette lessons crashed down on me and I instantly wished I had something to offer my guest. Tea, I could make tea. I mentally flipped through the boxes that were strewn about the place to remember where I’d kept the pot, cups, and leaves. Satisfied that I could at least find those, I spoke up.

“Thanks so much for the help. Can I offer you some tea?” I expected her to decline– after all, I was fairly sure she was only helping me to minimize the time she spent distracted by banging dishes. I needed to offer, though; I would have felt guilty about it for weeks if I hadn’t, and I didn’t expect I’d see my neighbor much after today. I saw a flicker of uncertainty cross her face, another glimpse of that calculating expression, before the bright smile returned. I decided I was going to choose to believe that the smile was more “her”.

“Sure, yeah, I can do that. Let me close up some stuff downstairs, I’ll be right back, yeah?” I nodded, and she bobbed a quick bow as she left, backing out of the doorway. In the instant between her turning down the stairs and my front door closing, I caught a glimpse of the holster at her back. I’d missed it while wrestling with the box, and we’d been facing each other the whole time we’d carried it up the stairs, but seeing it now left me stunned. Guns were illegal here, what was she doing with one? Was she a cop, maybe? I thought cops had to be in uniform to carry weapons. Something else? My curiosity overwhelmed me as I unpacked tea on autopilot. Some deeply-rooted etiquette habit managed to even find some cookies in one of the boxes to go with the tea, and I set up a table and some chairs while waiting for water to boil and speculating wildly about this woman I’d just met.

She came back with a knock on the door, and held up a bag of tortilla chips and a bowl of something green sheepishly. “I didn’t have much that went with tea, but I’ve got some chips and…” She searched for a word, finally making a kind of duck sound. I had no idea what she was talking about, but I assumed it was the green stuff. A dip, maybe? Definitely an American accent.

“Come on in, it should be almost ready.” I smiled, more comfortable in my own home, serving tea to a guest.

“Thanks,” she paused, “huh, I didn’t catch your name. I’m Summer Mei.” I couldn’t help chuckling, hearing the name of this woman who was in so many ways my opposite. She narrowed her eyes. “What’s so funny?”

“Nothing, nothing, I’m sorry. Just a funny coincidence. I’m Ciruela Winters.” I watched Summer blink, and I waited to see how much she picked up on. After a moment of mouthing my first name, she burst out laughing.

“What the hell is it about plums? I don’t even like plums.” That’s at least three languages she’s familiar with. Interesting. I grinned in return, I also can’t stand plums. We shared a laugh, then I poured the tea.

“You know, Winters. I’m going out for drinks tonight, want to come with? There’s a new place I want to try, and if it sucks, I want someone else to complain with.”

I thought of all the boxes I still had to unpack, and how little I had to spend on frivolous things like drinks, how I barely knew this woman, and a long list of other practical considerations that screamed “don’t do this, Cir”.

“I mean, don’t worry if you need to unpack or anything, I definitely know what it’s like to unpack. Figured you might want to unwind, though.”

Screw it. I threw the list of reasons not to out.

“Oh, this all can wait. Sure, I’ll go out tonight. Sounds fun!”

This is how I met Summer Mei. I’m still trying to decide if it was the biggest adventure of my life or the worst mistake I’ve ever made.

The Value of a Game

Recently, a handful of game devs, mainly in the indie space, have started speaking out to players who question whether or not a game is worth the price being asked. It’s an interesting discussion, because it starts to expose the otherwise opaque economic workings of game development, and it brings up some issues that have been growing for a while now.

The Value of a Game

The basic gist is that a player might pick up a new indie title for $15 or $20, complete it in two hours or less, and think about a refund on Steam, or complain that the game isn’t worthwhile for the price they paid. It asks the question of how much a game is worth to players, and whether or not that’s enough to keep a game developer afloat. For a lot of indies, it doesn’t appear to be. An impassioned forum response by a Firewatch dev talks about how long it took to develop the game and how that relates to paying themselves minimum wage. A similar reply by a Brigador dev breaks down exactly why their game costs $20, with a surprising amount of transparency.

