Progress Report: World of Warcraft - Arathi Highlands

Reporting on games as I play them


Arathi Highlands is the first contested zone that an Eastern Kingdoms Horde quest-taker will encounter, meaning that Horde and Alliance players of the 25-30 level range could really start encountering each other here. That "could" is a critical word, as during my brief time in the zone, I scarcely saw a single player of equivalent level running around it doing quests, seeing more higher level players digging around the troll campsite for archaeology finds. After playing through the zone, I could see why.

Arathi Highlands was originally a pretty boring affair. As a member of the Horde, you fought some remnants of the Syndicate, some ogres and their troll friends, some Alliance holdouts in castle Stromgarde and eventually captured a legendary sword, eventually dropping back in much later to awaken a resting titanic princess to kill. Oh and there were some pirates in the bay that needed your help.

None of that has changed. Sure there's another Horde outpost so you don't have to travel quite as far to turn in your quests, but while there has been some minor story development, Arathi Highlands would be the first of the Eastern Kingdoms zones that you could handily say was boring. First of all, the fact that there are Syndicate quests remaining is just silly, especially without the context of the Alterac Mountains and their Syndicate problem no longer explained. They're now just some random dudes without any real story. The ogres and trolls also just come across as random dudes to kill. The whole Stromgarde situation is just as ridiculous now as it was then with three opposing factions in very close quarters not fighting each other. And while I do appreciate that the ancient evil no longer requires a lot of backtracking and hunting down rare elites with wide paths and coming back from the Badlands, I also think that it's just not that interesting.

The only thing mildly amusing about the highlands is the brief section with the pirates and that's just a mild amusement. It's not a bad area to do some trade skill grinding with a good amount of ore in the hills and lots of beasties for leather and cooking, but there's nothing really resembling an interesting story to drive a quest-taker forward. A mild revamp to the zone doesn't make it any more interesting or better. When a Horde player is done, at least they get an easy free ride to Hinterlands, which was previously a very obnoxiously difficult zone to get to the starting quest village of.

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Inbox:Replay: Final Fantasy

Revisiting past games I've recently acquired


Final Fantasy was my second great RPG love, showing up on the Nintendo Entertainment System some short time after I had spent countless hours playing Dragon Warrior, also for that system. And while I've played through Dragon Warrior only once, I've played through Final Fantasy a few times, including my most recent spin via the 20th Anniversary Playstation Portable edition.

Although I have to say, as far as RPGs go, the original Final Fantasy has not aged gracefully, the PSP edition (the iPhone also has a similar edition with touch controls) does polish up the graphics to the prettiest that I've ever seen and contains all the improvements added in the Final Fantasy Origins collection for the Playstation and Final Fantasy I & II: Dawn of Souls for Game Boy Advance. In addition to the pretty new 2D graphics and effects, the PSP and iPhone editions also get a bonus dungeon, on top of the four bonus dungeons added to Dawn of Souls. But the maps, the monsters, and the script is all left intact, minus the changes for the new dungeons.

Overall, many of the changes since its NES incarnation are quite good. First of all, the game is far less buggy than the original and all the spells and classes actually do something. In the original, the Thief was a useless paperweight of a character until he got upgraded into a Ninja, now he actually does solid physical damage, even if he still gets hit pretty hard. A number of spells that used to do nothing (Lock) now have an actual ingame effect too. Furthermore, there were some gameplay enhancements drawn from later Final Fantasy games that smooth this new edition, including automatic retargeting of attacks if the creature has died and the switch to MP instead of the limited number of casts per spell level, which highly discouraged casting.

And although the script has improved since the original translation, resulting in a more natural and less confusing read, the story is still the same. Fortunately, Final Fantasy is gifted with a more interesting story than "save the princess, save the world", although it includes both, having a bit of callback to the first boss fight in the final dungeon and boss, it's still a rather straightforward and undramatic affair. Fortunately, the absolute need to grind has been somewhat reduced, although you will still need to beat up creatures for their lunch money if you want to buy good gear and magic, but despite the high encounter rate, in keeping with the original, it still moves much faster than I remember. The bonus dungeons themselves are rather tedious and don't really add much to the story, just rooms filled with loot and nasty nasty creatures and while going through them makes the final dungeon notably easier, there's really nothing else compelling about them, even with some of the trickery in them.

Final Fantasy is a bit of a relic. You still can see the traces of its influence all over the design of Japanese style RPGs and could be said to be more influential than its predecessor in Dragon Warrior. However, it lacks the kind of dramatic story that later RPGs were able to create and so it feels a lot like a dungeon crawler as a result. This results in what can be quite a tedious play through for gamers who did not grow up with these old designs, made even more tedious for 100% completists due to the lengthy grindfests that compose the bonus dungeons. However, for fans of the original, this is perhaps the smoothest ride through the game yet and if you've never completed the game and want to give it another shot, the PSP and iPhone editions are the prettiest, shiniest, newest versions out there, full of enhancements and fixes. For old-school RPG fans only. 7/10.

