Chrono Cross Character Quests: Endgame

Through the machinations of rival supercomputers FATE and the Prometheus Circuit, Serge wound up DNA locked to the security system of high-tech future city Chronopolis. Lynx, an agent of FATE, swapped bodies with him so he could unlock the security system, but the enemies he made along the way are fighting tooth and claw to keep him from returning to Chronopolis, unlocking the security system, and once again giving FATE the power of the legendary artifact called the Frozen Flame. Cat!Serge, stuck in Lynx’s body, was cast into an alternate timeline, which isn’t even the first time this happened to him. After sorting out how to cross between timelines again, he has linked back up with the anti-FATE coalition and helped them rebound from Dark Serge’s attacks.

The six dragon gods of the region seem sympathetic to the anti-FATE coalition, but they’re reluctant to provide direct assistance for unclear reasons. They rescued cat!Serge when FATE collapsed the alternate timeline version of Chronopolis on top of him, but they haven’t been flying around torching Dark Serge’s ships or anything. For that matter, they won’t even pop a new body for cat!Serge out of Fort Dragonia, which cat!Serge needs in order to get access to Chronopolis before Dark Serge can. Cat!Serge already has (an alternate timeline version of) the Dragon Tear used for bodyswapping, all he needs is a body to swap into, and the dragons say they can provide it, but apparently he needs to first obtain their blessing by reaching and defeating each of the six of them in turn. Only then will Fort Dragonia create a new body for him which he can use the Dragon Tear to swap into (best not to think too much about what happens to the discarded cat body).

This is a lie. The Black Dragon created an army of monsters to control Marbule basically just as a fuck you to some imperialist colonizers who tried to invade it. Any one of the dragons can create a new body for Serge no problem. The real truth is that they were on the losing end of a war with Chronopolis 6,000 years ago, fought for control of the Frozen Flame, and that Chronopolis has been unstoppable since winning and getting control of the Frozen Flame. The storm that DNA locked Serge to the Frozen Flame’s security system, locking FATE out of it, was the first chance they’d had to meaningfully fight back against FATE in millennia. So long as Serge’s DNA, whether in Dark Serge or reincarnated Serge, is outside of Chronopolis, Team Dragon is still in the game. If either copy of Serge gets to Chronpolis, unlocks the Frozen Flame, and then does not hand it over to Team Dragon, the dragons are fucked. They need to be absolutely positive Serge has what it takes to crack Chronopolis open before he goes in there. If Serge isn’t going to succeed, they’d rather he die somewhere where one of them can immediately obliterate the corpse, and maintain plausible deniability about whether or not they’re in the anti-FATE coalition in case Dark Serge gets back into Chronopolis.

But they don’t want cat!Serge to know any of this, because it’s very important they maintain their mystique as vaguely benevolent nature gods of El Nido. Pretty much any one of FATE’s minions can theoretically sit down with cat!Serge right now and explain that the dragon gods are the nature deities of a third, radically different timeline where dinosaurs won the ancient war with cavemen (something which happened in this setting, it’s in Chrono Trigger) and an entirely different civilization developed. And their basic plan here is to kill all humans to recreate their old timeline in this one. The dragon gods have been lucky that FATE is so spectacularly bad at diplomacy that no one’s ever said that to cat!Serge and he probably wouldn’t believe them if they did, and if Team Dragon swaps the mystique of “dragon gods work in mysterious ways” for “we’re not confident you can defeat FATE’s robot army,” it might encourage cat!Serge to think of them as less incarnations of benevolence and more as conventional allies who might betray him after their common enemy is defeated. FATE has done most of the damage to a potential anti-dragon coalition all by itself, but the dragons don’t want to bungle it at the last second.

While running around gathering up the blessings of the six dragon gods, cat!Serge also runs into a few final allies.

Continue reading “Chrono Cross Character Quests: Endgame”

Did Tassadar’s Sacrifice Make Sense In Context For Anyone?

The objective of the final mission of StarCraft is to reduce the HP of the Zerg Overmind’s outer shell to zero. Once this happens, regardless of how much of the Zerg base or forces you’ve destroyed, you go to a cut scene in which Tassadar sacrifices himself to ram the Overmind and kill it. According to his dialogue, this is necessary because your forces have been severely weakened in the process of cracking the outer shell. Naturally, how much sense this makes depends a lot on how the mission went. If you were running low on resources, you may have indeed pushed a carrier fleet through the perimeter and ignored incoming Zerg reinforcements to reduce the Overmind’s shell to 0 HP while being pretty much tapped out for any base-clearing operations.

On the other hand, if you’re neurotic about leaving survivors, you might have scrupulously killed everything before allowing your units to target the Overmind and end things, making Tassadar’s final dialogue pretty much exactly the opposite of true. I’ve got eighteen carriers, man! Not only is the entire Zerg base cleaned out, but I could go clean out another base of similar size right now without even producing any more units, to say nothing of the fact that I have three active resource-gathering bases.

This is an inevitability of RTS gameplay. Besides unsatisfying cheats like auto-respawning destroyed buildings or units in the core of the Zerg base so that it’s impossible to clear the base before taking down the Overmind (StarCraft II is more prone to doing this kind of thing to guarantee that the map resembles what it’s supposed to be in the story no matter how much effort you put into clearing it, and I hate it), you can’t prevent the player from overkilling the mission to the point where Tassadar’s sacrifice comes across like nonsense. For example, in the eighth Protoss mission of the Brood War expansion, you are supposed to capture and defend a temple long enough for some psychic ritual to kill all Zerg on the planet Shakuras. There are three Zerg AI, one in front of the temple and two behind it. The two behind the temple have considerably larger and more heavily defended bases. It’s certainly possible to wipe out the Zerg completely making the psychic ritual at the end seem kind of ceremonial, but the most straightforward way to complete the mission is to leave the largest, toughest hive clusters alone and focus on securing the temple.

But it’s not just possible to do this sort of thing in the last mission of StarCraft 1’s core campaign, I strongly suspect that it is the average player’s first experience of the mission. Sure, they probably don’t bother clearing the entire Zerg base before hitting the Overmind down to the last building, but they probably do clear out all the active defenses and only avoid destroying ultralisk caverns and defiler mounds because those are tech buildings, not unit producers, and they’re not necessary to the objective, so why bother? They still end up in a position where their army/fleet is completely stomping Jormungand Brood (and Tiamat Brood, if there’s anything left of it).

