Monday, February 27, 2017

February Analysis: Braid



          Braid is a time-base puzzle platformer created by Jonathan Blow. It has this strange mix of narrative and gameplay. Braid shows clear inspirations from Super Mario Bros. with tropes such as the male protagonist saving a princess, enemies you can jump on to defeat, and even a friendly character stating “Your princess is in another castle.” However, this game isn’t trying to be a classic platformer; it stands on its own. The inclusion of Mario-esque elements are likely jabs at those kinds of tropes. 

          Players start off on the edge of a bridge. The game prompts them with controls for movement. For now, moving right is your only option as there is nothing to the left of our protagonist Tim. When you move far enough to the right, you enter a house with a room that lights up. There are other rooms, but they don’t light up yet. Upon entering the single door in the room, Tim ventures into World 2. Shouldn’t this be World 1? Why would the game begin with World 2 as its first? 

          Inside the room we see clouds and a blue sky. It appears lofty and dreamlike. We can also see green books on pedestals that can be read if the player walks up to them. These books are in every one of these kinds of rooms and they hold most of the game’s narrative. The rest of the narrative can be found in the puzzles themselves, though it isn’t easy to pick up on.

Braid’s levels consist of time based puzzles to solve. The main mechanic is Rewind, a power that lets Tim go back in time to a previous state. Whenever Tim falls into a spike pit or touches an enemy, he dies. The game doesn’t end, but stops. The player can get right back into the action by Rewinding time and trying again. They can even adjust the speed at which they go backwards. Alternate mechanics include green, sparkly platforms which make Tim or other affected objects immune to Rewind, creating shadows of the player, and slowing time to a near halt. One world has players affect time by moving forward or backwards. The world only moves when Tim moves (like a precursor to Superhot). What’s intriguing about these mechanics is they tie in with the narrative surrounding Tim.

Every World has a series of books that Tim can read. The passages inside of them hint at what kind of mechanics are in play in the World. World 6, for example, has books that talk about Tim’s ring. One of the lines from the books says “It makes people slow to approach.” This implies that the ring slows down time and that is the very mechanic that becomes prominent in World 6.

In order to progress, Tim needs to collect jigsaw pieces to make portraits. When the portraits are complete, new Worlds open up. You can technically bypass any puzzle by going through the next door, but you don’t make any progress until you collect these jigsaw pieces. One portrait has a part that serves as a platform when moved around. It becomes essential to obtaining another jigsaw piece. The portraits themselves convey a high class style of living. Possibly it’s something Tim wants, but doesn’t have. In a way, he comes off as pretentious. The whole game has this high class aesthetic to it. Even the soundtrack with its classical style of music adds to this. The only place that doesn’t really fit into this aesthetic is the hub world where players start their journey. The house looks ordinary. Spacious, but ordinary.

The mechanics of the game hint at a narrative about Tim. Look at the shadow puzzles, for example. The whole idea of this mechanic is that Tim moves and performs an action, then goes back in time to do another action whilst his shadow does what he did before. There are moments in which Tim has to sacrifice his past self in order to progress through the level and take the puzzle piece. The player has to think of what they need to do in the present to make the future easier to handle. If they mess up, then the new present can’t reach a solution to the puzzle due to a lack of cooperation from the past’s shadow of Tim.

Tim’s goal is to find this princess, but why? Why specifically this person? Does she even know Tim? At the end of the game he finds her, but something doesn’t seem right. Why would the sinister knight release his captive? Why does the princess run so oddly? When players reach the end, they see exactly what’s wrong. As time winds back, it is revealed Tim is the villain. He had relentlessly pursued this princess to the point of stalking. He chases after her despite rejection. She is saved by the knight who carries her to safety and players are left to think about what this all means.

          I almost feel like Tim made up his relationship with the princess in his head. To quote one of the books in game: “He made many mistakes during the time they spent together… Memories of their relationship have become muddled, replaced wholesale…”. If they had a meaningful relationship, wouldn’t Tim have many good memories of it? He only seems to remember the time she turned away from him. And what of these mistakes of his? In the books it states that Tim reversed his mistakes and kept the princess safe from harm. He also writes for her. How does he know what she thinks? Is Tim just idolizing this girl and forming the perfect idea of what she should be rather than what she is? He’s also selfish with the princess. To quote again: “Her benevolence has circumscribed you, and your life’s achievements will not reach beyond the map she has drawn.” Tim still wants to be himself and not change. Being yourself isn’t bad, but in Tim’s case he wants to pursue something that may require him to get rid of his partner. He doesn’t consider her say in the matter at all. 

As for the writing, it looks as if written by an adolescent. This is not to say the writer of the game is terrible, but if it’s meant to be Tim’s own thoughts then it makes sense that the books have these kinds of words in them. The books themselves seem to jump from various times in Tim’s life such as childhood, adolescence, and young adulthood.

In the epilogue, Tim learns his lesson. He worked so hard to find a castle and a princess, but he went about it the wrong way. He couldn’t just find a castle and force someone to join him. Tim realizes he has to work at it, slowly building up a castle from a small base. 

          Braid is a game that has many interpretations on how it’s meant to be seen and played. There’s no definite way to experience it. Some theories lean towards Tim dealing with a breakup, others to the atomic bomb, and even with Tim dealing with growing up with an idealized fantasy that was far from reality. It’s a complicated game with surprising depth. It requires the player to think about everything they’re doing and why they’re doing it. Why Tim is here and why his world is the way it is. Playing through without thinking about what the mechanics are conveying to you is not the way to go about it. To play for competency is missing the point.

