Three Is Not Enough Party Members For A BioWare Game

Back in the golden age of BioWare, their party members set a new standard for what a party member could be in an RPG, especially a western RPG with a (more or less) customizable protagonist. Which is why it’s so infuriating that the party limit for these games is as low as three.

I’m defining the “golden age of BioWare” here as the time between Knights of the Old Republic and Mass Effect 2, inclusive. You can fuss with the exact boundaries of that, and I’ll freely admit that the only reason I’m not including Neverwinter Nights is because I never played it. A quick Google confirms it has a maximum party size of two, and if it’s got the character quality of Baldur’s Gate before or KotOR after, that isn’t nearly enough. But let’s stick to what I have direct experience with.

Continue reading “Three Is Not Enough Party Members For A BioWare Game”

The Traveler’s Guide to the Darkwood Post-Mortem

The Traveler’s Guide to the Darkwood crowdfunded from May 1st to May 16th. It got a total of 347 backers and raised $6,007. This is a 20% contraction from the average 437.2 backers I got for Harlequin, Kessler, Caspar, Ozaka, and Cora, the five books of the previous series where I’d hit a plateau and was getting fairly consistent results. We’re in a new series now, so it’s not clear how much data from the old series applies, which means we’re back in speculation mode.

It’s possible that the series is totally unsustainable, kept as high as it is only by the momentum of the previous series. If this is the case, my backer count will steadily decline until it falls below the 300 backers (ish) needed to justify the ongoing existence of the series and it shuts down halfway through.

It’s possible that I’ve immediately hit the plateau for this series, and 300-400 is the new normal. This is going to be extremely punishing on my budget, because that is enough to justify the series, but barely.

It’s possible that the new series just needs to build up momentum and get exposure effect working for it just like the old one. If this is the case, we should see at least 10% growth from each project until a plateau is reached, most likely in the same 400-500 range that the last series plateau’d. A backer count of at least 380 (roughly 10% growth) in the next project would indicate this is the case.

There’s also another variable, which is that I’ve started experimenting with buying advertising services. The idea is to buy some ad services’ fairly affordable packages and see if they’re profitable, and if so buy a more expensive package and see if it scales. Today’s candidates are Olivia and William, the “duo expert crowd funders” who send lots of Kickstarter messages to everyone who tries to crowdfund anything. That certainly suggests they’re not the most effective crowdfunding marketing that exists (when you’re the best, clients usually come to you), but I probably can’t afford whoever that is anyway, and they don’t have to be literally the best ever to be worth it. If sending a DM to every crowdfunding project on the platform works, then that means they have successfully advertised themselves and can probably do the same for me.

But the results are looking pretty grim for them. It’s impossible to say for sure how much worse the project would’ve gone without their support, and from the analytics they sent me, they did successfully get three thousand people to click through to my project. If we assume that 1% of those clicks actually pledged and the vast majority of them are being hidden in the “direct traffic no referrer information” category, then they might be responsible for as much as 30 of my backers, for an average of $520. Considering I paid $200 for a 10-day advertisement package, this most optimistic estimate suggests that they were worth it, albeit barely, and that there’s little room to scale for a project that only lasts 15 days anyway.

But that’s blindly assuming that 1% of all clicks turn into pledges. More careful examination paints a more pessimistic picture. A little over 400 of the clicks came from Twitter. Only one backer came via Twitter (backing at a fairly standard $17). If we assume a standard rate of 1 backer per 400 clicks backing at an average of $17, that’s about $127.50, which means they aren’t even making me back the money I paid them for the campaign.

This assumes both that the rate for other pledge sources (which are too vague in Bitly’s dashboard for me to draw firm conclusions about) had an identical hit rate to Twitter, masked by Kickstarter’s “direct traffic no referrer information” category, and that the one Twitter backer actually came from this advertising campaign and not from my own tweet. My Twitter presence is really bad so this is a reasonable assumption, but as a counterbalance to the very optimistic $520 scenario, there is also the very pessimistic $0 scenario where that one Twitter backer was a lucky pick-up from my own tweet and the entire advertising campaign accomplished nothing. Certainly the only tweet that ever mentioned me (and it came from an account I’ve never seen before that does nothing but tweet about crowdfunding, so I assume it’s part of Olivia and William’s campaign) got a grand total of four likes, one of which was from me, so while I put my money on the $127.50 scenario being closest to the truth, I think the $0 scenario is more likely than the $520 scenario. In fairness, I was biased that way from the beginning – my thought here was always “I should at least check if these things work” rather than “surely this is the missing ingredient to push me over 600 backers!”

So long as the budget permits, I still intend to try other advertising services to see if some are more effective. I’m worried that effective advertising has a floor cost of several thousand dollars, which my campaigns just don’t make enough to justify, but it’s possible that effective advertising that works at small scale does exist, even if it’s lost in a sea of mediocrity. For that matter, if this second series does pick up momentum over time, I might give Olivia and William a second chance. It’s possible that this first campaign was let down by a weak product rather than a weak advertising campaign.

Star Wars: Racer

You can probably tell that I got a bunch of Star Wars games during the May the Fourth sale. It was like thirty dollars for eight of them.

Star Wars: Racer is a podracing game released around the same time as the Phantom Menace, and I have relatively little to say about it, partially because I don’t play racing games much and partially because, at least as far as I can tell, it’s just uncomplicatedly good so there isn’t a whole lot to be said. Criticism requires explanation, but praise is pretty much limited to “it is good at the things that it is doing.” In this case, Star Wars: Racer is a racing game set on many different planets in which you pilot floating space chariots at high speed through dangerous circuits and upgrade your pod between races, and it’s mostly just unambiguously good at that.

What criticisms I have are almost entirely about the upgrade and pit droid system, which is opaque and missing some critical features even after being explained. Your pod is made up of seven different parts which control attributes like acceleration, top speed, traction, and so forth. During the career mode, you use the credits you get from winning races to upgrade. The parts also take damage (randomly?) in each race, and need to be repaired. You start out with one pit droid which repairs one damaged part after each race, and you can buy up to three more, so four out of your seven parts will always be in top condition. You don’t get to choose which four, though, and your base parts are invincible (maximally damaged upgraded parts just reduce their performance down to the base, non-upgraded level) so the optimal strategy is to only ever upgrade four out of the seven stats. Doing this means you will run out of things to buy much faster than if you played intuitively. It’s never a good sign when the optimal strategy is to have less fun.

