Double Agent
Panic on the streets of London - April 8, 2001 - Andrew Vestal

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. There is a light and it never goes out. Don't say we didn't warn you.

Hello, everyone! Andrew here. I'm not going to bore you with tales of my weekend; instead, let's skip straight to the letters.

Sore wa himitsu desu

A game pisses me off when it hits you with puzzles or obstacles that you couldn't possibly overcome with out consulting a strategy guide. Maybe it's just that I stink at solving puzzles, but it really bothers me when a game hits you with a puzzle that such a completely illogical solution that you can only figure out by wild trial and error.

The worst game to ever do this to me was Ultima IV: Quest of the Avatar on the NES. I very nearly beat the game. I had seven of the virtues mastered, and I only needed to visit the Shrine of Humility for finish it off. Thing is, demons would appear and attack me every time I'd approach it. I tried everything I could thing of to circumvent them, but to no avail. I finally gave up on trying to advance.

Flash forward several years. It eventually occured to me that there must be a FAQ on the game floating around the internet somewhere. So I go and look it up. Turns out, I needed to blow this Silver Horn as I approached. Maybe I just wasn't paying attention, but I don't recall ANYBODY in the game EVER mentioning anything about that. If they did, they sure weren't very direct about it.

I don't like games that drop excessively obvious hints on you, but I hate it even worse when they don't provide any clues at all.

-Officer Jack

This is definitely a major problem in games nowadays; titles are often designed so that puzzles and sidequests can't be solved without shelling out another $12.95 for the Official Strategy Guide. The developers put impossible-to-solve content in their games specifically to increase guide sales -- no foolin'. Square's Final Fantasy series has evolved into a particularly guilty offender; many of Final Fantasy VIII and IX's sidequests make no sense are are impossible to solve even with a strategy guide. Case in point being:

This sounds tedious

I'm a self-confessed perfectionist when it comes to gaming. I've got to unlock every secret, finish every quest, talk to everyone, and catch 'em all. This makes FF8 especially irritating to me. If it were simply a question of getting through the game from beginning to end, there wouldn't be a problem. But no, I've got to take a break from saving the world to fetch rocks for the Shumi. And therein lies the problem.

Squaresoft apparently put some psycho in charge of the sidequest design, practically requiring a game guide for some portions (Doomtrain, anyone?) But for my money, the Card Queen quest has to be the most sadistic. It's tough enough getting the Card Queen where you need her. It's even tougher knowing you've got to sacrifice a rare card to get her to move anywhere ("anywhere" possibly including the furthest point from where you want her). And sometimes it seems that once she has your cards, she never, ever gives them back! I once spent 20 rounds playing her in an attempt to recover my Quistis card, which she was refusing to put back in her hand, all the while thinking "I gave that up for a mere Fat Chocobo?" Then she proceeded to travel to the lunar base when I finally got it, dooming me to more wild goose chases. No quest, no matter how great the prize, should require resetting over ONE HUNDRED FRIGGING TIMES due to bouts of bad luck.

- ChocoMog ZERO, glad he had this opportunity to vent

The Card Queen quest has to be one of the most offensive sidequests around. It would be nearly impossible without a FAQ and a list of locations and how to find the Card Queen. Even with that much outside information, however, it still depends almost entirely on random chance. See also: Final Fantasy VIII's Mr. Monkey quest. Not only is that quest nonsensical and random, the developers go so far as to tell you that "YOU SUCK!" Thanks for the words of encouragement, guys.

Falling down

A. Vestal,

Xenogears. The Tower of Babel. I don't think anything else needs to be said.

-Dan Kolkena

Many writers shared Dan's feelings towards the Tower of Babel, but his was one of the few letters printable on a quasi-family website. Xenogears' little foray into platforming fun is widely regarded as a terrible, terrible mistake. For those who missed this part of Xenogears, here's the rundown. Ridiculous jumps within a poorly designed engine are one thing. Penalizing missed jumps by having you fall down several levels is unpleasant. But when you can get hit by a random encounter in midjump -- and then sink like a stone when the battle is over -- the developers have crossed some sort of sacred line.

Surprises we can do without

Double Agent,

Skies of Arcadia convinced me that random encounters were wrong. Not bad design, mind you, but morally wrong. To break up Skies' gorgeous environments and stunning exploration-based overworld with palette-swap random battles, every few seconds, is a crime against joy itself, and I feel obligated to daily wish for the bloody death firing of the monster who did it.

Pokeytax

Progressive-minded gamers everywhere seem to be taking a stand against random encounters. For anyone who has a soft spot in their heart for random encounters: they're not some fundamental part of the genre, and they're not spiritually pure or integral to a game's success. They were a cheap hack created for Dragon Warrior in the mid-1980s because the NES wasn't powerful to show an overworld thriving with enemies. This is 2001, and we're using 128-bit machines. More and more RPGs are either eliminating random encounters entirely or providing creative mechanisms around them (such as Final Fantasy VIII's Enc-None). As much as I love Skies of Arcadia -- which is a lot -- I must admit that it would have been even better without random encounters. Fortunately, many developers are taking steps to eliminate encounters. Final Fantasy X's developers at least had it in mind when designing the game, even if they couldn't implement it. It's taken nearly two decades, but the genre is finally starting to cast off its 8-bit roots.

The End. ...okay, we lied.