The only reason you’d end up doing the thing where you rush your attackers in to hit the Overmind without destroying the defending swarm and spore/sunken colonies is if you’re either speedrunning or you don’t have enough resources to plausibly take out the whole Zerg base, so you go straight for the objective and hope for the best. Nobody speedruns a game on their first try back in 1998 when you couldn’t stream a gimmick like “blind speedrun of [game],” and the mission has such a gargantuan amount of resources that you can’t really lose by running out. You either get your base overrun because you weren’t able to harvest and spend those resources quickly and effectively enough, or else you have everything you need to create 24 carriers and 24 battlecruisers and a dozen siege tanks and a dozen arbiters to cloak them all (you have both a Terran and a Protoss base and they have separate supply count, so the maximum size of your army is immense). That would take a long time and there’s not really any point when the Zerg base can be cracked with much less, but the resources for it are there. There’s six empty resource nodes on the map and one of them is a mineral patch big enough to overcome the Overmind’s defenses at least five times over. That one absurdly mega-huge resource patch could probably pay for the last three or four missions combined.

That’s not to say the mission is extremely easy, because you can still get overrun, but I find it pretty unlikely that the average player wasn’t in a position that ranged from slightly to extremely advantageous when Tassadar sacrifices himself on the grounds that their position is super precarious.

Also there’s a weird bug in the AI of both of the last two missions where the enemy just gives up once you’ve penetrated their base. Drones stop harvesting resources, reinforcements stop getting brought in. It’s like the Overmind saw my carrier fleet rip through the spore colony perimeter and said “well, can’t do anything to stop that, guess I’ll just die.” The StarCraft 1 AI isn’t smart enough to produce counters to enemy units it spots, so it’s kind of right – trickling in hydralisks and mutalisks stands no chance of defeating the fleet, what he really needs to do is amass lots of scourges and defilers (the Brood War AI does this) even then it’s questionable whether he can trade effectively with my infinity minerals. But it’s still weird to see the AI go afk.

Moneyball

I just watched Moneyball recently. I’ve known the story for a while and it’s the go-to shorthand for ignoring flashy spectacle assets in exchange for 5% here and 8% there adding up to a stronger result in aggregate, but I never saw the movie. And the movie is honestly kind of depressing with some of the artistic choices they made.

See, the movie is the story of how a statistics nerd is way better at assembling baseball teams than any of the old men in the decision-making seats because they make decisions based on shallow metrics like healthy aesthetics and flashy spectacle plays like home runs. They’re really just ascended baseball fans with no sense of professionalism or capacity for real analysis but a hubris born from the fact that the people currently in charge are also in charge of picking their successors, and they pick other baseball fans (including retired baseball players) to replace them, which means statistics nerds who look at the result over the aesthetics don’t get to play and prove how much better they are. But things turn around for the statistics nerd when an aggro dipshit with nice hair takes up the cause of statistics-based baseball because said aggro dipshit is desperate for an advantage that can bring his horribly underfunded team up to par. This is not a terrible story, except that the aggro dipshit is the main character.

That would be fine if that was the real story of the Oakland Athletics’ 2002 season, and the fact is that the statistics nerd is a fresh college grad who more-or-less had his shit together while Oakland Athletics’ manager Billy Beane had stumbled through a series of false victories into a death spiral and really needed something to turn around for him, so even if Billy Beane’s greatest asset is his hair he’s still the better character because sometimes that’s how real life is.

But that isn’t how real life was! The actual real Billy Beane is not an aggro dipshit with nice hair whose only smart move was finding someone smarter than him to take orders from under the disguise of hiring on an advisor. The statistics nerd from the movie is a complete fabrication. Not a conglomerate character, but made from scratch. The closest thing to the statistics nerd in real life was Sandy Alderson, the manager prior to Beane. The Oakland Athletics came under new ownership during Alderson’s tenure and the funding for players was cut from the highest in the league to the lowest, with predictably disastrous consequences for their wins, so Alderson started using the statistical methods of Moneyball to create an aggressively cost-effective team. Billy Beane learned that method while working as assistant manager and, evidently, got way better at it than Alderson was after he took over in the late 90s, leading up to the poorest team in the league reaching the playoffs four years in a row in the early-to-mid 00s. Moneyball was published as non-fiction in 2003 about how the Athletics pulled off their 2002 upsets, and other teams’ managers adapted to the strategy over the course of the next couple of years, which is why the Athletics’ performance fell off after a couple of years.

You can even hear traces of this true story in some of the montage audio which is, I believe, a direct quote or even actual audio of baseball commentary of the season. They talk about how Billy Beane built the team off the theories of a book that he read, not a nerd who he met in person and took orders from while barking loudly enough to preserve the delusion of being in control.

Billy Beane wasn’t a front man lending good looks and “confidence” to a helpless but brilliant nerd, he did the analysis himself. Hollywood evidently decided this story would be better if Billy Beane was at-best mediocre at his actual job of managing baseball teams and had to find someone much better at it to do the job for him, and also that the more competent person had to be a nerd reluctant to advocate for themselves who had to be bullied into taking their shot at greatness (through Beane) so that the protagonist can retain a veneer of being in charge. The Moneyball protagonist version of Billy Beane isn’t even a particularly good negotiator or charming or anything, his only “social skill” is a willingness to be a jackass, and while that isn’t nothing, it’s the same mediocre-at-best level of competence as he demonstrates as a manager.

The movie makes a lot of smart artistic choices with the true story. Cutting Alderman to compress the 5-ish year process of developing Moneyball into a single revolutionary season where drastic action was taken in response to a devastating gutting of the team helps to make the Moneyball story more dramatic even when told from the people who were closest to it, when in reality, if you’re close to the process, by the time it’s paying out huge dividends it usually does so after many smaller victories which makes the big wins seem like a matter of grinding inevitability. There’s a throughline in the movie about how Beane signed up for professional baseball because the Mets were impressed with a bunch of attributes that turned out to not mean fucking anything to the actual winning of the game, passing on a scholarship to Stanford to do so, and movie!Beane hires the statistics nerd because the statistics nerd accurately assesses that he might have had the appearance of being “the complete package” but his stats showed someone who was mediocre at everything that mattered.

But apparently it was also super important to this story that the protagonist had to be a moron cheating off of someone else’s homework.

