GW2: Molten Weapons Facility – Analysis and Opinions

Controlled flight, this isn't. And this is the jetpack we're hoping to get?

Now that the “on principle” philosophical argument about “forced” grouping is out of the way, let’s get down to some of the nuts and bolts of the dungeon design itself:

Bottom line is, I’m still heavily playing repeated instances of the dungeon, which suggests that a whole bunch of things -did- go right.

The crux of it is that I decided I really like the look of the Molten Firestorm and Molten Berserker bosses, and -choose- to keep striving for a lucky miniature drop and/or a tonic recipe that I can slooowly build up the mats for later.

Philosophically, I much prefer a token system over RNG drops (mostly because my luck sucks – see Venom precursor, and I keep getting turnip soup most of the time) but I respect that RNG has its uses and it’s a sneaky way to keep experienced people continually playing the dungeon for the time period because they are either unlucky, or are very lucky and want more drops to sell.

I am also able to tolerate the dungeon and most groups quite well because of the design which strives to prevent as much rushing past as possible. I like to fight everything. I’m playing an MMO to fight stuff and have a good time, not skip past everything to the end reward. (Which, I am aware, puts me at odds with a good many habitual dungeon speedrun farmers out there.)

I greatly appreciate the enforced pauses, because it gives a better sense of pace, allows new people to appreciate more of the story and NPC interactions, lets one switch out utilities as needed before the group members with ADD have rushed into the next set of mobs, and even, horror of horrors – gives people time to type sentences in party chat and interact socially.

I’ve had some hilarious groups with Tarnished Coast servermates – being TC’ers, I figure they must be used to RP weirdoes and have indulged in very shallow roleplay by speaking like a snarky, snotty Asura (which is never hard to do) and adding color commentary to NPC lines.

I really do. They are sexy sexy ears.

I really do. They are sexy sexy ears.

The best bit is the no-real-consequence atmospheric epilogue, which is a tremendously good time to just let one’s hair down and have a little fun after successfully beating the bosses and making people laugh or keeping them entertained. (I hope, anyway.)

epilogue1

(last bit while running around in little asura circles of panic)

epilogue2

(while aflame)

epilogue3

Of course we did.

And then there was the party with the engineer who insisted he did NOT have an elixir B drinking problem:

epilogueb1

I try to leave the bookahs to burn every run, but they keep following...

I try to leave the bookahs to burn every run, but they keep following…

Alas, enjoyable groups where -someone- else talks and helps to keep the immersion and entertainment going with wisecracks are few and far between (which is why I’ve immortalized the fun I had in the screenies above.)

In groups where I see no one talking, or don’t seem like they’d be open to a bit of fun, I just shut up and be a good little silent robot cranking out one’s path to the shinies. (Or running vainly with short legs trying to catch up with the speed freaks.)

Which sometimes leads to horrendous messes. I gotta give kudos to ArenaNet’s design team for creating stuff which challenges the group to cooperate well together. Too many times, I see a player rush ahead and accidentally aggro a whole load of Molten Alliance mobs – which leads to a great chaotic frenzy of jumping around, dodging, healing, buff-throwing, seeing folks get downed, trying to rez them up, etc. Disagreements on whether to kill the Molten Brawler or the Molten Gunner first are also another cause of extreme chaos. Fortunately, the difficulty is not too insane, so strong group-focused builds will more or less keep the team upright.

I confess to preferring something neater, where no one’s hp bar ever moves into the danger zone. I feel like something’s gone wrong if someone falls over into the downed state, let alone, dead. Maybe it’s just a carry over from tanky days in City of Heroes. I relish the rare groups which, by chance or by cookie cutter build, are well synergized to the point where buffs are flying all over and no one is in real danger of dying.

And then there was this fantastic party: a lvl 80 mesmer, me, a lvl 68 elementalist, a lvl 35 guardian, a lvl 35 thief. The non-80s had 1k-2k achievement points and I was wondering if this was going to be another fiasco. It wasn’t.

