Posts Tagged system
L.A. Noire’s Interrogation System
Posted by The Management in design, games on May 21, 2011

Throughout L.A. Noire, the player investigates crimes largely by questioning suspects, witnesses and medical/forensics experts.
The advanced facial animations are used to gauge a rough accuracy of the given testimonies, and, combined with the pre-existing knowledge of the crime and the player’s own intuition (often boiling down to simple prejudices, which I’m sure someone else is already writing a post about) the player chooses a response.
This is done with a half-circle of shortcut buttons: truth at the top, doubt on the middle-left, and lie at the bottom. Truth assumes the interviewee’s story is correct; lie confronts them about its validity, often requring the player to present a piece of evidence that contradicts their statement; and doubt hovers somewhere in between the two.
Mass Effect used a similar streamlined dialogue system with its spoked-wheel interface. BioWare wanted a very cinematic feel for the game, including its dialogues, so this made perfect sense.
The player didn’t need to read through a long list of possible responses, scroll down to his preferred one, then listen to his character speak it back word-for-word. Instead, the desired option could be selected instantly based on a keyword or a short blurb. The locations of these often followed a simple pattern, and a few extra choices were included to allow the player “good” and “evil” reactions.
Some people were not satisfied with this approach as they found that Commander Shepard would periodically say things they did not expect. I never had this problem, but maybe that’s because I assumed Shepard was a pre-existing template I was occasionally steering with my own preferences.
BioWare’s other game at the time was Dragon Age, and it used a more traditional dialogue-tree system. This also made perfect sense as the game placed greater emphasis on creating a player avatar and defining him/her through interactions with other characters. Such an approach required much more granularity in the dialogue options, e.g., “What heirloom?” might have been OK as a single choice in Mass Effect, but in Dragon Age it had to be split up into multiple, well-defined choices:
- How long has this heirloom been in the family?
- What is its history?
- Who was the heirloom’s last caretaker?
- Do you think it’s wise to worry about such things while we’re in the middle of a war?
- I’m sorry for your loss, but we have to move on…
- We’ll get it back even if it means going to the ends of the world!
- We’ve all lost our favourite trinkets at some point; get over it.
- If we come across it, you’ll be the first to know!
And so on.
Of course L.A. Noire stars a strictly defined character, so on the surface it seems more suited to a simplified Mass Effect system than a complex Dragon Age one. However, its dialogue scenes are not casual, open-ended conversations.
They’re interrogations.
These interrogations require detailed information, observation, and a bit of luck to properly resolve. There’s no back-tracking or second guessing, and navigating the system with the vague options of truth, doubt and lie can be a bit frustrating.
For example, if Detective Cole is interviewing the wife of a murder suspect and she tells him that the murder weapon isn’t hers, that might be the absolute truth. After all, the firearm is registered to her husband, and the gun-store clerk confirmed his identity.
If I select “truth,” though, it might permanently close off that topic of conversation. Since the gun is a pivotal clue to the case, I want to get all the information about it that I can.

He seems like he's holding on to some extra information, but I'm afraid of pushing him as it might result in Cole leaning across the table and repeatedly punching him in the face.
There’s always the “doubt” option, as in I doubt she’s telling the full story, but I have no idea how Detective Cole will react to it. He might console her with a soft tone and ask her if there’s anything else she can remember that might help the police prove her husband’s innocence. On the other hand, he might start screaming at her about obstruction of justice and how her sleaze-bag of a hubby will never survive prison.
It’s impossible to tell what the player character will do, but that could be remedied with more detailed conversation options (and perhaps more conversation options in general). As things stand, I’ve repeatedly found myself taking the wrong conversational turn not because my assumptions about the case were incorrect, but because I failed to properly convey them to the game.
Now this might seem like a major complaint, and although it’s significant, it doesn’t ruin the experience. The interrogations don’t always have to be successfully resolved, and a few sparse hints aid their traversal.
I also commend the developers for sticking to their guns. There are no extra HUD meters that break the suspension of disbelief, and the dialogue sequences largely rely on the script, the actors’ performances, and the technology behind them. The results are quite immersive, and actually much more intense than the checkpoint-rich action sequences.
I just think the game would’ve benefit from more information to accompany the delicate and often volatile interrogations.
Yakuza 2 Bits
Posted by The Management in games on September 29, 2010

After hearing all the internet-hype Yakuza, I decided to check out the second game in the series. I was actually quite surprised at how similar it was to Shenmue (considering that title’s commercial failure), but the modern-day setting seems to have helped it achieve success in Japan.
Here are the notable bits for the North American release:
— Gameplay-wise, Yakuza 2 feels very much like a Final Fight (or in Sega’s case, a Streets of Rage) RPG. Levels are gained, weapons break after a few uses, and combat takes place on a separate screen.

