‘World’ is, by root, as much a temporal concept as a spatial one. I’ve said before that one of the things that Tales of Vesperia struggles with is conveying the passage of time between its plot developments. The plot moves in fits and starts, tied tightly and transparently to the movements and actions of the player characters.
There is one side-quest in the game, though, which is a little more sophisticated. At roughly the end of Vesperia’s first act, you can run across Little Wolf, the nemesis of Yuri’s canine companion Repede (Repede being a playable character in his own right). Little Wolf challenges Repede to a ‘marking battle’, a contest to say which of them can claim more territory around the world.
The way this works is simple; rest in an area of the world map and Repede will claim it as his own. Meanwhile, over time, Little Wolf slowly builds an empire, taking unclaimed territories and nibbling away at Repede’s. If you, at any point, manage to take 95% of the world map from Little Wolf, you win and he shows up to concede. He will still, even more slowly, claim territory, but his submission is clear.
After starting the side-quest, you can get an item which displays Repede’s and Little Wolf’s territory on the world map – not the live one that tracks your position as you move around, but the more detailed one available from the pause menu. Repede’s territory is marked with blue blobs, Little Wolf’s with red, and the boundaries pulse and blur enough to make them seem dynamic and in constant conflict.
What the slow swelling of Little Wolf’s territory conveys, in a way that little else in this game can, is the passage of time. It’s not perfect – you have to keep opening a pretty deeply-buried menu to see it – but it’s there, and it does suggest that some things happen in the world without Yuri’s direct intervention.
It conveys some broad things about the party’s situation, too. You can only claim territory that you can get to, and if you start the side-quest as soon as it’s available, your travel options are extremely limited. Many areas are inaccessible until you get the airship late in act 2, by which time Little Wolf can claim a lot of land you can’t reach.
The world changes as the plot progresses, as well. A handful of the areas you have to claim are lakes or mountain ranges when you first encounter them, and only become places where the airship can land after the earth-shaking events of the final act. In my early play-throughs of the game I spent a long time searching for concealed landing-spots in act 2 before discovering these transformations.
Perhaps the most important function of the Little Wolf side-quest is its interaction with the sections of the plot that restrict your mobility. In particular, during the section where you’re trying to rescue Estelle, your airship is damaged and you’re forced to ground. On recovering to the nearest town, you find that a civilian exodus has tied up every last boat, and you’re trapped on one particular continent.
Vesperia then sends you on a long, torturous journey to where Estelle’s being held. From having granted you and your characters an exclusive mastery of the skies, the game narrows down to a single convoluted path, fraught with monsters and harsh terrain. It never really manages to convince you you won’t rescue Estelle, but it does its best.
Functionally, of course, the rescue of Estelle will wait for you to reach your destination. Until you hit the right series of triggers, Estelle – and her captors – remain in limbo. There’s time to chase up any of the side-quests that are available to you (not many, but there are a few diversions, at least one of which is only available during this sequence). So it’s hard to feel much urgency.
But through it all, Little Wolf advances. He’s always moved fastest on the far side of the world from where you’re stuck. Now there’s hours of gameplay where you can do nothing to stop him. Whenever you come back to the dog map, Little Wolf’s territorial gains are a diagram of your delay.
You can always recover – tents aren’t expensive by the standards of the late game, and once you have your freedom back you can claim territory pretty quickly (though you must fight at least one battle each time you rest before you can rest again). Nothing is missable, you don’t get locked out of the rewards[1], but time does pass.
It’s this sense of the inexorability of time that I think games often struggle with. In-game time is malleable in a way that real-world time isn’t, and many ways of making in-game time more restrictive also place harsh demands on players that have little respect for differences in ability or circumstance. Vesperia’s dog map offers a way to weave between this limitations.
[1] Though Vesperia is quite happy to lock you out of other sidequests if you miss particular steps. I’m of two minds about this, but it’s a topic for another time.
Written for Critical Distance's Blogs of the Round Table:
Showing posts with label travel. Show all posts
Showing posts with label travel. Show all posts
Thursday, 17 September 2015
Monday, 14 September 2015
Of Maps and Men
Right from the very first lines of the opening narration, Tales of Vesperia emphasises how wild and uncharted its world is. Towns are only safe because of vast and powerful magical barriers; few humans ever go outside, and those who do will be eaten by monsters if they can’t defend themselves. The failure of a town’s barrier is a cataclysmic event.
Given this strict binary between townsfolk and travellers, the game quickly sorts the player characters into the latter category. Yuri and Estelle are forced to flee from their homes into the wilderness. Before they go, though, they are given a map. Apart from the immediate area around the city, it’s blank.