You know why? All the players were great playing their classes, and the three lowbies appeared to know each other and were used to fighting together. The group also had the patience to recognize and wait the mere 5 seconds for me to wordlessly corner pull and separate out Gunner and Brawler spawns, so that we tended to only fight one at a time, with the other stuff all stacked up neatly on the corner where the mesmer could unleash all his stuff and everyone just unloaded. The only time one or two of them fell over was during the last boss fight (and were promptly rezzed), though they were all masterful at movement and dodging… I still think non-80s are working with considerably less buffer and I have to give them kudos for being very very good. Neat, super smooth, no deaths, a few downs.

And there are groups like this, where apparently pulling means shooting shit to death while backing away slowly in a straight line.

Lamenting the lost art of pulling properly

Lamenting the lost art of pulling properly

I’m a hammer/staff guardian, I don’t have any range worth speaking of, if you don’t warn me in advance to switch to scepter.

Of course, the nice thing I really appreciate about ArenaNet’s trinity is that there are many ways to achieve the same goal. You -could- focus fire them down from range if your party was built that way. I’ve seen other guardians charge in and use greatsword’s binding blade to great grouping/clumping effect with less time than scenery pulling. Some classes use a whole bunch of pets/minions to split aggro.

And yes, you can just rush it all pell mell using your own bodies to split aggro, relying on shouts, banners and other buffs to keep you upright, with or without a focus target, with varying degrees of messiness depending on how everyone’s build is set up. Whatever works. The variance at least keeps it lively.

The ambush at the start is a nice touch story-wise. I try not to ruin it when I know someone is new in the party, but more and more, you see the couldn’t-care-less people just stand by where they spawn. A repeat group is, of course, another matter.

tunnel

I enjoy the enforced delay in the tunnel here. You see all the ADD folks humping the coals and getting burned. There’s built in time to buff up for each encounter, you can’t skip past it, and if you haven’t mined the nodes, you can usually get it mined and catch up with the people who wouldn’t wait at all if not for the big fat drill in the way.

The random spawn of Champion Ooze, Champion Troll or Champion Ember in the hall beyond is an interesting touch. I’ve seen the most chaos tends to occur when the Ember is in play.

The hidden orichalcum ore was a fun mini-puzzle to figure out the very first time. It gets problematic later on with a group with split priorities here though. Impatient people don’t wait. They turn left, rush through the steam vents and are dashing through the corridor to trigger the weapons test, while the new ones who want the ore are still being guided through the path and the cutscene no doubt triggers at a confusing time for them, ruining the narrative effect completely. At least someone who’s seen it before has just enough time to dash through the spiders, mine their ore, and get out.

If the NPCs make it there with the impatient people, you get thrown into a disorienting loadscreen teleport and end up in the weapons test with no pre-warning whatsoever.

overlooking

That said, I again appreciate the length of path here when done properly, with party in sync, and traveling with NPCs. There’s a sense of drama as you move down the rocks, and crucial valuable time to type information for people who haven’t done it before.

weaponstest

The weapons test encounter is truly excellent though. There was a fun sense of panic when first experiencing and learning what all the stages consisted of, and also fun inherent in figuring out the solution(s) and mastering them. I appreciate that there are multiple solutions, not just one thing that -must- be done.

My screenshot is poor quality, I know, but you can sort of make out the nimble people moving around. I like to hold out near the core, where there is a safe area most of the time, and use a ton of stability to negate the knockdown (barely anyone else recognizes hallowed ground when I use it though – you can stand in it too, folks!) and heal through any accidental damage (it’s a guardian thing, and I’m not very nimble so it works well.) I only move when it comes to the fire circles everywhere stage, and again, it’s nice there are multiple areas of safety to identify on the fly.

There are one or two guys hiding in the absolute corner, which no one is really sure whether it was intended or no, but you know some players, if they find a glitch, they’ll glitch it. And then demand stridently that everyone else glitches it in the exact same way with them.