Although there's plenty of loading, the pedestrian-packed environments are quite impressive for a PS2 title.
— The storyline of the Yakuza series has received quite a bit of praise, but it’s more of an over-the-top soap opera than a serious drama. The cast has a penchant for betrayal, characters never seem to die permanently, pro-wrestler types toss around grenades, and ancient castles transform into crime-lord fortresses.
— Unlike the first game, there is no dubbing and whole experience is subtitled. Probably for the better, too.
— The combat is fast and brutal, and filled with interactive components. The player can pick up just about anything not nailed to the ground, and the stuff he can’t pick up can often be used to execute custom moves (e.g., smashing an opponent into curbs, bike racks, etc.)

The combat in Yakuza 2 is very enjoyable, although the random encounters can get tiresome. There's also no good reason for why every lowly street punk feels compelled to challenges a high-up Yakuza!
— Combat scenarios are not the only events that can happen while randomly exploring the city — side quests and even main storyline points are often initiated in this fashion.
— Leveling up is split into three categories, each one representing a linear path. Every step on a path quickly increases in cost, which does a pretty good job at balancing the player’s abilities while providing some customization options. The upgrades are not just statistical in nature either, granting all new moves to the player, e.g., the ability to drag around and attack downed a opponent.
— Somewhat predictably, firearms are relegated to the role of pesky spit-wad shooters, never posing any real threat and quickly running out of ammo without the ability to actually reload them.
— The game’s minimap is crucial to figuring out which buildings can be entered, with new areas lighting up as the narrative gives reasons to visit them. The full map is a bit of a pain to get too, though, and has a clunky interface that doesn’t showcase any of the landmarks. This proves particularly irksome in Kamurocho, which is quite a bit bigger than the relatively compact (and probably more suitable to the gameplay) Sotenbori.
— Completing side quests can have the added benefit of combat bonuses in specific areas (in addition to the regular rewards of finishing the quest itself). This is done through a quick-time event at the beginning of a battle; the people that the player has helped in the past will toss in weapons, initiating a cinematic event that usually ends with the defeat of one of the enemies.
— Throughout the game, AI partners will join and follow the player. During battles, they’ll freely engage the enemies and periodically hold them up, setting up special tag-team moves. What’s most interesting here is that they usually won’t finish off the enemies themselves, making sure that the player always feels like the hero.

Tag-teaming opponents is quite satisfying, and your partners always let you perform the finishing blow.
— After a certain amount of enemies are defeat, optional “encounter” bosses appear in the city.
— If the game is left idling for an extended period of time, the camera zooms in on the protagonist who lights up a cigarette and ponders his current quest. Although a small touch, this is a nice way of reminding the player of his goals without breaking the suspension of disbelief.
— All boss battles are infused with special cinematic moments. These are initiated after a certain amount of damage has been dealt, and have the player rapidly tapping a button to power up his “super meter” to unleash a special attack.
— The underground coliseum contains even more twists on the combat system. Its battles are 3-fight tournaments filled with special modifiers — e.g., electrified fences, boxing-only duels, etc. — and unique enemies not encountered anywhere else in the game.

The various minigames can be quite fun, but I almost quit the game when its main story required me to mess around with a UFO catcher.
— The game world is filled with the various shops and nightlife attractions, each one providing various goods and services often accompanied by a minigame. What’s really neat about them is that they’re all interconnected and tied into various side quests. Even the ridiculously expensive brand-name purses come in handy when you need to increase the morale of your club’s hostesses!
Extending Dragon Quest IX
Posted by The Management in design, games on September 16, 2010

The sentiment that Dragon Quest IX can be played for hundreds of hours is a popular one, so during my playthrough I paid close attention to how I used my time. As I expected there was no single activity that dominated my experience, but rather a combination of interlocking gameplay elements.