There are three ways to fix the problem. The first is the most straightforward: Allow the player to buy seven pit droids, thus preserving all seven parts against all damage.

The second requires a bit more doing, but is more interesting in the long run: Allow the player to assign pit droids to repair specific parts, so that they can rotate some of the droids between less important parts to prevent any of them from getting too damaged while keeping their most important parts (like top speed and acceleration) perpetually in top condition. You could remove some of the busywork from this by giving the pit droids two modes, one where they automatically repair the most damaged part, whatever it is, and another where they’re locked to a specific part, always repairing that one. If you want total control, you can keep all pit droids in locked mode and lock them to specific parts between each race, but you can also just pick two or three parts to keep in top condition always and let the leftover pit droid(s) repair whatever happens to be the most damaged.

The third takes a glitch in the game and just makes it a game mechanic. You can sell a damaged part back to Watto for a percentage based on how damaged it is (100% of the price if it’s at maximum durability, 1 credit if it’s so badly damaged it no longer provides any improvement over the base part). If you swap to a different racer, you can then rebuy a fully repaired version of the part you just sold to Watto. Upgrades are shared between racers, so you can then swap back to your original racer and keep the fully repaired part. This effectively allows you to pay some credits to repair a damaged part that your own pit droids aren’t fixing, which is a perfectly fine mechanic that could just be added to the game.

Star Wars: Bounty Hunter

Star Wars: Bounty Hunter is a PS2 and Gamecube game starring Jango Fett that depicts a hunt for the leader of a dark Force cult, which Darth Tyrannus is using as a test to find the greatest bounty hunter in the galaxy for cloning. I played it as a kid, and have been replaying it lately. It’s got the foundations of being a great bounty hunter game, but it’s let down by some flaws and missed opportunities.

Flaw the first: Detective vision hadn’t been invented yet. Jango has that little scanner eyepiece dealy that sticks up from his helmet, and in this game you can activate it to scan for bounties. The problem is that it’s a weapon on its own, so you can’t bring it down mid-combat to see if the person you’re aiming at right now has a price on their head. This means the scanner is only useful between combats, either scanning enemies from outside range or scanning civilians who don’t attack you. Both of these feel really cool, but they’re a puny fraction of the game, 80% of which are close range firefights in which enemies are shooting at you from the moment you’re in the same room as them. Making the scanner a detective mode that allows you to keep moving and fighting while you use it rather than a weapon that locks you in place in first-person view (the game is otherwise a third-person shooter) would’ve greatly improved this and made the secondary objective far more manageable. This is big, because most of what makes you feel like a bounty hunter in this game is the process of marking a bounty, zooming in to capture or kill them, and then fighting your way out of their gang of heavily armed buddies.

Flaw the second: No easy target-switching. In order to get around the limitations of console shooting, the game allows you to lock onto opponents. This is good, but without any way of switching targets, it’s extremely difficult to blast away the non-bounty mooks to isolate and capture a bounty. Instead of just tapping a target-switch button to move to the next baddie, you have to fly around the battlefield until the bounty is no longer the nearest enemy. If the quarters are close enough, you can just switch to your cord and capture them immediately, but the cord has a pretty limited range (and having to zoom in close to capture a bounty alive is an important part of the bounty hunter feel), so most of the time this isn’t really an option.

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How To Make A Lego Game

I haven’t played the more recent Lego games. I may get around to them eventually, but right now I’m happy replaying Lego Star Wars, and I’ll see how I feel about tackling Lego Batman once I get there. My understanding is that Lego Batman 2 was kind of a sea change for the series, so maybe what I’m about to say here is really more like “how to make a pre-2012 Lego game.”

The heart of those early games (and maybe also the new ones, I dunno, I’ll see when I get there) is exploration and collection. The combat is perfunctory, and while I think it could be improved, it shouldn’t be a focus. Likewise, I think puzzles leading to optional areas could stand to be a bit more difficult (still easy enough to be solved by casual play, but not as idiot-proofed as the main route has to be to allow six year olds to complete the levels), although it’s hard to write a post about that because each puzzle should be at least a little unique, so at that point I’m doing level-by-level design for an entire game. Neither of these should be as major a focus as the exploration and collection, though, which is what Lego games focus on and what they absolutely nail, which is why I like them despite their deficiencies in their secondary attributes.

But it’s definitely possible to do better. I can see why Lego Star Wars in particular didn’t end up going the route I’m going to propose, but only because it was an early game. “Let’s make a silly Lego version of Star Wars” was a perfectly good starting point, but what it should really be ultimately is “let’s make an explorable Lego world based on Star Wars.” I think one level that gets close to this is level 4-2, Through The Jundland Wastes. This level starts you out in Tusken territory, takes you through a Jawa sandcrawler, and ends you back at the moisture farms. It’s a tour of about half the cool places in Tattooine that starts you off with Luke Skywalker and Ben Kenobi and lets you pick up C3PO and R2D2 along the way. You’re exploring a cool place and collecting cool Lego minifigs with abilities that let you unlock new side areas for additional studs. It’s one of my favorite levels.

To the extent that the exploration in Lego Star Wars: The Complete* Saga isn’t flawless, it’s mainly in that not enough levels are like Through The Jundland Wastes, and even the one that are aren’t as open as I’d like them to be. I don’t think an open world approach is a good fit for every franchise that gets Lego-fied, but I think making the hub-and-levels transition more seamless is a good idea. Later Lego games actually did have a full open world, and I’m not sure that’ll accomplish what I’m getting at here, but I’ll see when I get there. I bought a couple of them on sale about a week ago, so I’ll get around to them.

Enough beating around the bush: How would I do it? I’d have a level that was just Tattooine. You would start at a spaceport of some kind, so in this case, Mos Eisley. I might have Mos Eisley and Mos Espa be separate locations, but more likely I’d combine them into some kind of Lego pun-name like Mos Brickley. It doesn’t have to be a particularly clever pun (although someone better at puns than me might be able to come up with one anyway), but it establishes that this is, in the spirit of Lego, a location built from the components of Tattooine but isn’t necessarily arranged the same way we see in the movies.

