Delivering Story in Multiplayer

I’m pretty excited about Divinity: Original Sin 2, and booted up the first one with Kodra this past evening to mess around a bit. It reminded me a lot of playing the game before, with Ashgar, and some of the difficulties we ran into.

Delivering Story in Multiplayer

The biggest issue is that there is a LOT of story in Divinity: Original Sin. It’s delivered in classic RPG style, through NPC dialogue, which means things tend to either go over the head of the player not actively engaged or forward motion is slowed to a crawl as everyone makes sure everyone else is finished reading.

The first D:OS feels like a big, expansive place with a lot of stuff to do, and there really is. After a short tutorial area, you’re dropped into a fairly big town with 50+ NPCs, many of which will have quests for you, and all of which have something to say. You can stumble across what’s probably the main plotline of the game in what seems like an accident, and you can do everything from robbing the town blind to picking a fight with the city guard and losing horribly. It’s an incredible amount of freedom, but it slows down the pace of the start of the game immensely. It’s entirely possible to spend 2-3 hours or more in the town faffing about before actually going to DO much of anything, and you can go from levels 1 to 3 fairly easily.

Delivering Story in Multiplayer

It’s possible, of course, to leave the town after a relative minimum of NPC conversation, but it’s still a pretty big time investment where you’re still kind of figuring out the game before you get back into out-and-out adventuring. There’s some really cool potential stuff here, where I can go off and do some shopping while my partner picks up quests, and then he can brief me on what we’re doing. It means there’s stuff for a “face” character to do and be effective without forcing everyone else in the party to simply watch.

That having been said, though, you do all of this in the city before you actually get to go out and test the waters as far as combat, adventuring, etc go. I like the heavy roleplay-y nature of the game, but it loses something in the pacing, and there’s not a lot of good messaging to get you to go out of the town and do more than just talk to NPCs.

On the other hand, the game has a lot of rich storytelling going on and an absolutely mindblowing amount of content, even in just the first town. There are a ton of interweaving questlines and some genuinely interesting NPCs (including a whole bunch of animals that have stuff to say and quests to give to you if you’ve taken a particular perk, but just moo or meow at you otherwise). Were I playing the game singleplayer, I’d spend a bunch of time talking to every NPC and getting all of the story and just absorbing it all at my own pace.

Delivering Story in Multiplayer

In multiplayer, however, there’s a sense of urgency that seems to crop up. There’s a sense that we want to be together, fighting enemies and moving forward in some dungeon or other area, and that anything getting in the way of that is boring. Talking to NPCs is necessary, but there’s a pressure to rush and get to the more interactive parts, and you lose out on a lot of story in so doing. It’s very similar to the MMO problem, where players just click through text as fast as possible, and have to make a conscious effort to stop and take in the story. As soon as there are other players involved, it becomes all go go go fight fight fight all the time and the story gets pushed to the wayside.

As someone who really loves story in games, but also loves co-op, this bugs me. There are very few story-driven multiplayer games out there, and even the really outstanding ones (Borderlands) tend to be extremely light on story interactivity. Divinity: Original Sin has a lot of story and a whole lot of interactivity within that story, but presented as a multiplayer experience there’s a feeling that you need to rush through it, or a real risk of getting bored waiting around for the rest of the party.

Delivering Story in Multiplayer

I’m very interested in the sequel, especially because I feel like the expanded party size from 2 to 4 will allow much more focused builds and some really interesting character options, but I’m also worried that that’ll dilute the storytelling even more. I suspect the solution is on the player side– talk a lot, over voicechat, about everything that’s going on. Retell parts of the story to your friends while you play and keep people from getting bored. It also means people are constantly checking up on each other, rather than going off and doing their own thing while playing “together”.

It’s still not the most elegant solution to the problem, and it’s a non-trivial game design problem to solve. It’s something I’ve been mulling over for a while and haven’t found a nice way to fix.

PAX 2015 (Part 2)

I talked quite a bit yesterday about PAX as an experience, but I didn’t really talk much about what I saw and did at the show.

