Wednesday, July 17, 2019

Blog: Thoughts on Long Live the Queen

I saw Dan Floyd play Long Live the Queen a while back and was reminded of the weird awesomeness that was Princess Maker (2) back in the day. Last week, it was on significant sale in the Summer Steam Sale, so I bought and played it for about 3 hours. I feel a bit conflicted about the game, but at the moment I don't really want to play more, so I thought I'd write up a quick thoughts post now.

Long Live the Queen
 As always, beware spoilers for Long Live the Queen (at least one of the major endings).

Things I Liked


I like making numbers go up. I think I've mentioned that in some other of these "Thoughts On" posts, but I have a long history of falling into games that have a numbers go up mechanic. At one point towards the end of my undergrad, I found myself obsessively playing a "Stop Being a Loser" simulator and realized that if I quit playing the game and did the things I was getting my avatar in the game to do, I'd be a lot happier.

All the things the Queen might learn.
Long Live the Queen follows on the tradition of the Princess Maker games, where in, you are responsible for taking a young lady and preparing her for life. In this case as a queen of a moderately sized country. You do that by sending her to various classes, such as Queenly Deportment, Sword Mastery, Ecclesiastical Divination, Economics or Magic Use. The points you (or the Queen) gain in are then used to pass or fail various checks which determine how following events go.

The Queen is feeling under pressure today.

In the case of Long Live the Queen, failure at a lot of these checks seems to either lead to nothing or to fairly swift death. Passing the checks, however, is quite satisfying. Knowing that you’ve prepared the Queen by learning avoid insulting a guest by understanding courtly manners feels great.

The Queen is not immune to arrows (without training).

I also generally enjoyed the setting of the game. I’ve been reading through all of the Lois McMaster Bujold Vorkosigan Saga books and the idea of playing an Aral Vorkosigan simulator appeals to me as well. Can you take the leader to be and grow them up to be a strong, caring, beloved, leader (or a horrifying, but entertaining monster)? The setting of the internal and external forces on our Queen are interesting and lend themselves to the possibility of some interesting storytelling.

Things I Didn't Like


While the possibility is there for interesting storytelling I feel like there isn’t that much effort put in to actually telling that many stories. The story of the game hinges on the various tests of the Queen’s abilities and on a few of her choices (but generally the choices only master if she’s able to pass the check first). There seems to be one strongly preferred plot, with small side deviations (generally leading to death). There seem to be a few other larger plots, but they seem to require playing the game in very specific ways to trigger them. As such the plot felt a little as though I was being railroaded in my choices about how to develop the Queen.
The Queen knows production and trade, so can make good choices.
In one example you sentence a criminal to execution and he tries to personally attack you. To the best of my understanding, the only way to successfully manage the situation is to have the archery skill prepared, so that you can fling a sceptre (or something) at him (unless you’ve learned magic, but we’ll return to that point in a moment). If you fail the test in that particular case, you survive, but I can’t help but feel that the responses to that situation were very limited.

The Queen cannot defend herself.

For instance, if instead of training archery, you trained fencing, you could grab a sword and personally defend yourself, or if you were trained in diplomacy you could talk the criminal down, or if you studied tactics you could position yourself so that your guards could better defend you. In these situations the direct pass or fail may not actually matter, but it could lead to more interesting stories.

Beyond the specifics of the various tests the Queen must pass, it feels very much as though the only acceptable path through the game is to learn magic. After several playthroughs where I died in various ways I ended up taking a walkthrough for the last time and was able to navigate most of the checks I had struggled with. I think having the magic route be important is excellent and I enjoyed that playthrough, but it felt very much as though having magic rendered all other decisions in the game somewhat moot. I wish there had been a slightly different way to approach that.

I also feel a bit that there’s a limit on the endings of the game. I certainly haven’t exhausted the potential endings at all as though you die in some fun way, or you survive and marry someone. Either, I wish that the game had more interesting outcomes available to you, or that if it does have those more interesting outcomes, it indicated them to you a little better.

The Queen did not live long. Long Live the Queen.

