Saturday, January 23, 2016

Ten Tips To Improve the Fire Emblem Series # 10 - Help New Players without Coddling Them

                           Ever since Awakening was released there have been a huge influx of new fans coming into the series. One of the many reasons why Awakening succeeded had to do with the advertisement of Casual mode. While Awakening didn’t invent Casual mode (Fire Emblem 12 did that) it was the first internationally released game that included it and based on what I’ve heard it sounds like a lot of new people were really attracted to the idea of a game mode that took the sting out of permadeath. For reasons that I’m currently unaware of people were scared of permadeath so the idea of having a gameplay mode that took away that edge was an appealing one. Naturally, there was a backlash against casual mode among the grizzled veterans who for years had accepted permadeath as a classic element of Fire Emblem’s identity. “Permadeath is part of Fire Emblem’s identity! How dare you change that!” they said,  and ever since then there’s been this debate over whether or not casual mode helps or hurts the game. 

               The purpose of this article is not to facilitate that debate, but I do think that it is an important point because it’s a symptom of something much deeper. In order for the series to survive it has to cater to new players whose experience with the series is either limited or nonexistent. This means that changes have to be made in order to accommodate these newer players. Both Casual and Phoenix mode are prime examples of the developers trying to reach out and help newer players.  



              Take a look at this interview for example: https://kantopia.wordpress.com/2015/05/25/fire-emblem-if-famitsu-developer-interview-full-5252015/
            Here are a couple of key excerpts from that piece: (this is a part of the article that talks about why Phoenix mode was created)

Higuchi: From the start until “Radiant Dawn,” we built up the view that those games are the “ideal FE style.” But with that sort of game, one new problem was born: we reached the logical conclusion that it was always difficult for newcomers to pick up. We wanted to make a game that new fans could enjoy too. We wanted to make it even bigger than “Awakening” with this concept as the focus first and foremost. That was the beginning of the game’s development.

Maeda: A system like Phoenix Mode which lets fallen characters revive the very next turn I thought to be system ill-fitting of FE. However, it was deemed necessary for players who may think, “This is very interesting, but seems much too difficult for me. But with this mode, maybe even I can play it?” With these players in mind, this mode was born.

                   Yeah, the developers straight up admit that Phoenix mode was created for newcomers. That wasn’t the only part though that’s relevant to this discussion. The developers also talk about why they decided to remove weapon durability:

Maeda: A huge issue we thought about was ways that would be best to reduce stress and let new users who started with “Awakening” and this game to feel less stress. We figured that strategies involving which weapons to preserve and to use on which map was intimidating for beginners. We often heard of opinions regarding people preserving their best weapons so long that by the end they never even used them. As a result, we thought to eliminate weapon durability in favor of weapons that have abilities instead. Now one can use freely enjoy using weapons without having to worry about which to select.


                While I’m grateful for the fact that the designers of this game decided to try something new with the weapon effects I think the reasoning given by Maeda for removing weapon durability sounds kinda weak. He’s right about how many people hoard special weapons once they get them but trying to “reduce stress” in a strategy game sounds like a bad idea. When I was a new Fire Emblem player I don’t recall ever having trouble with weapon management. Is this a thing amongst new players? I’d like to hear the opinions of people who started out with Awakening on this. Was weapon/item management really that stressful for you?

               So on the one hand we have something brilliant like weapon effects being created out of a desire to help new players, but on the other hand we have the super retarded Phoenix mode being born from this same mindset as well. I can imagine that some of you are ready to jump to your keyboards with the super cliche “IT’S OPTIONAL!” argument that I hear a lot. I’ve been wanting to respond to this argument for some time because I’ve never been a fan of this response since its inception.

                One reason why I hate the phrase “It’s optional” is that it’s basically an attempt to silence someone and it shuts down conversations while simultaneously trying to discourage people from applying their critical thinking skills. Here’s my question to people who use this phrase in response to criticism about things like Phoenix Mode: Can optional content be bad? Is it possible for something that isn’t mandatory to completely suck? If you answered no, I’d like to know why. Optionality does not give content a free pass from criticism. Movies, books and TV shows are all optional, nobody’s making you watch them and they’re subject to scrutiny and analysis so why are DLC, Phoenix Mode or face rubbing an exception to this rule? It doesn’t make any sense to use this phrase.