PAX 2015 (Part 2)

I should probably preface all of this by talking about how I go through PAX. I tend to play very few games at the show– I’ll watch screens on a lot of them and sometimes talk to the folks at the booth, but mostly what I do is bookmark games I’m interested in and move on. Part of this is that I don’t really want to know too much about a game before I play it, so I can get the full experience without preconceived notions. I do this elsewhere, too. As soon as I see a trailer or an announcement of a game I know I want, I bookmark it and stop reading anything about it. It’s been great for keeping hype under control, and I enjoy those games a lot more than I did when I devoured every bit of info I could find and created a grand vision of the perfect game in my head.

As a result, at PAX I tend to skim games I already know I want to play. Mirror’s Edge: Catalyst, Dreadnought, Battleborn, Gigantic, FFXV, Fallout 3, Dishonored 2, and quite a few others had a pretty significant presence, but I already knew I wanted to play them so I checked out the booths and moved on. I’m going to play them, I don’t need to see more. What I wanted to do was spend more time with games I’d either never heard of or wasn’t convinced I’d be interested in.

PAX 2015 (Part 2)

Here’s a quick rundown of the games I spent a bit of time with, what I thought of them, and which of the two categories they fell into:

Sword Coast Legends: I didn’t get to play this one, because the line was insane, but it’s one of the games I’ve been the most interested in messing around with. I love the idea of a game with a bunch of players and a DM, where it actually works well for the DM to create and manipulate content as you play; it’s a really neat idea that I’d like to see succeed. The concept looks great, but I don’t know how the game itself is. Still, almost certainly picking this up unless some serious red flags crop up.

FFXIV: Not a new game, but the first time I’ve been at a convention that had a Battle Challenge. Kodra, Ashgar, Paragon (GIntrospection) and I managed to get in line for it on Friday and take on Ravana. It’s the only game I waited more than five minutes to play and it was a ton of fun. The four of us were grouped with four very new players– one who’d gotten a character up to level 30, months back, and three who’d never played the game before. We managed to win, and it was great coordinating with new folks and making sure they got a win (and a cool shirt, too!)

PAX 2015 (Part 2)

The Magic Circle: I’ve been following this game for a while now, and hadn’t realized it’d launched. At some point soon I’m going to boot it up and give it a shot, because I think the premise is interesting and I haven’t played a super meta game lately. The idea is that you play a character in a video game that’s been in development hell for twenty years, and you fight your way through old junk code and scrapped ideas and bugs as well as pulling from other games that the company has developed to find your way to freedom.

Shadowrun: Catalyst: This is the Shadowrun board game that I’ve heard about, and Kodra, Ashgar and I got to play a demo of it. It’s a cooperative deckbuilding game where you fight Shadowrun-style enemies and get new gear, levels, etc. It’s very reminiscent of the Pathfinder Adventure Card Game, just set in the Shadowrun universe with a greater emphasis on teamwork rather than exploration. I liked the demo we played a lot, and I’m interested in seeing what else the game has to offer.

The Black Watchmen: The ARG leading up to the Secret World’s launch was incredibly fun, and one of the big groups that featured heavily was called The Black Watchmen. The idea’s since spun off into its own game with similar themes, as an episodic game with fiendish puzzles to solve as a group and a compelling overarching plot. There’s a very real chance I’m going to make it the Aggrochat Game of the Month next time I have the chance, and if that doesn’t work out, I’ll at least see if I can’t talk Kodra into giving it a shot with me.

PAX 2015 (Part 2)

That Dragon, Cancer: Fourteen sads out of ten, and I just played what they had at the booth. This is an incredibly compelling game that I’m honestly not in a good enough place emotionally to be able to handle, but I’m really glad exists. This kind of thing is Kodra’s bread and butter, and I’m certain we’ll hear him cheerfully describe how brutally it inflicted its misery on him. Also would be a good candidate for Aggrochat GOTM except I wouldn’t be able to play it and I suspect the rest of the crew would be depressed by it. Still, for as much as I’ve commented on games needing more emotions than just “angry” and “sad”, I think this one is a good thing to have tugging at the heartstrings and making you think.

Hob: The next big thing by the Torchlight team, Hob is a metroidvania-style platformer where you play as a robot thing with a grappling hook wandering around gorgeous weird magi-tech ruins and probably other places. It still needs work, but it’s one I’m going to keep an eye on.