This town would contain the cantina, Watto’s shop (he’d probably sell vehicles or let you customize them or something), a place to initiate the pod race mini-game, and basically all the contents of level IV-3, which takes place in Mos Eisley in the game as-is. Leaving town through various paths, you could get to the locations in the Jundland Wastes, and you can also find Jabba’s Palace and the Great Pit of Carkoon, which are also already present in the game. Maybe also have the pod race track go through the Jundland Wastes and let you explore the locations both at mach speed in a pod race and at a slower pace on foot, where your path criss-crosses the track as you find secrets and discover shortcuts.

You’d have a party of characters you could recruit here, who would collectively cover every ability needed to progress through any part of the whole of Tattooine. For example, the local bounty hunter might be Princess Leia in the Boussh outfit. At the spaceport, you can go into your spaceship and swap in any character with capabilities that your local party already has. For example, IG-88 is a ranged fighter, a bounty hunter, and can operate both protocol droid and astromech panels. In order to bring IG-88 to Tattooine, you would need Princess Leia (Boussh), who is a bounty hunter and a ranged character (you could also have Boba Fett be the local bounty hunter, but I’d save him for Bespin), C3PO, and R2-D2, who are of course a protocol and astromech droid respectively. The local Jedi is Ben Kenobi, and the local Sith might be…well, we need Darth Maul for Naboo and we need Emperor Palpatine for Coruscant, so let’s say Savage Opress, so if you unlock Ben Kenobi (who may be available from the start) you can bring in Ki Adi Mundi or Qui-Gon Jinn episode VI Luke or whoever, and if you unlock Savage Opress you can bring in Darth Vader or Count Dooku or whoever.

I’d handle custom characters somewhat differently: You can bring them anywhere, but any abilities that haven’t been unlocked locally are unavailable. If your custom character is a bounty hunter but you haven’t found Princess Leia (Boussh) on Tattooine yet, they can’t use their thermal detonators or open bounty hunter doors.

You could fly to different planets from the space port, and then take different routes to unlock different characters. Each planet would have some kind of main villain whose defeat would be sold as the “primary quest” (possibly requiring all of the other characters available on the planet to reach) and one of the challenge modes would involve speedrunning a reset version of the map to defeat the villain, or defeating the villain without dying, or whatever. True Jedi would be split up by location (so Tattooine would have separate True Jedi tracks for Mos Brickley, the Jundland Wastes, the Great Pit of Carkoon, and Jabba’s Palace) and the studs would reset any time you changed maps. You could have minigames like pod races or bounty hunts scattered around, but there wouldn’t necessarily have to be one on every planet (or just one on any specific planet).

Some other planets you could feature:

-Naboo (main villain: Darth Maul) has a lot of content from episode I you could recycle, but you’d definitely also want to add content for the underwater gungan city, which is too cool not to be an explorable location (hot take: gungans in general are reasonably cool, they just get disliked by association with Jar Jar), and you could condense levels I-3, I-5, and I-6 (which take place in the streets of Theed, the Theed Palace, and the generator room inside the Theed Palace, respectively) to make room. Likewise, the gungan ruins hideout and the plain outside Theed where they fight the battle droids should probably feature, although neither would have to be very big (and the latter is basically just a flat-ish field with gungans and battle droids running around fighting each other, with probably some tanks to destroy or something).

-Geonosis (main villain: Count Dooku) is featured in levels 3-6 of Episode II, which should be plenty enough to make a full planet out of.

-Levels IV-4, IV-5, and VI-5 take place inside one Death Star (main villain: Darth Vader) or another, and levels IV-6 and VI-6 take place in ships outside of them (or inside of them but in a tunnel, in VI-6’s case). Like with Mos Eisley and Mos Espa, I think combining the Death Star is fine, and you can have hangars like the Falcon lands in during episode IV be transition points between the inside walk-around-y bits and the outside fly-around-y bits.

-Hoth (main villain: ???), Endor (”), and Bespin (main villain: Boba Fett) each get two levels. In all cases, I think this is sufficient to make an explorable planet out of and a cool enough location to definitely keep. Likewise, I don’t think any of them particularly need to be expanded, although the interior guts of Cloud City should be a general exploratory level and not a confrontation with Darth Vader (because you want to put Darth Vader on the Death Star instead). I don’t know what you’d use for Hoth or Endor’s main villain, but you can fish some Clone Wars characters like Savage Opress out.

-Coruscant (main villain: The Emperor) is technically a two-level planet, with II-1 being a vehicle level in the “streets” and III-5 taking place in the Jedi Temple. I think it’d be a good idea to keep Coruscant, but it needs to be expanded. There needs to be routes into the scummy underworld like we see at the start of the Episode II movie, some high-class floaty penthouse stuff like we saw Padme hanging out in during the Episode III movie, and we need to be able to visit the Galactic Senate building. Cut whichever of the planets listed below as are necessary to make this happen.

-Dagobah and Kashyyyk both get just one level. They’re both somewhat like Through The Jundland Wastes in that they take you through a bunch of different locations in their respective planets, but they don’t have as much variety. In both cases, I think this is mainly because the planets as depicted in the movies have less stuff in them compared to the Jundland Wastes, and both of them could potentially be improved just by asking the level designers to add some more stuff with the time and effort freed up by cutting some of the levels listed further down (or alternatively, cutting one of Kashyyyk or Dagobah to focus on the other). Since (as we’ll get into in a bit) we’re probably cutting Utapau, Kashyyyk is a good planet with lots of droids to make General Grievous the main villain.

-Kamino (main villain: Jango Fett) is also a one-level planet that I feel could be expanded, although its one level is mainly an extended battle with Jango Fett and doesn’t do as good a job being a scaled down (and more linear) version of the kind of exploration-focused level I’d like to see in a Lego game. The whole Jango Fett battle sequence would be a perfectly good route to have branching off from the main Kamino hub, though. Either way, Kamino would require more expansion than Dagobah or Kashyyyk and isn’t any more iconic than either of them, so it’s a low priority.

-Mustafar (main villain: Anakin Skywalker) is a one-level planet and also its one level revolves around a gameplay mechanic that necessitates linearity, so we probably just need to leave it on the cutting room floor.

