Recap: Oh, Now That's Just Evil
The gang stops by the
local inn and, much to their surprise the receptionist not only offers them a
recently opened penthouse suite, but gives it to them free of charge in
appreciation for helping out around town. So with the day swiftly approaching its
end and the junior bracers squared away to begin their job, Kloe cordially bids
the two adieu and heads back to the academy for class.
Estelle and Joshua then
take a moment to explore their lodgings, eventually stopping on the balcony
to
reflect on what Cassius might be doing. Suddenly, they hear a voice from inside
the suite and investigate. They swiftly find a human toad an
aristocratically dressed man who snidely tells his misfortunate steward that he
will be taking the (already occupied) room. When he finally notices the
rightful owners, he assumes that they are either thieves or assassin. But, much
as I’d like to punch him in his fish-eyed face Joshua quickly tries to set
matters straight, and politely asks him to leave. The obstinate man refuses on
account of supposedly being a Duke (Duke Dunan, to be precise) and nephew
to Queen Alicia II. The bracers (understandably) do not buy it. His steward
however confirms this and discretely offers the bracers a large sum of money to
let the man-child have his way. Estelle and Joshua take pity on the poor
steward and, ignoring the bribe, relinquish their good fortune.
![]() |
| Sure. Let's go with that |
![]() |
| YUP |
Downstairs, the
bracers ask the receptionist if there are any other available rooms. Alas, their
good fortune appeared to have run out when, like an angel with emphysema, Nial
walks in and offers the bracers the spare beds in his room. Though skeptical,
the bracers comply and thank their journalist ally. At Nial’s (shockingly
spacious) room, he informs the bracers that his “bad luck charm” Dorothy is off
doing her own business after “supposedly” (I cannot emphasize my profound doubt
enough) receiving enough field experience from the missing airliner story.
Estelle astutely notes that he should be chasing his next story instead of
taking a break, but quickly notices that his story probably has something to do
with the despised Duke upstairs. A few of Nial’s responses then alerts Joshua
that he’s actually working on his next story and is interested in learning about
a potential scandal with the Queen concerning the odd decision to make her
nephew the throne’s successor, despite his blatant incompetence. Nial is understandably
impressed and frustrated, but doesn’t divulge any further. He then
concludes the conversation by offering to buy the young heroes dinner from the
best eatery in town. They of course, take him up on his offer.
That night, a fire
erupts at Matron Theresa’s orphanage, burning it to the ground.
![]() |
| I was genuinely surprised and remorseful to see something THIS dark in this game |
Come daybreak, Nial
and the bracers part ways each to continue their respective work. Shortly after
walking through the guild doors and greeting Jean, the branch gets a call about
the orphanage and immediately dispatches Estelle and Joshua to investigate. So,
after an expedient jog, the bracers arrive at the now ruined orphanage cite. The two Manoria citizens on cite assure the
duo that the Matron and the orphans made it out safely and are resting at the
Manoria Inn. However, though Estelle immediately wants to go check up on them,
Joshua reminds her that they have a job to do. So, with their skills slightly
practiced from the theft at the Rolent mayor’s estate, the bracers quickly
observe the evidence and conclude that the orphanage was deliberately burned
down by a person. As if on cue, Kloe arrives and is devastated by the sight
before her. Estelle kindly comforts her, and the trio then decides to turn over
their findings with the Matron in Manoria.
![]() |
| :( |
A few screens later,
the group returns to the cozy coastal town and finds the arson victims crowding
the Inn’s 2nd floor. After an exchange of condolences Kloe (and a refreshingly
mature young orphan girl) coax the kids to leave the room so that Estelle and
Joshua can bring the Matron up to speed. Theresa then adds that the orphanage
has lacks wealth and enemies to seek it, but a mysterious young man with
silvery hair and a troubled expression helped them escape before vanishing into
the crowd. Joshua writes him off as a fellow bracer, but before Estelle can
pursue any further questioning, Kloe, Dalmore (the mayor of Ruan), and his Steward
enter the room and further add their suspicion that the Ruan gang from the day
before might be responsible for the fire.