Atlantis City Builder

Zeus: Master of Olympus is a city builder set in Greek mythology (and occasionally actual ancient Greek history). It has an expansion, Poseidon: Master of Atlantis, which introduces something strange but effective for a city-builder game: A second playable faction. Atlantean citizens have slightly different needs from Greeks, although in most cases it’s just a palette-swap. This also moves the action from Greek mythology to a blend of Greek mythology and Atlantean conspiracy theories. Atlantis is a pyramid-building civilization on a giant island in the Atlantic Ocean, and sail westward to the Mayans and eastward to the Egyptians, where their pyramid-building ways would influence both of these two civilizations to build pyramids of their own (because a lost trans-Atlantic civilization is required to explain how two completely different civilizations could’ve independently decided to tidy up the corners on a pile of stuff). Then twenty years later they released Hades, an isometric roguelike action game, which was a weird direction to take the series.

Poseidon is an expansion pack to an existing game, so its scope is pretty limited. It swaps out olive oil for orange juice, swaps out Greek culture buildings like theaters and philosopher podiums for Atlantean super-science buildings like observatories and laboratories, and it replaces the Greek stadium for the Olympic games with a hippodrome for chariot racing. The main draws of the expansion are filling in some holes in Greek mythology (in the original game’s twelve deities, for example, Olympian Hera is swapped out for Chthonic Hades – the expansion adds in Hera and Atlas, the latter mainly because a god of carrying things real good is actually very relevant to the game’s mechanics) and six new playable “adventures,” the game’s story campaign. The original game only had seven adventures, so six is a lot, and those are the main draw of Poseidon: There’s more Zeus. It’s an expansion pack, that’s what they were selling.

But the concept got me thinking about using Atlantis as the frame for a city builder game that spanned multiple different ancient civilizations. Sort of Super Smash Bros. Ultimate but for the Impressions city-builder series instead of Nintendo. The city-builder series also included Pharaoh, Caesar, and Emperor (the latter was for ancient and medieval China, which is casting a Hell of a wide net). Those three focused on history over mythology and I think they were weaker for it, so partly I’m just daydreaming about versions of those games that had mythology-based scenarios instead of sticking to a linear historical narrative and which are also accessible from the same menu. China and to a lesser extent Rome would be a bit out of place with the Atlantean frame story, but, you could have Mayan, Celtic, Norse, and Persian factions and it wouldn’t be any more anachronistic than the Athens adventure from Zeus setting the Persian Wars in the 9th century BC. You could rope in the Chinese (and the Indians, while we’re at it) if you went full Conan with it, having a world made of fictional expies for various civilizations that weren’t coterminous, because hey, who’s to say where the Po Dynasty and the Telleroi city-states are in relation to each other, I just made those up, I can put them wherever I want.

Mechanically, all these factions won’t be hard to design. Everyone’s food supply and resource extraction is going to be nearly identical, it’s only cultural buildings and exactly what goods people demand that will change the fundamental citybuilding. You also want some very different endgame projects with very different mechanics for each faction to help really set them apart from one another, even if it’s not super important for simulationist reasons if a Temple of Artemis and a Sphinx are basically the same. Making them have significantly different effects when built will make playing Greeks and Egyptians feel different, though.

There’s also some more fundamental resource differences, for example, Egyptians have more different types of farms and other things that are built on riverlands like clay pits, tying them very directly to the Nile, which means their cities tend to be packed around a narrow but continuous strip of useful land, while Greek maps have mountain meadows, ore deposits, and shorelines for piers to ship goods in and out all in different locations, and thus tend to focus more on connecting all these different resource nodes together – you need to ship food to your mines and trade piers to feed the workers living there, and ship bronze and silver from your mines to the trade piers to trade for whatever goods you can’t produce locally, and then ship those goods out to the meadows and mines to supply the workers, and then find some way to defend it all from enemy raiding parties.

Whereas an Egyptian city is surrounded by empty space that’s hard to find use for, which means both that you shove all your military buildings out there because they have way fewer continuous needs (you need to ship weapons and armor out there, but those aren’t consumed at a steady rate, so it’s fine if it takes a while), and that empty space also provides a defense: you have plenty of time to muster an army and meet an enemy in the field when they spawn at the edge of the map, Greek maps are full of sprawl and are more likely to build near the edges, so you need actual walls to slow an enemy down while your troops muster, especially since the least valuable space where you cram your military buildings in might be in the geographic heart of your city, a midpoint between the mountains, meadows, and piers.

But since that’s almost entirely in map design, we don’t need to build fundamental mechanics into the Greek and Egyptian factions to reflect that. We don’t need to ban Greeks from using clay pits and making pottery, just design maps where the clay deposits are usually made wet by seawater, so it’s not arable anyway, so of course you put your clay pits there, the land isn’t useful for anything else. If you put a Greek city on a Nile map, they would play much more similarly to the Egyptians, just with different endgame monuments and also it would be one of those maps where you have to import all your olive oil, but that happens even in Greece.

But while the mechanics for a game like this are quite manageable, the number of art assets would potentially be a much greater challenge. The Greek agora and the Egyptian market have basically the same mechanics, but you would still expect them to look different. The mechanics of Greek theaters and philosophy podiums might be basically identical to Egyptian jugglers and musicians, but that means it’s entirely on the appearance and sound of the buildings and walkers to distinguish the culture of the two. A lot of buildings are mechanically fully identical to one another, like a wheat farm or a maintenance post (used to prevent buildings from collapsing or catching fire), but the building still needs to look like it was built by Egyptians/Greeks and the people working it to show that it’s operational (as opposed to lacking resoruces, workers, etc. etc.) need to be dressed like Egyptians/Greeks.

Part of the reason why I wish I could go back in time and tell Impressions to make this game in 2002 is because they had a bunch of assets right in front of them: Pharaoh, Zeus, Emperor, and Caesar III all look pretty similar to each other, and it’s not jarring to go from one to another. A couple of assets might need a redesign to look good next to others, but even that shouldn’t be too common, because you don’t build two different cities of two different factions on the same map, so the only units from a civilization that will be seen in context of another are military units.