Yuri and Estelle decide to fill in the map as they go; it updates automatically from this point forward. Shortly, they meet Karol, a young trainee monster hunter about to be thrown out of his guild for cowardice. Karol doesn’t have a map of his own, but takes over the role of cartographer when he realises how little of your map is filled in.
Later, your quest brings you to a forgotten shrine, Baction, where you find a dungeon consisting mostly of repetitive square rooms differentiated only by monster placement and cracks in the floor. Here, again, Karol is given mapping duties – this is the only dungeon in the game that has an on-screen minimap. Numerous skits and cutscenes emphasise Karol’s love of mapmaking, of which the most striking is when he says:
This is not a sentiment the other male characters share (Yuri responds, drily, “I’ve never had that thrill.”) Both Yuri and Raven emphasise a more familiar violent and promiscuous masculinity. Throughout the early part of the game, Yuri constantly trolls Karol for his cowardice, apparently with the idea that this will toughen him up. Later, when Karol does get to ‘prove’ his manhood by defending the rest of the party from a boss all by himself, Raven says, “Facing down challenges like that is part of becoming a man.”
But while Karol does fit or try to fit some parts of this image of masculinity – trying to be a monster hunter, carrying comically oversized weapons – his actual manhood is constructed very differently. It’s in his building a guild of his own, and developing its reputation through hard work and respectful business with other guilds. It’s in his interest in mapmaking and his (implied) willingness to step back and let others benefit from it[1].
In other words, Karol’s masculinity is sited in responsibility, and in engagement with community. What Karol seeks is not just manhood in himself but legitimacy, a place in society. For Yuri and Raven, masculinity is no such thing; one way or another, their masculinity is about the freedom of power and self-determination.
Karol’s love of cartography dovetails with his masculinity. As Kaitlin Tremblay writes in this month’s Critical Distance Blogs of the Round Table prompt:
Where Yuri and Raven – along with most of the game’s other male characters – are erratic and chaotic, Karol’s is a masculinity of order and control. It is a masculinity that takes wild spaces and tames them, and this sounds like a good thing. At least, it sounds preferable to Yuri’s rampant individualism.
But control and categorisation are the subtle weapons of masculine hegemony. Yuri’s violence – and Raven’s lechery – may seem more dangerous, but many of the game’s villains are motivated by the desire to control, to keep people in their places. And, on the face of it, Karol’s maps only really serve those already capable of using the spaces he charts – since these spaces are dungeons and the hostile wilderness, only those who can already take care of themselves benefit[2].
Mapping the world, by implication mastering it, is an expression of privilege. Maps that go beyond the purely topographical – surveillance maps, maps of national boundaries or battlefronts – are often tools of power. We see this in the refugee crisis in Europe at the moment, thousands of people dying or being mistreated for the sake of lines on a map.
Vesperia doesn’t address this facet of maps directly. Its world, Terca Lumireis, is not really divided among nations, since the land outside the magical barriers is equally hostile to everyone. While there are occasional references to governance and military action, it’s basically never the focus of events. Karol’s maps are never used to express collective, institutional or hierarchical power.
The game does entrust the map to hierarchical power, though. When you complete the world map, the ‘reward’ cutscene and title go to Estelle, an Imperial princess. By this time, she’s already passed over the possibility of succession, but she remains an image of royalty – indeed, the supernatural legacy she inherits suggests her bloodline may be exceptionally pure.
What does she use the map for? In the cutscene, an NPC notices her looking at it and asks Estelle to tell her about all the exotic places she’s visited. Estelle, whose passion is storytelling, obliges, talking right through the night.
Maps can be tools of power, but they can also be souvenirs and reminders. Somewhere I still have the map of New York I bought on a trip there in 2004, because without a map I can’t fit the memories of those four frantic days together in a coherent order. Estelle’s use of the world map does more than that, arguably; it enables her to bring the now-tamed spaces of the wilderness to those not privileged to be able to visit them.
Whether this is enough to defang the map as a tool of power, I’m not sure. The game could be seen as naïve in suggesting that. But as a suggestion of a better way – not just for maps but by implication for masculinity – it bears some consideration.
[1] I’ll return to this point later, but the rewards for completing the world map all go to Estelle.
[2] It should be noted that not all such characters are male in Vesperia. In their own distinct ways, all three of the party’s female members are empowered to be outside the safety of the towns, but where addressed at all this tends to be framed as ‘unladylike’.
Written for Critical Distance's Blogs of the Round Table:
Given this strict binary between townsfolk and travellers, the game quickly sorts the player characters into the latter category. Yuri and Estelle are forced to flee from their homes into the wilderness. Before they go, though, they are given a map. Apart from the immediate area around the city, it’s blank.
