Monday, December 4, 2017

What the Game Engine Gave Me

"Time it took us
To where the water was

'Cause she's a cruel mistress
And a bargain must be made"

Florence and the Machine - What the Water Gave Me


Gradually over the past year or so I've gone back and finished my old Infinity Engine game playthroughs by diving into their expansion packs: Baldur's Gate 2's Throne of Bhaal and Heart of Winter for Icewind Dale, along with their respective dungeons Watcher's Keep and Trials of the Luremaster. Logically I should be blasting the remaining past via Icewind Dale 2 but by this point I've had it up to here with the Infinity Engine's awkward, primitive, inconsistent pathfinding, distance measurements, AI and so forth. (You can't tell, but I'm holding my hand waaaay up.)

I'm also prompted to re-iterate my annoyance at old gamers' misplaced nostalgia and young hipsters' facetious adulation of older games, given the many quality-of-life improvements in RPGs which the IE games themselves largely prompted. Any slog through Baldur's Gate or Icewind Dale is doubled in length by sheer tedium.
Forcing the player to sit through the same loading screens or dialogues twenty times over every time he reloads gets old fast, gets old fast, gets old fast, gets old fast.
Having to pick up a character's inventory bit by bit every time he dies. Or she. Given my predilection for jock-free parties, I put Jaheira on the front line and thus punctuated every other fight by having her pick her teeth and internal organs back up out of the dirt.
Dropping players straight into ambushes every time they walk through a doorway is quite possibly the stupidest mechanic to overuse. Especially when summoned creatures can't walk through doors. And it was over-used. Over, over, over-overused.
Then there are mechanics which sound nifty on paper but were turned into grating abject nuisances by the aforementioned engine limitations, like dragons' wing buffet or level draining (and the requisite re-stocking of your characters' spell slots one by one.)
Don't get me started on every single monster later in the Baldur's Gate series being given nigh-complete immunity to magic.

Still, the old IE games deserve their reputation as a critical milestone and still have much to teach. For one thing, story-driven RPGs more or less mandate large-scale expansion packs and not piecemeal DLCs. Even skimping on storyline, writing, voice acting is noticeable in these old expansions, as it was in Dragon Age's cheaply made Awakening expansion. The branching webs of player choice must have material and room to unfold, whether in terms of role-playing choices or building up one's character or party composition. It's not like level design in FPS or strategy games, where you can just throw some new challenges at the player. Watcher's Keep and Trials of the Luremaster are large enough to make good adventures in themselves (and contain rather more interesting fights than the main campaigns) but they strike a dissonant chord within the larger story. TotL especially breaks up Icewind Dale's otherwise remarkable thematic coherence.

Snowy landscapes, cold-themed monsters, a Burial Isle... I'm starting to see how much the makers of Pillars of Eternity built on (their own?) nostalgia for Icewind Dale specifically out of the old IE titles. Too rarely do themes remain consistent in computer games as a whole, more glaringly in RPGs. Developers strive too hard to give each player something to love. Not every game needs lava flows and icy mountaintops, and druid circles defending nature and inner-city gang warfare, and "1001 Nights" themed desert adventures with riddling djinni and medieval olde Englishe nobility ranks and court (and/or courtroom) intrigue and vampires and werewolves and demons and zombies and goblins and pirates and ninjas all at the same time. Some diversity's necessary but not every game needs to be the Ultimate Showdown of Ultimate Destiny. It's one point where both Neverwinter Nights games went quite wrong and Skyrim went quite right, and where PoE's White March expansion recovered the more focused approach of Icewind Dale and Planescape: Torment.

Pillars of Eternity was fairly dilute overall and understandably so. It needed to establish the intellectual property and acquaint fans with it, benefiting from no preceding decades of tabletop dungeon-delving like the Forgotten Realms did in the '90s. The White March, on the other hand, could more freely launch itself into a story about two specific deities introduced in PoE's pantheon, and it was only in replaying the game that I realized just how well most of the details tied into the Abydon / Ondra aesthetic. Even one of your new companions is a forge-born monstrosity, and another a disciple of The Great Below. Side-quests in the ambitious little mining town of Stalwart subtly reflect the celestial power struggle behind the scenes.
I'm only now realizing how poignantly the Abydon / Ondra dichotomy must affect the game's own developers. PoE itself represents a conflict between continued building up of classic cRPG architecture and the necessary forgetting of past achievements to make room for the new. See my "Ubergamer Attrition" post from last week.

Pillars of Eternity's very name hints at hoping to become a foundation for something lasting, and that may stand as the most important lesson of the Infinity Engine. Around that basic, generic D&D medievalism introduced in Baldur's Gate grew adventure after adventure, each with its own personality, each a roleplaying campaign in itself with its own strategic, artistic and narrative themes... for better or worse. Stop trying to reinvent the wheel with a new game engine every year, keep something functional and pleasing enough to last through the next decade and begin churning out themed roleplaying campaigns set in the same cosmology like The White March or Icewind Dale before it. Maybe Pillars of Eternity 2 will take its cue from that and deliver a swashbuckling high seas adventure without worrying too much about what the Glanfathans are doing or Magran's machinations.

Maybe after that they'll do a desert. Maybe a high-flying Hylea-centered adventure flitting from peak to peak among colorful Alpine villages in the Vailian Republics? Maybe a seedy, low-key "mean streets" Skaenite adventure in the slums of a great empire reminiscent of Torment's trash warrens? Why the hell not? Take it one campaign, one theme at a time. It may be wishful thinking on my part, but PoE's flavor-texted companion side quests suggest the developers themselves have plenty of ideas they'd like to get a chance to develop... to be played, and built upon, and forgotten in due time.

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