Friday, August 24, 2012

The Joy of 7 Wonders

I wanted to write about the way 7 Wonders (tabletop - Asmodee, 2010) does such an amazing job of focusing the players' attention, distilling its gameplay down to just a few choices, and wrapping you in a little bubble of concern that doesn't have to encompass the whole table.  However, if I'm going to stay true to my mission of describing the joy of a game, I have to be honest and say that this is a mechanical innovation that makes the game play better.  Obviously, immensely important.  But what does the game build on top of this tightly focused play experience that brings so much delight?

Consider how concentrated the game's theme is.  There's so much stuff in this small game.  The Joy of 7 Wonders is its

Compact Comprehensiveness


We're talking about a civilization game that plays in 30-40 minutes, after all. Compared to the lean 7 Wonders, this genre is full of the gaming equivalent of a bacon buffet:

Civilization (AH): 430 minutes
Through the Ages: 280 minutes
History of the World: 220 minutes
Rise of Empires: 220 minutes
Sid Meier's Civilization (both): 220 minutes
Antike: 144 minutes
Age of Empires III: 144 minutes

(Times extended by about 20% from their publisher-reported times.  It's the responsible thing to do.)

The only real competitor with 7 Wonders is Roll Through the Ages, also a fine small civilization game.  But Roll Through the Ages can't quite match 7 Wonder's feeling of comprehensiveness.

In 7 Wonders, you can (in somewhat simple gameplay terms) corner the market on a good or become a trading hub. You can become learned in many things or specialize your civilization's knowledge. You can escalate a war with your neighbors or capitulate to their empire.  You can festoon your cities with the institutions of culture and government or build one fantastic monument.  You can (and will) do many of these things in a variety of combinations.

Sure, other civilization games are richer, painting a historical narrative of sometimes epic scale.  Also epic is the time between your turns.  You know when it's your turn in 7 Wonders?  RIGHT NOW.  Build a stone quarry or a coliseum or a lighthouse or a marketplace; build a library or the freaking Hanging Gardens of Babylon.  Just play a card, already!

Friday, August 17, 2012

The Joy of Trine

The whole idea of finding the "joy" of a game is to side-step all the talk of whether it's fun and why.  Assume fun.  What else does a game provide once it's supplied you with the sine qua non of the medium?  That's the JOY.

Well, this one's easy.

The Joy of Trine is THIS.

Also: More, more, more, and more.

Wednesday, August 8, 2012

The Joy of Metroid

It was when I printed out a map for Metroid (Nintendo, 1986) off the internet and felt a creeping unease and remorse that I really started to understand what makes the game work.

Why did it bother me to look at that map--sweeping my eyes over it to find Energy pods I missed, identifying the boss rooms--why did that seem so wrong? Five minutes at my PC and this venerable game felt somehow... broken.

Some games, it must be said, are all the better with maps. Might & Magic without maps? Absurd! Grand Theft Auto III without that paper map unfolded next to you (at least for the first few hours)? Why would you do that? Etrian Odyssey??-- well, I haven't played it, but I've read enough to know: MAPS!

So what's with you, Metroid? Is there something under that power suit of yours that's too simplistic or fragile to be laid bare like that?

"Me?" this game responds, eyebrows raised. "I'm Metroid. If you need a map, you're playing me wrong." Further shamed, I look away, because I know Metroid is right. Because the Joy of Metroid is...

Familiarity


It's built up slowly, as familiarity has to be.  Here's the short hallway with cracked bricks under me. And the broad wall I have to roll under. Ah, and here! Here is the tall vertical shaft room. Up a bit and through the non-descript hallway and I'm in the gold vertical shaft room.

If you've played Metroid, you'll remember these shaft rooms. With their dozen branches and sub-branches, these two rooms are the twin trunks at the core of the game--at least the early stages. They're the axis of the world.