-Utapau just needs to be cut. Its one level is purely a fight with General Grievous. It’s a cool environment, but it’s just not as important a location as some of the other planets and there’s almost nothing to build on here. Unless it turns out that making new levels is actually super easy and we can just have more content than the Complete Saga (which combined the efforts of two different games’ worth of development, mind you), Utapau is probably not making it.

-Levels I-1, III-2, and IV-1 take place on space ships, and level III-1 takes place in a space battle between space ships. Level V-3 also sort of takes place in a space battle (more unambiguously so at the beginning). You could combine these into one big space battle, but I think letting ships just be kinda small would also be fine. All of these spaceships are kinda same-y, though, and also similar to the Death Star, so I think they’re good options to cut in favor of expanding other locations. I think the big space battle can stay, but actually getting into the spaceships to run around, while definitely super cool, is the lowest priority on this list.

My recommendations for cut content at the bottom here transition us smoothly into the concept of DLC. I wouldn’t want this to turn into some EA-style scam where you sell the base game for $60 but only ship it with half the levels and sell the others piecemeal, but certainly there are plenty of other planets you could package with new characters and sell as DLC because they would be expanding upon the amount of content sold in the game as it actually exists. Utapau and Mustafar are obvious places to start, along with any of Dagobah, Kashyyyk, and Kamino that ended up having to get cut. Adding explorable space ships for the space battle would also be cool. You could also add planets that weren’t in the original game at all, like Yavin 4, Dathomir, Mandalore, Rhen Var, Korriban, Ord Mantell, Canto Bight, or Scarif.

Better Lego Star Wars Combat

I’m playing through Lego Star Wars: The Complete Saga, a name which has aged poorly, but the game itself has aged pretty well, provided that you go into it with the mindset that this is a charming game intended for ages 6 and up and is not going to be very challenging.

Despite that preamble, my thesis here is that Lego Star Wars’ combat could nevertheless have been better. The thing that keeps the game accessible for kids is first and foremost the True Jedi mechanic, wherein each level has a certain quota of studs (Lego currency) you must gather in order to achieve “True Jedi,” and the penalty for death is that your studs go flying and you may or may not be able to regather them all before they disappear. Coming back from one or two deaths is still pretty easy, but if you’re dying left and right, it’s usually impossible to regather enough of your studs in time to hit True Jedi.

So we have room to make combat more interesting without hurting the game’s accessibility, especially since that is a very low bar to clear. Lego Star Wars has fun platforming, but its combat is easily the least fun part of the game. The game is fun in inverse proportion to how much combat is in it, because the combat boils down to “press the fight button until you win.” As a melee character, the combat button both deflects blaster bolts and attacks the enemy. As a ranged character, it both dodges incoming shots and fires your blaster. The closest thing to a challenge is when you need to fight a melee character, and there the secret is just to use the groundpound attack over and over, because it can’t be countered and melee enemies never think to use it themselves.

You can see how we can make this system more complex without locking out six year olds, particularly when placed alongside the True Jedi system that makes it nearly impossible to actually lose, and instead the actual skill challenge is purely in an optional objective.

Continue reading “Better Lego Star Wars Combat”

Assorted Thoughts On She-Ra

I caught episodes of the new She-Ra here and there, but recently I’ve sat down to watch the whole thing. One thing I didn’t realize until I started from the beginning is that Adora’s standard outfit is at least 80% Horde-issue. She has, at most, thrown a personalized red jacket (something which raises no eyebrows in the Fright Zone, so while it might not be standard issue, it’s not some act of defiance, either) on top of what is otherwise a Horde cadet uniform, and that this uniform makes her easily mistaken for an enemy is a plot point in the two-parter opening. And then she never changes outfits, even after seemingly weeks of working with the Rebellion! Fair enough if you want to keep the same white-top-grey-bottom-red-jacket look, but it would’ve been nice if the new white top were noticeably different somehow (we do eventually get a jacketless shot from behind that confirms she no longer has the Horde symbol stamped on the back, at least). Like, here’s a picture of Adora without the jacket:

This is actually a shot from the two-parter opening episode when she still has the Horde symbol, but from the front the shirt is the same. And here’s Adora with her jacket:

You can see that the only important part to retain between the pre- and post-Horde designs is that it’s white on the sleeves and the parts of the chest that are visible under the jacket. Those little red blobs on the sleeves are very Horde – every Horde cadet’s shirt is a white base with some kind of red accent. So the obvious thing to do when switching away from the Horde would be to replace the little red bits with a different color. Purple is pretty princess-y and also shows up in Brightmoon colors a lot (Brightmoon being the specific princess kingdom that Adora uses as home base), and the cool thing about white is that it goes with basically any other color. You could also change the shape, maybe to triangles or some kind of Princess Alliance symbol, and as long as it doesn’t go down far enough to be visible through the cuts on her jacket it’d be fine, and would immediately communicate from episode 3 onwards that Adora has kept her general style but is no longer wearing a Horde uniform.

Also, I realize that a show aimed at kids can’t depict enemy soldiers being dismembered and that the sword as a symbol of heroism is pretty baked into the She-Ra lore and you can’t just ditch it, which backs the creators into a bit of a corner with regards to She-Ra actually using her signature weapon, but the Horde soldiers almost all wear armor. She-Ra can hit them with a sword and just smack them around without cutting through, and then when you need her to cut through a tank or war drone, give the sword a little glowy fire effect to indicate that She-Ra has activated the armor-piercing power. She-Ra’s sword has glowy magic effects all the time, so this won’t be out of place.

Also, also, the heroes are sovereign nations resisting invasion, but they call themselves “the Rebellion.” This even though they have another perfectly good term that they use all the time: The “Princess Alliance.” I think the idea is that the Rebellion refers to all anti-Horde forces and the Princess Alliance is a specific coalition coordinating resources, but “Rebellion” sounds like it’s a specific organization anyway. Plus, they refer to princesses outside the Alliance as not being part of the Rebellion anyway, when the Horde is attempting to conquer all princess realms without exception, so presumably all princess realms are anti-Horde by default, even if they’re not cooperating with other anti-Horde forces.