My evolved preference is to sit where I am, where the molten protector spawns, because Hammer 4 (Banish) has a wind up time. Playing dredge golf and launching it out of the way before it can get its invulnerable fire shield up is SO satisfying. If I hide in the corner, it’s hard to get back in position in time. I believe other classes also have pulls and knockbacks that they can use to play with it. And worse come to the worse, people can also wait for the fire shield to drop. Multiple solutions. I like.

supercooled

The supercooled section is all right. Again, multiple solutions. You could scream BANZAI and charge in like a number of groups do, with debuff on and everything, and just soldier your way on through, taking your chances on whether you fall over based on the builds of your party. Some rush the coolant boxes. Some will have one or two high damage people take them down. Some pull back to no-debuff areas. I’m a big fan of utilizing corners to pull. It’s so sad it’s such a lost art though. When the stars and toughness attributes of the party align to give me the innate aggro, I love to do it and watch the ranged mobs come rushing up to regain line of sight.

The “Kill Brawler or Kill Gunner” first debate goes on. It seems to be evolving towards get brawler, then gunner. Either way works, in my opinion, but it’s really whether the party uses focus targets and follows them. You can negate the brawler’s shockwaves with jumping, dodging, and I liberally apply stability (others can provide regen.) But the waves do seem quite deadly to squishies who can’t jump or dodge well. He’s melee, so he’s usually ends up closer to the party and everyone using target nearest has a tendency to go for him too, so you may as well burn him down first, that kinda thing.

Other people like to block the ranged mobs’ projectiles with reflects. Which I’ve tried, but when only two people are using the wall, and everyone has rushed out in front of it because the gunner has jumped backward, you end up either joining them to thwap the gunner or hanging with the wall feeling forlorn. The gunner’s projectiles are also easier to avoid at range, though I did hear someone say it does the most damage at maximum range too. And there’s the just-suck-it-up-and-heal-it-up guardian method which I often end up doing because I’m clumsy and lack finesse and it’s really quite hard to see where those projectiles are coming from, when you’re short and are in melee range.

prisoners

Prisoner section. I like that there’s a little pause here again. Utility skill switching time if needed. Insert wisecrack about not wishing mining on your worst enemy. (But I have a shiny molten pick!)

This is where the speed freak people also tend to get a little caged up stir crazy. I’ve seen one of them jump past the gate above using the spiky rocks to the right. Which promptly ended up with him getting aggro from everything beyond while the rest of us looked on from behind the closed gate. *chuckle* We got over in time to get his downed body up. Then another one who tried the same thing, but ended up falling into the lava below. *snicker*

Probably an unintended glitch, but I’m not looking forward to the day when the majority of the party learns this, and insists everyone do it, and/or laughs at falling people dropping into the lava below. (You know it’ll happen, right?)

Yeah, so the rest of this section is an extended debate between the party on which Molten Alliance mobs to kill first, some parties which work smoothly together, and others that don’t, while the NPCs do their thing freeing prisoners and stuff. (And watching Frostbite fall over, a lot. Noooooo, poor baby devourer…)

Some people feel it’s too long, I personally don’t have an opinion either way. I’ve seen it go super smooth and fast with a good group. I’ve seen it go pear-shaped and be very drawn out and messy.

protectors

The protector schtick is interesting. I like that you can kite the protector out of the shield, which gives parties without pulls or launches a perfectly viable option to take them down. (You’ll be amazed at how many people fail to notice the shield and continue flailing away though.) And there’s always waiting for the shield to drop when all else fails.

The orichalcum ore and mechanical crusher ore trap is hilarious. I think everyone gets caught by it once when it’s their first time.

bestgateever

This gate. It is the best gate ever. I am a big big fan of this gate. Besides giving people the time to marvel up and down at the size of the structure, and take screenshots if they want to, it serves the ULTRA IMPORTANT PURPOSE of giving people enough time to type the question of “which boss are we killing first?”

Communication. Oh, thank god there is something in the design that helps it along. It’s interesting, and probably a big compliment to the team who designed the final boss encounter, that three days in, there’s still no real consensus on which boss “must” go down first.

(Or rather, in each team you end up, there’s normally a few guys convinced with high passion that so-and-so is easier, and that one needs to go down because they’ve always done it that way. And so you go along with them and help their self-fulfilling prophecy along. Oh, I am so going to hell for that. :P )

I’ve done it all ways now, and they’re all possible. There’s go all out burn on firestorm. There’s go all out burn on berserker. There’s take the time to swap targets and remove the enrage stacks from either of them. There’s assign one or two people to do the enrage stack stripping, or the people self-assign themselves.