Things I Noticed


I like the mood system to moderate the bonuses to the various scores, but I feel as though it lead a little to the railroading of the game for me. For example, if the Queen is angry, she gets a bonus to martial and military skills. That’s a great approach, but it means that you have to select activities for the week that will make her angry. I think a few other mechanisms to modify the mechanics might have been a good idea to bolster the emotional side.

The Queen is feeling very emotional right now.

Things I'd Include in A Game


I think my problems with Long Live the Queen are that it’s not quite the game I want to play. I think the creators were aiming for telling a story within some boundaries of personal investigation. I think I was hoping for something that allowed you to explore how an initial situation might evolve if a person made a particular set of decisions.

I see the “plot tree” of Long Live the Queen as a few strong trunks with a some lighter, shorter branches off in other directions. I would like to play something with many branches around the same length with a few interesting shorter ones to break up the game play.

Final Things


I liked Long Live the Queen, even if it wasn’t exactly what I was hoping for. I’ll probably drop back in on it at some point, but for right now I feel like my three hours has been enough. That being said, in doing a little research for this post, I noticed that Princess Maker 2 has been remade and is on Steam, so I might dive that way for a little while.

The Queen is a magic queen!

Long Live the Queen has given me some food for thought for a game I’d like to make at some point and I’m glad I played it.

Tuesday, July 09, 2019

Blog: Games of June 2019


My June was mostly dedicated to playing on the Switch. I'm really enjoying the ease of picking up the controller (or the console) and being into a game within second.

My top six games (by play time) for June were:
  1. Super Mario Odyssey - Thanks to this game I can now pretty regularly spell Odyssey. The more I've played the more I've gotten into it. I keep thinking I must be running out of fun (or at least Power Moons), but so far it just keeps showing more and more depth.

    In context, this doesn't make any sense either.

  2. Animal Crossing: Amiibo Fest - This usually doesn't land so far up the list, but my play time was pretty spread out this month. As always this is a nice way to wake up on weekend mornings with my partner and even though we basically know all the events by heart by now, it's still a charming thing to play.
    Sunday Morning Business meeting.


  3. Xenonauts - Less charming, but no less fun. I am surprised by how long it took me to get into this game, but I have been pretty thoroughly enjoying it. The only real complaint I have at the moment is that I'm readier to end this campaign than the game seems to be. I think there's a little bit of pacing trouble between the missions you play and the research the game does for you that actually advances the plot. Otherwise, I'm enjoying the combat and I feel like they've arrived at a spot where "failure is fun". (But that might just also be my brain relaxing from the PhD).

    Oh sure, deal with my shotgunners by building all your ships like tubes...

  4. Cadence of Hyrule - This game is pretty awesome. I was really bad the first hour or so, but then found my groove (so to speak) and got the idea of the game. Since then I've really enjoyed it, although I find it needs a particular mindset to really appreciate (and because it's rhythm based, you can't drink and play well). I wouldn't mind if it had a little more meat on it, but I'm only about halfway through right now, so there may be more to come. I'm interested to see how it replays (it feels short) and I think I might also take a look at Crypt of the Necrodancer for the purer Rogue-Beat genre.

    **Guitar Riff**

  5. Secret of Mana (Collection of Mana) - I was not spoiled on this, so when Nintendo announced the Collection of Mana in its E3 direct I pretty much fell out of my chair. Seeing Seiken Densetsu 3 released in English in North America is fantastic and so I bought it as soon as it was released (which was that night as I recall). I haven't played too much of either SD3 or SD (Final Fantasy Adventure) yet, but having Secret of Mana to hand has been a total blast. Also I discovered that the UK localization is very slightly different (and better?) than the US one.

    **British Whale Sounds** 

  6. Pokémon Go - I really haven't spend that much time sitting down to play PoGo the last little while, but trying to keep streaks up, I've played a few minutes each day. That's been enough to get it into the top list for the month.

    Good catch ... 


Here's my total play time chart for June:



And here's a chart of how much I've played over the month:




Tuesday, July 02, 2019

Project 1 & Project 11: June Monthly Update

Well, I'm kinda giving up on this idea. I'll update more / better come August, but I've decided that these projects just aren't the priorities I want to focus on right now. I didn't write any on my creative writing project The Roofs at all. My blogging output was acceptable, but I'm not reaching to change it all that much in actuality right now.