Yuri and Estelle decide to fill in the map as they go; it updates automatically from this point forward. Shortly, they meet Karol, a young trainee monster hunter about to be thrown out of his guild for cowardice. Karol doesn’t have a map of his own, but takes over the role of cartographer when he realises how little of your map is filled in.
Later, your quest brings you to a forgotten shrine, Baction, where you find a dungeon consisting mostly of repetitive square rooms differentiated only by monster placement and cracks in the floor. Here, again, Karol is given mapping duties – this is the only dungeon in the game that has an on-screen minimap. Numerous skits and cutscenes emphasise Karol’s love of mapmaking, of which the most striking is when he says:
“Nothing calls to a man’s heart like the thrill of making maps!”
This is not a sentiment the other male characters share (Yuri responds, drily, “I’ve never had that thrill.”) Both Yuri and Raven emphasise a more familiar violent and promiscuous masculinity. Throughout the early part of the game, Yuri constantly trolls Karol for his cowardice, apparently with the idea that this will toughen him up. Later, when Karol does get to ‘prove’ his manhood by defending the rest of the party from a boss all by himself, Raven says, “Facing down challenges like that is part of becoming a man.”
But while Karol does fit or try to fit some parts of this image of masculinity – trying to be a monster hunter, carrying comically oversized weapons – his actual manhood is constructed very differently. It’s in his building a guild of his own, and developing its reputation through hard work and respectful business with other guilds. It’s in his interest in mapmaking and his (implied) willingness to step back and let others benefit from it[1].
In other words, Karol’s masculinity is sited in responsibility, and in engagement with community. What Karol seeks is not just manhood in himself but legitimacy, a place in society. For Yuri and Raven, masculinity is no such thing; one way or another, their masculinity is about the freedom of power and self-determination.
Karol’s love of cartography dovetails with his masculinity. As Kaitlin Tremblay writes in this month’s Critical Distance Blogs of the Round Table prompt:
“Maps… order and define spaces… They set a boundary to what otherwise feels vast and potentially limitless, a way to compartmentalise and therefore tackle the world.”
Where Yuri and Raven – along with most of the game’s other male characters – are erratic and chaotic, Karol’s is a masculinity of order and control. It is a masculinity that takes wild spaces and tames them, and this sounds like a good thing. At least, it sounds preferable to Yuri’s rampant individualism.
But control and categorisation are the subtle weapons of masculine hegemony. Yuri’s violence – and Raven’s lechery – may seem more dangerous, but many of the game’s villains are motivated by the desire to control, to keep people in their places. And, on the face of it, Karol’s maps only really serve those already capable of using the spaces he charts – since these spaces are dungeons and the hostile wilderness, only those who can already take care of themselves benefit[2].
Mapping the world, by implication mastering it, is an expression of privilege. Maps that go beyond the purely topographical – surveillance maps, maps of national boundaries or battlefronts – are often tools of power. We see this in the refugee crisis in Europe at the moment, thousands of people dying or being mistreated for the sake of lines on a map.
Vesperia doesn’t address this facet of maps directly. Its world, Terca Lumireis, is not really divided among nations, since the land outside the magical barriers is equally hostile to everyone. While there are occasional references to governance and military action, it’s basically never the focus of events. Karol’s maps are never used to express collective, institutional or hierarchical power.
The game does entrust the map to hierarchical power, though. When you complete the world map, the ‘reward’ cutscene and title go to Estelle, an Imperial princess. By this time, she’s already passed over the possibility of succession, but she remains an image of royalty – indeed, the supernatural legacy she inherits suggests her bloodline may be exceptionally pure.
What does she use the map for? In the cutscene, an NPC notices her looking at it and asks Estelle to tell her about all the exotic places she’s visited. Estelle, whose passion is storytelling, obliges, talking right through the night.
Maps can be tools of power, but they can also be souvenirs and reminders. Somewhere I still have the map of New York I bought on a trip there in 2004, because without a map I can’t fit the memories of those four frantic days together in a coherent order. Estelle’s use of the world map does more than that, arguably; it enables her to bring the now-tamed spaces of the wilderness to those not privileged to be able to visit them.
Whether this is enough to defang the map as a tool of power, I’m not sure. The game could be seen as naïve in suggesting that. But as a suggestion of a better way – not just for maps but by implication for masculinity – it bears some consideration.
[1] I’ll return to this point later, but the rewards for completing the world map all go to Estelle.
