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Telling Stories: Don’t be so hard on your character

Yes, I know, it's a horrible logo. I'm not always good at those.Don’t be hard on your roleplaying characters.

I don’t mean this in the sense that you should give them all whatever they want and make their lives uninterrupted parades of joy, because that shit is boring.  No one wants that.  Your characters should constantly be facing hardship, struggling, getting knocked down and getting up again.  In that sense, you should be brutal to your characters, relentlessly hard on them, unceasingly on-point about what they’re doing right or wrong.

No, what I mean is that you shouldn’t be so hard on the character you made.  And yourself, by extension.  Don’t berate yourself because your character isn’t as good as they could be, even if your original concept was as gut-shatteringly stupid as “Goku but in World of Warcraft.”  Don’t beat yourself up over poor early roleplaying or changing your character over time or having to toss out some retcons here and there or any of the above.

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The Final Fantasy Project: Final Fantasy IV: The After Years, part 8

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

On the seventh tale of this episodic sequel, the premise has officially worn thin.  They started out so promising, a chance to really dive into characters in limited settings and expand on the dreary experience of the original game, but as the overarching plot has become more and more relevant each episode increasingly feels like tying up loose ends and moving all of the pieces to their proper spots on the game board.  Which, to be fair, is probably why the tales are getting worse over time rather than better.

This tale is the last of the initial offerings from way back in the start; after this, it’s all-in or nothing.  And it stars a character who was little more than a footnote in the first game whom I already know has to be in a certain place at a certain time to make Yang’s story work properly.  Here, then, is the weakness of episodic stories like this – the interlink of multiple things happening at once is cool, but it deflates a lot of tension when you know that things have to fit together later.

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Hard Project: Lord of the Rings

Hooray for being better by default!

On the plus side, it’s doubtlessly better than the most recent Assassin’s Creed game and its blatant disregard for being even baseline playable.

I’m going to be totally honest here and say that as much as it’s supposedly a part of the subculture, I’ve never much cared for Lord of the Rings.  This isn’t a case like Star Wars, where I think the thing as a whole is undeserving of praise; J.R.R. Tolkien seems to have been a fantastic guy, he wrote one of my all-time favorite fantasy novels (The Hobbit), and he did sort of kick of an entire genre.  It’s not his fault that later fantasy writers have resorted to making thin pastiches of his original work, and while it is his fault that he found heroic sagas way more interesting than I do, that’s… not really a “fault” thing.

But it’s really, really difficult to make a game set in that universe, despite its popularity.  We’ve gotten a lot of magnificent games in the universe already, sure, but this is a unique project insofar as every successful one makes each subsequent one that much harder.  We should be thankful for what we have so far, but it’s getting harder to fit in more stuff.

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Demo Driver 8: Sacraboar

But so few things are to its credit.

Almost every single screenshot is made up chiefly of empty space. This is not an accident, nor is it to the game’s credit.

If you’ve read the stuff I write here for a while, you know I have a great deal of love for the ambitious game that tries for lofty goals and winds up falling short.  Sacraboar, however, is not such a game.

Oh, it wants to be.  It wants to be some sort of never-before-seen combination of gameplay styles, mixing capture-the-flag mechanics in with real-time strategy.  Never mind that there are probably two dozen mods doing exactly that right now for StarCraft II, this game was built from the bottom up to facilitate that goal!  And it turns out that the goal just isn’t all that fun.

I’m not sure whether the weak skeleton of an RTS or a poor implementation of capture-the-flag gameplay came first, but what you wind up with is a game that’s just plain not fun to play.  It manages to combine the worst parts of both inspirations, and the net effect is a game which is most entertaining for the squealing noise heard when you capture the eponymous pig.

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Telling Story: I’d like to have an argument

Yes, I know, it's a horrible logo. I'm not always good at those.I have never talked with anyone about really good in-character arguments that I’ve had in an online game chiefly because I am sure that’s the first step toward sounding like a crazy man.

“Oh, yeah, this argument was great.  I was really worked up and angry by the end of it, I really felt like I was actually arguing… what?  No, no, I wasn’t really arguing with anyone, I was just pretending to be angry at my friends about things that never happened.  And it got me angry in the real world!  It was super.”

All joking aside, if you’re invested in the character you’re playing and what’s going on in the game, yes, you’re going to wind up transferring some emotion from the game into the real world.  As a result, it’s a tricky place to be.  You want arguments in-character to ring true, but you also presumably don’t want to have an actual argument with pretend people in a pretend game that you at least theoretically play to enjoy yourself.  So how can you make sure that your in-game arguments are 100% focused on in-game emotions and not real ones?

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