The only way that isn’t so cool is to all stack up inside berserker to avoid the waves. Fortunately, only one group I’ve gotten into has wanted/demanded people do that. I hope it doesn’t evolve to only that before day 10.

It’s a lot more fun to do it the proper ways – because again, there are multiple solutions. I simply cannot jump in time with the shockwaves. I don’t know if it’s instance lag, or ping, or what, but it just doesn’t work. You jump it on your screen, but eat the damage anyway. But dodging works, and I often dodge forwards to close the distance to berserker to hit him. And stability/soak damage covers up most accidents, though there can be a run of bad luck when you just eat a shockwave, get knocked back and down into a big pool of fire that firestorm has thrown, which pwns you. As for the flame circle attack, turning the camera 180 degrees and running like a coward far far away works best for me. Other people jump or dodge or whatever, I just don’t like the risk. Whatever works.

And then the denouement, after the grand chest of mostly turnip soup recipes (and the odd beet soup one), there’s a bit of quiet time to catch one’s breath, load up on explosives, before the big bang and harmless but highly dramatic and cheesy fun (or is that the other way around) escape sequence. Which, as I’ve mentioned at the top, is a nice social space time to actually have time to talk before everyone quits out the instance.

elevatortrap

I see some ArenaNet person agrees with the Natural Selection folks that being stuck in an elevator is a kind of ‘social together’ experience.

The TL:DR conclusion?

I generally like it. I’m still playing it. Even if I’m running a cookie cutter build to give more leeway for mistakes and the weird chaos that can happen in PUGs. (Huge repair bills and multiple deaths make me very grumpy. So much easier to do my best preventing that from happening to me with an AH guardian.)

And I probably won’t stop until a majority of my groups sour to the point of being elitist and speed freaky. I don’t know how long that will take.

I think the devs did their best to prevent/slow that down from happening and achieved that respectably well, though I’m a cynic and am convinced it’ll happen at some point.

The burning question’s still up on whether it’ll happen before the dungeon disappears.

The Very Long Night of Bruce Wayne

I want to climb and glide off a tall skyscraper, dammit

I’m a year late and a couple months short. I know, I know.

But I guess with the constant discounts, pretty much any gamer these days has an unplayed Steam games list, courtesy of their estimation of available time being somewhat greedier than reality.

Having -just- bought LEGO Lord of the Rings and played it up to the Balrog, for whatever twisted reason my mind decided that -now- would be a great time to finally get around to playing Batman: Arkham City.

So that’s what I’ve been up to the last couple of days while taking an extended break from Guild Wars 2.

(I see the end of Jan patch has hit, so that’s a good reason to jump back in the next few days to check things out. More thoughts on that later once I get the lay of the land again.)

I really liked how they depicted most of the iconic Batman universe characters. Ra's al Ghul's character design just screams 'demon' throughout.

I really liked how they depicted most of the iconic Batman universe characters. Ra’s al Ghul’s character design just screams ‘demon’ throughout.

I don’t want to write a review of Arkham City here – the metacritic scores don’t lie in that it’s generally agreed by most to be a very good, solid game.

I’ve spent around 26 hours in game, finished up the main storyline and most side missions but 3-4 and am currently methodically cleaning up the riddler puzzles left all over the place.

A couple are quite difficult and have been left for a later time, possibly to be looked up with a guide for a suggested strategy/optimal path, though how much help that’s going to be when muscular coordination is probably the main issue is still unknown.

I understand there’s a hard mode, as well as a New Game Plus mode for both normal and hard difficulties, but frankly, having seen it once before, it’s unlikely I’ll sit through it again. I already found normal difficulty quite challenging, a bit of a surprise since I recall having an easier time of it playing through Arkham Asylum. Either they jacked difficulty up across the board for the sequel, or I’ve lost the rhythm and timing of how to fight like Batman.

What struck me as the most surprising, and inspired this post, was how I kept thinking: maybe ‘sandbox’ ain’t that great, after all.

Let me try to explain. The thought requires some careful dissection.

It’s natural that I would end up comparing the first game, Arkham Asylum, with its sequel, Arkham City, while playing through it.