Also, also, also, I really would’ve appreciated a map early on showing all the princesses and the territory they hold, preferably as part of the opening titles the way Avatar did it. I realize “try to be like AtLA” is advice that animated shows these days generally follow too much, but if your primary conflict is going to be about territory control, I would appreciate being able to see the territory being fought over. AtLA didn’t keep track of exact frontlines for the current state of the war, but it did show that the Air Nomads were totally eliminated, the Southern Water Tribe was under siege, the Earth Kingdom was contested, and the Northern Water Tribe was untouched for now. It gave us a scoreboard for the course of the war, so when the Earth Kingdom fell at the end of season 2, we got that this was a major blow to the good guys. It was only a matter of time before the Fire Nation consolidated their victory over the rest of the Earth Kingdom, the Northern Water Tribe was the only safe place left, and it was only a matter of time before the Fire Nation turned the full might of their forces against them. The finite number of countries on the map meant that I could keep track of the stakes of the overarching conflict.

She-Ra has a similar conflict with similar stakes, but very stubbornly refuses to let them be kept track of. In the princess prom episode, we get that the Kingdom of Snows has a buffer between them and the Horde which makes Princess Frosta reluctant to join the Princess Alliance, but not who that buffer is and at what point of the Kingdom of Snows would be in danger. In the episode where we meet Princess Mermista, we get that the fall of her realm of Salineas (or even just the loss of the magic gate holding some kind of strait, although it’s not clear how much of Salineas lies beyond that strait) would allow the Horde unfettered access to the sea, but we have no idea which new fronts that would open up, what additional kingdoms would be in immediate danger were the Horde to succeed. Even stories that focus on a direct attack against a specific kingdom, like when Plumeria is attacked and Princess Perfuma has to learn the virtue of violent resistance, would at least benefit from knowing how many princess realms are left and thus how much of a blow against anti-Horde forces it would be if this battle were lost. Is Princess Entrapta’s realm basically just that one castle, or is that just the capital of a larger realm?

When Brightmoon is considering surrender to the Horde to protect the captured Princess Glimmer, that’s definitely a severe political defeat since Brightmoon is the leader of the Princess Alliance, and we know from the previous episode that Brightmoon is the single largest and most powerful princess realm, but it’s not really clear what other dominoes might fall as a more-or-less inevitable consequence of that defeat, the way the loss of the Earth Kingdom plainly spells doom for the entire world of Avatar. If Brightmoon surrenders, is Plumeria’s or Salineas’ position untenable?

I’ve had a bunch of nitpicky complaints in this post, so I’m gonna try and level things out with some things I loved about the first season of She-Ra:

-Swiftwind is amazing every time he shows up, even when he’s just a regular horse.

-I love the magical girl transformation sequence they have for She-Ra. They’re good about not using it so often that it loses its impact, too.

-Entrapta’s “hack the planet” line made me laugh. It took me offguard while making perfect sense with her personality and the conversation up to that point, it was great.

-The characters in general are all so much fun to watch. Princess Mermista’s too-cool-for-school routine is fun, particularly from a side character who doesn’t show up often enough for it to become grating, and the same with Princess Entrapta’s geeking out about First Ones tech and robots and stuff. Bow and Glimmer’s more excitable and fun personalities make a great contrast to Adora’s focused determination.

-The princess prom was fun. It was cute how Adora was preparing for it like some combination of a school test and a war, and I really liked the prom outfits for all the characters.

-In general, all the times Adora’s past with the Horde affects her present behavior and makes her a little dysfunctional are fun. It’s nice to see that being raised by a totalitarian military dictatorship doesn’t just inform her relationship with Catra and other dramatic moments, it also bleeds into things like how she only knows how to relax by hitting things. Her occasional moments of childlike wonder at princess-y things is so delightful.

-Catra and Adora’s episode in the Fortress of Solitude was fantastic.

-The reversals in the final battle where the heroes are fending off one attack after another and slowly getting worn down until all hope seems lost, only for one final reversal to save the day with the power of friendship is a paint-by-numbers way to run a final battle and I do not care, I am here for it and I loved She-Ra’s first season finale.

Conan the Hunter Was Ruined By Its Obsession With Gods

I did a live read of Conan the Hunter in my Discord channel rather than blogging about it regularly, but I’m going to put a summary of my thoughts here so it can be collected with the other Conan posts. Most of the post is gonna be summary, though, just so the series review will be complete by itself.

Conan the Hunter feels a lot like Conan the Bold. It’s deep into the Flanderization of Conan, but still gets pretty close to being a decent popcorn book (is there a more accurate equivalent term for “popcorn movie” as applies to books, seeing as how you don’t eat popcorn with books usually?). Unfortunately, it’s got one particular obsession which grinds hard against the themes of the character as laid down by Robert E. Howard’s originals, the books is bad in direct proportion to how often that obsession shows up, and that obsession dominates the narrative more and more the deeper you get into the book. For Conan the Bold, it was an epic fantasy struggle of good against evil in which Conan was the prophesied champion of the world against an evil space god whose minions sought world domination for the next ten thousand years, in stark contrast to the Nietzschean relativism of Conan. For Conan the Hunter, it’s the obsession with religion and gods providing salvation, in stark contrast to the Nietzschean anti-theism of Conan.

Conan the Hunter begins in Brythunia’s capital city of Pirogia. The Brythunian princess has been killed by an evil sorceress as part of a conspiracy to place a would-be usurper on the throne, and a thief involved in the scheme is looking to pawn the late princesses’ jewelry for cheap off to Conan, who doesn’t know where it came from, then set him up to take the fall for the murder, simultaneously throwing suspicion off of the conspiracy and collecting a reward for catching the princesses’ killer. When the guards arrive, Conan successfully resists arrest and sets out to track down the thief and make him pay for the set up. So far, so good. We’re not exactly embracing Conan’s philosophical depths, but neither did half the Robert E Howard stories.