Character customization isn't too robust, but most of the aesthetic changes come via equipable items.
Since DQ IX offers such a plethora of content, I have not seen all of its facets despite finishing the main quest. With that caveat in mind — which makes some of the below points conjecture — here are my notes on why it takes so long to play the game, and why people might actually want to spend so much time playing it:
Levels
— Although Dragon Quest IX has a bit of “grinding,” i.e., fighting monsters in order to gain experience and grow stronger, it’s not a must for forward progression. Players are initially rewarded with fast level-ups, but that slows down pretty quickly. In fact, in my playthrough it wasn’t uncommon to fight two bosses in a row (and the enemies leading up to them), without gaining a level.
An interesting side note about levels: characters gain experience relative to their level, with highest-level characters gaining the most experience. Although not a big issue, this means that it takes longer for lower-level characters to catch up with the rest of the party.
— Each character has a job, i.e., a class, and each job contains a series of linear ability-paths. Each of these paths can be upgraded with ability points, and these points are sporadically awarded when a character gains a level. Abilities are almost exclusively integrated into the combat system and represent new and unique battle options (complete with flashy effects).
However, maxing out a character’s level will not reward the player with enough ability points to purchase all of his or her potential abilities. As a result, the player can choose to “reset” a level 99 character back to level 1 while retaining all of the earned skills. This allows the player to collect more ability points, but forces each character to max out his or her level multiple times before mastering a single job.
— There are a total of 12 jobs in the game, and each character can take on any one of these professions. Characters that change jobs retain all of their abilities, but are forced to start off at level 1. This flexibility allows the player to thoroughly customize his party, but requires a tremendous amount of grinding.
Money
— Money is gained alongside experience as enemies are defeated, but it takes a long time to accumulate a significant amount of cash. By the time the player has gathered enough money to outfit his party, the characters have usually gained enough levels to easily overpower the area boss even without the new equipment.
It’s also worth noting that each character’s appearance is reflected by what he or she is wearing. This sort of aesthetic customization is important to many players, and DQ IX constantly facilitates it by displaying the entire party in both the combat and the exploration mode.
— Some stores offer precious alchemy ingredients that can be rather difficult to obtain in the wild. As a result, it’s often a good idea to purchase them despite their steep price.
Alchemy also relies on regular weapons, armour and accessories as base ingredients. Most of these can only be bought in stores, which further extends the amount of money needed in order to create new items.
— Nintendo’s virtual store is updated every week day with new items for purchase. These offerings are usually quite expensive, but many are unique to the store or simply hard to find in the game.
Since items can also be shared with other players, there’s an added incentive to indulge in pack-rat behaviour.
Sidequests
— Sidequests are not a “cheap” way of extending a game as they typically require manually scripted events. DQ IX contains nearly 200 of these, many of which are of the “slay this monster” and “bring back this item” variety. These missions can be fairly time consuming, especially when they require the player to finish off a specific enemy with a specific ability. However, this approach does add a nice bit of variety to the combat and encourages the player to explore some of its deeper mechanics.
— The rewards for completing sidequests are rarely revealed ahead of time, but they often consist of items not readily available at the time the quest is offered. Some quests even unlock all new jobs, so the incentive to complete them as they are encountered is always there.
— The availability of quests is often based on such prerequisites as previously completed quests and grottos, character levels, and even the completion of the main game itself. This results in new quests often popping up in old areas, encouraging the player to revisit old locations. The limit of 10 active quests accentuates this even further as completing all quests as they are offered is not always possible.
Alchemy
— Combining various ingredients into new items is the only way to obtain certain types of items. These are also tied into combat proficiency and character aesthetic, giving the player two strong incentives to “alchemize” as often as possible.
— Unique alchemy recipes are found in each new area, encouraging the player to explore every nook and cranny and return to the alchemy screen on a regular basis.
— Various ingredients can be found in the game world, providing something new to collect virtually every time the player wanders out of a town or a dungeon. The frequency at which these items respawn and their respawn quantity varies, but not on a static basis.
From what I understand, the scarcity of ingredients is game-dependent, encouraging players to visit each other’s worlds (where some ingredients might be more common than in their own) in a co-op multiplayer mode.
— Alchemy ingredients can also be obtained by defeating enemies or stealing from them, but this doesn’t happen all that often. However, since stealing from enemies is the only way to get certain types of ingredients, this is a must for completing one’s alchemy list.
— Some forged items cannot be used or equipped as they simply serve as unique ingredient for other alchemy recipes. This often creates a long string of alchemizations that require a large amount of rare materials in order to obtain some of the more powerful items.
Grottos
— Grottos are randomly generated dungeons that are completely optional but a large draw of the game. Each dungeon contains a handful of floors based on one of the core tile sets and a specific boss. These bosses are not found anywhere else, and can often be much more powerful than the final boss of the actual game.
Since grottos don’t actually contain that many treasure chests, the unique bosses (often taken from previous Dragon Quest titles) are a big incentive for exploring them.
— Grottos are not readily accessible and must be manually located by the player. Equipping a grotto map replaces the minimap with a small sub-section of the area where the grotto is located. This location is not highlighted in any way, and is only hinted at when the player walks close to it. Whenever this happens, an exclamation point appears over the protagonist’s head allowing the player to “investigate” the area and reveal a secret entrance.
Since the minimaps are not that detailed and the grotto maps represent a zoomed-in view, they can be quite difficult to discover even with the aid of online resources.
— Defeating the boss of a single grotto automatically rewards the player with a map to a new one. Bosses can also be fought multiple times, and each one has a small chance of dropping a fairly good item once defeated. This is not always a huge incentive, but it encourages the player to occasionally revisit a completed grotto.
— Once the boss of a grotto is defeated, its map can be shared with other DQ IX players. This asynchronous connectivity has proven quite popular in Japan (and occasionally in the West), especially with the maps that facilitate quick grinding.
Overall a large part of DQ IX could have been shorter and more user friendly, but the game does a good job of providing the player with incentives. In the short term, new items and abilities are always just around the corner. In the long term, full customization and numerous achievements provide extended meta-goals. All these elements are also strongly interconnected, and since there are so many of them, the player is always guaranteed a steady stream of rewards.