Monday, February 20, 2017

How to Make Capture the Flag More Fun



          The Overwatch Year of the Rooster Event ended a week ago. It was nice to see this holiday celebrated as most games stick with Easter, Halloween, and Christmas. Thematically, the event was wonderful. New skins and emotes fit the occasion. However, I have a problem with the new game mode they introduced: Capture the Flag. It was not implemented well. The idea could have worked, but every match I joined had either one team grabbing a flag and then beefing up defenses or neither side would get a flag and the match ends in a draw. This is common in Capture the Flag (CTF) type games. The main reason these games end in draws is due to limitations on getting flags in the first place. CTF is built to be fair, but it’s so defensive on both sides that it’s almost rare that a flag is taken at all. If no progress is made, the game mode can become disengaging quickly.

          Wildstar had an interesting take on the CTF game mode. Players could take one flag at a time, but multiple team members could take multiple flags. Instead of having only three flags to steal, there was five to take. Increasing the number of flags doesn’t necessarily make it more fun, but with the changes made to the formula it made sense to do this. Enemy teams could steal back flags taken from them. One flag was generated every so often in a different location away from either teams’ bases. After a flag had been taken from the spawn, another flag would be set on a timer to spawn somewhere else. Both sides could take flags and didn’t need to be the only ones holding a flag in order to capture. If both teams have a flag, just let them score. It might end in a close match, but whoever caps the flag first is in the lead.

          Inhibiting the flag bearer is not good. This makes players hesitant to even go for the objective in the first place. It’s easier for them to decide to support the flagbearer by attacking the enemy. Just let them keep all of their buffs and move at normal speed. You don’t need to give them extra buffs, but certainly don’t take anything away. 

The rest of the players on both teams could have a unique buff that is applied when someone gets the flag. Let’s say Player 1 of Team A grabs the flag and starts running back to their base. All other players of both Team A and Team B get a movement speed buff so they can reach their ally/enemy faster and provide support/impede progress. Team A can help their teammate with healing, shields, or speed buffs if they wish. The enemy can do whatever they can to slow down or eliminate the enemy. 

          Picking up the flag itself shouldn’t be a hassle either. Don’t put a delay timer on the flag that’s easily interrupted by so much as a sneeze. Have the player take the flag instantly at their own risk. Maybe someone guarding the flag can intercept the player on their way back to base. If the flag falls for any reason, anyone can pick it up instantly and go where they need to. There’s no need to respawn the flag back to the center. It’s more exciting to keep the action where the group already is. While you’re at it, have the next flag spawn during the time the current flag is being taken to a team’s base. This gives teams something else to think about: Do they all stay with the group and risk letting the new flag be taken by the enemy? Or do they send a small party to go and grab the new flag? 

          Overwatch can do better with their CTF. They may have had some ideas for this mode, but it didn’t work out as planned. They’ll improve it and make it exciting to play sometime. But for now, it needs some serious work.

Monday, February 13, 2017

Favorite Antagonist



          Some time ago I wrote an article about favorite protagonists. As you can see by the title, I’m looking at villains now. Thing is, good villains are hard to find. 

          To me, Handsome Jack of Borderlands 2 is the most evil of all the antagonists I’ve encountered.  He does lots of bad things to the player, but he also hurts other characters in the world. It’s one thing for a villain to strike at me, but to drag in people I know and love? That’s grounds for war! What I like most about this guy is how often you interact with him. It’s not direct interaction, but it still makes me cringe every time I hear from him. Usually he insults you or impedes your progress by sending a boss to fight you or something. I think it’s when he gets personal is when you start to hate him. He’s the kind of guy you love to hate. Whenever he hurts someone you know, that’s when the grudge you’ve got against him intensifies. For example, he captures Mordecai’s pet hawk and infuses it with several properties such as Fire, Shock, Toxic, and even Elemental. He forces it to fight you. After you’ve weakened it enough, everything seems fine. We can all go home and get Bloodwing fixed. Then Jack decides to make the bird explode into meat chunks and leaves you and Mordecai to mourn over the loss of a dear friend. 

          Not all villains have to be smart, though. They can just be someone in the protagonists way. It could even be someone who has evil intentions, but is not competent at carrying out their plans. Take Dr. Nefarious of the Ratchet and Clank series. He’s the kind of guy who has one goal: kill the squishies (his term for organic life). The way he moves gives him this zany and comical feel and his dialogue makes you snicker. When he overloads with rage, a soap opera recording plays until someone smacks him back into reality. You just can’t take him seriously, but you sort of like him. Does he accomplish anything? Not really. But I’d like to see more villains like him.

          The scariest villains are usually the ones that don’t communicate with the player, but interact with them either indirectly or directly. In Among the Sleep, your own mother is a villain as a nightmarish representation. As a toddler, you perceive your mom as a caring person, but also as this horrible monster. In your mind, there’s a version of your mother who drinks excessively and becomes enraged, thus becoming this hideous beast. In this form, she can follow and capture you. In her normal form, she has a nurturing personality. It’s terrifying seeing one’s darkest impulses brought into a physical incarnation.

          What villains do you all think are great? Is it someone who’s committed the most nefarious deeds? Someone with wicked intentions? Or perhaps a complete monster?