RTS Tutorial Campaigns Are In Reverse

RTS campaigns are basically extended tutorials for how to play multiplayer. This is of necessity – there’s so much stuff in an RTS and the way it interacts with other units/buildings is so complex that it’s best to introduce things one unit at a time, and by the time you’ve done that, there’s not really any room left for anything else. In fact, StarCraft’s Terran campaign doesn’t even do a particularly good job of introducing some of the units because its first two stages are gobbled up with very basic tutorials for the game’s controls and resource gathering. Figure out what firebats are good for yourself, because their intro mission is focused on base-building (although it’s not that hard to piece together that they trade well with Zerglings, especially in a bunker – and to the extent that it’s hard to figure that out, it’s mostly because that’s an extremely niche role and one they’re not even that good at).

But starting in Terran 3, you learn how bunkers and vulture mines work for base defense with a defensive mission, Terran 4 is a no-build mission that doesn’t even require effective micro but it introduces the concept of no-build missions, I guess, then in Terran 5 you face an enemy base on an island with defenses laid out so as to encourage you to send wraiths over to clear a landing zone and then dropships to bring in a ground force to clear out the AA perimeter around the enemy base, on up to Terran 9 when you first unlock battlecruisers. I think there might be some upgrades you can only get in Terran 10, but either way, you spend pretty much the entire Terran campaign unlocking one unit at a time, with scenarios laid out so that the most effective strategy involves using that unit. They’re often even laid out so that the winning strategy of the previous scenario doesn’t work, forcing you to figure something else out, like in Terran 6 where the enemy’s air defenses are so thick that the wraiths-and-dropships plan is pretty doomed, but using your new goliaths works much better.

Starting out with the smallest, weakest units and then slowly unlocking the bigger ones is definitely the most satisfying way to structure the campaign. But so far as effectively teaching the mechanics goes, it’s the reverse of how you want it to work. The most straightforward Terran strategy is the one you unlock last in the campaign: Build a fleet of battlecruisers and roll over everything. Presenting battlecruisers as the capstone means that you come out of the campaign thinking of battlecruisers as just better than wraiths. They aren’t weak against ground units the way wraiths are, they’re bulkier and do more damage in general, and while they can’t cloak, their Yamato cannon lets them destroy missile turrets and weaken photon cannons from a distance, allowing them to counter their own counters. Wraiths are also a counter to unescorted battlecruisers, but it only takes one science vessel to reveal the cloaked wraiths, at which point wraiths only trade well in tremendous numbers.

There are things that can defeat battlecruisers, of course. Protoss arbiters with stasis fields can split battlecruiser fleets up, freezing some to reduce the number of scouts or dragoons required to get the upper hand. A few high templar psi storms can take out an entire battlecruiser fleet at the cost of just 5-6 high templar, and the battlecruisers will have difficulty getting away from the storms because of how slow they are. Zerg defilers can use dark swarm to make hydralisk swarms immune to air fire, and their queens can use ensnare to reduce already slow battlecruisers to a crawl, making it even harder for them to get away from the shielded hydralisks. Enemy Terrans can make cheap (albeit high tech, but no more so than battlecruisers) ghosts with lockdown to allow wraiths to trade favorably with more reasonable numbers or just give the ghost-user the edge with their own battlecruiser fleet. You can make nine battlecruisers and twelve ghosts for the same vespene cost (and fewer minerals and supply) as twelve battlecruisers, but the ghost-supported fleet will likely win the confrontation at the loss of less than half their ghosts and no battlecruisers (and if the enemy fleet doesn’t have comsat or science vessel support, cloaked ghosts will probably get away unscathed).

StarCraft doesn’t do a terrible job of demonstrating this in the one mission they have after introducing battlecruisers for the first time. In Terran 10, General Duke uses a ton of ghosts, which makes it unviable to use unsupported battlecruiser fleets to crack his base. Except he also uses a ton of nuclear strikes (also used with ghosts), which are expensive as Hell if they fail, so if you know how to defend against that, he’ll run himself out of vespene on futile nukes and you can roll over him with a battlecruiser fleet anyway. That map also has Arcturus Mengsk on it, but I honestly don’t know what his strategy is supposed to be. He uses a lot of wraiths and they do cloak, but nowhere near enough to trade well with a battlecruiser fleet, so as long as you bring a science vessel, you’re good. I guess he does teach players that battlecruiser fleets need a single science vessel supporting them to counter the wraiths.

But it’s still very easy to come away from the StarCraft Terran campaign thinking that the Terran strategy basically amounts to “build battlecruisers to win,” and it would be more clear that this wasn’t the case if battlecruiser fleets were one of the first things you got, rather than one of the last. Massed battlecruisers are the most straightforward path to victory, so start people out on that, and then show how that strategy can be countered and then the counters to those counters and so on.

While it would probably weaken the singleplayer campaign as an experience unto itself, the campaign would do a better job of teaching StarCraft if you started out making battlecruiser fleets, and then steadily got introduced to enemies with counters to this most obvious tactic, thus slowly making it more clear what the other units are for. Your first two missions would still be movement and base-building tutorials using marines and firebats because those units are easy to build, and the third could still be a defensive tutorial, although that one should definitely unlock siege tanks instead of vultures. It’s much easier to see how siege tanks are a vital part of Terran defense than vulture spider mines, like, sure you can see what a spider mine does no problem and you’ll want to try the new unit out, but the conclusion I and, I’m confident, most other new players came to after Terran 3 is that vulture spider mines don’t really do anything that a good bunker complex couldn’t do better.

The fourth (or fifth, if we’re still having a no-build mission for four despite a radically redesigned plot necessitated by this new order of introducing units) would give you a fully developed Terran base with all units locked except marines, firebats, and battlecruisers, and a massive Zerg (or whatever) base to sic the battlecruisers on. Put the base on an island so you’re forced to use battlecruisers to wipe them out. Maybe include dropships to also introduce the need to create expansion bases to feed the resource-intensive battlecruiser fleets. Have the plot dialogue stress (in the same way that things like building damage and creep got stressed in dialogue in early Terran missions from the game as it is – draw the player’s attention to its importance without beating them over the head with it) the power of battlecruisers, but also that they’re slow, both literally and in the sense that they’re at the top of the tech tree with a slow build time and a high resource cost so it takes forever to amass a fleet. “Fortunately, these mindless Zerg have given us all the time we need to bring our battlecruisers into position. Now we are unstoppable!”

