Sunday, January 12, 2014

Super Nerd Sundays Presents: The State of the Heist!



The prevalence of heist games makes me wonder if we need some sort of heist subgenre, a category that permits us to discuss how theft simulation functions, how the efficiencies of particular kinds of robberies exceed those of others.  Since Thief, people have been trying to eke out a foothold in the overcrowded games marketplace by allowing players to simulate theft, novel idea of novel ideas, something they often simulate while acquiring the very games in question.

There's been an explosion of conceptually divergent heist games over the last three years, ranging in efficiency from PAYDAY to Monaco.  Even the upcoming Thief reboot represents this sensibility of "stealing shit is fun," to some degree, though its purportedly running the entire thing through an action movie filter.  But that's not aberrant, or at least it isn't exceptionally aberrant in the heist subgenre that doesn't really exist yet.  Sure, Monaco and the original Thief games strongly encourage players to avoid confrontation, but even then there was a framework for violence, a well developed and critical framework for violence that comes into play when shit goes tits up.

Perhaps the distinction then lies between games that treat violence as something that happens when shit goes very, very wrong, and violence as something that simply occurs as a part of every heist.  That's where PAYDAY is comfortably situated: violence is inevitable in PAYDAY, and the mechanics don't center as much around how to avoid violence so much as how to shape its unveiling.  PAYDAY 2, the sequel, does some work to alloy that issue, but not much.  Sure, you can creep and shuffle about and carefully case places, but so far, despite my best efforts, I haven't found a way to actually complete objectives without resorting to a pretty hard core gunfight.

PAYDAY 2 is less a heist game for me, then, and more a game about long drawn out gunfights followed by brief runs to vans (or sometimes helicopters!) while the police scream at us.  This isn't a bad thing: while PAYDAY 2 isn't terribly fun to place alone, it's a great game to play with friends (in fact, the only reason I bought it was because of the prompting of an old friend from Oregon).  But there's something off about the gameplay, just slightly off about how heists actually unfold within the game, that doesn't quite work for me.

Consider PAYDAY 2's puzzly heists, with multiple approaches and means of success, and Monaco's puzzly heists with multiple approaches and means of success.  If we separate ourselves from the fundamental genre gap (not too challenging a feat, given the parallels between the two games) we're left with very similar systems, one of which wants things to go wrong in interesting ways and then reset, one of which wants things to become increasingly fucked up as game play continues.  PAYDAY 2 separates itself from Monaco not just in the raw mechanics and perception of players, but in the overall philosophy it takes to crime.  Monaco is about stealth, reasoning, and execution of a carefully considered plan with a collection of known assets and hazards you'll engage with during a mission.  PAYDAY 2 randomizes assets in each mission, gates many of its solutions behind long, grinding skill trees, and generally punishes you for not noticing things and rewards you for changing into situations headlong.

With a group of friends, managing the chaos of a heist is actually a lot of fun.  With people standing near drills and covering each other, PAYDAY 2 is a great game, but as a game you play alone, or a game where you stealthily steal things, PAYDAY 2 leaves quite a bit to be desired: violence, is so prevalent, its application less an option and more a foregone conclusion, that it's less a game about stealing things and more a game about shooting police officers.  It's no mistake that many of the game's mechanics center not around avoiding conflict, but around managing it: tie up hostages, and the police won't want to run into the bank.  Trip mines can potentially keep certain entrances clear as well.  But the stealth game mostly involves pressing the G key and hoping no one sees you.  Even the Stealth skill tree, called the Ghost class, is lacking: most of the skills orient themselves not around making you less noticeable, but around making your application of violence more targeted (and in one case, allowing you to manipulate corpses like movable objects).  The end result is game that makes every heist into a horde mode shoot 'em up more than a cerebral funtime extravaganza.

I'm being a little harsh here: PAYDAY 2 is a fun game, and it's fun to play, particularly with friends.  But it represents a trend towards a focus on action in heist games, and I'm not terribly interested in where that leads, and I'm more than a little uneasy at the prospect of heist games like PAYDAY 2 becoming more prevalent while games like Monaco become less prevalent.  This is, in a sense, a response to some of the marketing for the Thief reboot, wherein our taciturn, once frumpy thief, Garret, now does parkour and beats people up like some sort of super agile cat man.  This isn't my thief  This isn't my Garret.  These heists aren't the heists I'm looking for.  Sure, they're a decent enough way to pass the time with friends, and they're tied to a neat little progression system with some relatively serious issues with balance and user friendliness, but there's something determinedly unsubtle about the direction heisty games are moving.

Is there a potential solution?  The increased prevalence of small, independently produced stealth games, the laudable Shadowrun and its wonderful system for heist simulation, that's all movement in the right direction.  I suppose I'd just like to see big studios take some of the lessons those games are showing us (make every approach valid, make sure it's apparent how each approach can be executed, be as transparent as possible about how the game works) and apply them to their big budget, high octane fuckfests.  A well funded cerebral fuckfest can be a real good time.

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