Nonlinear Storytelling (Warframe)

Warframe and Destiny have a lot in common. They’re structurally very similar games, with the main differences being in the former’s emphasis on movement and the latter’s emphasis on tight gunplay. They also both have stories to tell, but are doing their best to stay out of your way while they sorta-tell them. They’re both doing a sort of osmosis-storytelling, where hints and pieces are meant to come together to form a narrative whole, rather than a linear storyline. In both games, the story is the world you inhabit, and like the real world, the amount of story you get from the world around you depends on how much you’re willing to look for it.

Nonlinear Storytelling (Warframe)

Neither game tells its stories very well. Warframe is better in that at least the story in the game can be viewed in the game, and when it does present questlines they’re coherent within themselves. Destiny, at least pre-Taken King, was largely incoherent and finding anything out about the story relied upon spending time reading websites rather than playing the game. Warframe’s tutorial is one of those coherent-within-itself storylines, and it and the first major questline following it both do a fairly good job of introducing the various factions you’re fighting.

You’re first introduced to the Grineer, one of whom is planning on taking you prisoner for some kind of biological experiments, and callously disregards you in general. He’s a pretty reasonable starter villain, though it’s fairly clear he hasn’t thought his plan all the way through. In that first mission, you’re introduced to the Grineer and to Lotus, your eye-in-the-sky, mysterious companion who more or less explains what’s going on and why you’re doing what you’re doing. By the end of the first mission, you’ve got a pretty good reason to fight the Grineer and you’re at least aware that Lotus is trying to help you, though her motivations aren’t exactly clear.

By the end of the tutorial, you’ve also met an arms dealer who is, presumably, how you do your shopping via the game’s market (though the timing of this is awkward), and you’ve rebuilt your own spaceship to get around from planet to planet. You know you’re some kind of warrior, and you’re markedly more powerful than the average soldier you face. Depending on how much you listened to dialogue, you may also have picked up that the Grineer are, for one reason or another, obsessed with genetics and that the Corpus (another major faction) are basically war profiteers who set up conflicts so they can profit off of them, like an evil megacorp.

Nonlinear Storytelling (Warframe)

Closing out the major factions is the second major questline, wherein you go to find out about Grineer biological weapons and uncover the Infested, a zerg-like swarm of nasty biological creatures that, well, infest and destroy. You don’t need a lot of motivation to fight these things.

Then we get to the rest of the game’s story. First off, it’s hard to figure out how to even experience it, or in what order. There are questlines on the Market, blueprints that, once completed, unlock a questline for you to do that fills you in on some kind of story or another. Many of these are tied to warframes, so in addition to getting some story you also get to find and build a new frame for yourself. Doing “The Limbo Theorem” gave me a good insight into the original owner of the Limbo warframe, and by association a somewhat better understanding of the concept of the warframe in general, and why I can hop between these biotechnological suits.

There are also deeply hidden quests. One quest I found by scanning a random drone in a mission I was doing, only to later discover that by scanning it I’d unlocked a quest. I have no real idea where this quest is going, or even what it’s about. I haven’t delved into it yet, but I’m intrigued at digging up more (probably literally, the Limbo Theorem involved a lot of excavations).

Nonlinear Storytelling (Warframe)

On the other hand, there’s Alad V. Alad V is a boss on Jupiter. Like many bosses, he’s got something of a personality and taunts you (creepily) as you approach him in his boss level. Bosses’ stories tend to be contained to the boss levels on each planet, so you don’t get a lot of lead-in, but you gather relatively quickly that Alad V is some kind of mad scientist and wants to test some kind of new creation on you. You defeat him, like you do, and like many bosses he doesn’t show up again. Except he does. When I logged in for the new event today, I was greeted by a face I didn’t immediately recognize, telling me he was “calling in his favor”.

It was apparently Alad V, that guy I fought on Jupiter, and I haveĀ no idea what he’s talking about. I don’t know why he’s alive, I don’t know why I’m doing missions for him, I don’t know why I apparently owe him a favor, and I certainly don’t know where to even look for the story I missed in the process. If this event is more story, I’m forced to wonder if there’s more story in events that have already passed, that I know nothing about and may be referenced by future events.

I’m not inherently bothered by this, honestly. I like the idea of a game with history, where events move forward and past events change things but aren’t repeatable. What I don’t like is the game assuming I know what it’s talking about when even a basic check on my completed-mission flags would make it blatantly obvious that I have no clue. If this quest had started with a message from the Lotus telling me thatĀ she owes this Alad V guy a favor, and that she needed my help with it, I’d be more on board. There could easily have been an event that explained in great detail why the Lotus owes Alad V a favor, possibly due to player actions during that event, but I don’t need to know that for her request to make sense as a new player.