Then in the mission after that, you either disallow battlecruisers completely for plot reasons or stress to the player that the enemy has more resources than you and you can’t win a straight-up fight, so you’ll have to be sneaky, while giving them access to ghosts and wraiths for the first time. Use dialogue (like what Kerrigan says in Terran 5 from the game as it is) to stress how detectors work, and the importance of taking them out. Either leave the player with siege tanks so they have an answer for missile turrets or else really focus on stealth by making the enemy defenses so heavily air oriented that they basically don’t even have bunkers and you can use ghosts to take out the turrets for your wraiths.

You can keep going down the tech tree and each additional unit further down will be filling a new niche – goliaths won’t feel like a replacement for marines, nor battlecruisers like a replacement for wraiths, because the weaker units are introduced in missions that spotlight the situations where they’re more useful than the stronger ones.

Foretales

Foretales is a card game set in one of those anthropomorphic animal fantasy settings that indie games seem to like. It’s not small-child-scary-world industry-dominating phenomenon, but it crops up semi-regularly.

Foretales is a card game, you have a party of hopefully three characters, and you draw a hand of six cards in even proportion, so with three characters, that’s two cards from each deck. Once a deck runs out, your hand size goes down with it. If one of your three characters is out of cards, you only have four cards in your hand. Cards do different things when played on different location cards, so if you play the thief protagonist’s Nimble Hands card on a market place, he’ll steal some gold, but play it on a tavern and he’ll steal some food. If you run out of cards, you can no longer really interact with the game at all, so you’ve got to rest, which gets you back three cards for every party member but usually comes with some consequence, like increasing the number of enemies on scattered around different locations or, if you take too many rests, just slapping you with an immediate game over.

When you end up in a fight, you can use assorted resources to convince enemies not to bother fighting you. Fame, which you generally get for being nice, works especially well on guards, while grim, which you generally get for being mean, works especially well on bandits, but you can use either if you have enough of it. Gold works well on both of them, but not so well on cultists, who only respond to grim. Failing that, you can actually kill the bastards, and every foe killed gives you grim. If you reduce enemy morale low enough, whether by bribing or intimidating them or whatever or by violence, surviving enemies run away and you get fame for each one who runs.

That’s a bunch of weird mechanics attached to nifty little decks that help differentiate a cast of characters from one another. Is it fun? Eh. Fun enough that I didn’t mind playing through to the end of the game once to get a bad ending which then sent me back to the beginning for a new game+, but not fun enough that I felt the need to try and get a good ending. The game is all about getting dire visions of the future, and the new game+ starts right after you get the artifact that inflicts the visions, so the idea is that your failed runs are visions of doom from the artifact. I like it when games incorporate failure into the narrative instead of asking you to reload over and over again, slowly crafting a single canon run where the hero never fails out of a dozen or more non-canon failures, but Foretales doesn’t even do that entirely, since any time you get just plain old run out of HP or cards+rests you still just reload.

But more importantly, this setup demands you replay mostly the same game several times, and it’s not nearly enough fun for me to bother with that. Sure, I learned a lot about how to play during my first playthrough and could play much better my second time through, especially in the early quests where they’re quite easy, and there’s different routes through the game so (rough guess) only maybe a third of the quests would be repeats. Like, the cut scene of the bad ending I got ended with a pretty heavy-handed hint that I should immediately start hunting down the doom cult you confront in the final act of the game, ignoring all other concerns, whereas in my initial playthrough those other concerns had seemed sufficiently pressing (friend on death row, guards about to massacre a striking miners’ union) that I never got around to confronting an annoying aristocrat who later on turned out to be a cult leader. So, okay, ignore the other disasters and sprint straight for her.

But I know from the way the quest select screen is laid out that I’m definitely going to be replaying some of these quests because there just aren’t enough empty slots for my second playthrough to be wholly unique, and even if it were, the mechanics were already starting to lose my interest at the end of my first playthrough. It couldn’t be more clear that this game is meant to be played multiple times so this isn’t really complete, but that just means I’m putting it into regrets. I just don’t want to play anymore.

Why Is Zeus Better Than Pharaoh?

Back in the 90s and 00s, Impressions Games made historical citybuilder games. I mainly played two, that being the Egyptian themed Pharaoh and the Greek themed Zeus: Master of Olympus. Zeus is much better. Why, though? The only major difference between the two is their art assets. Other differences are numerous and non-trivial, but converting Pharaoh to Zeus’ mechanics would’ve been more the realm of an expansion pack that a sequel. And yet, these relatively minor mechanical differences add up to Zeus being a much better game, which makes me sad because sometimes I wanna build a cool desert city. So what are the differences that made Zeus better?

Continue reading “Why Is Zeus Better Than Pharaoh?”

Humble Monthly November 2023

It’s the first Tuesday of the month, ish, and I’m coming off of October, when I decided I didn’t want to bother with any of the month’s games, and September, when I got Foretales and Autonauts vs. Piratebots and they were both kind of okay but they both badly overstayed their welcome. I had to go back and check a few of the earlier monthlies to confirm that this is a good idea, and it does look like I just happened to have two dud months in a row. How does November compare?

Hardspace: Shipbreaker is about breaking ships apart for salvage in zero-G. It’s got some kind of plot about debt slavery and unionization, so it’s not quite a space having-a-job simulator, but it seems kind of close. Disassembling spaceships with a blowtorch sounds kind of fun, I’ll give it a try, but I might bail out long before completing what How Long To Beat says is a 30 hour long story if the charm of the mechanics wears off after the first two hours.

WWE 2k23 is a game that you already know whether or not you want, and I do not want it.

Unpacking is a zen game about unpacking. You pull stuff out of a box and put it into a room until the box is empty. As you unpack in several new locations, an implicit story is told based on what things are kept, what goes away, and what gets added. I get why some people would want this, but I definitely don’t. I’m not a huge fan of block puzzles and if I’m going to customize a space, I’d rather be in charge of what goes into it than where exactly it goes, so Unpacking has my preferences on that exactly backwards.

Friends vs. Friends is a PvP game. I’m honestly not sure beyond that, seems like some kind of shooter? Cards are definitely involved somehow, but seem to be more of an upgrade system than the primary mechanic. I’m not looking super close, though, because being a PvP game means I already don’t care.

Prodeus is a Doom-style shooter, so I don’t care about that, either. I enjoy certain shooters, but Doom and its progeny is not generally amongst them. The weird exception is Doom 2016, which was cool, but it also emphasized recreating the vibe of Doom with modern mechanics rather than copying those mechanics.

