{"id":47953,"date":"2019-09-07T17:33:41","date_gmt":"2019-09-07T21:33:41","guid":{"rendered":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=47953"},"modified":"2019-09-07T17:34:40","modified_gmt":"2019-09-07T21:34:40","slug":"achilles-and-the-grognard-over-the-hump","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=47953","title":{"rendered":"Achilles and the Grognard: Over the Hump"},"content":{"rendered":"<p><strong>Achilles:<\/strong> This game is starting to click. We&#8217;re over the first hump.<\/p>\n<p><strong>The Grognard:<\/strong> &#8220;Hump&#8221;?<\/p>\n<p><strong>Achilles:<\/strong> Most RPGs have a hump somewhere around the ten to twenty hour mark. It varies from game to game exactly when. But it&#8217;s the point where you get to your first real town, and side quests start buzzing around like mosquitoes. You get overwhelmed, and you feel like you don&#8217;t know what you&#8217;re supposed to be doing. But then you knock out a couple quests, and then a couple more, and you get over the hump to the real game. Everything before the first hump is basically the tutorial, whether they call it that or not.<\/p>\n<p><strong>The Grognard:<\/strong> Where was this hump? In the game world, I mean.<\/p>\n<p><strong>Achilles:<\/strong> The southern end of the map. Beregost, Nashkel, that area. Once you get back to Beregost after killing whatshisname down in the mines.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/baldur6-4.jpg' width=100% alt='The prose in the dream sequences is a bit overwrought, but they were still intriguing during my first playthrough.' title='The prose in the dream sequences is a bit overwrought, but they were still intriguing during my first playthrough.'\/><\/div><div class='mouseover-alt'>The prose in the dream sequences is a bit overwrought, but they were still intriguing during my first playthrough.<\/div><\/p>\n<p><strong>The Grognard:<\/strong> That plot point always seemed strange to me. One guy, hiding in the bottom of mine, can &#8220;poison&#8221; the entire output of said mine. It seems like there would be a host of practical problems with that plan, doesn&#8217;t it?<\/p>\n<p><strong>Achilles:<\/strong> It was a little strange, but overall the story is good. It doesn&#8217;t get in the way &#8211; it&#8217;s like a detective story you gradually unravel while doing other things. Not like some RPGs where they&#8217;re constantly pestering you and pointing you towards the next thing you&#8217;re supposed to do.<\/p>\n<p><!--more--><\/p>\n<p><strong>The Grognard:<\/strong> Listen to you, defending the game while I criticize it.<\/p>\n<p><strong>Achilles:<\/strong> Oh, I&#8217;ve got plenty of complaints, don&#8217;t worry. But I do like how the game lets me do things at my own pace, in my own order. Like, now I&#8217;m supposed to find a bunch of bandits called the &#8220;Chill,&#8221; but all I have is a few leads that say they&#8217;re somewhere on the north side of the map. So the until I find them, I can putter around doing side quests, which is what I want to do right now anyway. I&#8217;m waiting on my second set of Ankheg armor, and maybe one more level for everyone.<\/p>\n<p><strong>The Grognard:<\/strong> I would say that this is a game that respects the player&#8217;s agency. That&#8217;s not always true in RPGs, or games in general.<\/p>\n<p><strong>Achilles:<\/strong> Plus, it&#8217;s full of cool little things. I turned a guy from a chicken back into a human. A guy dropped a &#8220;find familiar&#8221; scroll, and now I have a talking cat that can sneak around and pickpocket people. The &#8220;charm&#8221; spell is comedy gold, like I hoped. It comes with unique dialogue, and you can use it to move witnesses out of the way before you get your burgle on. I&#8217;ve put some points into Imoen&#8217;s lockpicking, and I&#8217;m systematically robbing all of the Sword Coast blind. I figure when things go missing they must just blame it on the bandits anyway.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/baldur6-3.jpg' width=100% alt='If you&apos;re playing the enhanced edition, an assassin in Nashkel will drop a &apos;Find Familiar&apos; scroll. In the original game, I believe the only way to get the spell was at character creation.' title='If you&apos;re playing the enhanced edition, an assassin in Nashkel will drop a &apos;Find Familiar&apos; scroll. In the original game, I believe the only way to get the spell was at character creation.'