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Thrower’s Tallies: Top Eight Designers

vlaada-bigger

All the discussion about “great designers” that we had a couple of weeks ago left me dissatisfied. Rather than just throwing out names that I thought were good or great, I wanted to put some meat on those bones, some rigour to the process. It wasn’t hard to do. And I found the results startling.

We’re talking about my personal opinion here. What I wanted was a way of recognising people who had form for producing stellar games, regardless of how many games they’d actually produced. Now, I rate pretty harshly because I’m of the opinion that games are supposed to be good. Fun is what they’re for, so a game you’ve enjoyed is merely average. To earn a higher rating, it has to show me an impressive time.

Turns out that of the 400-odd games I’ve played, there were about 100 that merited that distinction. So I just went through them and listed their designers, to see how many times each name appeared. I listed game series with the same basic system, such as Commands & Colors, as just one game. Sorry Mr. Borg. But if I’m recognising innovation, it seemed the right thing to do.

The first surprise I got was how few names that turned out to be. Of those 100 there were just eight designers who appeared more than once. Four twice, and four three times. So I was right in speculating that having more than one truly great game to your name is a special achievement. It’s more than most designers achieve in their careers.

What really surprised me though were some of the names on each list. So, I took those four and four to be good and great designers respectively. Here they are, in no particular order within each group.

The Good

Reiner Knizia for Ra and Battle Line

I’m not going to dwell on this as we’ve been through most of it already. Suffice to say that I said Reiner Knizia is a very good designer in my book, and so he proved to be. Battle Line is about the best 30 minutes you’re going to have with two people and a strategy game. Ra remains a fascinating exercise in balancing chaos, tactics and social brinkmanship even nearly 20 years after its original release.

Eon for Cosmic Encounter and Dune

Eon would probably fit the “good designer” category of every Ameritrash fan on the planet, and I’m no exception. They pioneered the art of stripping away all the chrome and clunkiness from highly competetive and thematic titles, decades before it became de rigour. What’s left are masterpieces of spartan, replayable brutality that still evoke a rich sense of setting.

Rachel Simmons for Napoleon’s Triumph and Guns of Gettysburg

On reflection, this is no surprise at all. In fact Simmons really ought to have been in my original list of creative designers. She may only have three games to her name, but the remain some of the most innovative that I’ve ever played. It’s hard to trace their design heritage at all, beyond a brief nod to block wargames. Everyone should play a Simmons design at least once. Even if just to marvel at the freshness of the design, the attention to historical detail in so few rules.

Uwe Rosenberg for Bohnanza and Agricola

Sorry to shoot my load early, but this was the most unexpected name that came up. I haven’t played either game in a very long time, but looking back I did have a great time with both of them. Bohnanza is a fantastic yet uneasy blend of goofy family fun and pure ruthlessness. And while I disliked Agricola at first, it was for a long time the only decent worker placement game with a fun and well communicated theme. I came to really enjoy it in the end, and you can see its continuing influence in the genre even today.

The Great

Vlaada Chvatil for Mage Knight, Space Alert and Through the Ages

Going to gloss over this expected entry. Suffice to say that anyone who designed my picks for the best adventure game, the best co-op game and the best civ game ever is probably due a bit of genuflection. Sir, I salute you.

Corey Konieczka for X-Wing, Battlestar Galactica and Descent 2nd Edition

With Fantasy Flight’s stable of designers, it’s sometimes hard to know just how much who worked on what. So perhaps I’m being a little generous to Corey here, since he shares the billing on two of his games with other designers. But even then, I feel he deserves recognition for Battlestar Galactica. There’s yet to be a better use of the traitor mechanic, or semi-cooperative setup in my opinion. And it’s such a sweet balance of strategy and social mores.

Richard Garfield for Magic: the Gathering, Netrunner and King of Tokyo

This shocked me. It probably shouldn’t have. The thing is that I don’t play collectible card games all that much, so this wasn’t a name that floated to the top of my list when I was mulling over favourite picks. But when you stand back, you have to recognise the genius of a man who pretty much invented an entire hobby in its own right with Magic. Fantasy Flight are now doing their best to put Netrunner, an extraordinary lesson in emergent theme, into the same bracket. And King of Tokyo, one of my most-played games, is just gravy.