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Thoughts on Limbo

A while ago I played through Limbo for the first time. I thought it was quite an interesting experience for many reasons and been thinking for it on and off. Now that I have collected most of my thoughts on the game I thought it was time to write a little post about it.

Starting off, I thought the game had really nice visuals that really added to the mood. Small things, like the change in light level and tilt of the camera heightened the mood substantially. Another thing I really liked was the variety of activities and lack of puzzle repetition. Too many games just try and extend play time as long as possible, and it is nice to see games going in the other direction. All this has been said before though and is not what this post will be about. Instead I want to discuss some other things I realized when playing the game.


Limited Interaction
I think the biggest take-away from Limbo is how you do not have to give the player lots of actions in order to make a fresh and interesting experience. The basic actions in Limbo are move, jump, climb and grab. These are then used in a mixture of ways, constantly keeping the experience fresh by putting the variety in the world instead of the controller. This can be seen in other games like Shadow of the Colossus (but then to a lesser degree), and I think it really helps to heighten the player's feel of presence in the game. It only takes the player the first few minutes of the game to familiarize with the controls and the rest of the game can be spent on building up immersion, instead of constantly learning and remembering controls.

It is so often that games become about the mastery of the controls and I think that makes it so much harder to become one with the game's world. The faster the flow of interaction from player to game can become intuitive, the better. We do not want players to think of what buttons to press and sticks to pull. Instead we want players to directly express their wishes from mind to game, unaware of any intermediate hardware.


Puzzles and Limits
As I played Limbo I realized that most (if not all) interactions were directly added to the puzzles you have to solve. I felt that there could have been tons of extra elements to interact with in order to make the player feel more connected to the world.

But then I realized that the design of the game went against this. The puzzles in Limbo depend a lot on experimentation and thinking "out of the box". You have to try out every object in order to find a way to progress. If the game had had superfluous elements, then this would have made the experience so much harder. Players probably would have spent much time interacting with objects that were completely unrelated to the puzzle they were trying to solve, increasing the overall frustration and damaging the flow of progress.

This means that puzzles can be quite a hindrance if you want to make a living world. If the player's goal is to solve puzzles, then that forces you into make sure the rest of the experience supports this. And because of this having puzzles excludes a lot of things that could increase the player presence, emotional connection or just about anything that might work against the puzzle solving.

This is one reason why we will try to completely remove puzzles for our upcoming game (more on that in another post).


Trial and Error
I just have to mention the trial-and-error nature of Limbo as it is something that I have talked a lot about before and it is quite a prominent feature in the game. First of all, the "repeat and try again" mechanic that is used in almost every puzzles is something that ties into the general design of the game. It is quite clear that it takes the basic design from Another World but I link Limbo is a lot less frustrating.

What I found interesting is that the most annoying parts were not the puzzles where you died and had to restart, but where you missed some part of a sequence and had go back and try again. This mainly because the latter meant you had to redo a lot more and the deaths often had a sort of fun, morbid "gotcha!" mentality to them. Also when the world is reset and the game place you at a certain point you get a greater sense of focus on and a hint that you are on the right track. Just failing to do something always give you that nagging feeling that you might not have set up everything in the proper way.

Still, dying or not, for every time I had to repeat a part of the game, it became less about being present in it's virtual world and and more about figuring out an algorithm. I felt a clear change in my state of mind after just one or two attempts at a section. I am probably a biased here, and thus not best of test subjects, so would be interesting to hear what others felt.

A final note on this: Some people have argued that the cruel death mechanic heightened the tension in the game. However, I think the most important part of creating tension in Limbo was that you never know what to expect next. I never felt any increased tension after having failed once or twice, but instead my greatest tension was from anticipation. Coming closer to some strange branches or a weird contraption, my mind conjured up all sort of imagery of what could happen next. I think this sort of build-up is a lot more powerful, than simply adding cheap engagement from the knowledge that you had to restart (which rarely worked on me anyways).


Cut scenes
The last part I want to discuss are the cut-scenes, or more precisely the lack there of. It is still so common in games that you remove control from the players and then pan/zoom/guide the camera to make sure that the player watches some event (e.g. a creature emerging).

Limbo does not do this, and it makes the events that you see so much more compelling. By using the game's space and character movement as a means of pacing, the events are very well directed, but without ever removing control from the player. I especially liked the villagers that you see running about and thought it was a shame that they were not utilized more. I would have really liked for a more coherent narrative to have come out of these encounters.


End Notes
Despite being mainly a game about solving puzzles, I think Limbo gives a lot of hints on atmosphere and narrative in games, both by things that it does good and things that it fails at. I also wish that we could see games with this kind of polish and interesting art direction, that had main focused on creating immersion, atmosphere and a compelling narrative. As seen when investigating games like Limbo, all the tools for creating truly expressive experiences already exists, it is just a matter of putting them to go use!