The Legend of Tianding is a sidescrolling beat-em-up about Taiwanese Robin Hood. The bosses have “dynamic abilities and brutal attacks[,]” which is a problem because I like the style of this game but I’m not big into sidescrolling beat-em-ups, so my willingness to play this is pretty strictly limited to it being easy enough that I can breeze through without getting super invested in the genre. How Long To Beat says it’s only 5-10 hours long, so I’ll take a chance on it.

SCP: Secret Files is a collection of games whose only connective tissue is the SCP setting. That promises uneven quality, none of the games look very interesting mechanically, and I generally find the SCP tone to be overtly grimdark anyway. SCPs have no unified origin story and the basic SCP format strongly discourages portraying the Foundation as a faction fighting a war against an enemy rather than a catalogue of weird stuff they have locked up. Since the Foundation is supposed to exist in what is otherwise the real world, that suggests that the stuff catalogued in the SCP wiki is all the weird magical realism/urban horror stuff that exists in the universe, not just stuff sufficiently dangerous as to require containment. But there’s very few SCPs that aren’t designed to cause human suffering, which shows the author’s hand in a bad way. Rather than a universe that is both bizarre and indifferent to humans, the SCP setting taken in aggregate is a universe that hates humans specifically for no better reason than “because creepypasta.”

Some of the foundational anomalies are things like 682, the invincible monster, which has two notable attributes: It is invincible, and it hates humans. No particular reason. It just does. Even 387, the Lego pile, couldn’t escape having some horrific interaction with MegaBloks, concealed behind [DATA EXPUNGED] which is sometimes used for good effect, but is usually used for “I can’t think of anything interesting so please imagine something scary.”

And for every SCP-387, there’s ten like SCP-1459, a box which murders puppies for no reason. 1459 briefly gets close to being interesting when the method of puppy murder given by the user is “nuclear detonation,” but the detonation is entirely contained by the box, so what could’ve been someone jailbreaking the puppy murder box to do something potentially useful (but killing themselves and obliterating the box in the process) is scrapped in favor of just being a puppy murder box.

There are a lot of individually good SCPs, but they are all worse for existing in the SCP universe. Even SCP-682 is a decent regenerating troll monster by itself. The reaction of “oh, of course it hates humans for no fucking reason, just like everything else” only happens because, y’know, everything else hates humans for no fucking reason. Mix SCP-682 with a bunch of weird anomalies that are only situationally dangerous or totally harmless and suddenly its spite for humanity in particular stands out. Still a C-tier monster but not one I’d be embarrassed to use as a backup dancer or even as a monster-of-the-week.

The SCP wiki is all released under a Creative Commons Sharealike 3.0 License, so nobody needs permission from their community to use any of that content in any way they like. In theory, I could pick out a specific set of SCPs with the right blend of the strange but harmless, situationally dangerous, and unambiguously deadly as to suggest a universe full of bizarre anomalies some of which, by happenstance, are very very bad for humans. But the odds that any of the people who contributed to the Secret Files did that is basically nil. People who make SCP content tend to be pretty invested in the SCP community and want those guys to like their work first and foremost, and what the SCP community wants is not what I want.

Anyway, Souldiers is a Metroidvania, so I’m getting it on the basis of that alone. It’s also got a fun 16-bit fantasy style that I like, emulating 2D pixel graphics in the SNES era when they were getting really good rather than the NES era when they were easy to replicate in MSPaint.

That’s three pickups bringing my total up to 162. Legend of Tianding is a short game that should be easy to unload from the backlog in a weekend, and I’m nearly done with Zeus: Master of Olympus and getting through StarCraft 1 pretty quick. My pivot towards games I played but never finished as a kid (well, I finished StarCraft, but not the Brood War expansion, which is basically the second half of the game) probably has something to do with how dogshit my Kickstarters have been lately, and those games tend to be pretty long. Not only were games longer in general back then, but if the games were short, I would’ve finished them back in 2003 and wouldn’t still be wondering what the last levels are like. For similar reasons, if something from my childhood made it into the backlog, it’s probably a strategy game, becuase twelve-year old Chamomile didn’t have much trouble putting together how to beat Sephiroth in Kingdom Hearts, so it was just a matter of building up the muscle memory and reflexes to pull it off.

Mary Sue and Narcissistic Personality Disorder

“Mary Sue” was a big deal back in the 00s. The term was coined in a Star Trek fan ‘zine back in the 70s according to Internet Lore (and while I don’t think anyone’s ever dug up a copy of the original magazine to check, this is recent enough and has a specific enough origin that I’d be surprised if Internet Lore was wrong about this one), but I have no idea how the term was used back then. What I do know is that the term had a heyday during a specific decade and I was an eyewitness to the phenomenon. Everyone reading this is likely vaguely aware of the character archetype, but likely also aware that defining what makes a “Sue” is hard to nail down.

Are they held up as beyond reproach by the narrative? No, the Villain Sue is recognizably cut from the same cloth, and there are characters like Samurai Jack and Superman who are generally portrayed as always doing the right and reasonable thing, and these characters are clearly not what people were talking about when they were discussing Mary Sues.

Are they a critical mass of out-of-place traits in the setting like angel wings, red or purple or otherwise unusually colored eyes, and powers either not present in source material (and not within the reasonable ability of new characters to obtain, i.e. it’s not an X-Men style setting where new people are expected to have never-before-seen powers) or else having a conglomeration of powers that are otherwise mutually exclusive? Not really, while people did start to develop kneejerk reactions to certain eye or hair colors at the height of the phenomenon fifteen to twenty years ago, the fact is that Aang is not a Mary Sue because he can bend all four elements, has not one but two special animal companions, and has distinguishing body tattoos connecting him to an extinguished culture slaughtered by the main villain. Aang isn’t even a little bit of a Mary Sue despite a pileup of so-called “Sue signifiers” that easily push him into at least mild Sue territory if you try to count purely by number of unique and attention-grabbing (or at least, attention-seeking) design elements.