[2] It should be noted that not all such characters are male in Vesperia. In their own distinct ways, all three of the party’s female members are empowered to be outside the safety of the towns, but where addressed at all this tends to be framed as ‘unladylike’.
Written for Critical Distance's Blogs of the Round Table:
Monday, 24 August 2015
Abstraction and Attention
I’m trying not to say ‘Zelda isn’t an RPG’. ‘Zelda’ and ‘RPG’ both mean too many different things to too many different people for that to be a useful statement. But I think I can say something useful about what I look for in an RPG – and particularly a JRPG – by contrasting it with what I look for and love in Zelda games. For clarity, I’m a 3D Zelda person – I’ve generally found the 2D games frustrating to play, though that may be because I’ve mainly played them on handheld and I kinda hate handheld gaming.
To start, here’s what I understand by ‘RPG’: a system of abstraction(s) that primarily serves to mediate the telling of a story. This is a pretty broad definition (the ‘primarily’ is important), but I think it’s useful because it captures the connection between pre-digital pen-and-paper RPGs and their digital analogues. The downside is that it leaves out the act of roleplaying that makes up such an important part of the pen-and-paper experience.
Anyway, what I mean by it is this. The abstractions in RPGs serve a primarily extrinsic focus[1]. Phenomena like HP and XP encode the labour and temporal cost of travel. World maps and sidequests indicate scale. The more abstract components of the game are there to set a tone and player mindset for the story developments, which are generally treated as less abstract[2].
The 3D Zelda games, though, have a different focus. For one thing, the biggest abstractions in Zelda games are the puzzles; not the player’s actions but the environments that induce them. The player’s attention is drawn more to the phenomenal/sensory qualities of their actions – the flight of the boomerang, the heft of the megaton hammer, the whoosh of flying through the air with the hookshot.
As a complement to this, Zelda games generally have less involved storylines. It’s telling that the games that do have stronger emphasis on storytelling – Majora’s Mask and especially Twilight Princess – have more in the way of player action that mediates story. Moments like the sequence where you carry the injured Midna to Zelda, or the horse-and-cart bit where you transport Ilia to Kakariko Village, are more about the urgency of the moment, the dramatic interruption to the otherwise pervasive melancholy of Twilight Princess’ Hyrule, than the phenomenal qualities of the specific actions the player takes[3].
There are exceptions on the other side of the equation as well, of course. Action RPGs and even some more recent turn-based ones do take an interest in the intrinsic qualities of their abstractions. This can take the form of Tales-style combat, levelling systems like Final Fantasy X’s sphere grid and the Lillium Orbs from Tales of Xillia, or even quicktime events, as in Final Fantasy XIII-2.
Almost every game that has a story dabbles in abstractions that favour the story; similarly, almost every game period dabbles in abstractions that feed the senses. The question is one of balance. When I go to my collection of Zelda games, it’s because I’m looking to have my attention drawn to a particular sensory/phenomenal mode of engagement. When I go looking specifically for a (J)RPG, I want to focus on the narrative and register other interactions as in service to that.
[1] I think this is true whatever RPG you play, but it’s probably less true for more modern western RPGs than JRPGs.
[2] There’s a whole complicated question of the role of abstraction in fantasy narratives – magic and magical creatures as metaphor, fantasy hierarchies as engagements with real politics and so on – but it’s too big a topic to get into here, hence the ‘generally treated as’.
[3] The cart-and-horse sequence is also a call-back to the similar escort mission in MM, an explicit link between the two games.
To start, here’s what I understand by ‘RPG’: a system of abstraction(s) that primarily serves to mediate the telling of a story. This is a pretty broad definition (the ‘primarily’ is important), but I think it’s useful because it captures the connection between pre-digital pen-and-paper RPGs and their digital analogues. The downside is that it leaves out the act of roleplaying that makes up such an important part of the pen-and-paper experience.
Anyway, what I mean by it is this. The abstractions in RPGs serve a primarily extrinsic focus[1]. Phenomena like HP and XP encode the labour and temporal cost of travel. World maps and sidequests indicate scale. The more abstract components of the game are there to set a tone and player mindset for the story developments, which are generally treated as less abstract[2].
The 3D Zelda games, though, have a different focus. For one thing, the biggest abstractions in Zelda games are the puzzles; not the player’s actions but the environments that induce them. The player’s attention is drawn more to the phenomenal/sensory qualities of their actions – the flight of the boomerang, the heft of the megaton hammer, the whoosh of flying through the air with the hookshot.