If you passed through these rooms just one time, as you might in another platformer, you wouldn't remember them--they would be simply a couple challenges to be bested. And not very good challenges, at that. Repetitious. Obvious safe havens and generous angles for firing on enemies. The biggest setback they offer is slipping and falling down a few screens (assuming you're on your way up). But these vertical rooms aren't built for that kind of challenge, and for good reason. In Metroid, form follows function: these are throughways, meant to be driven not quite on auto-pilot, but with the sure, steady confidence that comes from... well, familiarity.

The mechanic that produces this effect is Metroid's trademark backtracking structure. You see obstacles early on that you only get the solutions to much later. And so you come back to them, threading your way through rooms you've already (maybe) mastered.

Replaying stuff, even in reverse, is not really why it works. The magic happens in your mind. The first time you visualize exactly how you can get from one far end of the game world--through the green brick area, down the gold shaft, down to the short corridor...--then actually follow that mental map to your destination, you feel a singular thrill. This world that confronted you at first with its stark alienness has become your own.

If you had done that by following some paper map, the world would still be out there... it would still belong to the designer, like a book belongs to its author no matter how many times you read it.

Patterns of Behavior

Why doesn't familiarity breed complacency? Or dullness? Well, of course there are always new branches to explore and then absorb. But it's also because while the environments stay the same, you change. Returning to a vertical shaft with the freeze gun turns every side-to-side skimmer into a potential platform to stand on. It's a bit like revisiting a poem you read in high school: the words don't change but your vocabulary has grown.

The enemies in the game, with their at-first surprising, then perfectly predictable, behaviors serve as their own distinct layer of familiarity to achieve. Maybe this is less revolutionary than what's being done with the environments--enemies with deterministic patterns to learn are as old as... Centipede? Space Invaders, I guess. But it's still effective: There was a time you hated those fly-like things with two big dangling claws. They drop down fast, take a ton of shots to kill, and slide on the ground just below your gun's firing line. Now? Now you roll underneath them, tease them off the ground with a jump, freeze them with a shot, jump up, and plant bombs on their icy blue heads. Whether you deal with enemies by avoiding them or shooting them, success hinges on familiarity.

Even the game's music reinforces the theme. An hour into the game, you respond to a certain sparse bleep-bloop theme with a tingling anticipation: It means that mere screens away is one of those peculiar bird statues holding a juicy new power-up. You check your missile display because you know you'll need 5 missiles at the end of the room to open the red missile-locked door.

A Strange New World

Playing recently, I was struck by the paradoxical phenomenon that familiarity somehow enhances the genuine sense of alienness to the world of Metroid. You don't really get this in, say, Super Mario Brothers. Sure, the world is as bizarre as anything in Metroid. But how long does it take before the newness consists of nothing more than a series of abstract challenges of dexterity you haven't seen in quite that configuration before? Metroid provides an ebb and flow between comfort and anxiety as you pass back through familiar areas to take a strange new branch previously inaccessible to you. Emotionally, it's not unlike the airy calmness of riding your horse in Shadow of the Colossus between the stress of confronting and solving each colossus.

Reading up on Metroid, I learned a fascinating historical fact: Metroid flouted the expectations of gamers in 1987 in its very first moment by allowing the player to simply move left. Left of the starting area, in fact, is the game's first crucial power-up. But how many players just assumed that, like every side-scroller before it, Metroid was a game about moving from left-to-right, forever?

Right-to-left, left-to-right, up and back down! For the first time, a game made the player retrace and revisit. The result is a world that is more than a string of challenges; it is a place to inhabit.




Footnote
Okay, actually, this?  This is just beautiful.

The Joy of Blog

Inaugurated August 8, 2012, The Joy of [Game] blog will be a series of analytical essays on individual games. The goal with each essay is to expose those qualities of a game that foster engagement, memorability, and delight.

Boardgames, video games, and sports are all open for discussion.

My name is Chris Floyd, a professional video game designer, amateur boardgame designer, and lifetime game enthusiast.

I encourage any readers to contribute with your own comments, memories, and analysis.

I am indebted to Tadhg Kelly for planting the seed that has become this blog. Whether the future finds it bearing fruit or lying barren is entirely my own doing.