Nonlinear Storytelling (Warframe)

 

Even the existing message followed by a quick flag-check that triggered a message from the Lotus saying “That was confusing, let me try to help, I’m going to upload some dossiers to your Codex for you to look over and make sense of that” would help a lot and make sense, AND drive me to look at my Codex to figure out story stuff I might be missing. Even if the message was jarring, I’d at least be able to quickly and concisely catch up to a point where it did make sense, kind of like a comic book recap.

Instead, I have a guy calling in his favor out of the blue, and the only time I’ve seen this guy is when I was shooting him in the face as he tried to test his death robot on me. I’m not really inclined to give him the time of day, much less do work for him. I’m gamely playing along because it’s an Event, and events have neat missions and cool loot, but I don’t have much of a narrative motivation; indeed, I have the opposite of this. The event’s story revolves around powerful assassins hunting Alad V, and me going to help him with that, and I really don’t know why I’m not on the side of the assassins with this one.

To their credit, the assassins also don’t seem to know why I’m not on their side. Luckily they don’t seem to harbor much ill will towards me for it, more pity than malice.

Nonlinear Storytelling (Warframe)

When Warframe tells a coherent story, I’m interested in it and I like following along; it makes me better understand the game’s setting and I find the setting interesting. I just wish I knew how to get it to present its story to me in a more directed, coherent way, or at least how to know what story bits to do next, and where to find them.

Aggrochat Games of the Year 2015

This week’s podcast was centered around our games of the year this year. We talked about a bunch of games, and if you have the time to listen, I think it’s a good show. I go off on a bit of a tangent once or twice, hopefully it doesn’t detract too much from the show!

Aggrochat Games of the Year 2015

Picking my games of the year is a bit weird for me this year. I didn’t play very many games by my usual standards, and it’s gotten me thinking about how I interact with video games. Since I landed my first job as a game designer, I made it a point to own every console and play every major release– every game people were talking about whether I was interested in it or not. I’d usually play eight or nine new major titles a month for the entire year, and as indie games got more numerous and relevant, I played a ton of those as well.

In 2012, I paid for 418 games and expansions, counting content DLC but not cosmetic or unlock purchases. I know this because I itemized them all on my taxes. I knew I had the number, and I looked it up, but I couldn’t even start to tell you what most of those games were. I’d be hard pressed to name a game that I knew for certain came out in 2012, but I almost certainly played it. A cursory google search for “game of the year 2012” brings up a slew of titles, and seeing the names I can say with certainty that I played every single one.

What I do remember was a conversation about games of the year in 2012, and I remember being able to deconstruct nearly every game I played into tiny pieces that I evaluated. The thing is, I don’t know if I really enjoyed them. I played so many games that I barely had time to process them, much less take the time to have fun with them. I played games like it was my job, because I believed it was. I was (and to some extent still am) of the opinion that a good game designer should have experience with as many games as possible, and be able to talk intelligently and at length about pretty much any major release.

In forcing myself to play a lot of games I wasn’t interested in, I found out that I really liked a bunch of kinds of games that I never thought I’d enjoy. It broadened my horizons a lot, and while there are still genres that aren’t my thing, even those usually have a handful of games that I really like. I can also cross-reference games– seeing what a fighting game does with animations and frame pauses suggests to me how to make floaty-feeling hits in MMOs feel more solid and satisfying.

This past year, I enjoyed far more games than I think I did in previous years, despite playing a fraction of what I usually played. I skipped a lot of the big releases this year, and spent the time on games I was interested in. It was refreshing, honestly, but I miss the feeling of being connected to the overall gaming sphere, knowing what’s good, what’s overrated, and what’s a sleeper hit.

I’m probably going to play a lot more games this year, try to catch up on the big stuff I missed, but I’m going to try to find a happy medium between the utter deluge of games I’ve forced myself to play in the past and the trickle of niche titles.

A couple of friends have, at various times, commented that they feel like they should jump on a game that “everyone’s playing” just because it’s the thing in the moment. I’d say play games that are fun for you right now, if you’re playing games for fun. I don’t always play games for fun, sometimes I play them for work, sometimes I play them to hang out with people, and I think they’re all valid reasons to play a game, but it’s nice to know which one(s) I’m choosing.

Play what you want to, not what “everyone” thinks you should. Only do that latter thing if you have a good reason.

AggroChat #92 – Games of the Year 2015 Part 1

aggrochat92_720

Tonight Ashgar, Belghast, Dallian, Grace, Kodra, Thalen and Tam talk about their favorite games of 2015. Ā This is the first part of a two part podcast.