Christian Petersen for Twilight Imperium 3, Armada and Game of Thrones

I never think of Christian as a game designer, just as the CEO. It’s almost like my head can’t believe someone is capable of being both at once. And lord knows he’s had his differences with this site. With the exception of Armada, these aren’t easy games, either. I may never play either of his qualifying titles every again. Yet when you step back, that’s not a reason to exclude them: they’re still great games. And that makes Mr. Petersen a great designer.

Bolt Thrower: Gears of War, Bloodborne, Witcher 3

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Welcome to Bolt Thrower, the gaming column that blows your head off. If you’re new to the format, here’s the deal: I link something I’ve written elsewhere and then pontificate a bit on what I’m playing right now that’s not in the review queue.

My link this time round is the first of a new series I’m doing for Gamerati. The column’s called Bytes and Pieces and it’s about dissecting tabletop versions of video game franchises. First under the knife is Gears of War: The Board Game.

It’s great title in spite of my well-known dislike of co-operative games. That’s partly because the setup feels right for a game that made its fame on the back of co-op online play. Indeed, feel is much of what makes the game special. The fast play feels right for a tactical shooter, as does the balance of excitement and strategy, and the weapons and enemies behave as you expect.

Ultimately it has moments where it fails. The biggest being the way pieces can move around irrespective of where enemy figures are on the map. These are so ludicrious that the suspension of disbelief collapses, although it quickly builds again. If you want more detail go read the article.

The big gaming news in my life right now is finally having gotten hold of a PS4. I’m loving my introduction to Sony’s gaming world. It seems so much softer, more flexible, more alluring than the hard black and green squares of Microsoft’s world. And the controller is lovely, aside from the symmetric joysticks. You can find me on PSN as mattthr.

The console came bundled with action RPGs Bloodborne and The Witcher 3. I dived straight into the former and, I have to say, I was a tiny bit disappointed.

Partially that’s because I’ve just come out of a long period of playing little but Dark Souls. I don’t think I was just mentally ready for yet more of that punishment. Especially when Bloodborne is built so you can’t grind through the early areas: you’re prevented from levelling up until you’ve met the first boss.

But even allowing for that, the mechanics felt over-familiar. Sure, you’ve now got a ranged weapon and the ability to make weapon mode switches. Sure, there’s no shield and a health-back mechanic that encourages aggressive play. However, it turns out that one key use of that firearm is to stun enemies mid-attack so you can counter. In reality, that plays a whole lot like raising a shield to block and counter in the Souls games.

The graphics were also a bit disappointing for a new console. It has the same poor ragdoll effects and animation glitches that plagued Souls. And I was surprised by how cluttered and busy the environments looked. Almost like the designers had decided to use all that extra graphics power just to pack as many polygons on the screen as they could, regardless of what they looked like.

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Contrast that to The Witcher 3 which looks absolutely gorgeous. It also has a sense about it like a designer finally got an open world game just right. There’s no fake balancing: if you wander into danger you’ll get a warning and the you’d better run or you’re dead. And a great combination of foot, transport and fast travel means there’s no wandering around for hours just for the sake of it.

The result is a real feeling of wonder and the itch for exploration. The world is rich and believable. It’s easy to follow the main quest if you want. And if you don’t, well, side-quests and mini games are plentiful and mostly short. And if even that’s too much stricture for you there’s a lot of fun to be had looking for bandit camps and monster nests and taking them out.

I’m playing on the second-hardest difficulty and it feels just right. To win battles, you need to scout an area and prepare well with the right potions, spells and equipment. Then make use of your move set and the terrain and good twitch skills. If you lose, you re-load and try again. Often several times. That’s frustrating enough to make it exciting without it feeling brutal.

Having spent so long playing Souls games I can’t help but contrast this approach with the unforgiving nature of their limited save system. The Witcher 3 feels so much more approachable. So much more … fun.

And yet.

And yet, for all the frustration factor of failing battles in The Witcher, it doesn’t make me afraid. Souls and Bloodborne gave me moments of genuine buttock-clenching terror under the pressure of having to get things right, or lose an hour of progress. It’s a terror that felt right at home in Bloodborne’s beautifully realised horror theme. Those moments were unforgettable. The moments of pleasure that came from getting them right were even more so.

So I’ll be back to Bloodborne. But for now, contradictory though it sounds, The Witcher 3 is offering me a well-earned rest.