                Another major problem why the optionality argument doesn’t work is because it fails to adequately respond to the criticism that it’s supposed to be a rebuttal against. If I say that Phoenix Mode sucks for example and you reply that it’s optional that doesn’t mean that Phoenix Mode doesn’t suck, it just means that you can ignore it. The criticism isn’t the fact that it’s mandatory, the criticism is that it lowers the bar for strategical thinking and doesn’t require anything of the players to begin with. In short, the criticism is that it exists and while it may not be mandatory, the fact that Phoenix Mode exists is considered to be a blight on the game. Whether it’s optional or not is irrelevant to the discussion. 

                   As another point of consideration, have you ever witnessed how some new players react just to the idea of removing Casual mode? It's not pretty. The worst reaction I saw happened on a different forum where the new player threw a temper tantrum. Anyone who wanted Casual mode gone was an evil elitist prick in his eyes and he wouldn't shut up about it. He was angry and he insulted anyone who disagreed with him. What's worse is that he wasn't alone in feeling that way. I'm not advocating that Casual mode be removed, (I'm okay with Casual mode continuing to exist) I'm just listing this experience as an example to illustrate a point. The point is that some people got so attached to Casual mode that even the mere thought of its removal caused some people to throw temper tantrums. The same thing could happen to Phoenix Mode, face rubbing, or any other new feature. I realize that this is speculation, but it is possible that some people will get so attached to stuff like face rubbing or Phoenix Mode that if the developers try and cut it out of future installments it could lead to a backlash.

                  The next argument one might make is that Phoenix Mode is designed to help new players start out. This argument makes more sense and to that I would respond that this is why this post is here. It’s obvious that in order for the series to survive we have to help new players come along, but I think we can do better than Phoenix Mode. I see this attitude all over that introducing or reintroducing certain mechanics would be too hard on new players and that it would scare them away. This type of mindset infantilizes new players, discourages thinking and limits the type of things we can do with the series. So how do we help out new players without coddling them?

  1. Tutorial modes / prologue chapters: For all the crap I may have given Lyn mode, the one good thing about it is that it is brilliant as a tutorial mode. It does a great job of helping newcomers learn more about the series and get adjusted to how Fire Emblem plays out. I would be totally okay with bringing something like this back to future installments. If you do want to bring it back, make sure that the tutorial mode ties into the game’s story-line and that the main character of said tutorial mode is actually relevant to the plot of the main game’s story-line.


                                  Another game in the series that did an absolutely fantastic job at this is Fire Emblem 12. Here, you have 8 prologue chapters in which My Unit, along with several other units in the game like Luke or Rody, can receive valuable experience. By the time the main story comes along you’ve already got some well trained characters that can deal with the enemies of the main story. If future games want to go down this route my suggestion would be to make sure that prologue enemies aren’t ridiculous like they are in Lunatic and Reverse Lunatic and to also ensure that every character at the player’s disposal can be used in the main game’s story as well.

2.  “Strategy puzzles”: Something that I really like about Starcraft 2 are their single-player challenges. In the challenges the game has scenarios where you have a limited number of units and you have to get said units to defeat the enemy. The purpose of these challenges is to get the player to utilize the units strengths and weaknesses. They’re not perfect, but they’re helpful and they’re designed for new players.
                    I figure that Fire Emblem could try something like that as well. You could give newcomers a scenario that teaches them about rescue chains in games where rescuing is a thing. You could have different scenarios teach a certain aspect of the game to help speed up the learning process. This way actually encourages the new players to get better at the game and would give them incentives to do so unlike Phoenix Mode.



3. Increase the number of resources at the player’s disposal: One way to make a Fire Emblem game really easy is to increase the number of resources that would be at the player’s disposal. Increase the number of stat-boosters, increase the number of powerful weapons and giving them more money would all be ways that would help new players acclimate to the game and then as the game gets progressively harder and harder the player would have to learn more about item and resource management.

                  Before I close I would like to share something with you that I’ve been thinking about. It’s obvious that the Fire Emblem series is undergoing a change in its identity. Some people feel like this is a bad thing while others embrace the change, but for better or for worse Fire Emblem is changing. This would not be the first time that this has happened to the series. Compare and contrast Fire Emblems 1 - 5 with Fire Emblems 6 - 11 and I think you can tell that there are some major differences. Personally I think Fire Emblem 12 ushered in a new era for the series and Awakening has only catapulted that change and Fates is giving us the biggest mechanical shake-up that this series hasn’t seen for a long time. 