Is it purely a construct of 1) unreasonable standards for fanfic writers to bow to the original IP and canon and 2) rank misogyny? While it is certainly notable that Mary Sue’s name is Mary Sue, and that people even proposed “Gary Stu” as a male alternative and even sometimes tried to define Gary Stu as having different traits, Kim Possible and Buffy Summers were rarely smacked with the Mary Sue label. Indeed, Buffy Summers was frequently held up as the anti-Sue counter to Bella Swan, who did not escape the Mary Sue label despite being an original (legally, at least) character in a book sold at Barnes and Noble. Indeed, precisely because of her prominence in bookstores, Bella Swan was probably the main target of the anti-Sue community throughout the late 00s. There was definitely a general attitude that internet writers were kids playing dress up as real authors or, at the very least, on a lower rung on a career ladder that would hopefully end in becoming a “real author” one day, and a lot of the criticism of Mary Sues was bulwarked by if not rooted in the idea that a character this self-indulgent was unbecoming of prose fiction, which should aspire to publication. But that didn’t stop the consensus from emerging (amongst people who talked about Mary Sue at all, at least – Twilight’s fans were not generally in those communities) that Bella Swan was a Mary Sue, and Twilight unworthy of publication and popularity because of it.

So if Mary Sue isn’t a character without flaws, isn’t (just) a character with a critical mass of attention-seeking traits that people were particularly sick of seeing at the time, and isn’t purely a construct of gatekeeping (even if some amount of gatekeeping caused certain characters and authors to receive unfair scrutiny), then what is it?

I think the inchoate vibe that people were trying to describe with Mary Sue is basically that a Mary Sue narrative feels like it’s the self-perception of someone with Narcissistic Personality Disorder. Internetizens were obviously not broadly familiar with the diagnostic criteria for NPD back then (or now) and weren’t actually judging narratives on a rubric of how narcissistic they seemed on a clinical scale, but narcissism isn’t something psychiatrists invented, it’s a real phenomenon that people can pick up on in their environment without having first learned about it from a book. You wouldn’t expect people to be good at identifying a psychiatric phenomenon like this from pure experience, especially when the average age of the community is sixteen, but the clumsy and amateurish efforts of people to describe Mary Sues isn’t exactly impressive in its precision. People’s reaction to Mary Sue is exactly the poorly articulated and yet clearly felt experience you would expect from teenagers in absolutely no condition to accurately describe a psychological disorder encountering it.

Nor for that matter do I think the people who wrote Mary Sues necessarily had NPD themselves – I expect that was very rarely the case. Mary Sue was a phenomenon mainly of either inexperienced writers or hobbyists making no effort to improve, not a handful of prolific serial abusers. When Mary Sue writers did show signs of narcissism, it was usually teenage narcissism which they grew out of. I think the main cause of why Mary Sue feels like a story told by a narcissist is not because it is literally written by someone with NPD, but because writing is something you do alone, and people’s empathy seems to shut off almost completely when someone else is not physically in the room (or at least audible). It’s not controversial to say that people are much more anti-social typing on their screens than when speaking in person, so I don’t find it a huge reach to imagine people writing alone tend to default towards narcissism even if they’re not like that when interacting with other people.

But what do I mean when I say that Mary Sue stories feel like the world through the perspective of a narcissist?

Well, you know those “Sue tests” designed to tell you if a character was a Mary Sue based on a point total calculated from whether they had rainbow eyes and what their BMI was? The diagnostic criteria for NPD are like that, except there’s only nine of them, you need five to qualify, and they’re way better at describing Mary Sue stories (though not necessarily Mary Sue herself – Mary Sue is how a narcissist describes themselves). It should be noted, though, that a story does not automatically improve the fewer of these traits it has, and that my goal with this post is to describe a phenomenon, not provide writing advice.

  1. Grandiose sense of self-importance. Narcissists are obsessed with and exaggerate or fabricate their accomplishments and abilities. Mary Sue becomes an archmage at the age of fourteen. This is one where the age of the writer often punts a story firmly into satisfying this criteria: A fourteen year old wants to write about a character their own age, but also wants to participate in important events. This necessitates writing a prodigy of absurd capability.
  2. Frequent fantasies about having or deserving success, wealth, power, beauty, or love. Mary Sue stories often straightforwardly are fantasies about having or deserving these things. One of the most critical signs of a Sue is a character who has these things and complains about being unfortunate and victimized anyway, which is also a thing narcissists do.
  3. Belief in superiority. Mary Sue is the chosen one, has special powers other people don’t, sometimes including a genius brain that lets them discover things other people couldn’t and with minimal effort. The Tony Stark archetype of being a super genius whose big brain lets them accomplish things other people just can’t even attempt had very little overlap with the era of Mary Sue discourse, and yet it’s not hard to see that BBC’s Sherlock steadily grew into more and more of a Sue over the course of the series and that the first major warning sign was the way his deductive abilities were portrayed as a superpower unique to him, and not (as in the original stories) something he learned to do and constantly tried to pass on to others, with partial success in some cases – Watson was never Holmes’ equal, but he became a noticeably good detective by learning Holmes’ methods, while Scotland Yard remained buffoonishly incompetent by ignoring them. Doyles’ Sherlock’s abilities were a thing he had a knack for but which anyone could learn, while BBC Sherlock’s abilities are a superpower unique to him and a handful of other special gifted people. Sherlock’s use of this trope is pretty glaring since it’s in such contradiction to the less narcissistic source material, but “the story is about Steve because Steve is the one who happened to bond with the Infiniatrix and get super powers” is a perfectly fine premise.
  4. Need for admiration, reacting poorly to criticism, obsessed with what others think of them, and fishing for compliments. Mary Sue isn’t usually like this herself, but other characters are as obsessed with her as a narcissist would want people to be with the narcissist themselves. People who like Mary Sue are good, people who dislike Mary Sue are bad. People who are indifferent to Mary Sue don’t exist – they secretly have an opinion and are hiding it, so they probably dislike her and are evil. Nobody is ever on Mary Sue’s side despite disliking her as an ally of convenience, nobody ever opposes Mary Sue for understandable reasons. At best, there is some lie or delusion that causes them to oppose Mary Sue and they switch sides as soon as the truth is revealed. A Mary Sue story doesn’t depict Mary Sue exhibiting the attention-seeking behavior of a narcissist because the world and the people in it are already obsessed with her.
  5. Entitlement. Narcissists believe they deserve more than other people. Mary Sue often gets special treatment from authority figures or allies and then complains anyway because the treatment wasn’t special enough.
  6. Willingness to exploit others. Narcissists view other people as tools to achieve their own ends, without any goals of their own. Distinct from psychopaths (meaning, people with anti-social personality disorder, because yes psychopathy is a colloquial term with no official diagnostic meaning but it’s also a useful noun describing people of that demographic), narcissists care a lot about what other people think of them, but they don’t care about what those other people want for themselves. This is an important distinction because while Mary Sue often claimed to be a psychopath or used psychopathy as an excuse (this was in vogue back in the 00s), narcissism is distinct. Other people’s thoughts are important to the Mary Sue narrative insofar as they relate to Mary Sue, but they have no goals or desires outside of that. Other characters don’t react the way real people would to this because the story has a narcissistic perspective, which means other people actually do lack any thoughts or feelings not directly relevant to Mary Sue.
  7. Lack of empathy. You only need five out of the nine to qualify for NPD and this is the one that a Mary Sue story most often misses, although somewhat incidentally: The people portrayed by the Mary Sue story are so lacking in internal lives that there’s barely anything to be empathetic for. Sometimes Mary Sue’s combination of entitlement and victim narrative cause her to demonstrate a lack of empathy for other people’s problems (narcissists often throw temper tantrums when someone else shares experiences of victimization because it diminishes the importance of their own victim narrative, and sometimes Mary Sue’s antagonists will reflect this, but that’s rare – and I suspect those stories are written by actual real narcissists). Mary Sue also sometimes gets to tick this box because she doesn’t notice or almost instantly forgets when people sacrifice themselves for her. Usually, though, Mary Sue gets a pass on this one because the other criteria have created a world where there’s no opportunity to demonstrate empathy one way or another. These criteria are descriptions of the story’s perspective, not of its protagonist, but counting the story as lacking empathy because its need for admiration has eroded any internal lives in its supporting characters feels like double-counting.
  8. Frequent envy. Mary Sue tends to dodge this one as well, but not always: Sometimes her opponents have hordes of unearned wealth, status, and power which Mary Sue then acquires for herself, which will be portrayed as restoring some natural order of things. Other times Mary Sue always had wealth, power, etc., or acquires them without any comparison to a less deserving antagonist.
  9. Arrogance. Mary Sue is often rude and contemptuous of other people. This is partly informed by the popularity of acerbic wit in the 00s, which writers of Mary Sue would sometimes try to replicate while failing to get the actual “wit” part. But also being able to insult people and get away with it is semi-frequently part of the fantasy.