It’s a discussion that hasn’t come up previously, not between devs and players directly. There’s an expectation of sorts that game devs are imperious, detached, and separate from players. We’ve come to expect an air of mystery, a sense that the devs know things we don’t and are comfortable in their ivory towers, so much so that when a game isn’t taking the direction we want, we’re quick to siege that ivory tower, not realizing that it’s often less a tower than a shack, and less ivory that cardboard and scrap metal.

I’ve spent long enough working in games to know that content is expensive. It costs a lot to make, in time, resources, and manpower. Content creation is a joint effort between multiple different skillsets– art generating assets, tech creating the infrastructure, audio bringing in sound, design pulling it all together, and QA ironing out the bugs– and that’s a bare minimum. Generating an hour’s worth of content can take a month or more of time from start to finish. The more elaborate the content, the longer it takes.

The question becomes, is the return on investment for creating content worth it? We love content, we love consuming it, but by and large we don’t want to pay for it. Games haven’t increased in base cost in a decade– by comparison, the average movie ticket has increased in price by 30% in the last decade. Movie tickets are a decent comparison to games, because they follow a lot of the same rules– they have a brief window of relevance (2 weeks to a month), after which sales drop off immensely, they’re expensive to make, rely on having a lot of people see them, and are content-driven works. Yet, movies have gone up in price 30% on average, whereas games have stayed the same. Why aren’t games $80?

Players, in large part, aren’t willing to pay $80 for a game, regardless of how much it costs to make. Many refuse to buy at the $60 price point, and the existence of services like Steam are invaluable for extending the lifespan of a game much longer than it otherwise would have been– games only survive on store shelves for a few weeks, tops, if they even show up on shelves. The advent of DLC has filled in the gap between the current games price point and the cost of creation, but people balk at this.

Instead, we wait for Steam sales, or pre-sale deals, or Game of the Year editions, or whatever will let us get away with spending less on a game. On the consumer side, the pull is towards cheaper and cheaper games, and on the development side, margins get thinner and the ability to absorb risk drops, with many studios simply not making enough to stay afloat.

It begs the question of whether or not the ROI on content is ultimately worth it. Star Wars: Battlefront has clearly decided that it’s not– there’s no campaign mode, and regardless of the frustration from players at this lack, as of January it was exceeding sales projections. Other games have similarly stopped bothering with story modes and other poor-ROI inclusions; the modern MMO is a lot more like a series of lobbies than an open world, and more and more games are dropping singleplayer entirely, or are purely singleplayer experiences and drop multiplayer entirely.

My big fear is that it isn’t, and what we’ve been seeing with shorter and shorter games is the natural reduction of story content because it’s simply too expensive to produce. It’s not a fast process, but I feel like there’s a pretty clear map of average game length that trends downwards starting in the early-to-mid 2000s and continues trending downward now. Games with a lot of content tend to spread that content very thin, or fill it up with relatively trivial things that are very cheap to produce.

A big problem with all of this is that the inherent instability of the games industry means there isn’t a lot of institutional knowledge over long periods of time to reduce the cost of creating content. Most teams are starting fresh with every new game, and it’s very difficult to see long-term trends on the development side. The studios that manage to stick around and develop institutional knowledge tend to release excellent game after excellent game, but getting there is very rare, and often requires being in the right place at the right time, with a lucky release.

This is what’s currently swirling around in my head from a “future of gaming” standpoint. There aren’t that many examples of content creation to draw from as a direction for games to go to stabilize and become less luck-driven, and the trend for consumers continues to be to pay less and less for content. Now, this trend is squeezing games that don’t have the margins to absorb it, and don’t have the resources to recoup the costs elsewhere (via DLC or otherwise). I’m interested to see where it goes, because I’m not sure how it resolves.