Updates:


ProjectNew WordsTotal WordsPercent of Target
The Roofs0811%
Blogging1174340743%


Tuesday, June 25, 2019

Project Update: PhD

I thought I should write a post commemorating the fact that I finished my PhD. It seemed appropriate considering I’ve been doing the PhD as long as I’ve been keeping the blog, and the blog has (in a tiny part) been about me getting stuff done (particularly the PhD).

Photo Credit: FotoBart


I had some idea of writing about the things I learned (not 100% sure what those are), or possibly to sum up the project I worked on (don’t really want to do that yet), or maybe to give some suggestions about PhDs in general (which I don’t have). So for now, I'm just happy to say: I'm Done!

I worked a long time, fairly hard, but slowly, and managed to finish, mostly refusing to stop. I’m proud of myself. It may not be all I had envisioned, but it is finished. Someone once pointed out to me that the PhD is supposed to be the beginning of your research career, not the end, and I’m trying to keep that in mind now.

I didn’t get my PhD to become a researcher or to become a teacher. I mostly worked towards it because I was interested in the work. I’m still interested in that work, and some of that work will filter along here in the shape of smaller projects. I also enjoyed the journey, for the most part. There was stress, and I stayed put a bit too long. 

I feel extremely free to take on new projects. To some extent, that’s a statement that practically anything I take on can’t be as large as the PhD, so I should probably be able to do it. I am also enjoying being rid of that stress every time I sit to do anything, that I should be doing something else. It’s not a cure all, that stress is still there, but I feel like I’m more able to compartmentalize my time and stop working when it’s time to stop working.

Practically, I’m pleased to say this caps of the revival of #nafyofuthmo. Project in the books (literally), done and dusted. I’m a bit sad though, because: how fun is it to say #nafyofuthmo. (Seriously say it out loud, naf-yo-futh-mo). I’ll have to find some other snazzy, weird agglomeration of words to say now.

So there. I finished my PhD. I built the software I needed to build. I did the experiments I needed to do. I wrote the words I needed to write. I made the edits I needed to make. This isn’t the end of the road, but it’s a spot I should put a marker to remind myself I made it this far. 

I don’t really know what’s next. I’m a little burned out, I’ve been a grad student since January 2007 and that’s been a while. In the short term I’m teaching and enjoying the parts of computer science I enjoy, and I’m taking a rest. I’ll figure the rest out, but for now I’m glad to be done.

Tuesday, June 11, 2019

Blog: Games of May 2019


My May was fairly busy, but it was also the first month I owned a Switch. Generally I've been pretty happy with the Switch so far. I think I haven't enjoyed the "gimmick" of the Switch so much, but the joy-con are pretty good controllers. I generally don't like the hand-held consoles, so I've mostly used it docked, but the couple of times I've taken it "on the road" (all the way to the back yard) it's been fun.

In addition to Super Mario Odyssey and Mario Tennis Aces, I also played Mario + Rabbids: Kingdom Battle. All in all it didn't quite grab me the way Odyssey did and I found it a touch ... sloggier ... than I'd hoped. I also picked up Celeste, but actually only played it on the one day in April I owned the switch. And finally I downloaded the Demo for Katamari Damacy Reroll, and I owe Dan a real apology for all the shouting I did watching his let's play. (But seriously, how do you TUUUURN?)

Also really enjoying having a console with a working screen-shot facility again. If you want to see what I'm up to you can follow @gamesTJPlays on Twitter.

My top five games (by play time) for May were:
  1. Super Mario Odyssey - This is a really good game. I enjoy the bite-sized nature of the moon hunts in the "after" game. I also generally like the "main" game play following bowser, even if the "story" is possibly the worst ever in a Mario game. There's no question that between the this and Breath of the Wild (as the two big games in the first year of the Switch), I love Breath of the Wild significantly more, but I have fully enjoyed my play time in Odyssey. (Even if I've been slow learning to spell odyssey.)

    Looks like a nice place to adventure.


  2. Legend of Zelda: Breath of the Wild - Back in with my no-fast-travel play through. It's been fun and caused me to be a little more thoughtful about how I play. I've enjoyed the planning and side tracking such as, I need more storage for swords, now I have to go all the way to the Deku tree to get my inventory expanded, maybe I should stop in on Kakariko on the way. Also I'm still mad at the Bokoblins who exploded my horse.