                  Some changes will be good while some will be bad. My philosophy is to examine each change on it’s own merits. I do like a good number of the changes that Fates is introducing to the series. So far the weapon effects look great, Hidden weapons look awesome and the personal skill system seems really neat. On the other hand there are some other new ideas and concepts that I think are simply retarded.

                  The important thing is to be open-minded to each and every new change that comes out. I don’t agree with the idea that the franchise is going downhill, but there are a lot of stupid changes and I think that many of the criticisms leveled at Awakening and Fates are valid. For example, the last time a Fire Emblem game had a good story in my opinion was Radiant Dawn. Some people would argue that Radiant Dawn’s story is bad and that Path of Radiance was the last Fire Emblem game to have a good story. Another major problem is the fanservice, which I’ve recently discussed. There are other changes too, but with that being said there are good changes that are happening too and Fates is proof that the designers seem to be experimenting now and shaking things up which can lead to better games.  

                  Whatever comes our way, I’m still a Fire Emblem fan through and through and even if the devs can’t make a game that I like, I can always make one myself. If you don’t believe me ask Daniel Robert Payne, Ronaldo Villanueva or Cristian Diaz about what I’m talking about.

Monday, January 18, 2016

Ten Tips To Improve Fire Emblem # 9 - Get Rid of the Fanservice!

               


                 Oh boy! Here we go. So I realize that this is a conversation topic that’s been done a lot in the past and usually the arguments get pretty toxic in a matter of minutes. Usually these types of conversations go along the lines of this:
  • Person A: OMG! BOobz r everywhere!!!!! THE FRANCHISE HAS BEEN RUINED! BEWBS R EVIL!

  • Person B: Stop being such a prood dood! Totally rood! Ur such an  SJW! This ain’t Tumblr bro!

                    This conversation (like so many other controversial topics on the Internet) never evolves past the mindless talking points phase and it gets old really fast. I realize that this is a topic that’s become more relevant in the video-game industry due to a certain “pop culture critic” so a lot of people have had this discussion before and it’s a topic that’s been on a lot of people’s minds. I hope that I can bring something new to the table and hopefully add a little bit of nuance to a discussion that sorely needs it.

                     When preparing for this topic I asked myself something: Why do some people take issue with characters like Tharja or Camila but not Sonia? Another character that came to mind was Lust from Fullmetal Alchemist / Brotherhood. Why do Lust and Sonia not get any flack about “objectification” or fanservice while characters like Tharja and Camila get the accusation of being fanservicey? Sonia’s official artwork looks sexualized (to some degree) and one of her roles in the plot of Blazing Sword is to marry Brendan Reed and manipulate him into doing Nergal’s will. Lust in Brotherhood dates Jean Havoc under a false alias in order to get information on Roy Mustang’s activities.


                So what’s the difference here? I think the reason why is the idea that there’s more to Lust and Sonia than their looks. They both play a role in each of their stories and there’s a context to why they both look the way they do. Sonia’s looks are designed so that she can woo Brendan Reed while Lust is designed to be the embodiment of Father’s lust. It makes sense for a character called Lust to look sexy. They’re also given more to do than just be eye candy. Sonia has a fleshed out backstory with Nino that’s considered one of her major character defining moments and she’s also known for being extremely arrogant and for her false belief that she is human. Lust likewise exists in FMA:Brotherhood to further the main villain’s plans as she manipulates people like chess pieces across a board. To quote the FMA wiki “She [Lust] functions more as an object of lust for others than being lustful herself.” Lust is pretty intelligent, hates humans, is completely devoted to Father’s plan (Father is the name of the main villain in Brotherhood) and is arguably a sadist. Despite being the embodiment of the sin Lust, Lust herself does not act slutty which makes it easier to take her character seriously.

                So maybe it’s Tharja and Camila’s designs and outfits that are the reason why people give them so much crap. By that logic though the dancers in Fire Emblem 4 would be fanservicey and we should be giving Fire Emblem 4 grief, but we don’t. Why is that? Well, the normal defense here is that it’s a dancer’s job to look sexual so it makes sense that they would look that way.              

