Sunday, September 30, 2012

Super Nerd Sundays Presents: FTL's Unique Take on the Rogue-Alike!



Somehow over the last two weeks I managed to find time (by abandoning all other pleasures and duties, really) to play a shitload of FTL.  FTL, to the uninitiated, is the acronym cum name for Faster Than Light, a self-described rogue-alike that centers around guiding a spaceship from one place to another and then beating an unreasonably powerful boss.  It’s a rogue-alike in that failing is a central part of the game, and that it’s meant to be played as many times as possible.  But it diverges from Rogue and Nethack in some key ways.

First and foremost, constant progression is considered “important” by the game, to the extent that it gates off bits of content.  See, the play is just one awesome aspect of FTL.   And it’s great, and fun and failing has this epic “Oh fuck” feel, so that whenever you take a serious hit and keep on going, whenever you pull off a fight but lose half your crew or lose a treasured crew member to a dumb move or dumb luck it’s mystifying. You become, in a sense, that person, this captain.  It’s best at the kind of storytelling only a Rogue-alike can manage, the story about how you almost but didn’t make it.  It’s like creating a version of Sunshine without Cilean Murphy or Rose Byrne that doesn’t have a shit third act.  Even if you don’t make it out of the first sector, there’s a great story behind it all worthy of sharing with a friend who plays.

But there’s a problem with this.  A lot of the depth of FTL relies on accessing content that is initially locked off.  And all of this content requires some act of success in order to unlock.  That means that, in order to get the Federation Cruiser, which sports a bitchin’ beam weapon and an impressively diverse crew, you’re gonna have to beat the game.  And in order to get the Engi ship you’ll have to progress so far without being turned into atoms. Other ships have more obtuse means of unlocking, some of them so obtuse that they require either abandoning the main plot or min-maxing into a comfortable strategy so that you can reliably pull out a win.  All the fun experimentation and failure loving play goes out the window when it comes to unlocking these specialized ships, each of which represents a specific style of play (which can be prohibitively difficult to test out before unlocking said ship).  There are exceptions: the Zoltan ship is unlocked by playing to the Zoltan’s somewhat psychotically peaceful ethos, for example.  But mostly it’s a matter of fighting the right ship (or ships) at the right time.

I’m not sure this is a problem, though.  It is, in a sense, a chance for players to have their cake and eat it too.  If rogue-alikes are about failure, and making failure fun, FTL totally does that.  But when progression enters the equation, it becomes frustrating, unduly so.  You’ll play through FTL multiple times, just hoping to get a chance at unlocking some new glimmer of content, a cool ship you’ve been curious about for a while now.  And then, as you discover the event that allows you to access that ship, you’ll find that your ship is too weak, your crew too beaten down.  Or worse, your dialogue choices might keep you from even getting a chance to fight to unlock the ship.

I’ve had this happen a few times, when quests I randomly encountered late in the game informed me that I could no longer complete them.  It was like being told I’d won a prize, and then immediately having that prize redacted.  It sucked.  It’s a strange design choice, one that seems to fight the rogue-alike ethos that guides most of FTL’s design.  But there are other glimmers of the designer abandoning rogue staples.  The addition of an impressively generous Easy mode is one of them, a questionable choice in a game ostensibly dedicated to making its players suffer. Another is the ability to Save and Quit, which actually comes in handy given FTL’s impressively lengthy play rounds.

But I wouldn’t be writing about FTL right now at all if it wasn’t worth playing.  It is.  It really, really is.  It has the wonderful feeling of actually giving orders without any kind of supposition of realism or framing.  It’s just a game about flying a spaceship, and for that it is that much more effective at placing its players in the frame of mind of a Star Trek commanding officer or a Star Wars capital ship commander or a third really nerdy thing here. It’s good.  It’s chocolate good.  But, like chocolate, it can sometimes be cloying, and is best in small doses.

And like chocolate, it can sometimes be disappointing, especially if you go into it with expectations.  If you want to unlock everything, you’re going to hate this game, or at least be righteously frustrated by it.  It’s not going to let you unlock everything without putting in a good thirty or forty hours of time.  Just won’t, sorry.  Unless you’re insanely lucky, at least.  I’m about twenty four hours in and I’ve only got four ships to play with, out of a possible eight.  This game is the bane of the casual gamer, make no mistake.

It’s also the bane of your job.  It will suck you in and insist that you spend every minute of every day playing it.  And you’ll love doing it, lose track of time and eventually lose yourself to it.  You’ll find yourself muttering tactics and strategies under your breath when you think youre’a lone, visiting the grocery store and hoping that they have a teleporter upgrade and two mantis crewmembers this time. You’ll be sucked in.  And you won’t have a single unlocked ship to show for it.

Sucks to be you!

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