Still, with the more
pressing matter being securing lodging for the now homeless orphans, Dalmore
offers the Matron an unused portion of his estate as a temporary solution.
Theresa, however, heels
nostalgic for her home and says that she’ll think on
it. She then entrusts Kloe and the bracers with continuing their search for the
arsonists. The new investigative team then heads outside, determining that they
should head back to Ruan at the very least, when Mary runs to them from down
the coastal road to shout that Clem (the thieving orphan boy) ran away. Though
surprised, the group rationally determines that he likely overheard their
conversation with the mayor and ran back to Ruan to confront the sexually
frustrated gang of ugly lowlifes the Ravens.
![]() |
| *facedesk* |
With renewed vigor, the
group sprints back to Ruan to catch the indignant child. Unfortunately they don’t
see him along the road and only just catch a glimpse of him running to the
warehouse district…as the drawbridge is raising for the following hour. Kloe
almost starts panicking when Joshua reminds her of the very history lesson she
gave that people used to travel around the city by boat, before the bridge was
built. She perks right up at this, telling them that fishing harbor is beneath
the inn. With great haste, the teens storm down the inn halls and find the harbor
master, who fortunately states that though the boat is reserved for Duke Jerkass-Esquire Dunan, he’ll lend them his skiff because screw that guy, a kid is in danger.
![]() |
| One does not simply fuck with Agate |
On the opposite shore,
the gang barges into the previously guarded warehouse and finally catches up
with Clem, just as he’s about to be beaten up by the Ravens. Kloe gives a brief
but impassioned speech before producing (from god knows where) a self-defense
rapier and declaring that she will fight for Clem with the bracers (which for
some reason, seems to “appeal” to the Ravens…gross). A fight ensues; naturally, the heroes completely decimate the common street thugs. The Ravens are astounded,
but before they can mutter a surrender, Agate appears with his sharp sword and
sharper words. As pissed off as usual he proceeds to knock the ever-loving crap
out of the Ravens to get them to relinquish the boy peacefully, if he stops knocking
them around. Then, Matron Theresa arrives as well to meet the boy for an emotional
moment. Agate then alters the arrangement and resolves to stay behind and beat
the truth out of the Ravens while the others return to the guild to review the
events that transpired.
![]() |
| Oh, don't worry. There's no flesh-eating mimes...on stage |
Outside of the guild
branch, Clem and the Matron say their farewells before returning to Manoria. Inside,
Jean welcomes the heroes with a congratulatory reception before telling them
about Agate’s history with the Ravens (long story short: he used to lead them,
but straightened up and became a bracer). The devil himself walks in and informs
everyone that the Ravens didn’t burn down the orphanage. Everyone seems to
agree with the fruits of his Jack Bauer interrogation techniques, however, he
follows this by telling the bracers that he will continue the investigation…alone.
Estelle naturally resists, but Agate pulls rank and chastises the bracers for
acting unprofessionally (making the case personal, involving a civilian, etc.).
The bracers frustratingly don’t have a legitimate counter-argument and cave to
Agate’s demand as he marches out of the room.
The group is sullen
that they won’t be able to maintain their word to the mayor and the Matron,
however Kloe proposes that they help her with the upcoming campus festival in
the interim by acting in the school play. Jean concurs and makes it an official
guild mission. The bracers somewhat hesitantly agree, and after Joshua reminds
everyone to handle whatever other business they have in town, Kloe points the
way to Jenis Academy.
On Pacing in Story-Driven Games
II.
Alright, last time I left off with the conclusion “the
combat’s purpose is solely to break up the action; it helps establish the
game’s pacing by providing an engaging way for the player to fill in the ‘jump
cuts’; to play through the sequences where nothing of consequence happens.”
That statement probably needs some unpacking for those who aren’t well-versed
in game design.
