Sunday, October 13, 2013

Super Nerd Sunday Presents: Evolving Gameplay!



Yesterday I sat down and, for the first time in almost two decades, I booted up Dungeon Keeper.  I'd just bought a copy on Good Old Games for around two bucks, around half a beer.  Dungeon Keeper was the first game I ever bought, a game I obsessively, if unsuccessfully, tried to beat time and time again, and remains a sort of white whale in my gaming psyche. But what struck me most, more than the godawful controls (who inverts a mouse axis and won't let players reconfigure it?!) and the unforgiving march of time on Dungeon Keeper's once impressive graphics (GoG really could've/should've figured out how to let players shift resolution), was how singular the gameplay was.  This relic of gaming was pretty much exactly how I remembered it since I first played it half a lifetime ago.

This might seem quite normal, but in the context of the freemium titles that have been occupying a lot of my time of late, it waxes odd.  Dungeon Keeper is, in many ways, a relic of its time and, in every sense, an artistic gesture that plays the same way today (on a different platform, run through DOSbox, channeled into a giant, unforgiving monitor) that it did when I was 13.  But each time I boot up Mechwarrior Online, I can expect massive gameplay overhauls to be present: not just elements like new chassis and maps, but bigger changes, like updated mechanics that fundamentally remake the game's landscape.  The biggest, most recent mechanical shift involved the gauss rifle mechanic being completely rewritten so that the weapon, formerly a mainstay of the game with some pretty serious tradeoffs, now required a button to be held down so that it could fired.  Mechanically, the weapon performed just as it always had, with the same unforgiving penalties for component destruction, but the addition of this charge almost totally eliminated the weapon from play, and almost totally addressed the rash of Gauss Snipers that made MWO such a troubled multiplayer environment for so long.

The Ghost Heat changes have similarly reworked the armaments of most mech pilots, with PPC sniping largely a relic: now PPCs generate staggering amounts of heat even without the ghost heat penalties, and firing more than two in rapid succession balloons that effect so severely that, particularly on smaller mechs, it can throw a mech into overload after only one or two fire cycles.  Before Ghost Heat, MWO rewrote the rules on ECM, allowing BAP to burn through it, ending the reign of the Raven-3L on the battlefield.  Streak SRMs enjoyed a retooling that randomized their component target selection, dramatically reducing their effectiveness as a weapon.  Before that, SRM damage in general was dramatically decreased to prevent Catapults loaded entirely with SRM6s from dominating the battlefield.

Each of these changes has totally rewritten the game, and the mechanics of MWO, right down to the evasive measures I have to take in combat to last long enough to get my licks in, are totally divergent from the game I started playing just a few months ago.

Star Wars: The Old Republic has gone through a similar shift: not only has content delivery changed, but the mechanics of talents and powers in the game were so dramatically rewritten that, after a month long "Star Wars vacation" I logged back in and found that I had to re-assign all the talent points for every single character I'd ever made.  Paired with a barrage of new content and exploration mechanics, the game is almost unrecognizable, particularly its end-game content which, for the most part, seems to be continuously evolving.  New PvP maps, special binoculars, punishing puzzle rooms and new companions are all on hand, and that's without even scratching the surface of the for-sale content that Bioware is willing to let me into for a few dollars more.

These games are compelling, were compelling, will likely continue to be compelling, which is why I've come back to them and enjoyed playing them for so long.  And they're certainly not alone in their willingness to frequently and dramatically rewrite mechanics: the original DotA game did so quite dramatically, altering "OP" heroes, removing some entirely and, at one point, adding a mode that totally rewrote the mechanics of the game so that new players might have an easier time losing.  I'm writing this not to critique these games, but to point out a phenomena that seems isolated to the free-to-play market: the phenomena of fundamental mechanical shifts, ever winding, ever altering the tide and pace of play.  The DotA clones have taken this even further: League of Legends adds new game types, DotA 2 has added a tutorial, Heroes of Newerth enthusiastically cycles in new heroes and tweaks its game-selection mechanics.

The trend is leaking into other premium titles too: EA and Activision's urge to add DLC to every major release means the game I start playing will almost certainly be a totally different game a year in.  But there's something special about the way freemium games evolve, something distinct that makes me compare them to works of genius like Dungeon Keeper.  Because while they might not be the same game I start playing, there's something about their energy, their enthusiasm and their constant attention to detail, ever shifting and refocusing, that makes me love them, that makes their changes more than marketing grabs, that makes that shift part of the work of art, the game.

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