Then, while Conan is hiding out in the hut of his latest paramour, she fetches a healer for the injuries he sustained while resisting arrest, and that’s where the trouble begins. The healer is a priest of Mitra, which is fine, but he’s also a D&D Cleric who casts Cure Moderate Wounds on Conan using his holy symbol, and who must collect payment for an offering to the local temple of Mitra or else the spell won’t take effect, which is not how regular Cleric spellcasting works but does sound like something an amateur GM might come up with to explain why Cleric services in town charge a fee. It’s a functional (if uncreative) explanation for a D&D game, but Hyboria does not work that way. In Hyboria, this is plainly sorcery, and while you could have a sorcerer who’s a good guy in Conan, you wouldn’t expect Conan himself to just accept it like it isn’t even a big deal. Conan hates sorcery, but here the author seems to be importing the arcane/divine magic divide without even thinking about it, interpreting Conan’s spite for sorcery exclusively as spite for arcane magic (later in the book Conan will muse to himself that he doesn’t like getting entangled with priests and wizards, which might suggest that he does indeed more-or-less equate the two (as he should), but then the problem is that Conan doesn’t raise even the mildest objection to this sorcerer casting a spell directly on him).

This is the seed of the god-obsessed plot tumor that will eventually devour the book, but for now, it’s a pretty minor complaint. Conan’s blase acceptance of sorcery is out of character, but the idea of a sorcerer of Mithra who can heal people with supernatural speed is hardly unimaginable in Hyboria. Conan tries to track down the thief, and he gets chased by guards into a sewer, fights a sewer monster dianoga knock-off, and ends up breaking into the palace in hopes of catching the thief while collecting the reward for identifying the princesses’ alleged murdered to the guards. The action scenes here are all pretty good and if the book had been able to stick to this, it would’ve been a solid B.

While Conan’s closing in on the thief, cutaways introduce us to the king’s supporters on one side and the evil conspirators against him on the other. The king is a pretty standard good ruler for the book’s 1994 release date: He uses trade and diplomacy to bring peace and prosperity to his people, but uses force when necessary to prevent potentially belligerent neighbors from thinking he’s ripe for invasion. He’s a mix between standard Brythunians and some kind of hillfolk ethnicity. Having a biracial good king is kind of a blow struck against the race essentialism of Robert E Howard’s Hyboria, but only kind of, because the setting is ludicrously bio-essentialist but does not have a hierarchy of uber- and untermenschen. Gundermen are naturally adept with wielding pikes and Argosians are natural born sailors and that is racist and weird, but neither of them is especially superior to the other. Racial mixing also explicitly does not weaken races in Hyboria. The book implies that the king’s racial heritage informs how others view him but that his abilities are his own, which is very much a cry of defiance against the bioessentialism of Hyboria, but also it’s only implied, not stated, and it wouldn’t actually be out of place at all if it turned out that race mixing between Brythunian hillmen and the mainstream Brythunian ethnicity happened to produce a race of level-headed diplomats.

The king has three primary allies. The first is a hillman named Kailash, the king’s main bodyguard. It’s not totally clear how long they’ve known each other, but they were clearly friends before the king became king. The second is a captain of the town guard named Salvorus, a hero of the border skirmishes who’s been beating up on raiders from rival nations who’re probing for weaknesses, and got rewarded with a cushy job in the capital. Salvorus is loyal to the king, but spends most of the book as a gullible pawn of the conspiracy. The third major ally is that Cleric imported from D&D, who goes to the palace to report that he’s received a prophecy of an evil sorceress laying a curse upon the king, which indeed she has, slowly killing him.

With his queen (his connection to the Brythunian royal bloodline) and princess dead, the royal line is strictly speaking extinct, so if the king dies, it’s not clear who succeeds him, but the smart money is on a fellow named Valtresca, the general of the Brythunian army (apparently this iron age military has a supreme leader who is not the king, which goes unexplained but is not relevant to the plot so we don’t have to worry about it). Problem is, Valtresca is secretly evil, and the conspiracy against the king is trying to put him on the throne. An evil courtier Lamici (also a eunuch, something which never impacts the plot – the king seems to be monogamous, so why does Brythunia even have eunuchs?) is super racist and wants Veltresca on the throne because Valtresca is ethnically a pure city Brythunian (well, allegedly – racial purity is mostly a myth, but it’s not clear if the author knows that, and it doesn’t come up in any case), the thief Hassem is presumably in it for the money, although the book never really says for sure, and the evil sorceress Azora wants to spread misery and chaos throughout the world, and getting rid of a good king to replace him with some belligerent power-monger will hopefully get the entire region embroiled in war sooner rather than later.

Conan is captured while in the palace, an internecine disagreement between Valtresca the general and Hassem the thief leads Valtresca to try and tie him off as a loose end, so he beats Hassem senseless and orders Salvorus (the guard captain) to take him to the dungeon for execution on the morrow. Hassem attempts escape and poisons Salvorus, then goes on an evil villain rant to the imprisoned Conan about how Valtresca is totally going to usurp the throne, before Salvorus turns out to be alive, stabs Hassem in the back, releases Conan, and then collapses. Then the book remembers that it wants to have a Cleric in the party and has Conan meet up with the priest from earlier only to then immediately backtrack to right where they were before, in the dungeons standing over the poisoned body of guard captain Salvorus. There’s a Cleric now, though, who heals the captain just in time for Valtresca to show up with a bunch of guards and try to tie off all these loose ends at once. Conan and Salvorus fight the guards (including another captain, a hulking brute mini-boss), Valtresca and Salvorus both die, and Salvorus asks Conan to protect the king from the conspiracy with his dying breath. Conan, indebted to Salvorus for saving him from Hassem, takes up the quest.

This probably seems like we should be heading towards an immediate climactic confrontation with the evil sorceress now. And indeed, we definitely should be. We are halfway through the book, and most of what stands between us and the climax is stuff that should’ve just been cut.

Kailash, the king’s bodyguard, believes Conan’s and the priest’s story about the conspiracy, and the priest breaks the evil sorceresses’ curse on the king. Conan’s job isn’t done yet, though, because the sorceress can always call up another demon to finish the job so long as she’s still alive. The priest’s healing has bought the king time, but only killing the sorceress will permanently save him, so Conan’s on the hook to do that in order to fulfill his oath to Salvorus. Conan, Kailash, and the priest set out to confront the evil sorceress in her secret lair in the city, a ruined temple to some god named Talgor who never shows up in any other Conan story.

This could’ve been a perfectly good climax, but instead the priestess teleports (literally teleports) halfway across Hyboria all the way to Shem, leaving Conan, Kailash, and the priest Madresus to clear out an empty dungeon, and this is where the trouble really begins. The final boss waiting at the end of this dungeon, having been vacated by the actual main villain, is instead a demon she summoned. When the demon is defeated, the demon’s boss shows up. Conan and Kailash are dominated by the demon and turn on Madresus, and then the actual literal god Talgor shows up to stomp the demon lord because of an unrelated grudge. It’s a literal deus ex machina.