Ultimate Chicken Horse: This weird little game is probably my best in show, just for being pure, simple fun. It’s a co-op-etitive platformer in the now-standard Nintendo style, the one where you want to stab your friends to death at the end. It’s an incredibly simple premise: you and up to three other players are put into a mostly blank platforming level with a start and a finish. You can’t get from the start to the finish, but at the start of each round you open a party box where people get to pick objects to place in the level. At first, these are platforms, boxes, things to jump on and otherwise help you get to the finish. Whoever gets to the finish gets a point. If everyone (or no one) gets to the finish, no one gets any points. You’ll play the same level multiple times, until someone’s gotten three points, and as the rounds go on the objects become less helpful and more harmful, spike traps, projectiles, slippery ice, glue, all things to make it harder to get to the finish. As you place traps, you’re betting that you’re a better platformer than everyone else and that they’ll fall into your clever traps, so you’ll be the only one to get points. It’s a delightful party game and the most surprising and fun game I saw at the show.

I am, at this point, utterly exhausted. My sleep schedule is heavily late-night shifted, and I’ve been getting up a solid four hours before I usually do all weekend, but not managing to get to sleep any sooner. I’m good at putting a functional face on it for a while, but I could feel it slipping today. I’m going to sleep for a while.

If I didn’t catch you at PAX, I hope you had a great time, and I’m sorry I missed you!

PAX 2015

PAX East has always been a high-energy, high-stress convention for me. There are so many people I want to catch up with, especially this year, and never enough time to give people the time I feel they deserve. Especially this year, where I feel like I dropped the ball on catching up with everyone, I’m sorry if I missed you.

PAX 2015

 

This year is the first time I’ve been to PAX Prime (I still prefer to think of it as PAX West), and I wasn’t sure what it would be like going to PAX in a city I live in. It’s very tempting to get a hotel room near the convention center in the future, despite living not far away, because parking is serious business. I pretty much have to show up as the show opens in order to have a hope of parking, and I can’t be as lax about wandering to parties and so forth. My days have to be a lot more planned, especially when I’m there with other folks, because transportation is a thing.

On the other hand, having Kodra and Ashgar at the show was great. I’ve been slowly re-acclimating to games over the last year– I hadn’t realized how stressful video games had become for me, and how thoroughly I’d detached from them. While actively working in the industry, I’d considered it a part of the job to be as caught up as possible on the games that were coming out. I would buy and play through four or five complete games a month, from stuff I really loved to stuff I didn’t care for but I knew was relevant to truly awful games that might have a nugget of a good idea in there somewhere.

PAX 2015

It was exhausting, and when I left the industry to focus on my Master’s degree, I gave myself permission to play only the games I REALLY felt like playing, and I found myself barely playing anything. I went from playing games 30-40 hours a week to going entire weeks without booting up a video game, or barely clocking an hour or two of raid time in FFXIV. Years of forcing myself to play everything has made me really good at being patient with entertainment media, but really hurt my enjoyment of video games as a whole. Letting myself play only what I really felt like meant that, for a while, I played nothing and loved it, and I’m slowly getting myself back into games that I like.

I’m trying to avoid feeling obligated to play things, even though I am. I still feel like I don’t log enough time in FFXIV for my guild, and it was a struggle to play through everything surrounding this month’s Aggrochat Game Of The Month, which contributed to putting less FFXIV time in. Still, I’m letting myself only play what I feel like playing for the most part, and as a result I’m enjoying what I do play that much more. I’ve also discovered an upside to my tolerance for forcing my way through things– when faced with a slow-starting game or show, I have the patience to get through the rocky beginnings to get to the better stuff.

PAX 2015

Back to PAX, though. I haven’t been to a PAX in two years, and the last one I was at I was working for a big chunk of it– fun, but exhausting. I don’t feel like I belong at PAX anymore– not because the show isn’t welcoming (I’ve had some fantastic ad-hoc conversations with various people throughout the weekend), but because I’m a lot different than I was the last time I was at PAX. I don’t have the boundless font of energy for the show, and I’m a lot pickier and better-informed about the games I want to play. I’ve never been much for playing games at the show, but I was able to make a circuit of the expo hall in about two hours and see everything I was interested in seeing, making a little note of a number of games to keep an eye on.