\/><\/div><div class='mouseover-alt'>If you&apos;re playing the enhanced edition, an assassin in Nashkel will drop a &apos;Find Familiar&apos; scroll. In the original game, I believe the only way to get the spell was at character creation.<\/div><\/p>\n<p><strong>The Grognard:<\/strong> That particular brand of just-for-fun reactivity is something of a lost art these days. It&#8217;s also a side benefit of using a pre-established setting and ruleset &#8211; plenty of material to draw on. Are you familiar with the Forgotten Realms?<\/p>\n<p><strong>Achilles:<\/strong> I know the general gist of it. There&#8217;s lots of magic, every third character is a dragon, and people say &#8220;mayhaps&#8221; instead of maybe. Oh, and at some point Drizzt or Elminster will show up.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/baldur6-6.jpg' width=100% alt='The famous Drizzt Do&apos;Urden, seen here standing in the middle of an unsettlingly large pile of gnoll corpses.' title='The famous Drizzt Do&apos;Urden, seen here standing in the middle of an unsettlingly large pile of gnoll corpses.'\/><\/div><div class='mouseover-alt'>The famous Drizzt Do&apos;Urden, seen here standing in the middle of an unsettlingly large pile of gnoll corpses.<\/div><\/p>\n<p><strong>The Grognard:<\/strong> As if on cue. So you like the setting?<\/p>\n<p><strong>Achilles:<\/strong> It&#8217;s a bit standard, but I&#8217;ve seen worse. Some of the maps are good. Some are a bit&#8230; empty? Like, I&#8217;ll spend twenty minutes trudging around yet another forest, and there&#8217;ll only be one or two actual things to do in it.<\/p>\n<p><strong>The Grognard:<\/strong> That much is true. If you don&#8217;t like slowly zigzagging through sparsely-populated wilderness, this game can get a bit slow. My gut says it was a pipeline issue &#8211; they probably finished the maps before they could populate them adequately, and didn&#8217;t have enough content to fill them all out before they shipped.<\/p>\n<p><strong>Achilles:<\/strong> Speaking of not having enough time to do things, there are timed quests! Consistently one of my least favorite things. Xzar and Montaron ditched me because I didn&#8217;t get to Nashkel fast enough. Okay, fine, no great loss, but Jaheira was complaining too. And to keep Minsc in the party I had to high-tail it to the gnoll stronghold way down in the southwest corner of the map.<\/p>\n<p><strong>The Grognard:<\/strong> There aren&#8217;t that many timed quests in the series, but there are some.<\/p>\n<p><strong>Achilles:<\/strong> There should be none. I don&#8217;t like being rushed. Top Hat Guy doesn&#8217;t do well with adventuring on a schedule. He&#8217;s more of a fly-by-the-seat-of-your-top-hat sort of guy.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/baldur6-1.jpg' width=100% alt='Ulcaster: a typical early\/mid-game dungeon. Cramped enough that the party has to walk single file in parts, a practice that works better on the tabletop than the computer screen.' title='Ulcaster: a typical early\/mid-game dungeon. Cramped enough that the party has to walk single file in parts, a practice that works better on the tabletop than the computer screen.'\/><\/div><div class='mouseover-alt'>Ulcaster: a typical early\/mid-game dungeon. Cramped enough that the party has to walk single file in parts, a practice that works better on the tabletop than the computer screen.<\/div><\/p>\n<p><strong>The Grognard:<\/strong> So you want a detailed, reactive, and immersive setting &#8211; but you want the important events of that setting to sit there, twiddling their thumbs, until you&#8217;re ready to address them.<\/p>\n<p><strong>Achilles:<\/strong> Pretty much, yeah. They couldn&#8217;t write their way around this problem somehow? These games are supposed to be fun. Stressing me out with fidgety details isn&#8217;t that.<\/p>\n<p><strong>The Grognard:<\/strong> The stress can create a sense of urgency that adds to the experience. Take the original <em>Fallout<\/em> &#8211; you had 150 days to find a replacement for the vault&#8217;s water purification chip, then 500 days before the Master attacks Vault 13. The whole plot was built around it, and it helped create the dark, desperate vibe of the series.