Collective Action

Star Wars X-Wing Miniatures game box shot

I blame X-Wing for a lot of things. I blame it for making me read more than is decent about the expanding universe of Star Wars. I blame it for the gaping hole in my bank balance. Most of all, though, I blame it for turning me from a player into a collector.

Those of your who’ve been with us for the long haul will remember the amount of words I used to lavish on getting people to play their games. All the dire warnings against acquiring another identikit cube pusher when so many gamers already don’t play the ones they have. Part of me still wants to believe that. In reality, the tottering piles of hardly-touched games and expansions tottering out of shelves and cupboards all over my house say otherwise.

It was X-Wing that started this, because it was the first game I’d seen that made me want to own it just on the strength of how it looked. There are other games with fantasic design and production: Napoleon’s Triumph and Claustrophobia are prime examples. Yet I would never encourage a gamer to own any other game on the strength of how it looks alone.

X-Wing was different. X-Wing spoke to the long dormant miniatures gamer in me. The gamer that used to rejoice in seeing three thousand points of intricately painted Warhammer figures duelling it out on the table, supported by cunningly crafted scenery. Those little ships. Those simple, yet realistic paint jobs. How could I not love them?

So the piles of figures started to grow. Originally I promised I’d stick to designs that were in the movies I remembered as a child, but then an HWK-90 and a Tie Defender turned up at bargain prices, and I was unable to resist. I tried hard to get them all on the table, and succeeded. But I’d bae lying if I said that some of the less successful models, like the TIE Bomber, were every likely to see play time again. Still I kept them, carefully ensconced in foam, because they were beautiful. And the towers of foam stacked up, and up.

They say the road to hell is paved with good intentions. So it was that the next nail started out with a premise to keep true to my original promise. If I focussed on expansions, I reasoned, I could get more play out of the games I already owned while still enjoying the process of acquisition. This realisation sparked another buried facet, a march toward completest tendencies.

What I’d foolishly failed to realise was just how many expansions some of my favourite games had. The Commands and Colours games are by far the worst offenders. Napoleonics has four, Ancients has six and there are small islands in the Pacific with insufficient landmass to hold all the Memoir ’44 expansions. In buying them, I was just making a rod for my own back.

Commands and Colors Spartan & Spanish army expansions for the Ancients & Napoleonics base games

At some point among this madness I had to admit defeat. I could not, in all good conscience, tell people to play what they had before collecting more any longer. And in doing so, I found a kind of peace. All those boxes on the shelves stopped nagging me. There were still practical considerations, of course. A small house can only hold so many games. But it changed the way I viewed my games. Instead of millstones, weighing me down with the knowledge that there would alway be more games than time, they became more like old friends.

Human beings have a desire for nostalgia, for keepsakes. There’s not a person alive who doesn’t have a little collection of memorabilia from important times and places. If, as gamers, some of those important times and places revolve around gaming, what’s so odd about wanting to keep the games that spawned them? Even if they weren’t played enough, or you doubt you’ll ever play them again.

Hope is the great enemy of good sense. Hope is what’s behind people accumulating unplayed games, thinking that one day, one special day, they might see the table again. Yet for all that it can lead us astray, it can also be a precious thing. There’s a certain pleasure to knowing that if, one day, I or a friend, or a family member wants to learn more about the Scottish Wars of Independence I can pull down Hammer of the Scots and say “here. Play this”. I’ve played it over twenty times, and I’m done with it. But if ever I should want it again, it’s there.

Maybe it’s just because I’m getting older, and I’m finding it harder to let go of the things that defined my past. Perhaps I’m just becoming that little more resistant to change. It comes to us all in the end. I’m sorry if I ever made anyone feel bad about collecting games. In truth, I still think it’s better to be a player than a collector. It’s just that I finally have to admit that I don’t have the strength to live up to that ideal any more. Games are lovely. I want to keep them in my life.

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Forgotten Pleasures

bloodborne

One of the unexpected effects of regularly reviewing games is how jaded I’ve become. It takes an enormous amount to impress me nowadays. And even for titles that make the grade, it’s rare that they grip me for a long time. Readers demand novelty, so the old makes way for the new.

Sometimes a game still gets its claws in me and demands play time in the face of all competition. The last video game to achieve that was Hearthstone, early last year. The last board games were Wiz-War and X-Wing back in 2012.