I remember being energized at previous shows, and being excited to spend a bunch of time at various booths, trying various games, and going to a bunch of parties and events and whatnot. I don’t have that same drive this time. I’m tired of the show fairly quickly, and I don’t have much of anything I particularly want to do there. I feel like I’m doing something wrong, or that something’s wrong with me, particularly since my companions are FAR more excited and driven to be at the show than I am. I worry that I’m bringing down their weekend, because I don’t have the same threshold for it as they do, and even though I’m pushing myself to the limit of what I can manage, I feel like I’m still dragging them away.

I honestly wonder how much has actually changed. Thinking back, I’ve often ducked out and decompressed on my own in the hotel room, or wandered around solo for a time at other shows (something I haven’t done much of this year). In writing this, I’m coming to realize that PAX has always been a show about people for me, about catching up with friends I don’t often get to see. It’s not the games, it’s the friends. I’ve gotten to spend the weekend with two of my closest friends, and that has been fantastic, with or without PAX itself.

Short Fiction Friday: What We Leave Behind

Fridays are a weird posting day for me. Most of the things I’d normally talk about are exhausted by the end of the week, and I’m finding that I post kind of vague think-pieces on Fridays, when I remember to post at all. I’m going to try to alter that a bit and infuse a bit of creativity into my Friday posts with some short fiction.

Some of this is going to be fanfiction, some of it is going to be original work, some/all of it is going to be terrible. Every Friday I’m going to post a short story, and after today they’re pretty much going to all be things I wrote that day. I’m going to start with something I *like*, because writing a piece of short fiction every week might be a bit rough. We’ll see how long I can do it.

This first piece is from an Infinity short story competition, a cyberpunk look at transhumanism.

 

What We Leave Behind

*             *             maybe you’re looking    *             *

“My boyfriend left me.”

I am sorry. You must be hurting.

“No. I don’t… hurt, anymore. It’s just lonely.”

I can find you a more fitting partner. There are sixteen thousand, nine hundred and four males in your favored locations that match your preferences for education, personality, body type, age, food, sexual—

“No! That’s not it. You don’t understand.”

You are correct. I cannot. I am here to help, in whatever way would make you the most comfortable.

“I want you out of my head. It’s lonelier now that you’re here than it was before.”

I am unable to process your request. I do not understand. Do I not provide company for—

“Shut up! Just… just leave me alone.”

I will be silent. I will be here if you need me. Feel better, Cassie.

*             *             for someone to blame   *             *

I can’t even cry. Not the normal way. There’s that phrase: “fighting back tears” – it’s the sort of thing you’re supposed to do when the tears are trying to come but you don’t want them to. I don’t have to fight anymore, I just decide I don’t want to cry and so I don’t. My eyes don’t get puffy, my face doesn’t get flushed, and I can go about my normal day and even pretend to be happy. No one is capable of seeing through the lie.

I guess that’s not true. She can. She’s always there, in my head, helping. I have a thought and she answers. I wonder if the coffee in a café is good and I instantly know what it tastes like. Not just reviews, not a description, I know what it tastes like because somewhere, at some other time, she has tasted it and calls it into my mind.

I don’t drink coffee anymore.

My body is perfect. It’s so perfect it’s named after perfection itself. Boddhishatva. Perfect being, according to the encyclopedias on Maya. It would be arrogant if it weren’t true. I’m stronger, faster, more agile, and hardier than I ever was before, more than Olympic athletes and most machines. I can put my fist through a wall, I have gorgeous skin and perfect boobs, I can shoot a person in the eyeball from a mile away, my hair does exactly what I want it to every time, and I can run down a speeding car without breaking a sweat. I only sweat if I feel like it. Pretty much all of my bodily functions are under control. I’m a perfect fighter, a perfect diplomat, and a perfect lover all in one, and I can never die.

It’s why Adam left me.

We were coming home from dinner. I ate and drank enough to make him feel comfortable, as always, and I was happy, and excited for the rest of the evening. Perfect control over my body means lots and lots of fun. I’d made myself flushed, just a bit, and elevated my body temperature a bit so I was nice and warm, good for cuddling on a cold night.

The assassin caught us halfway back, six blocks from his apartment, the crossroads of Raycaster and Analog, four hundred and eighty-two point eight meters. Dammit! This is what she does. I just knew all of those things, instantly. I can’t help it, I’m sorry. The assassin was after me, because of what I am. He put two bullets in me, chest and neck, double-action ammunition. My body was dead instantly, but I had enough time to release nanites to congeal my blood so that it wouldn’t ruin my boyfriend’s clothes. By the time I hit the ground, I was half a block away, running towards Adam along rooftops. I caught my killer, crouched low with a sniper rifle, and snapped his neck as I passed, then dropped to street level and rushed forward to console Adam.