Since video games are an interactive medium, the player has
to do something. However, if the game
designer(s) want to tell a very specific story, such as one that would be found in another piece of media, they may prefer to give the player agency over some other aspect of the game that’s inconsequential to the plot. Because the story is the driving impetus of the game however, designers do not want to bore players during the non-story segments, after all, jump-cuts exist because they skip past boring, but necessary story elements in order to help maintain interest in the media. Thus, it behooves the devs to make every aspect of the player-experience interesting.
designer(s) want to tell a very specific story, such as one that would be found in another piece of media, they may prefer to give the player agency over some other aspect of the game that’s inconsequential to the plot. Because the story is the driving impetus of the game however, designers do not want to bore players during the non-story segments, after all, jump-cuts exist because they skip past boring, but necessary story elements in order to help maintain interest in the media. Thus, it behooves the devs to make every aspect of the player-experience interesting.
Some examples of these non-plot-essential elements a player
can typically engage with are: travel, fighting, exposition, and information
gathering. The latter two are inherently interesting to players as the
substantive portion is in the content of the words, not the way they are
presented. However, the latter two are are nigh incommunicable through mere
words alone and rely on the audience’s imagination to understand. As such, the
devs have to put in some more effort into conveying those experiences which is
why RPGs have specific systems for combat and (usually) exploration.
As was probably clear by almost all of the last post being
about combat, fighting in RPGs is extremely important. For one, the stories told
through RPGs all involve characters who have to oppose some sort of
external force(s) through combat. The battle system thus acts as a means of
creating a player-character connection, in lieu of the typical connection established
through narrative agency. What’s more, in order for the battle system to remain
interesting throughout the game, it needs to consistently pit players against
new opponents as the plot dictates. So, because the main character necessarily
has to do a bit of fighting, they should logically become more adept at combat as the game progresses.
![]() |
| Here's a visual representation that (loosely) describes what I'm talking about. I'd recommend reading the originating article if you're still a bit fuzzy/curious about all this technical mumbo-jumbo. |
Of course, in order for this system to actually necessitate thoughtful
player input, the enemies have to pose some sort of challenge throughout the
game. So, for games using the former system of EXP points to represent
character growth (like Trails in the Sky
and FFX), the enemies have to become
progressively more powerful numerically. And for games with the latter, the
enemies have to gradually require more knowledge of the various gameplay
systems and/or superior player execution to take down. Merging the two
approaches is entirely possible (again, see: Trails
in the Sky), and I actually prefer RPGs to do so, though it’s not required.
These underlying systems are thus the essence of the interactive player
experience in JRPGs and consequently make up the core of how these games are
paced.
If all of that still sounded too technical/theoretical, perhaps this article will help clear up any grey areas.
SIDENOTE: This is also one of the reasons I find the 3D Legend of Zelda games to be abhorrently
terrible. Just like in these other RPGs, Link, the protagonist, doesn’t gain EXP
when he defeats enemies. But, as the story progresses he gains new tools which
helps him both traverse new terrain and fight new enemies. Unfortunately,
though the enemies often go down with little more than a single use of the new
tool, Link almost always has to wait until the enemy “reveals their weakness” before
striking them down. For normal enemies that you’ll be fighting hundreds of
times, it’s tedious, but you can simply avoid most of them. For boss battles on the other hand, where you have to repeat the
cycle of waiting three times, it’s insufferable.
Imagine that you are given a test with only one math problem
on it that you’ve already worked out the answer to, but can’t start for at
least five minutes and if you write the answer before the five minutes are up, you’ll fail
and have to retake the test again tomorrow. Now imagine doing this several
hundred times for twenty hours. That’s 3D Zelda
combat in a nutshell. It doesn’t convey any semblance of skill or character
progression (you’re just completing a previously solved puzzle), blatantly
disrespects your time, and the fact that to this day Nintendo
haven’t amended it in over twenty years
is indicative of just how absurd gamers’ reverence for this franchise is. Arin "Egoraptor" Hanson also goes into more detail about the poor combat design in a hilarious way, if you're curious.
Now, with all that often unspoken context squared away we
can finally continue from where we
left off last time: “[The combat] helps establish the game’s pacing by
providing an engaging way for the player to fill in the ‘jump cuts’; to play
through the sequences where nothing of consequence happens.”
III.