    It feels like we've been here before, but it's good to be back. (Still need to fix the Wii U internet connection)


  3. Animal Crossing: Amiibo Fest - I have news. Your Amiibo top out at Level 6. We are not amused. (There are like 40 different emotions!)

    True Love.


  4. Pokémon Go  - I haven't really deeply settled in to a routine playing, but I'm still doing the mostly daily.

    Adventuring.


  5. Mario Tennis Aces - This game has a single player and I basically can't finish the first 4 levels. I assume I'm just not getting the idea of the game, but my history of not really hitting it off with the Mario Tennis games is long. However, I figure the best way to point out that I'd really like a new Mario Golf or Mario Strikers (in that order please) was to pick up Mario Tennis.

    Even the start menu is kinda hard to learn.


Here's my total play time chart for May:



And here's a chart of how much I've played over the month:



Tuesday, June 04, 2019

Project 1 & Project 11: Monthly Update

Woah. That was harder than I figured. A little bit because I've taking a sessional teaching gig for May/June, but more so just from the freedom to be able to sit down and write. Blogging wasn't too bad, mostly things I'd been thinking about for a while, but the fiction was really hard to start.

Updates:


Project New Words Total Words Percent of Target (for Month)
The Roofs 81 81 2%
Blogging 2233 2233 55%

As far as the blogging goes, most of that was my Earthbound Post, I also counted my Games of April post, but I didn't count the book updates. For next month I'd like to produce at least 2 posts of the size of the Earthbound one.

For the fiction, I'm not sure I'm ready to dive in as much as I thought I was. I'm going to keep the goal where it is for now, but I'm working on a few other projects right now (more blog posts to write) and I'm not feeling like diving into a project the size of the the thing sitting in my brain right now.

Friday, May 31, 2019

Blog: Thoughts on Earthbound

Earthbound is a pretty cool game. I guess that goes without saying, now. It’s a different spin on a JRPG that really show how games don’t just have to be about getting your numbers bigger to win against the next boss. Games are art, and Earthbound is a good example why.

A place long ago and far away.



I never played Earthbound as a kid partly because it came a big box and for SNES games I figured that meant it had / needed a multi-tap and I’d need friends to play it. It also had the “it stinks” marketing campaign which I reacted to quite badly at the time. Fortunately, in recent years, YouTube has come along in the form of Chuggaconroy and Stephen Goerg (and friends) to show me just how great this game is.

I started playing Earthbound (on the WiiU Virtual Console) in early 2017 and played until mid-late 2018. So it’s been a while since I finished, and a really long time since I started. Still this game is so full of fun and interesting things that I wanted to talk about, that I thought I’d write a post.

As always, beware of spoilers for Earthbound. I totally recommend playing it yourself or watching a good Let’s Play.

Kay-o. You Thank.


Things I Liked


There’s practically nothing I didn’t like about Earthbound. It is, at its core an incredibly charming game in story and style, that has a really interesting combat system. As with a lot of SNES RPGs of the era, the store is somewhat simple, but filled with interesting and well-rounded characters. As you journey around the world every place you go is unique, memorable and interesting, and every character you meet is also unique, memorable and interesting.

Bones bones bones


Playing Earthbound I left, feeling as though I had been to another world and met ,learned about and loved people along the way. This particularly included the characters in the main party, I can’t think of a lot of other games from this era (or honestly ever) where the party was this deeply characterized with understandable motivation and struggles in the world.

I also liked the art style in. It’s simple, but very visually appealing, and everything was clear and easy to see. The battle system in particularly is fascinating with large and interesting art along with Earthbound’s notorious psychedelic backgrounds. I think there’s almost no chance that anyone who’s seen Earthbound would ever confuse a screenshot with any other game (except maybe its sequel).

Very rewarding.


The music is also quite iconic, helping to illuminate the style and feeling of the world. It’s a mix of cheerful and creepy. It’s style is very varied from, SNES meets rock-and-roll in the early urban areas or synthetic weirdness when you’re fighting the UFOs and Robots in the creepy underground bases.