It’s even rarer, though, that an unreleased game grabs my attention. Years of exposure to marketing hype has given me a tough crust of cynicism. The advent of Kickstarter and the ensuing failed promises have just made it thicker. Nowadays, I take nothing about a game at face value until I’ve played it and confirmed it for myself.

I can’t even remember the last time I was dizzy with anticipation about a game.

So it’s remarkable that over the last couple of months, one title has managed to break through. That game is Bloodborne, the spiritual successor to Dark Souls from the same design team.

The latter game transformed my understanding of what a role-playing game should be. It was a blend of genres I’d always wanted to see, a game that felt like real-life fantasy combat combined with the salivating skinner box of experience and levelling up. It was brilliant, but often the deliberate difficulty curve got too much.

Early reviews of Bloodborne make it sound like it’s solved that problem by giving players more information and an easier time early in the game. Then ramping up to the more brutal levels expected once players have adjusted. It seems an excellent solution. Plus, the rich graphics, emphasis on offense over blocking and obvious horror theme had me hooked.

The trouble is, I don’t have a PS4. So I can’t play it. And there’s no way I can justify buying one when I’ve still got Gears of War 2, Halo 4 and Red Dead Redemption I want to finish on the 360. Not to mention Dark Souls, which I’m only half-way through.

So I’m left hanging in a trap of my own construction. It’s something I remember well from my teenage years when I just couldn’t afford most of what I wanted. There’s nothing for it but to knuckle down and carry on, trying to ignore that awful itch of desire. That’s what being grown up is all about.

I understand all that. What I didn’t expect was to find that wanting could be so much fun.

It’s the same principle as the ascetic. In denial, one learns to find satisfaction in self control. Except that this is a thousand times better because I know that at the end there will be a sweet reward. There will be a time that I can cave in, get a new console, and enjoy my game.

And when I do, I’ll enjoy it all the more for having waited.

Finding this unexpected pleasure made me yearn for the days when it happened more often. Because make no mistake: this isn’t just about being a games writer. Fans and commentators alike have been decrying the lack of innovation in big-name titles of both video and tabletop games for years. That’s what’s at the root of the malaise lingering over the current console generaiton, at least until Bloodborne came along.

While there’s plenty of creativity amongst independent designers, arguably it takes a big game to engender a big sense of desire. It takes overwhelming production values and an enormous potential play time. It takes a certain level of marketing polish, too.

Other media have already been through this. Blockbuster cinema was floundering a few years ago. That empty space summoned forth white knights to fill it, and alumni like Peter Jackson and Christopher Nolan answered the call. I’m not sure who their equivalents might be in the video gaming world, but I’m confident the increasing interplay between big studios and small developers is going to throw up some surprises.

Who, though, is going to break through the tabletop barrier? If my money was on anyone, it’d be Rob Daviau or Vlaada Chvatil. But we’ve heard nothing big from either of them for ages. I hope one of them, or someone else, delivers soon. I want to feel that sharp hope of hype about a cardboard game at least once more before I die.

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Why Dragon Age: Inquisition Fails

Dragon Age: Inquisition is not a game that feels like a failure. It’s got a world’s worth of stunning environments to explore. Its characters are universally layered with compelling and cliché-defying personal story arcs. The combat can get tedious, sure, but it’s a soundly designed system with some bonkers dragon fights. And certainly it has sold. Yet the game still fails and it does so for the very same reason Mass Effect 3 failed — it doesn’t stick the landing.

Lest I give the impression that I’m picking nits over nonsensical cut scenes and weird star children, my problem with Mass 3’s ending was largely quite different from everybody else’s. I’m not talking about denouement. I’m talking about climax and how it relates to the rest of the game. Star child was incomprehensible, sure, but he’s not what made Mass 3’s climax bad. Likewise, the lackluster final confrontation with Corypheus isn’t what tanks Inquisition either.

The key to a memorable and satisfying ending isn’t the implication of what happens after the camera fades to black or even whatever tedious boss battle kicks it into gear. It’s the question of whether or not it fulfills the promise set up by the rest of the game. Like Mass Effect 3, Inquisition is a game that beats you over the head, telling you over and over that it’s about team and coalition building. You face a threat that requires uniting disparate factions and disparate people to face a common foe. You dare not face it alone or you’ll be too weak. So you spend a good 100+ hours working your way through the world and sending lackeys on assignments in the name of building a better, stronger Inquisition.