<\/p>\n<p><strong>Achilles:<\/strong> That&#8217;s fine for <em>Fallout<\/em>. But this is a different series, with a different vibe. Plus, if you&#8217;re going to have timers, you should commit to the idea, not just throw them in randomly here and there. The ones here mess with the flow of things.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/baldur6-2.jpg' width=100% alt='Elminster - Forgotten Realms&apos; Gandalf-type - periodically shows up to say cryptic things.' title='Elminster - Forgotten Realms&apos; Gandalf-type - periodically shows up to say cryptic things.'\/><\/div><div class='mouseover-alt'>Elminster - Forgotten Realms&apos; Gandalf-type - periodically shows up to say cryptic things.<\/div><\/p>\n<p><strong>The Grognard:<\/strong> That much I agree with. Timed quests are rarely done well &#8211; <em>Fallout<\/em> is an exception that proves the rule. But I wish some developer or another would explore the mechanic again. I mean, without them, what&#8217;s the incentive not to just rest after every fight?<\/p>\n<p><strong>Achilles:<\/strong> There isn&#8217;t one. Well, there are random attacks, but you just reload a save if you get one of those.<\/p>\n<p><strong>The Grognard:<\/strong> So why have resting at all, if there&#8217;s no penalty for spamming it? Why not just have health regenerate when you&#8217;re out of combat?<\/p>\n<p><strong>Achilles:<\/strong> Preaching to the choir over here, my friend.<\/p>\n<p><strong>The Grognard:<\/strong> Later on, Bioware went that route, and I can see why. But it feels like they were halfway to an interesting resource management mechanic and then just gave up.<\/p>\n<p><strong>Achilles:<\/strong> Thank god for that. The phrase &#8220;interesting resource management mechanic&#8221; gives me the heebie jeebies. I&#8217;ve seen enough of this game&#8217;s inventory system to know that &#8220;interesting resource management mechanics&#8221; aren&#8217;t exactly their strong suit. Not after I just spent ten minutes individually selling about a hundred silver rings at Feldepost&#8217;s Inn, or got in the habit of picking party members partly by their carry weight. Pick up one ankheg shell too many, and you have to rearrange six backpacks to make room.<\/p>\n<p><strong>The Grognard:<\/strong> The inventory juggling could&#8217;ve been toned down, no arguments there. But do you see the pattern that&#8217;s developing? Whenever a tabletop-inspired mechanic doesn&#8217;t quite work, your instinct is to throw it overboard, rather than to come up with an adjustment or workaround. Bioware had the same instinct, and I believe the seeds of their future problems can already be seen here.<\/p>\n<p><strong>Achilles:<\/strong> What&#8217;s the alternative, though? Preferably one that doesn&#8217;t involve piling more busywork on top of the player?<\/p>\n<p><strong>The Grognard:<\/strong> Oh, there&#8217;s a whole other tradition that exists right here in the Infinity Engine. It&#8217;s the Black Isle tradition. But there&#8217;ll be more to say about that later in the game.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Achilles: This game is starting to click. We&#8217;re over the first hump. The Grognard: &#8220;Hump&#8221;? Achilles: Most RPGs have a hump somewhere around the ten to twenty hour mark. It varies from game to game exactly when. But it&#8217;s the point where you get to your first real town, and side quests start buzzing around [&hellip;]<\/p>\n","protected":false},"author":12,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[120],"tags":[],"class_list":["post-47953","post","type-post","status-publish","format-standard","hentry","category-videogames"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/47953","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/12"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=47953"}],"version-history":[{"count":5,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/47953\/revisions"}],"predecessor-version":[{"id":47958,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/47953\/revisions\/47958"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=47953"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=47953"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=47953"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}