It’s most obvious in JRPGs where the battles and the story
are usually rigidly separated by a screen transition into a pocket dimension
with its own set of rules, but there is a very real risk of dragging out
sequences of player agency for too long. Since the combat and exploration are
superfluous to the plot, extended involvement in these sequences can dilute
player investment in the story, and (eventually) their interest in the game as
a whole. At the same time, protracted sequences of near non-existent player
investment can become boring because the player isn’t doing anything but
advancing dialogue. As with most things in life, a balance is necessary. Due to
the temporal relationship between the sequences of player agency and the static
plot, this balance is commonly referred to in this industry as Pacing.
Because the story acts as the contextualizing framework for
the gameplay, advancing it is the chief concern of both components of the game’s
pace. Thus, effective pacing consists of making the sequences of player agency
as unobtrusive as possible, or acceptable as breaks from the story. Both of these
reactions are of course subjective and impossible to elicit in all players 100%
of the time (thus leading to countless Internet debates over whether X game is
better than Y game). However, one can always recognize when the pacing is
acceptable simply based on how logical the sequences of player agency are;
basically if the sequences of player-agency should realistically occur within
the “jump cut.”
Take Final Fantasy X for instance. Though I’m on record for calling FFX a mediocre game, it has undeniably effective pacing from start to
finish. Every segment of the gameplay can be completed under an hour and every
story sequence lasts under ten minutes. Every environment is linear so that no
exploration is required to advance the story, however, there are optional areas
astride the paths containing treasure should a player choose to prolong the
gameplay. Combat has a short feedback
loop of player input, and each encounter only ranges from a few seconds to a
minute or two. Even though I think the story is poorly conceived, the
characters are bland, and the combat is too easy to be engaging, the game is
paced such that the gameplay and story are cohesive, making both at least
tolerable to get through.
At the same time, any player (and usually spectators, for
that matter) can also recognize exceptionally
poor pacing due to the way it arbitrarily extends the length of the
player-agency sequence. Of course, defining whether a gameplay sequence is
arbitrarily long can often be a subjective judgment as well, so to clarify,
here’s a recent example that lacks any sort of subjectivity: Dragon Age Inquisition’s Power system.
In Dragon Age:
Inquistion, in order to advance the story, one has to spend a certain
amount of an arbitrary resource called Power. To acquire Power, one has to
fulfill requisitions (deliver a set amount of resources into a bin to “help the
war effort”), close Fade Rifts (kill specific monsters), or complete quests
that offer Power as a reward (which is displayed by the game, when the quest is
added to your journal). On its face, the system appears to be designed to force
players to prevent the player from advancing the plot too swiftly as the fights
may be too difficult to win immediately after completing the previous story
sequence. However, there are at least three problems with this reasoning:
1.
The
player’s weapons and armor have the greatest impact on their combat performance,
not their level. When a player levels up, their stats only increase by an
almost imperceptibly small amount. So, because this is a game with statistical
skill representation, their power is alternatively tied to their equipment
which is itself limited by their level…unless a player crafts the equipment
themselves, removing the level restrictions (and allowing for better,
controllable stat allocations). Thus, all a player has to do to remain
competitive with the enemies, regardless of their level is craft gear instead
of finding it.
Gaining crafting schematics requires a priori
knowledge of where to find/buy them, however this is also an arbitrary design
decision by Bioware. They could have simply made schematics fixed loot acquired
during story missions, or better yet, make the weapon drops consequential
throughout the game (ala FFVI) instead of cramming everything of remote value
into the latter half of the game in exactly two optional locations. Basically, the
player can always handle the enemies at any point in the story, so gating them
doesn’t make the game any more manageable.
2.
The
enemy's level could just scale with the player's, as they did in previous games. Dragon Age: Origins and Dragon Age 2 both solved this potential
problem of the enemies being too difficult by making the opponents scale to the
player’s level. Dragon Age 2 even
went so far as to display the strength of the player’s weapons relative to
their current level with a dynamic 5-star rating system, so that the player
always knew whether their gear was competent at a particular point in time. And
though a player with knowledge of the underlying mechanics of the game (e.g.
cross-class combos) would enable them to gradually outpace the enemies relative
to their level, the system of scaling succeeded in making enemies always
require some effort to take down at every point in the game. It was simple, effective,
and most importantly it worked. In DA:I however, enemy levels do not scale with
the player and worse, are gated by locations which also require a certain amount of Power or story progress to access
in the first place. So no matter how you slice it, just by gaining access to
new locations, a player necessarily
has to have earned an appreciable amount of experience to even face the new
enemies to begin with.