More specifically I love the scrolling health mechanism. The combat is turn based, but when you take damage, rather than the damage being taken from your HP right away, your HP ticks down over a (relatively) short period of time. In the case of big or fatal damage, this gives you enough time to use a healing item or cast a healing spell, which will start healing you from wherever your HP has ticked down to, cause your health to tick up (much faster than it ticks down).

 Combat via GameFAQs user Eevee-Trainer

I think this is a fantastic mechanism for a number of reasons. First off, it keeps you interesting in and focused on the combat, because you always need to be ready to abandon your planned command in the menu and get to healing as quickly as possible. This felt to me like a really good method as opposed to some of the Active Time Battle present in other games like the Mario RPG family.

I also like it aesthetically. The HP counter is styled as an [odometer] rolling number, and so the ticking is styled as the number rolling down. Something about that really just appeals to me (although I’d love to see it styled as a train-station flip clock). Finally, it has provoked a thought about how you could structure HP and damage differently in a game, which I will talk about more later.

The final thing I wanted to talk about in the things I love is the way they handle mismatches between your level and the enemy level. Lots of SNES RPGS which came before (and after actually) forced you to keep fighting low level enemies in low level areas long after you were levelled up. In Earthbound, thanks to their visible enemy system, where enemy sprites are visible on the real world and you touch them to initiate combat, enemies will actually run from you if they think they can’t defeat you. This means that if you want the XP you can go after them, but if you don’t want to they’ll stay out of your way.

The enemies flee! via GameFAQs user Eevee-Trainer 

This is also combined with the other nice effect of the visible enemy system. If you surprise the enemy you get an extra round of attack (and if they surprise you they do). When they’re running you automatically get that extra round, and if the game calculates that you’d win in that round it doesn’t make you even enter the fight. It just gives you the XP and your other rewards for the fight. This is a wonderful touch in the game and honestly a thing that a lot of games still don’t implement that nicely.

Things I Didn’t Like


There’s not much I don’t like about Earthbound and a lot of them are easily forgiven seeing as this game had a very difficult development cycle and has some incredible things built into it.


The one thing that constantly frustrated me playing Earthbound was the inventory. It’s small and there are a lot of things that need to go into it and it’s often not very clear what a lot of items do and when you need them. Now that being said compared to a lot of other games it’s a much more effective system and it has things like a callable storage company that will take things to storage for you and bring it back, all you have to do is find a phone, call and wait in a place they feel safe to get to.

At least they're speedy via Earthbound Wiki

Still, “cleaning the fridge” is a regular activity, probably every hour or so. The mechanics for doing so are clunky and the whole thing just grinds the game to a halt. So a little more flexibility in design and a little more explanation would have been nice.

Another  element they introduced which seemed like a good idea at the time is condiments. These alter the effects of your healing items. Ketchup on your hamburger improves the amount of HP you get back and sugar improves a cup of coffee (which I think gives you magic points). On the other hand ketchup in your coffee is supposed to make it worse, as is sugar on your hamburger.

Unfortunately, if you want to use it you have to keep it in your inventory and the game decides automatically which condiment to apply (and not always the best one). This means that you lose a inventory spot, for a chance to improve one healing item, not quite as much as having two of the same healing item. So the whole system becomes useless and cumbersome. Not that the developers could be expected to make one, but a rudimentary crafting system would have made this work really well. It might also have tied in nicely with the PC who builds and fixes things.

The game is also a bit slow. That’s probably somewhat intentional, but the maps are large and intricate and sometimes it takes a very long time to go anywhere, even if the enemies are running from you. There is a fast travel system (and a very nicely diegetic one at that), but it has a limited number of places you can be dropped off, so you still get to walk.

The final thing I didn’t like about Earthbound was it’s ad campaign. I’m not sure that, being the kid I was in the 90s I’d have liked Earthbound. I had strong opinions that if you didn’t have swords and magic, it wasn’t an RPG. I *might* have come around on Earthbound, but the whole It Stinks ad campaign they ran with back when the game was new turned me right off. I hated scratch-and-sniff and the whole it’s gross so boys will love it thing in the 90s just turned me off.

