Wednesday, April 11, 2018

Divinity: Original Sin 2 and the Rewards of Doing One Hard Thing Right

There will never not be a market for a solid RPG.
I recently played indie RPG megahit Divinity: Original Sin 2. I went through it front to back, spending over 90 hours (Normal/Classic difficulty). It'd be a pity to expend so much time if I didn't get a blog post out of it.

Divinity: Original Sin 2 (or DOS2 as I'll call it) is really the ideal of the indie aesthetic. It feels like it's a product of actual humans, and it clearly wants to deliver one pure, special, niche experience. It's a big, weird game that's made a bajillion dollars. It doesn't care about any of the rough edges, as long as it follows its vision purely.

And there are rough edges. There are long periods of time where DOS2 feels like a gigantic clump of rough edges awkwardly glued together.

Let's dive in. It's a big, weird game that's made a bajillion dollars. Plenty to say about it.

In my bag, I have an ancient sword, an arrowhead, panties, a bowl, and wood chips. Any one of them might end up necessary. Never ever drop anything. 
What Is DOS2?

It's an enormous, turn-based, story-heavy fantasy RPG with a lot of gameplay and long, very difficult, involved battles. It's a tough game. It's got a lot of wild multiplayer options, though I'll be focusing on single-player stuff. It took me over 90 hours to play, and I skipped a lot of quests.

You don't need to play the previous game to enjoy it. It takes place in a different era or something. I tried to play the previous game, but I got totally stuck because I didn't notice a button hidden behind a ham.

What Does DOS2 Do Well?

I have to start out with the best thing about DOS2, the thing that really makes it compelling: It has turn-based fantasy combat that is actually exciting. The battles are long (1-2 hours), unpredictable, and have an epic feel to them. They are very cool.

I really need to emphasize how remarkable this is. I've been following the RPG genre since the beginning, and I think it's really important to acknowledge what an accomplishment the battles are. It's some next-level stuff.

What Are the Rough Edges?

Every other single thing.

Seriously, I went through the entire game with wood chips in my pack. If case I needed them to craft a stick or something. Jesus Christ, I'm basically 9/10 of a God. Just let me have the stupid stick!
What Is the Story?

This game has tons of writing. Many, many words.

The side quests and the storylines of your companions are reliably well-written and interesting. I enjoyed them.

The main quest is something-something-invasion-of-horrible-monsters-something-something-disorder-in-the-heavens-something-something-become-a-god. I tried to keep track of the story, thought I understood it, and I guess I didn't. I'll get back to that.

What Is the Design Aesthetic?

The general design aesthetic of DOS2 is: If anyone had an idea, any idea at all, it went into the game. The idea won't always be properly developed once it was in, but it will be there.

There's a full crafting system, so I tried to use it. I collected every recipe and material I could find. At the end of the game, I couldn't make anything better than what I could buy at the store with my infinite money.

There's an item identification system. No matter what the game, this is always just busywork.

There are plenty of bugs, still, which gives hardcore RPG gamers that extra exquisite bit of challenge. As of this writing, it's almost impossible to talk to a character who is walking around. You click and nothing happens. It's maddening, which adds to immersion.

And there are many, many unique spells and abilities. You can teleport characters around the battlefield, which is really cool. You can teleport lava onto the battlefield and then teleport enemies into it, killing them instantly and utterly making moot everything else about the battle system, which is less cool. Then your enemies can teleport you into that same lava, which ...

Design tip: Don't put stuff in your design which instantly makes every other aspect of the design unimportant.

There are, again, many spells and abilities. Or, there are ten abilities that are good and that will enable you to progress in the game, and 90 weak abilities that will leave you utterly stuck ten hours in.

This is important.

I love going through these screenshots and seeing how clogged everyone's backpacks get with irrelevant crap. It fills me with resolve: My next game will have only relevant items in it. I'm ditching a lot of junk items.
Another Brutally Punishing Game

DOS2 is very much in the game design tradition of "Make a game super-hard, give almost no information about what abilities are available or what are viable paths to take, expect the player to do a ton of research online, and go f*** yourself."

This game is just plain too hard early on. Based on what I saw in reviews/forums, loosening up the difficulty in Chapter 1 would increase overall customer satisfaction a LOT.

Saying something like this is just inviting abuse. There is a portion of RPG fans who react with rage at any suggestion of removing features or relaxing difficulty, no matter how reasonable the request. But it's still true.

The number of builds that will enable you to escape the first chapter are very limited. It's very easy to end up needing to restart 10 hours in. The advice online for early game builds is scattered and, I found, often very bad.

Seriously, Google "Divinity: Original Sin 2 Builds" and sink into the rabbit hole. Bear in mind, when you see a list like "12 Most Uber-Awesome DOS2 Skills," that article was probably generated as fast as possible to score easy clicks off a hit game, is badly considered, and is lying to you.