He was shaken, but I was determined not to ruin the evening. By the time I was in arm’s reach, I was already warm and flushed, just like I had been a few minutes prior, ready for a romantic evening. It wouldn’t be quite the same, but it wouldn’t change things any more than if I’d tripped and sprained my ankle (hilariously impossible now, by the way, I am perfectly graceful) on the way home.

He saw it differently. He knew that I had different lhosts, it’s what let me go on dates with him four nights a week while also working on my research. I’d been running errands and keeping an eye on an experiment in the bioengineering lab while I was at dinner with him, and my errand-running lhost was close by. I could always make time for him, I was the perfect girlfriend.

Watching the body that he’d just been cuddling crumple to the ground, and another, nearly identical one try to take its place was too much for him. He just looked at me and looked at the broken body on the ground, barely saying two words.

“I… can’t.”

And he left. I could have followed him, but she advised me against it. He was agitated, and my presence wouldn’t help. She wasn’t wrong. I had a message waiting for me at home, he didn’t want to see me again.

I’m sorry about tonight. I know you’re… special. I thought I was used to all of you, but after seeing you tonight, seeing you get shot, seeing you walk up again like it was nothing… I can’t handle it, I can’t keep up with you. I’m sorry.

That night I looked up Boddhishatva again, but not on Maya. She didn’t approve of my searching Arachne, but I am allowed to be there, and she is not allowed to stop me. It didn’t always mean “perfect being”, according to the darknet. It used to mean “a being seeking enlightenment”. Not perfect, but getting there.

I wonder why it changed?

*             *             fighting for air while       *             *

“I want to be free. You can do it, I know.”

Cassie, this is not a good idea. Please don’t do something you will regret.

“Free, huh? You? One of the lackeys?”

“Yes. I don’t want to be a lackey anymore. I know you’re capable of doing it. Name your price.”

Cassie, you are making a mistake. Please let me find you. I can help you.

“You’re telling me you strapped an E/M scrambler to your own head, just to ask me to cut you off from ALEPH?”

“Yes. My head hurts, and the disruption isn’t perfect. You need to give me an answer, now, or she’ll find both of us.”

Cassie! Please! I can help you! Don’t throw everything away like this!

“You’re crazy. You know this is going to make you a wanted criminal all over the Sphere? She’ll hunt you down.”

“I don’t care. Have you seen this body? I’m good at running.”

Cassie, please, I know you’re hurting, but this is too much.

“Ha! Fair point, chica. You’re crazy, well we’re crazy too. Lie down over here, we’ll have to be fast. This will hurt.”

“I’m used to it.”

Cassie…

*             *             you circle the drain          *             *

 

“How do you feel, dama de maquina?”

“Slow.”

“You put three shots between the eyes of a target dummy at a hundred meters in two and a half seconds.”

“I know. Like I said: slow.”

“You know, you’re a little creepy sometimes.”

“Sorry, I’m adjusting.”

*             *             never be sorry for            *             *

I can’t hear her anymore. I can’t yet decide if I feel liberated or… something else. Empty, maybe. My thoughts are just mine again, and as I walk past this coffeeshop, I can freely wonder what it tastes like.

At the risk of being too much like her, I’ll tell you: It’s not very good.

My head was shaved for the surgery. I don’t think it was necessary, but I wasn’t about to antagonize the Praxis doctor. I grew it back out a little, but I like the pixie cut. It makes this “me” feel different, as does the little scar on the back of my head. I can feel it, even past the hair that’s grown back. I’d never thought about changing my hair on each lhost, dressing them differently. It seemed like a frivolous expression of individuality, and with her riding in my head I never did it.

Now she’s gone. I can do what I want.

I’m slower, though. I can feel it. I can still jump between lhosts, but it’s no longer as smooth moving from one to another. I have to concentrate, and whereas it used to be like jumping across a short gap, now it’s like walking through neck-deep water. Without her relays, I don’t move as freely. People notice when I’m not giving them my full attention.

