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                Game 107: Curse Of Enchantia - Introduction

                Written by Alfred n' the Fettuc

                The English game development studio Core Design is first and foremost known for the Tomb Raider series, being the creator of one of the biggest franchises in video game history (and solely responsible for the rise of Eidos Interactive, their parent company, that would still be active as far as 2009, where it was purchased and absorbed by Square Enix). However their story begins much earlier than that with another cult classic: Rick Dangerous. This Indiana Jones inspired platformer was one huge hit during the Amiga golden days (and one game I really loved despite being utterly incapable of going past the fifth screen or so). Also responsible for other (less cult) classics such as Impossamole, Heimdall and Chuck Rock, the studio saw the rise of adventure games as an opportunity, and basically decided to get their shot at the genre that was printing money for Lucasarts and Sierra in the 90s.


                Art by Rolf Mohr, who would become the concept
                artist for the Telltale
                Batman series, among other things.

                Curse of Enchantia credits show three names in the Game Design department : Robert Toone, Ian Sabine and Chris Long. Moby Games tells us that Toone would become later lead programmer on XCom 2: War of the Chosen, Sabine would become lead programmer on Prince of Persia: The Two Thrones and that Long would become lead programmer on Herdy Gerdy for PS2 (Yeah I know, less glorious but still). What it especially shows us is that none of them would ever work on another adventure game after this one. They would not be back in the team of Core Design second attempt at the adventure genre (1994 game Universe), a fact that is not especially reassuring.

                Various reviews from the time being are pretty enthusiastic about the game, deeming it "best adventure game on the Amiga", Amiga Power even going to the extent of writing "...with a few tweaks here and there could have easily beaten the Monkey Island and the like". The more recent reviews, however, are way harsher with the game, deeming it "nearly unsolvable" due to illogic puzzles and badly designed action sequences (gloups). The game seems to be trying new things, mainly with the fact it's totally dialogue-free (whether this is a good or bad thing we shall see) and its interface (and as history has shown, a new interface tend to be more often than not a VERY bad thing).


                The game is universally applauded for its graphics though, so that's at least one good news.

                My previous experience with the game was a short one. I remember being charmed by the graphics (and the fact that, as a non-English speaker I didn't get many options for adventure games in 1992) but I also remember abandoning the game pretty fast during an underwater section because I couldn't figure out anything about the puzzles… We'll see if I'm able to go further on this try (let's hope so!)

                The story, as told by the manual, tells us that the mysterious and magic land of Enchantia is being governed by a band of evil witches, and that the inhabitants are suffering under their dark reign. One of the witches outshone the others in her malevolence and depravity (sic) and came with a devious plan to obtain eternal youth. It then tells a very convoluted and unnecessary backstory about how the witch trapped the other witches in order to put a spell on a field in another dimension (ours) in order to trap a young male child (something that was apparently non-existent in their dimension, which leads me to believe I would be interested to know how said inhabitants were still alive. Maybe we have a Children of Men-type substory? Or maybe I'm reading too much into it). Anyway, after a long struggle and conflicts amongst the witches, the result is that Brad, our hero, was playing baseball with his sister Jenny and ZAM! He disappeared from the baseball field to reappear in a prison cell.








                The story as told in-game. I can't help but think that the simpler version is better.

                The classic, almost cliché, story of a young kid being suddenly trust into a fantasy world always works, reminiscent of stories like Alice, Oz or The Neverending Story. It's a story seen many times in video games, probably because it's an easy metaphor for the player exiting his usual world and being plunged in a world of wonders and excitements… (or boredom and badly-designed shenanigans…) We see that again and again in video games like Ultima, Simon the Sorcerer or Monkey Island 2 (albeit in a very twisted and reverse way in the latter…)

                So here we are : humble baseball player Brad is now trapped into a dungeon cell, held upside-down by manacles. It's time to try my shot at this game, and we'll see for ourselves if the strange interface, the dialogue-free world and the weird puzzles add up to something interesting or if I'm about to experiment a long nightmare in the lands of Enchantia…


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                The Complexity Fallacy

                It is easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game's complexity is basically meaningless when it comes to the end experience. All that matters is what the player actually perceives. 