One of the things that captivated me MOST about Arkham Asylum was how phenomenally immersed I was in Batman’s world. I was Batman. Prowling around the asylum. In stealth mode smashing up thugs before they saw me. In straight beat ‘em up fights when I felt like it.

And the story never let up. It was a linear storytelling sort of game.

It’s the Spec Ops: The Line or Call of Duty: Modern Warfare type of deal. You have a map level or two – everywhere else is sneakily blocked off until later, you’ve got to go to those areas and trigger the next bit of story and have the next plot twist arrive, all the way to the end, pretty much. After which, you get to play achievement clean up if you so wish by going over all the maps with a fine tooth comb and all your gadgets to collect whatever trophy bruhaha you desire.

When the villains start monologuing, the story's pretty good. It's the supposed "open world" that gets to me.

When the villains start monologuing, the story’s pretty good. It’s the supposed “open world” that gets to me.

In Arkham City, that feeling is somewhat… dispersed.

It’s not that there isn’t a main storyline filled with plot twists and interesting developments. There is. And it’s a good one.

It’s just… that I end up as distracted as a gerbil with ADD while running about the purported ‘sandbox’ of Arkham City (in the vein of sandboxes like GtA and its ilk.)

Instead of being focused on being Batman and singlemindedly following my goal of pursuing the heinous villain pulling the strings behind it all, I end up as Batman juggling phone calls from people as diverse as the Joker, Zsasz and Oracle, while stopping any street crimes I see, and those damn thugs just hit me so I’ll hit them back, and ooh, detective vision just showed me a camera so I better batarang it, and that shiny tripet of joker balloons, and there’s a Riddler trophy over there so let me stop to solve it because that’s one less to be back for later, and I’m really close to this TITAN barrel so I may as well make a short detour, dammit, that fucker SHOT me! Glide off, sneak back, silent takedown and take that, two bit thug. Some other guy is calling for help now – hang on, where was I again in the main storyline?

I mean, I understand that it’s nice to have that sort of freeform play experience where you get to make your own choices of what to do.

But in Arkham City, I don’t know if it’s just not that well done a sandbox, or if we’re just trying to kid ourselves because narratively, Batman is going to do it all anyway, right?

There’s no real choice per se, only the choice of what order to do it in. Batman doesn’t fail and have to live with the consequences. He doesn’t kill, the end. Or wind up with a hostage accidentally killed. He succeeds, full stop, or it’s game over, replay or quit the game. Ie. a more evolved form of the manual save/reload.

At most, you have the choice of incompletion. Perhaps I won’t be arsed to keep gliding about the city looking for assaults in progress to progress the little side mission bar until it’s done.

Yet, we as gamers can’t really seem to handle choices with consequences either. In other games, like Witcher and Mass Effect or what not, when faced with what seems to be an indelible choice that’s going to affect the storyline one way or the other, what’s the thing we most often do? Google it. Check the guide that tells you exactly what happens down either path, and pick the one whose plot you like best, or whose shiny reward is the most optimal (depending on your player personality and how important the game makes the reward.)

Which sometimes makes me think that linear story games have an elegant finality about them. I -finish- a lot more linear story games, and feel good about clearly finishing them. Bioshock, Portal, Heavy Rain, World in Conflict, whatever.

I’m still not ‘done’ with Assassin’s Creed (I’m way backward, I know), Prototype, a number of GtA variants, Saints Row 2, Red Dead Redemption and stuff like that. I haven’t picked them up in years, so I probably won’t get back to them any time soon either.

Mind you, this is already somewhat cleaned up. I'm on the third hostage of Riddler by now.

Mind you, this is already somewhat cleaned up. I’m on the third hostage of Riddler by now. There were a lot more question marks before.

Perhaps it’s just the Achiever part of me conflicting with everything else, I see a shiny icon on the minimap or the radar and I may as well check it out, or pick it up, or do whatever it is to pick up the shiny because it is there. And there are usually 404 or 606 of these tiny tasks to do.

Ironically, I never complete all of them either because the Explorer part of me is howling in fury by the 264th shiny and will sneakily divert my attention to the next shiny new game I haven’t played yet. The Achiever, who is somewhat simpleminded as these things go, promptly gets distracted by the next game’s 2 of 99 shinies.