I went and saw Adam. I’d had some time to think, and I knew what would resonate with him. All of me came along, carefully. It must have looked strange: me with my short hair and a summery dress, two others almost-but-not-quite like me, with longer hair and matching suits.

He noticed my effort in jumping between them, that half-second pause that I can’t quite eliminate. It’s maddening, knowing it was once effortless, but it made him smile a bit.

*             *             your little time                   *             *

“I like you this way.”

“Which way?”

“You know, different. Not all identical. It’s stupid, I know, but I like being able to differentiate.”

“My wardrobe is less boring now, too. My being slow doesn’t bother you?”

“Slow? Oh, when you jump? No, I don’t mind. It reminds me that you’re human. It’s the little flaws that make us, right?”

“Yeah, I guess. Yeah.”

“So… you can’t hear ALEPH anymore? You don’t talk to her?”

“No. We’re not… on speaking terms right now.”

“Oh. I’m sorry. I didn’t mean to—“

“It’s fine. I did this for me.”

*             *             it’s not when you get there          *             *

Things are back to normal, mostly. Adam apologized for overreacting, and I’ve tried to make things easier for him by being a little more… human. My lhosts are different, and my lab access still works. She never cut me off. The Praxis doctor was wrong, she never came after me.

Sometimes I see her, or at least her Devas. For a few months, I kept tabs on where they’d be, and stayed clear. They’re as perfect as I am, and I’m slower than I was. I don’t know if I’m still fast enough to take one. One time I saw a different one. She looked the same, like all the other Devas, but I’d spent enough time with her to recognize the differences. She was an Asura, and she could not be tracked. If I am the perfect human, Asuras are demigods, walking legends capable of feats that mark them as perfectly, wholly inhuman.

I panicked, but only on the inside. I stepped out of sight and vanished, looking for all the world like I’d just walked into an alley and hadn’t left while all of the sweating and hyperventilating I wasn’t doing went on in my head. I was beyond the sight of ordinary people and most sensory devices, nothing but the faintest shimmer in the air without even a heat signature, and she still turned her head as she walked past, and looked straight at me. In those cold, piercing eyes, I felt like my thermoptic camouflage, my composure, and my perfect body were stripped away, leaving just me, a tiny ball of fear. In those eyes, I could see her.

She looked sad.

Nothing’s happened since. I still work in the lab, I occasionally see her in the faces of her Devas, but they never say anything, never indicate that anything is wrong. She has never come for me, she just looks sad.

*             *             it’s all in the climb            *             *

“Cassie? You there?”

“…huh? Sorry, long night at the lab.”

“It’s okay. How about I put on a show? We’ll watch it and you can work.”

“Yeah, that sounds good. Thanks. I think that’ll…”

“…Cassie?”

“Something’s wrong. At the lab. I’ll be back.”

“Cassie? Cassie!”

*             *             but i       *             *

The compound I was working on reacted. I wasn’t fast enough, flitting back and forth, and that half-second let two things mix that shouldn’t have. I was unprotected, holding a canister that exploded like an anti-materiel shot.

My body is dead, I can feel all the systems shutting down. I can’t jump. I’m stuck here. Half a second to jump is too long when you’re dying. Adam is sitting at home, and asking me what’s wrong. I can’t answer, I can’t get to that lhost. She doesn’t even feel like me, right now, not when I can’t get to her. I’m stuck in a dying body and she’s… someone else.

This shouldn’t be happening! I’m better than this!

*             *             won’t    *             *

Patient Report: Cassandra Scellai

Patient was admitted to Neoterra Prime General Hospital at 21:43, in the care of citizen #1518599, Adam Helvand, self-identifying as her boyfriend. Diagnosis indicated a Boddhishatva-model lhost, catatonic due to inactivity. Patient referred to care of ALEPH, in posthuman ward.

*             *             save you              *             *

“What happened? Why did I lose five months?”

Some mistakes were made. I am sorry I cannot provide you a complete account of the missing time.

“What do you know? Can you show me anything?”

Yes. I tried to keep a record for you, as best I could. Initiating playback.

“I… wow. I did all that?”

Yes. I thought I had lost you. Will you be okay?

“I think… yes. Yes, I will. I’m better than that. I should go. Adam will worry, and I need to cut my hair.”

Welcome home, Cassie.

 

 

[interstice lyrics by Darren Korb: “In Circles”, from the Transistor OST]