                Brian Upton once told me the following anecdote about a game that he got pitched to him.

                The game presented to him was a space sim where the player took on the role of a space pirate. A big part of the pitch was the virtual economy that the game had. It determined what sort of goods that planets needed, what the prices of various things would be and so forth. In turn this then determined the trading routes that ships would take and what sort of cargo you were most likely to find on them. This was a really complicated system and I guess they planned on devoting quite a bit of development time for it.

                Sounds cool, right?

                Problem was that none of this complexity was really apparent to the player. The only feedback that the player got from the whole system just boiled down to what sort of ships and cargo they would be encountering. From this meager data it was impossible for the player to get any sort of insight into underlying systems. If all of that system was replaced with a random number generator, the player wouldn't notice. So in essence, all of this complexity was a waste.

                The reason something like this happens is quite easy to see when viewed through the lense of the SSM Framework. In this framework we divide the game into three separate spaces: system, story and a mental model. Something like the virtual economy would go into to the system space. But the problem is that these systems would never end up in the player's mental model. Understanding how this works is a fundamental, perhaps the single most important, part of the game design. The player doesn't play a game based on what happens in the computer, they play it based on what happens in their head. Any feature that doesn't have a mental representation might as well not exist.

                Tynan Sylvester, who is currently working on the popular Rimworld, has a great article that addresses this very issue.
                In play, the Game Model is irrelevant. Players can't perceive it directly. They can only perceive the Player Model in their minds. That's where the stories are told. That's where dilemmas are resolved. So the Game Model we create is just a pathway through which we create the Player Model in the player's mind.  
                The Player Model Principle indicates a source of risk. Namely, anything in the Game Model that doesn't copy into the Player Model is worthless. That's what happened with the ecologies in Ultima Online and BioShock. They didn't enter the Player Model and so degraded into noise. This is a fairly obvious risk and is common in game design – all designers have seen players not understand a piece of their game.
                [...]
                What we want to do is create systems that are smaller and simpler than these giant hairballs, yet have more interesting, comprehensible interactions than simple systems like orbiting planets. What we really want is not a system that is complex, but a system that is story-rich. 
                This is coming from a developer that is developing a hardcore simulation game. If it this sort of thinking applies to that genre then you can be sure that it applies to the entirety of game development.

                Adding a feature is not about adding art and systems. It about is adding content that when played with will create a certain mental model in the player's head. In this sense, it's quite a bit like being a stage magician. Just like in games, the important thing in magic is not performing a hard trick, it is making the audience believe that you did one. In fact, many spectacular-seeming magic tricks have really boring explanations. But since the audience is never directly exposed to the method of implementation, it doesn't really matter. The only thing that matters is that the magician has a high chance of succeeding and what sort of reaction it gives the audience. Games works exactly like this too.

                Most of the time, an increase in complexity is a bad thing. There is a higher chance of bugs, and it is less likely that you can maintain control of the system. This is why things like artificial neural networks doesn't have much use in games except for in very specific areas. While a neural net could accomplish a lot of cool things, robustness is more important. As a game developer you want to be able to intuit how a system works in order to properly use it in design. Go past a certain point of complexity and the output might as well be random. The KISS-approach is almost always the right one to take.

                The simplest way of designing a system is, of course, not designing a system at all. It cannot get more simpler than zero. While this might sound a bit silly at first, it's a crucial part of game design. Last week I wrote about utilizing gaps of the imagination, which is really all about replacing something with nothing. The best way of understanding how to do this is to not see your features as concrete content, as complex machinery, but as experiences you want to evoke in the player. This is not just limited to fuzzy things like NPC emotions, but every single aspect of the game.

                As I explained in the previous post, gaps have a lot of advantages over an explicit systemic implementation. Not only are they cheaper, but they are also more malleable and easier for the player to fit into their idiosyncratic view of the game and its virtual world. It is not always the solution, and sometimes the goal cannot be reached without having an actual system managing everything. The only way to make this decision is to look at games in the right way and understand that what matters is not the underlying machinery, but the mental states it gives rise to.

                In games, if a tree falls and nobody hears it, it is a feature you should cut.

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