Still, it’s a small nitpick in what is ultimately a good game – that I’m not as immersed in the Batman role, thanks to my metagame mind always counting and planning the next ‘task’ to hit.

A part of it could very well be the level design. I can’t walk six feet without stumbling across a green question mark. And that fact is even pointed out in some of the thug dialogue.

The city itself is not as varied as it could be. Or maybe one just spends too much time in the air above it.

Or it's the fault of Detective Mode again. Late game, I spent more time in it than out. Practically every thug has a sniper rifle, assault rifle or shotgun, so you've -got- to see them before they see you.

Or it’s the fault of Detective Mode again. Late game, I spent more time in it than out. Practically every thug has a sniper rifle, assault rifle or shotgun, so you’ve -got- to see them before they see you.

It’s a dark, dismal, depressing, gothic prison with leaning buildings and lots of convenient gargoyles for Batman to grapple on to. I would have loved some really tall commercial skyscrapers like we see in the background but never get to ascend.

There are no pedestrians, no innocent passerbys to avoid, just thug after thug of one sort of another, and the harmless innocent NPC labeled ‘political prisoner.’

What is the point of immersion if it doesn’t even feel like a city to begin with? Just a concentration camp full of criminals to beat up?

I spy with my little eye, something beginning with "S." Still more thugs.

I spy with my little eye, something beginning with “S.” Still more thugs.

Immersion is easier in Bethesda games like Skyrim, Morrowind, or even Fallout 3. There’s more of a sense of world, and it’s your own character you created so choices feel more meaningfully significant.

I did like the Catwoman ‘choice’ at the ending of her section though. I stood for a long time at the door to purported freedom and riches, feeling Catwoman’s conflict and eventually thought, well, what would Selina Kyle really do? And sighed, sashayed over to the ‘save Batman’ door, mourning the soon-to-be lost shiny stuff and headed out.

I hear the game will actually end there and show the dismal consequences of the other choice, before giving you a chance to retry and pick the ‘correct’ one. Which, of course, sounds a bit cheap on first hearing, but if you think of it as a automated save/load feature, then it’s not so bad. You could, of course, end the game there, but if you want to see the end of the Batman story then yeah, restart away.

Every time I play Catwoman, I feel the urge to go "Meow." Surprisingly more immersed by her this time around. Maybe it's just new and novel.

Every time I play Catwoman, I feel the urge to go “Meow.” Surprisingly more immersed by her this time around. Maybe it’s just the ‘new and novel’ effect.

I almost thought we’d get to make THE ultimate choice of Batman at the ending of Arkham City. (I’m speaking in a roundabout fashion to avoid too many spoilers for those who are even further behind on their games than me. Probably not that many.)

The cutscene that took away that choice was somewhat disappointing. Narratively just, perhaps. But rather convenient.

I honestly wonder what difference it would have made if we did get to make the choice. If we chose to let Batman cross over that single line, ‘don’t kill’ and do it, why not? It’ll taint him into villainhood, sure, but what a fantastic thing to think and talk about, and the ending cutscene would still be the same.

And if we chose to offer mercy and spare the villain’s life in the end, ie. what true Batman would do, THEN show us the cutscene that takes the choice out of our hands.

That would have been fantastically poignant, methinks.

I can only guess that future sequels might have been hard to plan for if Batman made that kind of irrevocable decision at the end of only game 2.

GW2/IF: Back on the Narrative Hunt – Emily Short and Fractured Fairy Tales

The terse, evocative beauty of words...

One of the things I started missing while enjoying Guild Wars 2 was narrative. Huh? Doesn’t GW2 have narrative?

Well, yes, and while I don’t mind the later personal story as much as some, and I appreciate the branching choices involved in creating that personal story, one of the things I did feel about it was that it was very… fractured. You’re not meant to go on it non-stop, you’re encouraged to take time out for hearts and DEs and what-have-you.

As a result, I feel a little less story continuity than say, in GW1, where you get to go on a nonstop story mission ride until you get bored, then you go off looking for trouble with side quests and back alley zone exploration and vanquishing. It’s nice enough, for what it is, and I appreciate seeing some of my chosen allies along for the ride in the higher level stuff (though I really miss my first NPC companion Maverick, whom we never see again past level 30.)