What game has gone out of it's way to really piss me off? Legacy of Kain: Soul Reaver. The game is awesome, don't get me wrong. But who in the world decided to cut the game in half? I will always remember the feeling I felt when I finally finished Soul Reaver. It wasn't a feeling of elation, or completion - but rather a feeling of being cheated. I have never ever played a game that did what Soul Reaver did, which is leaving you with the words "To Be Continued" at the climax. I know that it was intentional, but it was still wrong. As much as I liked Soul Reaver, I haven't picked it up since. I ended up giving the game away to a friend in disgust. So, that's my story. A great game that can never ever be completed because you need to buy a whole new system and another game just to see the ending of the game.

- D Reese

I don't want to reopen the whole can of worms about what makes a good ending -- but I think people on all sides can agree that a screen of text saying "To Be Continued" is unacceptable.

Speaking of Xenogears!
Three words : Chu-Chu Orgy.

*Shudder*

Negative Creep

I have friends who have played through Xenogears -- one of them twice -- and all stare at me blankly when I ask them how they feel about the Chu-Chu Orgy. Apparently it's not uncommon for gamers to simply repress any memories of the passage. Not that I can blame them, it's hideous. Don't believe that this oh-so-deep, oh-so-insightful game contains scenes where fluffy pink furballs get their mack on? It does. Oh, it does.

I guess you have to do something to pass the time in-between crucifixions.

Now THIS is malicious

You know what, almost ten years later, I remember pretty specifically as being malicious? (In fact, it's pretty much the only memorable thing about the game.) When you died in Who Framed Roger Rabbit, for the NES, you got a password system featuring something like 60 characters and you had around 20 seconds to write them all down before the password screen disappeared and kicked you back to the title menu screen. It was as if they were actively discouraging you from saving your progress. Grrr.

- Nich

Most ancient, grizzled gamers have a number of war stories regarding passwords under their belt. Some early titles (and even a few later ones) have password systems that are downright vindictive. Whether it's the letters O and o and the number 0 all looking exactly alike or a fanciful (and illegible) medieval script, replaying hours of a game due to an "invalid" password was not at all uncommon.

I guess he wants unlikeable games

OK, you asked for it...

Lately, I'm getting really (no wait, EXTREMELY) tired of games (RPGs mostly) who replace quality and innovation with charm. Not that I would prefer grim and depressing games - far from it. But lately it seems when a developer has no idea how to seperate their product from the crowd, they begin concentrating on making it 'likable'.

GB Pokemon (save the trading system) is essentially Dragon Warrior with fuzzy animals, and DW Monsters proves it. Skies of Arcadia feels like Wild Arms in a Megaman Legends overcoat. And I dare someone to make a list of the major non-aesthetic differences between Paper Mario and Mario RPG. Mind you, these aren't terrible games, but I resent game companies' assumption that if it's upbeat, I'll forgive everything else.

SonicPanda

This strikes me as an odd stance -- to not like games because their likeable? but I can see where you're coming from. However, Skies was my favorite traditional RPG of the year 2000 (I count most of Square's "Summer of Adventure" as 1999, having played the imports). Moreover, yesterday evening I finished playing through Paper Mario and enjoyed every moment greatly. Why is this?

After watching almost every "seriously" plotted game of the past five years self-destruct badly (there are a few exceptions, like Vagrant Story and the PC Planescape Torment, but coherency is rare), I've given up turning to games for deep and insightful storylines. If it's deep and insightful I want, I have a literary tradition in the English language dating back nearly 400 years, and even longer if I'll delve into translations from other languages. All I want from a game now is to enjoy myself.

That doesn't mean I want my games to necessarily be charming and colorful -- too much of that and I'd go crazy. What that means is that I can't stand games with an "agenda," where the developer is trying to shoehorn a mismatched message into the medium. I want my games to understand where they're coming from, to understand what I as a gamer am getting out of them, and to respect those boundaries. In otherwords, I want my games to be games, and to accomplish whatever further effects they seek within that context.

I don't need them to move me emotionally (though they can); I don't need them to change the way I look at life (though they may). What I want from a game is for it to make sense and deliver a cohesive experience. That means the narrative should respect its place as the larger tapestry of the game. Everything the story chooses to impart should be something that I, as a gamer, am concerned with -- not something that the director, as a socially conscious human, feels he has to get off his chest.

Finally, the games you mention hardly fail to innovate. Pokemon introduced a social aspect to gaming via trading as well as the now infamous two-color release system. Skies significantly raised the bar for environment and dungeon design; winding hallways just won't do anymore. And Paper Mario melded action RPG and platforming elements with a traditional RPG battle system and setting. Maybe not revolutionary, to be sure, but in the usually stagnant RPG genre, noteable advancements nonetheless.

Closing Comments:

Chris comes back tomorrow, and the last letter provides ample fuel for discussion. What do you want from an RPG narrative? Does it need to have a "deep" story and make you think -- even if it can sometimes be ponderous? Or would you prefer a shallower gamer that doesn't get bogged down in its own metaphysical quandaries? Let Chris know.

-Andrew Vestal, writing frightening verse to a buck-toothed girl in Luxembourg.

Recent Columns  
04.07.01
04.06.01
04.05.01
Double Agent Archives
How deep is deep enough? Let Chris know how you like your RPGs.
FAQ? Someday, maybe.