It's not the game’s fault, but I think a different campaign might have brought me in (also a smaller box, since I assumed that all of the big snes boxes were for multi-taps and I didn’t really have much in the way of video-game playing friends as a kid.

Serious nostalgia vibes now. Fear then. via Some Google Archive


Things I Noticed


It would have been nice to have a little more gender parity in the party, the world and the story in general. Paula, the only female playable character is portrayed as very strong, but is also quite stereotypically girly. On its own I think that’s great, but having a different type of female character would have been a nice balance to the game. She is also kidnapped significantly more often than her male counterparts. Given that this is a game developed in Japan in the 1990s, it's not outrageous for its time, but it does feel limited in light of a lot of modern games and media.

These are pretty cool. via starmen.net


As I mentioned I did not play this game as a kid for a variety of reasons. That being said I’m not sure that this is ever a game I’d have liked as a kid. It feels as though it is intended for a much more mature audience, with more uncomfortable ideas, more disturbing situations and more complex problems to be solved. Given some of the discussion I’ve seen about this games development that’s intentional and I think it’s good to have a game that does a good job of maturity and complexity of story.

Things I’d Include In a Game


The first thing I’d include in a game is the active health system for a menu based RPG. I think there’s a lot of neat ways to play with it including to alter the spin speed as status based attack or to somehow mess with the numbers. I’ve also been considering a version which is some kind of liquid system where you pour health in and the enemies try to pour health out and you’re trying to manage keeping more going in than they’re getting out.

I also think I’d like to look at more audiences for games. I recognize this is not a unique thing at this point, but I like the idea that two games with similar mechanics could be aimed at very different audiences depending on how their story is constructed.

The final thing I think everyone should include in their games is the attention to detail. I love the attention to paid to the detail in both the story and the programming and while I know there’s a ton of people who worked on this game, I feel like Shigesato Itoi and Satoru Iwata really poured a lot of themselves in to the game.

Final Things


I’m really glad I played Earthbound. I’m also really glad I played it as an adult, because that gave me a lot of perspective on the story and the characters.

I’m also really glad I got to play Earthbound. A few years before it was released for the WiiU I remember walking around the local comic convention and seeing Earthbound boxes for $1000 a pop. It’s not that easy to find physically and it’s really nice that it got a digital release for the WiiU. I’m hoping that Nintendo remembers how important that kind of access is and makes sure that everyone will always be able to have access to important games like this one.

Somehow still a question 24 years later.


Tuesday, May 21, 2019

Blog: Games of April 2019


I'll write more soon, but April marked the end of my PhD. Not of course the end of work, but definitely a change in my levels of stress and business.


My top five games (by play time) for April were:
  1. Fire Emblem: Awakening - This game. I'm not sure I like it, but I like lots of parts of it. The thing I like the most is the support conversations, where in if two units work together during a mission, they might have a chat together afterwards. I find this somewhat warps the balance of the missions themselves (and somewhat pushes the game off of the style I love in Path of Radiance). They're also biased significantly towards your units falling in love and having kids, which ... is not what I want in the game? Still it gets its hooks into me and I do enjoy it.

    Teaching the team to talk.


  2. Breath of Fire II - I want to finish. I would like to be finished, and I am at least getting closer to the end. Sadly, not the finest Breath of Fire entry.

    Oh sure!


  3. Xenonauts - I've bounced off this game so many times, but for some reason this time it's really sticking. It stays very true to the XCOM original, with many nice quality of life improvements and, somehow, quite a bit of fun.

    Starting to feel organized when we land.


  4. Cursed Treasure 2 - I think this is the best tower defense game. I lament that 3 has never happened and I really would just like people to turn out a ton of interesting levels to follow up with.

    It warms my heart every time.


  5. Legend of Zelda: Breath of the Wild - I ground myself to a halt in my Master Mode Quest, I wanted to finish everything in Master Mode and I cannot kill those two damned Silver Lizalfos. So I started a new game. Regular mode, and no fast travel (so far anyway). And I'm having a blast, this game is so, so good.

    Running back again.


Here's my total play time chart for April:



And here's a chart of how much I've played over the month:



The Silence of the Refrigerator

One of my first memories in our house, about 7 years ago now, is sitting at the dinning room table and thinking the fridge was about to expl...