Once again it is time for us to record our ā€œGames of the Yearā€ show, and this time around we did it slightly differently. Ā Last year we tried to come up with some title that represented the podcast as a whole, but it ended up being pure madness to get us all to agree on something. Ā This time we instead each picked three games to add to the list and now we are recording a show about all of those games. Ā Of note… this is not necessarily show about games that were released in 2015, but instead a show about games that were important to us during the calendar year.

This is being divided into two parts to cover the gap as myself and several others will be attending Pax South. Ā In this first part we talk about:

  • Hand of Fate
  • SubNautica
  • Secrets of Grindea
  • There Came an Echo
  • Binding of Isaac: Rebirth
  • Beginners Guide
  • Assassin’s Creed Syndicate
  • Hatoful Boyfriend
  • Xenoblade Chronicles X
  • Undertale

Playing for Breadth

I’ve been playing Warframe with a bunch of friends lately, and it’s been interesting to me to see how each of us has approached the game. While not open-world, it’s nonetheless a very open game as far as experience goes, and you can work towards various things and move various directions, none of which appear to be wasteful. You can focus on frames, mods, weapons, research, pets, and all sorts of other things that take time and resources to work towards.

Playing for Breadth

Playing with my friends, I’ve been fascinated at the differences in what motivates me versus what seems to motivate others. Bel, for example, has been playing Excalibur and seems to prefer it to the point of playing it nearly exclusively. I get the impression he’s going for total mastery of Excalibur and leaving other frames for other people. Ash has a handful of weapons and frames, but virtually everything he’s got is max rank– he picks a new thing and deep-dives until he understands it thoroughly, then moves on. I, on the other hand, have gone for breadth. I’ve gotĀ 12 Warframes, with 3 more building as of the time of this post. It’s about double what anyone else in the clan has, but I also have far fewer maxed out frames and weapons.

I do the same kind of thing in Infinity. I don’t have a full collection of any of the factions I play, but I play nearly every faction in the game to some extent– enough to know what they do and how to pull it off, even if I’m not an expert at it. I play a different list that’s doing a different thing every time I play, often flitting between factions and playstyles extremely rapidly. When I start a new faction in Infinity, or a new Warframe, I generally try to pair it with an entire new suite of weapons. It varies my playstyle as much as possible from the get-go, showing me how different the game can get from what I was previously doing.

Playing for Breadth

I admire the folks who pick a single class, a single weapon, or a single playstyle and play it to the exclusion of all else until they’ve mastered it completely. It’s not for me. I generally favor seeing the game as a whole, which tends to mean that I rarely master any one thing, but I’m capable with a huge variety. In World of Warcraft, most people knew me as a Rogue player. I was a fairly capable Rogue, but I knew people who’d put in the effort to master the class; I picked a niche that I could fill and stuck with it. What I did know, however, was how Mages, Hunters, DPS Warriors, Priests, Druids, and Warlocks worked, and actively worked on understanding Paladins and even Shaman, despite us playing Alliance. When Death Knights came out, I switched pretty much full time to that class, and the Monk was the only reason I resubscribed for that expansion.

For me, seeing the entire game is my motivation. I want to know about the secrets, and the different approaches that most people don’t realize. It’s the high-level strategist in me; it’s not enough for me to know the ins and outs of one particular approach, I want to know how that approach stacks up against another one, what the pros and cons are, and how I’d work them together. Being stuck playing only one thing bores me; my excitement about Infinity is because compared to other games, I can try every faction. I could never really do that in Warmachine, and the concept is laughable in a game like 40k, where you’re looking at an $800-$1000 investment just to start your first army. With that kind of investment in Infinity, I could put together workable list pairings for four or five factions at least. That’s super compelling to me.

Playing for Breadth

I think this motivation is a big part of what makes me a good designer– I want to build things with lots of approaches and let players pick the one they like best. When I write tabletop campaigns, I like to imagine all the twists and turns my players might go down, and I write them out at least enough to entertain them as ideas. I’m thrilled when I’m presented (as I was in a recent session) with a situation I didn’t predict, because that’s another twist to explore and one I didn’t think of. When I’m designing scenarios in video games, or talking about how to build things, I like to know as much about what options are available so that I can make informed comments– a boss that is flatly immune to fire damage is not a great idea, no matter how much the story supports it, if a primary path a player might take involves dealing fire damage to the exclusion of all else… unless I’m trying to encourage some other kind of thing.

This extends to other parts of my life, too. I like to pick up new skills as much as possible, and try lots of new things. There’s an immensely broad world out there, and I want to understand as much of it as I can, even if it’s unrealistic to experience it all personally. I love change, because change is something new to try out, like that new faction or new warframe. It’s what keeps me going.

What motivates you in a new game? Is it different from what motivates you outside of the game?