Madresus is able to figure out where the evil sorceress has gone, so the party sets out across Zamora and into the deserts of Shem to chase her down, and if it feels like this post is really starting to drag on that’s because the book really starting to drag on. The evil courtier Lamici shows up to kill Madresus, Conan and Kailash chase him across the desert to the witch fortress out in the deserts of Shem, the evil sorceresses’ role as main villain is usurped by an evil sorcerer from eons ago who’s been revived and then impregnates the evil sorceress with an evil sorcerer baby which magically reaches the third trimester overnight and it’s exactly as jarring and fetishistic as it sounds. The final assault on the witch fortress ends with Kailash and Conan overcoming some traps and some gargoyles, getting split up during the gargoyle fight, and Kailash confronts the evil sorceress while Conan confronts the new sorcerer guy who came out of nowhere. Kailash is seemingly killed by the sorceress, only for the sorceress to be killed by the gargoyles because she wasn’t properly whitelisted as not-an-intruder. Conan kills the sorcerer. There is absolutely no reason why the sorceress couldn’t have (seemingly) killed Kailash, the stupid whitelist mishap couldn’t have been cut, and the sorceress couldn’t have gone on to confront and be killed by Conan afterwards, which means there’s no need for this evil sorcerer to come out of nowhere.

For that matter, the entire trip across the desert and fake-out final dungeon with the demon lord could’ve been cut completely. Instead, the evil sorceress could just have a secret fortress in the Brythunian countryside, evil courtier Lamici could’ve killed the party Cleric in the palace immediately after the Cleric healed the king, and Conan and Kailash could’ve gone to fight the evil sorceress the next day. This also solves the problem where the narrative goes out of its way to insist that the king is still in danger, only to have the party spend the next month tracking down the evil sorceress to the other side of a desert, where the original conspiracy plot is forgotten and instead a totally unrelated plot about hyper-rapidly breeding an army of evil sorcerers to menace the world pops up, complete with a brand new unrelated villain to take over the role of big bad.

Removing the fakeout final dungeon and skipping directly to the fortress assault at the end also gets rid of the bizarre deus ex machina moment where some random god shows up to save Conan – Conan the barbarian – from a demon lord. This being the same Conan who tells anyone who asks him about gods or prayers that Crom does not answer prayers. He gives Cimmerians the strength and wit to fend for themselves and then ignores them.

This isn’t even the worst intervention of a god. Madresus, the Cleric, has an old mentor guy he meets with at one point for an entire chapter’s worth of exposition dumping on exactly what kind of evil sorceress he’s confronting and how he’s the last of an ancient order who wiped out this particular kind of evil sorcerer thousands of years ago but now they have returned. It all has so little impact on the plot I didn’t even bother to mention it in the summary, but this mysterious mentor figure later on shows up to save Kailash from the witch fortress once it starts collapsing, after he’s seemingly been killed along with the two evil sorcerers. And then it turns out that this mysterious mentor figure is Mitra in person. Just showing up to spit on the themes of Conan super directly for a bit, not even in a way that affects the plot at all, Kailash could’ve just been slightly less injured and been able to stagger out of the collapsing fortress under his own power, but instead we’re shoving another deus ex machina in there.

This book has lots of good individual scenes, but its pacing is atrocious (especially in its second half, when it seems like the climax of the original story is yanked away so that an entire second Conan story can be shoved in to meet wordcount requirements) and its obsession with gods and priests drags the book down every time it comes up, which is unfortunately fairly often and at a couple of crucial points in the plot.

Dynasty Warriors 5

Every now and again, I find a video game that’s really good at breaking up chunks of work. It’s fun, challenging enough to keep my mind active but easy enough that it rarely frustrates or stonewalls me, and it’s got obvious stopping points that reliably come every 15-45 minutes, which is long enough that I feel rested when I come back to working on something but short enough that it doesn’t eat my whole day. It was Ace Combat Zero for a while, up until I completed that game so thoroughly that there was absolutely nothing left to accomplish, and for a little bit it was Reus, which is actually on a timer so one round of it will always be 15, 30, or 60 minutes, but unfortunately that last one is too long to be usable and you eventually hit a point where it’s basically impossible to make progress without using a 60-minute game length.

As you’ve likely gathered from the title of this post, my latest success in this regard has been Dynasty Warriors 5. I was in love with the Dynasty Warriors series for about 2-3 years as a kid/young teenager, right around the era of DW4 to DW6, but never wound up playing 6 because my parents never got me a PS3 and I wasn’t in a position to buy one for myself until some five years after DW6 was released, long after I’d forgotten the series. So DW5 was kind of a nostalgia trip.

At this point I’ve beaten most of not only DW5 but also its Xtreme Legends expansialone on Medium difficulty. I don’t know if I’m going to bother going for any higher difficulties, but probably not. While you certainly can win most missions in the game on pure skill, it’s not really fun to tackle a mission if you haven’t done enough grinding to get the character you’re using up to a higher stat level, since you end up ignoring most of the enemy army one way or another to sprint for objectives in order to complete them before your own forces are overrun, as your character’s attack power is far too low to fight through enemy forces at any reasonable pace. And each of 40+ characters has to be leveled up separately if you want to complete all of their story modes on the highest difficulty.

On the other hand, the way that I use these games does actually kind of lend itself towards grind without getting too tedious.

In any case, I’ve seen most of what Dynasty Warriors 5 has to offer at least on medium difficulty, and I feel confident in two things:

First, the Dynasty Warriors series shows a lot more of its fighting game roots than it might seem at first glance (the original DW was a Soul Calibur style weapon fighter, it was only DW2 that introduced the idea of massive combats). Different characters have different movesets and bizarre, often one-note personalities in the way that fighting game characters do, in order to have an interesting diversity of characters that can be communicated in very brief snippets of dialogue. I love how insane this makes some of the DW cast, and I’m sad to see more of the more recent additions to the cast following some fairly bland anime tropes rather than being as crazy as Zhang He the murder-dancer, Wei Yan the barely articulate rage berserker, and Zhou Tai the Chinese samurai.