                 Some people have tried to argue that Mia and Heather’s outfits in Radiant Dawn are fanservicey and that because of that we should shut up about the fanservice in Awakening and Fates. Now I ask you are their outfits really all that bad? Does anyone get titillated by either of those outfits? I sure don’t. Apparently Lyn does a boob jiggle when she’s wielding the Sol Katti. I’ve beaten Blazing Sword a bunch of times and I have yet to see this. If nobody told me about the boob jiggle I would have never noticed and frankly I don’t feel like I’m missing out on anything. Also, does anyone find Mia or Heather’s outfits titillating? I sure don’t. If nobody brought that up to me I would have never suspected it. Not only do I disagree with the concept that Mia and Heather’s outfits are bad and fanservicey but I also think it’s pretty disingenuous to say that Mia and Heather’s Radiant Dawn outfits are anywhere near Tharja and Camila’s. This argument fails to take into account the fact that people have different tastes about what outfits are considered appropriate. As far as I’m aware most other people don’t take issue with Mia and Heather’s outfits and I still don’t see anything wrong with them. 



This ultimately leads to another point of mine. The fanservice in other games was kept to a minimum and wasn’t as blatant and in your face like it is in Fates and Awakening. I seriously doubt that the summer dlc picture of Tharja in a bikini is there to develop her character. It looks like Fates already has its equivalent of the summer dlc. It also really doesn’t help that there’s a scene in Fates where the camera zooms in on Camila’s butt, boobs and other “assets”. I’m just curious, what if you’re a straight woman or a gay man and you see that part of the game? Is that awkward for you? Do you roll your eyes? Heck, I’m a straight guy, the supposed target demographic that’s supposed to find that sexy, and I cringe at that scene. Once again I ask you: Is there a valid reason why we need to see Camila’s exaggerated proportions up, front and center? I can remain oblivious to Lyn’s boob jiggle, I can’t remain oblivious to a camera that zooms in on Camila. 


                    So this entire post has been a long winded way of saying that the ultimate issue with  fanservice is the intent behind it. When a character is designed to appeal to a specific audience or target demographic then people take issue with it. That’s the underlying root of the problem with the summer dlc and the terrible designs: They’re only there to get certain people horny enough to buy the games. They don’t serve the story, they don’t help the characterization at all and it also risks alienating potential customers who don’t like stuff like that. 

                  Something I like to do is go to other Fire Emblem forums in order to learn more about the series. It’s interesting to see the perspective of a different part of the fanbase and frankly I find it enlightening. I recently came across a forum topic called “What is your least favorite aspect of the Fire Emblem series?” While the forum members gave their various opinions the most common response was fanservice and from what I could tell it blew all the other ones out of the water with how many times it got brought up by multiple different people. It wasn’t even close. Needless to say, this is a common complaint that many other Fire Emblem fans are raising and I think Nintendo needs to pay attention to this. While fanservice may bring new fans into the series it runs the risk of alienating the old ones, and I don’t know about you but I’m the hopelessly optimistic guy who still believes that you can create quality content while also making a lot of money. They aren’t mutually exclusive. I think there’s a better way of bringing in new fans and Nintendo should explore those other ways. The more blatant and over the top the fanservice becomes, the more likely they are to push their loyal fans away from the series and that is not good for business.

Thursday, January 7, 2016

Ten Tips to Improve Fire Emblem # 8: Improve the Multiplayer

       
                      One consistent criticism of the Fire Emblem series that I’ve seen from fans and non fans is the lack of multiplayer options. Sure Link Arena exists and Shadow Dragon tried something different, but even these multiplayer modes were lacking something. I recently came across a beta Fire Emblem multiplayer online project that recently said this:
                     “Previous official Fire Emblem multiplayer modes have been lackluster. The Link Arena had limited functionality, only simulating battles between units without the tactical aspects of army movement; while the multiplayer mode from Shadow Dragon, while fully featured, forced the player to use units from their Single Player campaign, only had one game mode, and had the unfortunate characteristic of being partnered with a terrible game.” (http://chudooder.github.io/FEMultiplayer/)
                     Now obviously I need to address the elephant in the room: Yes I’m aware that Fates has multiplayer options that are supposed to be better than the multiplayer of previous installments. Until I’ve played the game for myself I cannot comment on how well Fates does this. Based on what I’ve heard it’s mostly online matches that are 5 vs. 5 death-matches and that’s about it.
               So moving on, I have some ideas on how to improve the multiplayer in Fire Emblem. For starters, I think we need multiplayer that can retain the strategical aspects of Fire Emblem and we also need something that’s a little more nuanced than just player vs. player death matches. So what am I suggesting?

