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Last we heard from each other, I was talking about how videogames can use the difficulty curve, or as I prefer to call it, the resistance curve, to indicate narrative pace as well as express an idea of how gamers are meant to engage with that game, and how manipulation of the pacing curve can allow a game's nature to change gradually.
Last we heard from each other, I was talking about how videogames can use the difficulty curve, or as I prefer to call it, the resistance curve, to indicate narrative pace as well as express an idea of how gamers are meant to engage with that game, and how manipulation of the pacing curve can allow a game's nature to change gradually.
This week,
I'm going to be talking about how a game can use a well constructed
feedback loop to create narrative pace within its set of
interactions, particularly in the context of combat scenarios, as
well as noting how certain types of feedback loops can imply certain
narrative concepts when applying creative interpretation.
Last week I
played semanticist by renaming the difficulty curve the “resistance
curve”, here I think there's not as clear a good alternative for
what we call the “feedback loop” so I think I'll stick to
defining it for those not familiar. In essence, a positive feedback
loop in game design is when a certain decision in interactive systems
is encouraged by rewarding the player for making certain decisions
often in such a way as they are put in a position to make that same
decision again. That was . . . particularly wordy, so I'll also note
that Ernest Adams in an article for Gamasutra
from 2000-diggity-2 says that: “positive
feedback can be defined as occurring whenever one useful achievement
makes subsequent achievements easier.”
Levels and Experience Points in Role-Playing Games are among the most notable examples. By participating in combat, rather than fleeing, character avatars are slowly strengthened in said combat scenarios through gradual increases in certain attributes, which thus makes them more capable combatants, creating a loop wherein participation in combat is encouraged and rewarded. As the genre of role-playing games progressed, especially in the Japanese games, leveling systems took on increasing significance as well as metaphorical indications of a character's growth as a person on an emotional level by matching it to their prowess in combat. Vivi starts FFIX as an unsure little mage who only knows the basic fire spell, but after wrestling with the inevitability of death and coming out on top resolute in his intention to live with purpose, he ends the game capable of summoning a meteor onto the battlefield and crushing all who oppose him.
Metal
Gear Rising
has extremely solid core combat mechanics such that the basics of
parrying and choosing between light and heavy attacks would create a
compelling game on their own, but the game gets a lot more life out
of those mechanics by adding Blade Mode, and subsequently, Ripper
Mode. Blade mode slowly consumes a percentage of a meter below
Raiden's health bar, and is the primary method for executing enemies
in MGR,
as low level guards will usually die to a single slice in blade mode,
allowing Raiden to clear out the small fry in fights quite easily and
then focus on more dangerous foes, who require a little more work
before hand and then are also killed by a single slice in blade mode.
What makes this a feedback loop is that when executing enemies Raiden
takes their spines and crushes them in his hands to restore the
entirety of both his health and blade mode bars. This is already an
especially smart design decision as it increases the accessibility of
the game to those unfamiliar with character action games, but what it
also does is serve to vary the pace of individual combat encounters.
MGR
can be a very chaotic game, whose freeform combat mechanics allow for
very loose decision making and input choices, but the addition of
blade mode slows the game world down and reduces the game to a matter
of few and extremely precise
inputs. On top of that, in the middle of the game, and subsequently
in New Game Plus, Raiden has access to Ripper Mode. While in Ripper
Mode, the Blade Mode meter drains continuously, and damage is
increased dramatically, so dramatically that one risks outright
destroying enemies while forgetting to grab their spines. This is
important because in high level play, Ripper Mode becomes incredibly
important for destroying stronger enemies, but when executed poorly,
leaves Raiden at the end of a fight with no blade mode meter going
into the next one, thus leaving him effectively toothless until he
can build it back up again. So MGR
creates falling and rising tension in combat by giving Raiden access
to different modes of attack, each of which feed into each other and
rely on similar resources. While this is a smooth system design, it
also feeds into MGR's
continuous narrative tension between “Raiden”, the idealist who
fights as a mean to and end, and “Jack the Ripper”, a ruthlessly
violent person who fights simply for it's own sake. Thus, each combat
scenario in MGR,
especially on high difficulty and in high level play, creates
contrasting tensions between these various states of identity for
Raiden, and also feed into each other.
On
a simple pacing level, Kingdom Hearts II's
biggest problem was fixing the relatively static combat of the
original game. While not a particularly long game, it also wasn't
particularly varied in how to approach combat, leading to lots of
mashing the X button for regular attacks, especially since MP could
be so hard earned, leading players to save it as a healing resource.
Two things were implemented to make this no longer be the case. One,
MP would now slowly restore after Sora used the complete bar, and the
curative spells now simply cost “the rest” of the MP bar, such
that Sora now had access to good offensive and defensive magic, and
would so as long as they had any MP to speak of, and then if they
didn't get back MP, they'd have some soon anyway. They also
implemented Drive Forms, which allowed Sora to briefly transform into
a stronger version of himself who could wield two keyblades and
magically float around. Drive bar itself is about as hard-earned as
MP in the original, but then the designers had the brilliant idea to
intertwine the two mechanics: When MP is empty, the Drive Form bar
builds gradually, and when Sora enters a Drive form, his MP bar
refills instantly. Thus, the stodgy resource conservatism in Kingdom
Hearts was transformed into a
system that was constantly encouraging gamers to be using every able
resource. Thus, there creates a good visual pace to combat that
distinguishes between a Sora using colorfully-animated magic spells,
high-flying acrobatic melee combat, and . . . foofy anime nonsense
that's really fun to look at. The narrative element of that is a
little weaker to me than in Rising,
but the pacing element is a bit stronger since we get to spend a
little more time with each different type of Sora, and the most
powerful variant feels earned.
This
also creates a nice intertextual element in comparison to the
original Kingdom Hearts,
where Sora's control of his weapons and magic was much more awkward,
whereas in Kingdom Hearts II
he's a much more experienced combatant, and we get to see that growth
from game to game.
In
both the Rising and
Kingdom Hearts II
example, we can see how the pacing that their feedback loops create
is not only a visual distinction between different sets of
interactions that rely on (for lack of better terms,) different
rulesets, but also alter pacing by adjusting the resistance curve on
a moment-to-moment basis.
While
I think that these games largely have system designs thought of
independently of their narrative content, since they were each made
within a mostly ludocentric context, I think they're already powerful
tools within their extant contexts that, if and when they are used by
designers with different, shall we say “alternative” ways of
thinking about games, we'll see games whose design fundamentals and
artistic ideas interact in ever more striking and meaningful ways.
I could still use your help making rent for October if you can afford to help.
From Olympia, WA, I'm Austin C. Howe
I could still use your help making rent for October if you can afford to help.
From Olympia, WA, I'm Austin C. Howe
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