Cool. Cool cool. Shouldn’t it follow, however, that when you reach the final stage of events that the strength of your Inquisition should, oh I don’t know, matter? At least a little?

Let’s dive deeper (minor spoilers ahead)…

Dragon Age Inquisition Grammy

With the possible exception of Baldur’s Gate 2, a game so far removed from modern Bioware as to not be particularly relevant, I’ve long thought Mass Effect 2 is the best game Bioware has ever produced. (KOTOR also rattles around in there somewhere.) Yes, it’s slick in the way that all Bioware games are, but it also sets you up with a promise — this is a game in which you must build a team and the better, more united your team, the more likely you are to survive. And then, upon passing through the Omega 4 Relay, it does exactly that.

There is plasticity to Mass 2, make no mistake, and it’s not particularly difficult to solidify your team and ship merely by doing everything and gaming the dialog system. That’s not what really matters, though. What matters is that if you don’t do those things, your ability to succeed is diminished and you put your crew members at very real risk. Not so with Inquisition.

Emprise Du Lion. The Hissing Wastes. The Western Approach. The Forbidden Oasis. The Emerald Graves. You can devote a hundred hours to exploring every nook and cranny, resolving every little quest. Is there one thing that happens in any of these areas that is of consequence to your confrontation with Corypheus?

Not really, no. And that might be okay if the game didn’t explicitly tell you that there is. If it did’t tell you, “Hey, you’re out there making your Inquisition better.” But it does tell you those things. Repeatedly. So, what the hell am I doing out there beyond spinning my wheels and admiring the visuals? I’m like Charlie Brown with the football over here.

Ditto, the War Table. If I complete the Hard in High Town War Table questline in Inquisition, I get a nifty, if rambling bit of story, Varric’s approval, and maybe a bit of useless swag. Inquisition quests are full of useless swag, not to mention excess Power points that you’ll never need. And it’s not that none of these missions are compelling. I mean I like me some Varric, particularly in this iteration. But when you’re told, “Hey, if we find out Corphyeus’s real name, it might weaken him,” I expect a successful conclusion to that quest to result in me having some kind of advantage over Corypheus; at least at some point and in some way, even if it’s only barely consequential. What I get instead is a Master Spirit Rune. It doesn’t even have his name engraved on the back or anything!

Gee. Thanks?

Dragon Age Inquisition Stern Inquisitor

Looking through wikis of every War Table quest in the game, it’s not clear that a single one of them, beyond the mere act of completing a handful that are directly tied to plot progression, affects your ability to win the game.

Just as bad is the lack of practical impact the state of your companions has on the game. Again, through the use of approval ratings (which are reflected, sort of, in each character’s Tarot card), your companions evolve over the course of the game. The implication is that if you can keep them happy, they’ll be more stalwart and trustworthy to your cause. You’re meant to ask yourself, “If I do something that wildly upsets Vivienne, will I be able to trust her if I have her with me when it all goes down? What might she do to further her own ends at my expense?”

You needn’t bother worrying. Sure, you could piss someone off so much so that they’ll just leave the Inquisition, but as long as they’re still in the Inquisition, you can call on them whenever, for whatever, and they’ll perform exactly the same.

Again, compare this to Mass 2, where if you don’t upgrade the Normandy’s shields, weapons, or armor, people in your crew will die. During the sequence following entry into the Omega 4 relay, who you assign to do different jobs also matters. Assigning Miranda to use her biotic powers to protect the group while you fight your way deeper into the base produces less desirable results than having Jack do it. Why? Because the game has made clear that she’s the more powerful biotic. And Jack, herself, will do the job more capably if you’ve earned her loyalty. If you have Grunt protect Normandy crew members you send back to the ship, he perishes where a better leader would survive. The amazing consequence of all this being that I’m forced to think like a leader trying to survive when I’m choosing who to bring with me. Who I like personally, or am snogging, is irrelevant.

It’s a shame that, after so many games, not only is Bioware not making forward progress in the realm of choice and consequence, they’re actively taking steps back. It doesn’t erase the fact that Dragon Age: Inquisition has a lot of wonderful pieces, some of the best work Bioware has ever done, but when you create a game about coalition building, about leading, and the choices you make as a leader simply don’t matter, then you have failed. For Bioware, it’s the continuation of an unfortunate trend.