"You said that irony was the shackles of youth"
R.E.M. - What's the Frequency, Kenneth?, 1994
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"Are you being sarcastic, dude?"
"I don't even know anymore."
The Simpsons, 1995
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On the lookout for any system to replace the increasingly obsolete D&D routine, I recently gave Gloomhaven a try.
To be fair there's quite a bit of potential there, but it's still fairly primitive with a tabletop version apparently not even a decade old. Leaving most of my bitching for some future date, I'm just amazed at how hard the computer adaptation works at preventing me from getting into it with an utterly bewildering interface feeling like it was designed by whichever librarian won the "most anal-retentive" award in 1973.
Sure, you've got the usual amateur designer pitfalls like the camera turning on its own or overextended animations for mundane actions like bending over to pick up coins.
Then it makes you pause to confirm the beginning of a new round like Battletech and lacks context-sensitive single-click shortcuts or double-clicks, making you separately confirm every action. And you can't click your other card to change action, have to manually un-click your current one. And you can't just spacebar-end a character's turn; must officially pass your remaining card and confirm. And you can restart round on your character's action but not if you're in the 'thinking' step of selecting an action.
But even beyond all that inexcusable stuttering, Gloomhaven's design enters a Very Special Boy category few others have managed to crater their way into. You kinda have to see it to believe it.
Yes, it makes you manually confirm your armour soak on every damaging attack. Wait! Oh god, oh god, oh god, did I remember to breathe and perspire this round?!?
So screw that, instead I've been devoting more time to Wildermyth, which will warrant more discussion of its greater creativity (even if it does stumble a bit in execution)
If anything even lower-budget and lower-tech than Gloomhaven, invoking 2D construction paper visuals much like Shelter did, and for the same old-timey storybook atmosphere. Or maybe its creators just watched The Secret of Kells one too many times. Look, at least they ain't chibis. It's a rare "back to basics" game which successfully revisits the core interactivity of the medium, placing heavy emphasis on your pieces clacking from square to square on a board and units and buffs being represented by "cards"
- but it's also significantly more playable than the first example, with more informative tooltips and more fluid commands.
On a completely unrelated topic, though I've been burned by Kickstarter projects several times (fuck Mark Jacobs) I got two e-mails in the past month from games I'm currently backing. One gaggle of fringe developers lamented their publisher deals all fell through and they're strapped for cash, laying off part of their team. The others bragged they've now implemented dice in their game. Colored dice! Rolling! Sparkling! Rolling sparkling colored polyhedral pixels! Never in the history of the Arr Enn Gee hath The Number been graced with such grace and gravitas!
I shouldn't have to reiterate my distaste for retro games, but they overlap so heavily with the turn-based or narrative-driven genres I favor that I keep running into this utterly shallow in-group appeal. I'm not buying a game about spaceships or fireball slinging to pretend I'm sitting around a table with a bunch of other apes. I'm not in it for the hipster meta-enjoyment of pre-post-ironic non-content. I'm not buying an escapist fantasy to pretend I'm pretending, but to pretend. That shouldn't be so fine a distinction. No cards. No dice. No placemats. No putting my little soldier figurines on plastic bases. Get that shit off my screen.
It's like fetish porn. You know when you've hit the paraphiliac threshold because a minor detail begins replacing the core activity, be it humping or clicking. You expect a pornstar to have feet, you'd find it odd if they were missing, but you can also spot a foot fetish video if one pops up. Both extremes veer off the mark. Something in Gloomhaven's basic design philosophy emphasizes the wrong visual or interactive elements, consistently and intrusively. It makes you pause for cards to flips over, makes you backtrack through actions as if you're taking the time to physically put a card back in the deck, makes you confirm every sub-step of every step of every action every round as if the mechanical manipulation of imaginary cardboard and plastic were in itself your dungeoneering adventure. Wildermyth places you on a table with cards as well, but after that no longer belabors the point. It's still gratuitous, you can tell the fetish element has been included, but at least there's more to it than feet!
Yes, grids look like game boards. So? Yes, the small number randomization or random action drawing of tactical games obviously originated with dice and cards before it was electronic. So? An adaptation can never be a carbon-copy. You're making something that has to function here and now, on the screen, by the rules of electronic interaction, not by the rules of drunken munchkins smearing pizza grease onto cardboard. In 1993 Solitaire may well have been the most played game on Windows. There are reasons thats no longer the case!
You hit peak absurdity when you see start-ups on a shoestring budget selling Kickstarter stretch goals of dice animations and plastic feelies mailed to its audience. Could you have paid one more programmer for one more month with that cash? Three months? Look over at your neighbours packing their bindles and tell me again if you can afford to deliver a non-functional product for the sake of a handful of foot fetishists, when your entire industry's already in danger of getting automated into irrelevance.




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