Ditto the dungeon stories. I did them completely out of level order and it’s a bit… hard to put them back together in any semblance of plot order. It’s not really a spoiler to say that Destiny’s Edge fights and squabbles a lot in the earlier dungeons, then they kiss (ok, not really) and make up and learn their lessons in the later dungeons, in time for the final big fight.

The world stories are okay, when you talk with the NPCs, it’s pretty entertaining, but there’s not much of a “me” story when wandering the world. Or rather, nothing terribly interesting to relate.

Who wants to hear the story of me following a trail of mithril ores until I got to a cypress tree, slaughtering drakes and wolves and polar bears along the way, until I found an orichalcum ore, yay, then I saw a rich mithril vein and had to figure out how to get to it, and it was guarded by a veteran something or order, and hey, there’s a cave there I never saw, so I went down it and saw stuff, and oooh, a chest, and oh darn, wasn’t I meant to be completing this zone, except by now the vista I was wandering to is somewhere southeast of here instead of northwest so I guess it’s time to head back in that direc…eep, a DE just exploded on me, ok, fightfightfight, and now this escort DE wants me to go that way (looks longingly at the vista)… oh screw it, the vista is always going to be there, trots off after the mass of people following the NPCs…

I guess it’s a narrative, and it’s a player-engendered one, which is sorta kinda sandboxy but not quite, but it’s also the same as what most people are doing, just not in that precise order. It’s a bit more meta-gamey than roleplay-ey, I guess.

There’s perhaps more unique diversity of experience in more sandbox games like Eve, where folks can be isolated in one tiny corner of the universe and have their own special adventures brought on by their self-chosen goals, but for myself, I’ve never really liked the idea of being just a small insignificant cog in some vast machinery understanding only a little part of the overall big puzzle. Fun for a little while, maybe, but I don’t have the patience long term for it.

No, the kind of narrative that will offset the lack of it in GW2 nicely would be short, bite-sized stories where I can take on a role and immerse in a world given to me by the author, and make meaningful choices to drive the story forward, and possibly have it branch out into significantly different endings and consequences based on what I chose to do.

That kind of narrative is best found in interactive fiction (IF) games.

And since GW2 does so wonderfully visually, the perfect yet different complement is literary elegance.

Every year, around this time, I start getting an itch for IF, because of the anticipation of Ifcomp, a yearly competition of interaction fiction (or text-adventure games) where you get to play a bunch of them for two hours and vote on your favorites. I’m about two weeks early, as the voting starts October 1st and authors are just submitting their games in September.

So I decided to check out a bunch of games I haven’t played, and my go-to author for IF is Emily Short, a true master of this medium.

If you haven’t played text-adventure games in a long time, or at all, do give them a try. It’s moved on quite a bit since the stilted unfriendly two word parsers which make trying to solve the game an exercise in authorial mind-reading and walkthrough following. The best of the lot are very well-written, technically clever and conjure up fantastic worlds and characters and dialogue in text.

I first fell in love with Emily Short’s work playing Metamorphoses, which I don’t really recommend to start with for IF newbies, but heartily do for those used to the genre. It’s mysterious, literary, figurative, symbolic, and very very well-coded. The puzzles involve transforming objects into different materials (hence the name of the game) and there are alternative solutions for each puzzle and stuff reacts in a way very consistent with the materials they are made of. It’s very impressive for what it sets out to achieve, and demonstrate what IF can do successfully.

Instead, for newbies, I’d suggest something I just tried a couple days ago and found quite doable. Bronze, part of her Fractured Fairy Tales series, is a story of Beauty and the Beast. It’s notable for having a novice mode, which explicitly helps out those new to the entire genre. It’s anything but a simple story, though, as you explore through the Beast’s castle, you will learn more of the history of its inhabitants and form your own opinions and emotions up to the point of the ending(s) where one can choose to have vengeance on or save certain characters (for whatever reasons or morals or ethics guide your hand.)