3.
Power
makes no sense within the context of the game as a means of accessing parts of
the story or new locales. As explained by the game, Power is supposed to be
a representation of the Inquisition’s strength at a particular moment in time.
However, why should strength be a requirement for scouting (which is what the Inquisition supposedly do whenever they unlock a new area for you to explore)? That’s
an action that is logically done when a person/faction does NOT have any Power, as it can help them acquire more or use
what little they have more effectively in the future.
Further, what use are military might and war
supplies when you are only dispatching a small task force of ambassadors or
investigators for 90% of the game’s missions? There’s a stat in the game called
“Influence” which seems like an infinitely more applicable resource for these
endeavors, yet its only use is in gaining access to war table operations
ancillary to the plot. And finally, how the hell does clearing a Fade Rift
grant the Inquisition more power? There’s not even a cursory explanation
offered by the game, and there isn’t any external logic backing it in the
slightest.
The goal of careful pacing design is simply to ensure that
the player is never taken out of the game; never questioning why they’re even
playing it. This bullshit Power system actively drags those existentialist
questions to the fore and entices the player to put down the controller, and do
something that isn’t a complete waste of their time. If they didn’t exist, the game
would lose nothing other than its thin veneer obfuscating the brevity (10-15
hours) and childishness (Saturday morning cartoon villain wants to take over
the world because of reasons) of its plot. Coincidentally, Trails in the Sky
acts as a foil to this by literally exemplifying how to execute gameplay
progression like Dragon Age: Inquisition
without the Power system holding it
back.
IV.
Just like DA:I, Trails in the Sky has a linear story and
affords the player a myriad of optional tasks to engage with during the sequences
of player agency I really need to come up with a word for this. However,
unlike Dragon Age: Inquisition, if a player wants to advance the plot, there is nothing preventing
them from doing so. Travel from one location to another only takes a minute or
two, so it’s never obtrusive. There are no random encounters (all enemies are
visible on the map), the game offers the player multiple quartz to avoid
attracting enemies within the first Act (Eagle Vision and Haze), and even if a player
does get into a fight by accident, they can flee at any point in time without
risk of it failing/a lost turn in combat. Experience acquisition is elastic meaning that the player
gains more experience when they are under-levelled (weak) and less experience
when they are over-levelled (strong), so the enemies almost never become
too strong or too easy. And to round things off, every boss battle is a puzzle
of some sort with a solution that can be brute-forced. So if a player is
overlevelled, they can steam roll bosses without too much thought, and if a player
has been avoiding combat for most of the game, they can still get through a
boss battle with careful planning.
Everything outside
of the story is optional, so the player has genuine freedom to advance the
story at whatever speed they like. However, the non-story sequences are also
carefully conceived (yes, even the enemy encounters) making them worth delving
into. This is the reason why so much happened during these past two sessions; I
didn’t feel that it was necessary to engage with the combat because my characters
are currently over-levelled and I was curious about the story. I only advanced the
plot for two and a half hours. There was no need for me to break up the story, and the in-game support
mechanisms (read: good dialogue + the Bracer Journal) were there to remind me of it in case I somehow forgot what I was doing. THIS is why Trails in the Sky has amazing pacing; it’s self-balancing to
accompany any and all types of players.
There was something else that I wanted to write this time around *cough*recurring NPCs *cough*, but this topic is incredibly important to grasp in order to understand why Trails is such an amazing game. So, since next time I’ll be completing approximately 4 metric shit-tons of sidequests, I’ll leave these findings for Tuesday.
I didn’t open any treasure chests this time around, so here’s
another one from last the last session. I should
also mention that at this point in the game, one of the chests has recycled its
text. It’s a shame, but considering that I’ve opened almost 100 of the
things so far, it’s still pretty damn impressive (though it would have been
funnier if they had reused the chest that said: “Alzheimer’s much?”).









No comments:
Post a Comment