In any case, the conclusion I take away from these fighting game roots is that the game desperately needs a guard breaking attack that’s common to all characters. The basic rock-paper-scissors of most fighting games is a strike that can be intercepted by a block, which can be overcome by some kind of grab or throw move, which can be interrupted by a quicker strike. Dynasty Warriors has the strike and the block but lacks any grab or throw or other means of getting past the block besides running around behind the enemy. This makes duels with enemy officers feel like a frustrating and slow fight against the not-totally-precise movement controls, which gets irritating if the enemy officer is a powerful enough enemy to require several minutes to defeat. The game really wants these to be climactic duels, but they always feel awkward and clunky unless you’re playing a character with a standard (not musou – musou attacks often get around blocks but are too infrequently available to be relied on in the kinds of duels that last long enough to get tedious anyway, and God help you if you’re playing a character like Zhang He whose musou is useless) attack that can get around blocks.

Second, Dynasty Warriors 5 is terrible at communicating the story of the Romance of the Three Kingdoms, despite being more character-focused than Dynasty Warriors 4. Each character has their own story mode which takes you through 4-6 battles and is supposed to tell the story of that character, sometimes expanded a bit to give them a satisfactory ending if their novel/historical self got bumped off through random chance because that is how history do and the novel added only occasional embellishments. You’d think this would be great at getting the story across, since it can focus on character moments to really get someone invested, but instead it tends to feel like you’re jumping around the timeline at random, especially for Shu characters who often start out in the Yellow Turban Rebellion or the Coalition Against Dong Zhuo and then skip ahead fifteen years to the battle of Chi Bi, completely ignoring the early shakeout period when lots of small warlords were fighting each other.

And sometimes a character’s story just compresses really poorly, like Guan Yu, who has a major role in both battles against Dong Zhuo, then skips ahead to suddenly he’s working for Cao Cao while his sworn brother Liu Bei is working for Cao Cao’s arch-nemesis Yuan Shao, and you get that Guan Yu and Liu Bei got separated somehow and accidentally wound up on opposite sides of the battle, but it’s totally unclear how, and then you have to flee from Cao Cao’s forces to meet up with Liu Bei again, but the point where you actually meet up with Liu Bei gets totally skipped and the very next battle is about chasing down Cao Cao after he flees a disastrous defeat against Liu Bei and Sun Quan at Chi Bi.

The only stage that seems to follow on from the last one is the very last stage, where after Cao Cao was defeated at Chi Bi, Guan Yu ends up in command of Liu Bei’s holdings in the nearby Jing Province, while Cao Cao’s cousin Cao Ren is in command of Fan Castle, which guards the approach deeper into Cao Cao’s territory. So, okay, after he won at Chi Bi, Liu Bei gained some territory, left Guan Yu in charge of it, and now Guan Yu is trying to expand it by pushing north into Cao Cao’s territory. It goes pretty well until Sun Quan betrays him (he has his reasons, but they’re not important here), and then, since Guan Yu is Player One in this version of the story, Guan Yu wins anyway, capturing Fan Castle. Cao Cao and Sun Quan are both at large, though, so the ending feels kind of abrupt?

You can start to piece together an idea of what’s going on after playing multiple characters’ stories, I guess, but I don’t know how easy it would be to put all those pieces together if I didn’t already know the plot. Dynasty Warriors 4 just had one story mode for each of the titular three kingdoms (plus some unlockable story modes for some of the minor warlords), and that worked way better.

Dynasty Warriors 5 also does a shockingly bad job of covering the entire sweep of the story compared to Dynasty Warriors 4, even if you ignore the Musou Mode and just play through with everything unlocked on Free Mode. For example, Dynasty Warriors 5 does not have any battle for Jing Province even in Xtreme Legends, where it seems like the obvious stage to add for Wei Yan and Huang Zhong, since Liu Bei’s conquest of Jing Province is the start of Wei Yan and Huang Zhong’s story (I almost wonder if Koei wants justice for Han Xian, who was a perfectly good governor that gets recast as a villain for the sake of this story?). Without this battle, Wei Yan and Huang Zhong just kind of appear in Liu Bei’s forces at the battle of Cheng Du. There’s no confrontation with Yuan Shu, Sun Ce’s primary rival, except in that he can show up as reinforcements in a battle between Cao Cao and Lu Bu, neither of whom are Sun Ce. There’s no assassination of Dong Zhuo by Lu Bu and Diao Chan, which is fine for the major characters’ plot arcs since you can just have Dong Zhuo be killed at Hu Lao Gate, but it’s pretty critical for Lu Bu’s story that he was the one who killed Dong Zhuo and was subsequently forced to strike out on his own. There’s no battle at Xu Province, which was the beginning of the rivalry between Liu Bei and Cao Cao which defines like 70% of the Three Kingdoms narrative. DW4 admittedly only added Xu Province in its own Xtreme Legends expansion, but still.

In exchange, DW5 gives us an extra battle in Zhuge Liang’s northern campaigns (Chen Cang Castle) and, in its Xtreme Legends expansion, Ou Xing’s rebellion. Emphasizing the enormity of the undertaking of Zhuge Liang’s northern expansions is definitely a good thing, as is filling out the years between the Yellow Turban Rebellion and the coalition against Dong Zhuo, but they’re not worth punching holes in the story of Cao Cao’s and Sun Ce’s rise to power, what Liu Bei was even doing during that time, and critical story beats for characters like Huang Zhong, Wei Yan, Lu Bu, and Diao Chan. In fact, Ou Xing’s rebellion isn’t even a particularly good way to fill in the years between the Yellow Turbans and Dong Zhuo (although it is an event of the novel), because what’s really needed is a version of the Ten Eunuchs plotline that actually tells the story rather than just referring to it. This is how Dong Zhuo seized power, so it should either be properly told or else Dong Zhuo should be depicted as already more-or-less in power as of the Yellow Turban Rebellion (which he did fight in, so it’s not like it’s a huge stretch to make him commander of the Han forces instead of He Jin, a character who is only important to the Ten Eunuchs plot arc and should absolutely be cut if you’re not going to tell that story properly).

Also, WordPress changed their editor a while ago and I don’t know where the “click to read more” line is in the new one, so this whole post is going on the front page.