  1. First Player Co-Op Mode: Here multiple players take control of equal numbers of characters and share the Player Phase. In order to make this work it would have to be game over if any unit died and you would have to make each and every level force the player to use a number of characters that’s divisible by the number of players playing. Easier said than done, but I think it would be worth it.

  1. Scenario Battles: Here you would be able to pick different scenarios and mission objectives to complete. One player could have the objective to seize a castle while the other player has to defend it. In a different scenario one player has to escape to a different point on the map while the other player has to rout all the escaping player’s units while protecting the seize point.
                    This idea isn’t merely limited to having players clash with each other, sometimes it can be multiple players trying to achieve the same objective against a powerful enemy AI. Add a Map maker to this along with a long slew of objectives to choose from and this idea could greatly enhance the multiplayer options for the player.

     3.  Online Draft Mode: For those of you who don’t know what a draft is here’s a quick run-down: A draft is when multiple players pick and choose different characters in a Fire Emblem game and they compete against each other using only the characters that they picked. The object of a draft is to beat the game in the lowest number of turns possible. The player that does this is the winner.
                 Online draft mode would be able to facilitate a draft by keeping track of the player’s turn count and by giving an award to whoever completed the draft first. Since Fire Emblem fans are already doing it, why not make it easier and more appealing by providing cool unlockable stuff? 


                   So let’s take the concept of an online draft idea one step further. Remember earlier when I talked about first player co-op mode before? Well, combine that with online drafting here. So let’s say that you have 4 teams of 4 people drafting (that’s 16 people total). Each team picks a character like a normal draft, but then plays the draft out like a normal first person co-op mode. Now you’ve got 16 people competing in a low-turn count race to the finish. In theory you could have upwards of 64 people (8 teams of 8 people competing against each other) playing against each other in an 8 team draft competition. I realize it would be WAY easier said than done (you’d have to have a really big cast of characters in order to pull that off) but it would dramatically increase the scope of what multiplayer Fire Emblem can do.
                  If that last bit didn’t make sense to you just say so and I’ll try my best to explain it further.

     4. Provide Achievements: So I realize that this is more-or-less the Fire Emblem equivalent of what Xbox already does, but I think it’d be cool to have unlockable items, achievements and such. It could provide the player with additional ideas for future playthroughs. Provide unlockable characters, unlockable items, unlockable non-dlc levels, etc. and you’ve given the player additional incentives to go back through the game and replay it over and over again. Ideas for achievements include but are not limited to:
  • Beat the game in X number of turns or less (or X number of hours of total game time in one playthrough)
  • Complete the game with only female characters
  • Attain all treasures and dropped items
  • Beat the game with only (insert class here or it could be with only one specific weapon type)
  • Complete and win 4 drafts
  • Have 10 characters be at max level
  • Your endgame party must have half of their stats maxed out


                    See where I’m going with this? There’s a long list of things you could do that could give the players ideas for future playthroughs. Here’s a few ideas for things to bring back from past Fire Emblem games that would make for fun unlockable stuff:

                    And that’s just the stuff I’d bring back. That says nothing about some of the new things I’d want to make unlockable. So I know this doesn’t have as much to do with multiplayer mode, but I wanted to talk about it and I needed somewhere to bring it up so I decided to put it here. 



              We can still keep the player vs. player fights too although I’d add DRP’s suggestion of including 4 player free for alls and 2 vs. 2 battles. I’d like my ideal Fire Emblem game to be on the Wii U or the PC so that you could involve more people which would leave the possibility for an 8 person free-for all or a 4 vs 4 / 2 vs. 2 vs. 2 vs. 2 slug-fest.

               So my overall point here is that Fire Emblem has a lot of room for potential and by improving the multiplayer aspects of the game you could appeal to a broader audience while simultaneously creating tons of new quality content for experienced players as well. The sky's the limit and the possibilities are endless. You just need think outside the box a little more.