(Real talk for normal players: Summoning is very strong. The spells Conjure Incarnate, Power Infusion, and Raise Bone Widow will carry you through this game. Teleportation is also fantastic. Using it to pull the enemy boss right in front of my fighters was my single favorite part of the game.)

There are tons of players who love this aesthetic. RPG fans are gluttons for punishment. A lot of them just want a game to hurt them sometimes. (Or all the time.) A small portion of them will pounce on you if you ever suggest some bit of abuse in an RPG is a mistake (no matter how much it totally is).

It drives me nuts, personally, but it's the big aesthetic now.

The battles tend to devolve into utter, unpredictable chaos. It's pretty awesome.
Rough Edges With Rough Edges

DOS2, for me, still had plenty of bugs, quirks, and stuff that felt half-baked. To show what I mean, here is my summary of how my game ended. At this point, I'd played for over 90 hours and was really ready for it to end. I think, once a player's given you this long, you need to wrap things up in as respectful a way as possible.

I go through a long series of puzzles, some of which are really finicky and require noticing lots of little things. I use a walkthrough. Otherwise it would have taken me forever to search through all those little cubbyholes and boxes and bookshelves for what I needed. (The "Put the painting on the altar" puzzle, in particular, needed more time in the oven.)

I get to the final battle, a multi-hour two-phase cluster-f. As is normal, the entire battlefield becomes covered with fire and spell effects and I can't see where any of the characters are.

I'd already dug into Settings to find the key that makes outlines of all the characters visible, so I use that. Because there are so many characters, however, sometimes to target a specific foe in a crowd I have to zoom in and rotate the camera for a minute to find a few pixels where I can select the enemy.

(God help you if you click wrong, or you'll use your best ability to obliterate an ally. A confirmation dialog when you aim an arrow at your tank or the ground would be welcome.)

Because the fights are so long and tough, you can save in the middle. This is good because the battlefield has lots of different elevations, and the game is constantly telling me my arrows can hit targets that, when I fire them, get blocked by the terrain.

My characters die constantly in the final fight, so I use scrolls to resurrect them. (I feel like DOS2 provides resurrection scrolls as a crutch to not have to balance fights fairly.) I eventually surround the boss with summoned monsters and pummel him to deadness.

Now I get to decide how to remake the world/Heaven/Universe. I've made an effort to follow the plot up until this time, and it seems like I can fix a lot of problems by ascending to Godhood. The game explicitly tells me I can do this to fix the world.

I talk to my companions, who I have all helped out to the maximum extent. They urge me to ascend to Godhood. One of them, who is in love with me and who I have totally made out with, practically begs me to ascend. Everything in the game so far has been pushing me to ascend to Godhood.

I ascend to Godhood. Flashy cutscene.

Then I am on a boat with my companions. I talk to them. They all totally hate me now! My girlfriend reacts to me with disgust. One of them says she'll kill me if she the gets the chance. What the hell!?!??

Come on, Divinity: Original Sin 2! I can't have a tiny bit of satisfaction? I played you for over 90 hours! Throw a dog a bone!

So many battles end with the play area a sea of spell effects. Figure out the key/button that shows outlines of character ASAP.
My Final Takeaway

Again, I must stress, the RPG combat in this game is some of the best I've ever seen. The fights are long but really satisfying when they work right. A lot of the writing is really good. The production values are great. Definitely worth a try if you love old-school RPGs.

But honestly? In the end I was tired. Even the shortest battle takes a while, and I was avoiding conflicts just because I was exhausted with the game. The fighting works great, but overall usability needs a lot of attention.

I won't be getting any DLC or sequels unless things change a lot. I'm glad I had this experience, I really am, but I don't need more of it.

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If you're intrigued by giant indie RPGs with epic stories and tough, unpredictable fights, you can try Avernum 3: Ruined World on Steam. Then nitpick our game the way we nitpicked this one. It's only fair. News about our work and random musings can be found on our Twitter.

Wednesday, April 4, 2018

I Gave a Big Talk On Indie Games and It's Pretty Good.

Please enjoy this reasonably-priced hour of grumpy ranting.

For a long time now, I've wanted to give a talk about the history of Spiderweb Software. It would be a combination of funny stories about the ancient history of the internet and a summary of everything I've learned about the True Meaning of Indie Games.

At the 2018 Game Developers Conference in San Francisco, I finally had the chance to give the talk. I'm really happy with how it turned out. It's about an hour, and you can see it here:

Failing to Fail: The Spiderweb Software Way!

It was really hard to whittle the talk down to 50 minutes. I had to leave a lot of quality material on the cutting room floor. I did manage to keep the best of it around. Hope you like it!