This test works really well for identifying characters that feel like Mary Sues for me. I don’t know how broadly applicable it is – I feel like it’s a reasonable guess that this is what people were getting at when they talked about Mary Sues back in the day, but all I can really say for sure is that it accords very well with how I used that term, and people of the time didn’t generaly think I was using it incorrectly.

Just Cause 3 Is Still Too Big

Just Cause games always have a map that’s about 30-35 kilometers to a side. I think they picked this size because it’s big enough that you can fly a jet across it without breaking the illusion that you are flying across an actual country and not an area smaller than most respectably sized metropolitan areas (that illusion still requires fighter jets to fly about as fast as a Cessna, but that’s still much faster than a helicopter so it still feels like jets are fast and that’s enough to maintain the illusion). Maybe they did it semi-randomly in Just Cause 1, just kind of mindlessly pushing the limits of how big a playspace then-current hardware would allow, and now they don’t want to have a smaller game world in any of the sequels. However they arrived at that number, fact is that they never properly use all that space. Even Just Cause 3, which is easily the best of the series (so far, but word is that Just Cause 4 fell off), struggles to use about half of the map. There’s two archipelagos down south where the first two-thirds of the game take place that have a decent number of towns and villages in them, and then there’s the mainland to the north which has a few more cities on the southern coast and then actual miles of nearly empty land dotted only with military bases and outposts.

They definitely shouldn’t have stamped down any more of the same, because the game’s already getting a bit repetitive as it is, and the new military bases are often prison camps full of mines of the made up resource Bavarium, which is plot-relevant and has some unique doodads to blow up compared to previous areas. They do pack all the Bavarium mines right next to each other which is a bit of a problem, since if I just burn west to east across the map blowing up military bases as I go, I’ll end up doing like four Bavarium mines in a row. There’s a decent bit of gameplay variety between liberating a military base versus liberating a city, so intermixing them is good, which they did on the southern archipelagos but do less of on the northern mainland.

But the real problem with the game’s third act and its corresponding mainland is that there’s something like 3 kilometers between the two nearest points of interest. While there is something to be said for driving through a quiet countryside between assaults, this isn’t a small handful of remote outposts nor is this some kind of STALKER-style immersive experience. It’s half-ish (maybe even two-thirds) of the map with only one-third of the gameplay in it, and the distance made up with a commute. It’s not long enough to get really aggravating, it’s the kind of game where I’m listening to a podcast or talking to a friend or something anyway, but even a minor nuisance sticks out when it could’ve been got rid of by making less. Just take all your military bases and remove two of the three kilometers of empty land between any two of them and now your last act landmass is about the same size as the first and second and has about the same amount of content. And then maybe swap some military outposts out for some villages so they don’t get so repetitive.

Still a great game overall, though. Kind of nervous about Just Cause 4 ruining it somehow. Just Cause 3 nailed the basic formula, all you need to add at this point is new locales to liberate the shit out of. Sure, generating all those assets is expensive, but it’s not like there’s a design puzzle to solve here. Do Just Cause 3 but in Alaska or something, and ideally on a smaller map.

Also, this isn’t related, but I don’t want to make an entire extra post for this one paragraph: This game crashes like once every two hours. Luckily it’s got really good checkpoints and autosaves. It’s very annoying and flowbreaking to be halfway through blowing up an outpost only to crash, reload, and find I’m now half a kilometer away and all the enemy patrols are reset, but all the target objects I need to blow up to clear the outpost remain destroyed, so I don’t lose any progress, just get yanked outside to assault again. Depending on the outpost type, this sometimes makes things easier (some outposts summon continuous reinforcements while others have a fixed but very large pool of troops, and both get reset every time you close the game and reload, so a crash might clear a bunch of reinforcements as often as it will revive a bunch of guards). This might be related to my min-maxed processor and graphics card where my graphics card is awful but my processor is a monster, but Just Cause 3 is a 2015 game which the beastly processor can usually chew through even with minimal assistance from a graphics card, and word on the internet is that JC3 is generally a pretty unstable game. Good job on the autosaving, though, I never would’ve expected a game with crashes this frequent to be a mild nuisance rather than dealbreakingly frustrating, but they pulled it off.