For the ultimate in super-short entertainment, A Day for Fresh Sushi is what is known in IF as a “one-room” puzzle, apparently solvable in three moves. As far as I understand it, this was a speed IF, coded in two hours, so it’s not as comprehensively parser foolproof as most of Emily Short’s other works but it’s amusing five minute entertainment to read the snark of the titular evil talking fish character while you’re trying to feed him. Low investment entertainment, worth trying, just don’t expect anything resembling perfection, but pretty funny.

Eg.

>x fish

Even if you had had no prior experience with him, you would be able to see at a glance that this is an evil fish. From his sharkish nose to his razor fins, every inch of his compact body exudes hatred and danger.

The fish notices your gaze; makes a pathetic mime of trying to find little flakes of remaining food amongst the gravel.

Best of Three is a very interesting simulation of a conversation, as a girl meeting someone you once had a crush on in high school, realistic to the point of awkwardness. It’s amazing how differently you can choose to react. I spent one game just gabbering on about anything under the sun, barely shutting up once. And another where I was silent through most of it, leaving the old flame doing most of the awkward filling in of the gaps until he eventually gives up and takes his leave. And I don’t think I’ve seen all the possible endings yet.

Bee is also realistically interesting. It’s different from the others in that it’s not in Inform format, but in a web form called Varytales. You play a girl who sets out to win the National Spelling Bee, but will lose, someday, somehow. But the reasons and motivations for the above are what is really important here. (It’s got a lot of resonance with my previous post on thinking about why we game. And what we consider winning and success.) There are some major major themes running through this story, about home-schooling, about parents, about work and play – friends, homework, school and siblings. How you define success, and how you define learning. Oh, science and religion. Big themes. Very worth a read. Or two.

(And it’s in web format, so you just click, rather than typing, if you’re scared of the IF parser.)

For those not impressed by overly flowery words, I’d recommend something not-Emily Short, but hilariously funny. Lost Pig, in which you play an orc, who has lost a pig and must find it. If you get through this one without laughing or liking it, you are beyond saving.

Eg.

Pig lost! Boss say that it Grunk fault. Say Grunk forget about closing gate. Maybe boss right. Grunk not remember forgetting, but maybe Grunk just forget. Boss say Grunk go find pig, bring it back. Him say, if Grunk not bring back pig, not bring back Grunk either. Grunk like working at pig farm, so now Grunk need find pig.

The whole thing is written from Grunk’s POV. It’s crazy fun.

There are a lot more good ones that Emily Short (and others, not mentioned here) have written, Galatea, Flashpoint, Savor-Faire, City of Secrets, etc. that I’ve played ages past before, but I mainly wanted to cover the four less-known ones I just played, Bronze, Sushi, Bee and Bestof3, in this post. The other two are classics that have etched themselves into my brain and must recommend.

And how do you play IF, you may ask?

Well, in all the games I just linked, in the top right hand corner, there is a little button that reads, “Play Online” which you can just click and the game will start and you don’t have to do any more worrying than that.

If you’re more of a hardcore fanatic and develop a taste for this sort of thing, there are interpreters and clients that you can download (click on “Show Me How”), and the game files from that archive, and then you can play the things offline. Z-Code and Inform games run off something called Frotz, there’s a bunch of variants.

And there’s an app in the iStore called Frotz which works for iPad and iPhone, more or less. This is my preference these days, as it’s more portable than sitting in front of a desktop (which dangles Steam and other MMOs oh so temptingly.) It has a bit of a tendency to crash or stall in mysterious fashion with bigger, more sophisticated games on my ancient iPad 1, at which point, I just switch to online play versions, but works all right for 75% of the games I’ve tried.

The basic conventions for IF are as follows:

EXAMINE everything. Just type ‘x’ followed by a noun. Eg. ‘x cat’ ‘x cupboard’ ‘x drawer’ etc.

Moving is usually via compass directions. North, south, etc, and shortened to N, E, S, W, NE, SW, NW, SE, etc. and there ‘s occasionally up and down, in and out.

To see what you’re carrying, INVENTORY or ‘i’

From there, just try anything and everything. Push, pull, touch, feel, hit, kill, whatever verbs shake your boat. And you can always try HELP or HINTS if the game provides for it.