As a complement to this, Zelda games generally have less involved storylines. It’s telling that the games that do have stronger emphasis on storytelling – Majora’s Mask and especially Twilight Princess – have more in the way of player action that mediates story. Moments like the sequence where you carry the injured Midna to Zelda, or the horse-and-cart bit where you transport Ilia to Kakariko Village, are more about the urgency of the moment, the dramatic interruption to the otherwise pervasive melancholy of Twilight Princess’ Hyrule, than the phenomenal qualities of the specific actions the player takes[3].
There are exceptions on the other side of the equation as well, of course. Action RPGs and even some more recent turn-based ones do take an interest in the intrinsic qualities of their abstractions. This can take the form of Tales-style combat, levelling systems like Final Fantasy X’s sphere grid and the Lillium Orbs from Tales of Xillia, or even quicktime events, as in Final Fantasy XIII-2.
Almost every game that has a story dabbles in abstractions that favour the story; similarly, almost every game period dabbles in abstractions that feed the senses. The question is one of balance. When I go to my collection of Zelda games, it’s because I’m looking to have my attention drawn to a particular sensory/phenomenal mode of engagement. When I go looking specifically for a (J)RPG, I want to focus on the narrative and register other interactions as in service to that.
[1] I think this is true whatever RPG you play, but it’s probably less true for more modern western RPGs than JRPGs.
[2] There’s a whole complicated question of the role of abstraction in fantasy narratives – magic and magical creatures as metaphor, fantasy hierarchies as engagements with real politics and so on – but it’s too big a topic to get into here, hence the ‘generally treated as’.
[3] The cart-and-horse sequence is also a call-back to the similar escort mission in MM, an explicit link between the two games.
Saturday, 15 August 2015
The Price of Time
A couple of weeks ago, I said I’d be talking about time in JRPGs, and one of the particular issues I picked up on was this: “Plot developments that are tied to player progress can seem preposterous coincidences.”
When plot events in a game are tied to triggers based on player progress, whether that’s beating a particular encounter, arriving in a particular location or just talking to the right NPC, that connection can be pretty obvious. Sometimes this is fine, but often it centres the player characters, and through them player action, at the expense of effective storytelling.
Tales of Vesperia, for all its subversion, never quite escapes this. The first half of the story is characterised by coincidences – every other town you arrive at gets attacked or otherwise disrupted within minutes of your arrival – and despite the characters joking that protagonist Yuri must be ‘cursed’, it’s impossible to miss the underlying artificiality of the plot structure. Nor does this crack in the façade feel as planned, as deliberate as other things the game does; Vesperia fails to provide contrast by handling its triggers better elsewhere.
There are ways around the problem, though. Final Fantasy XII is at its strongest when confronting this head-on. It has to be, given its theme of the insignificance of the individual. It would be strange to spend most of the plot declaring Ashe inconsequential only for the grand schemers of the world to wait on her every move.
So, for the most part, FFXII does something a little different. You spend much of the game out of touch with events, travelling on foot through the wilds[1]. The plot triggers are generally associated with your arrival at the end of the journey, whether you travel to defeat or just to meet a plot-relevant NPC. When you arrive, what you feel is not that you have caused something to happen, but that you have missed something happening and must struggle to catch up.
When you return to Rabanastre after escaping prison near the start of the game, it’s the kidnapping of Penelo. When you arrive at Mt. Bur-Omisace after travelling across half the world in search of support for Ashe’s royal claim, it’s the replacing of the kindly Emperor Gramis with his merciless son that removes all hope for parlay. Later, arrivals at the Imperial capital Archades and the summit of the Pharos lighthouse are similarly recontextualised.
The exception to the pattern is after the first long journey in the game – here, you’re swooped down on by the Imperials right after subduing and recruiting the powerful spirit that guards Ashe’s inheritance. Why? Because for a brief moment, holding that inheritance, the characters are globally significant. Then the Imperials take it off you and destroy it.
This symbolic disenfranchisement of the player is very FFXII, but doing things this way doesn’t have to be so stark. The key is not that things happen without the player involved (though that helps) – it’s that things happen without a precisely-defined moment. The plot develops while you travel, however long that takes. Even if a specific timestamp were to be given for the event when you’re told about it (‘three days ago’, ‘last week’), the fact that different players will have taken different amounts of ‘real-world’ time to get from trigger to trigger establishes ambiguity.
Plot developments can only seem temporally coincidental if they can be tied to specific moments[2]. The ambiguity of the translation between play-time and narrative time can be used to break these ties and make the narrative feel much more (for want of a better word) organic.
There’s also the brute-force solution, of course: the Majora’s Mask approach. Games like MM and Lightning Returns: Final Fantasy XIII keep the clock ticking throughout. Events happen at precise moments whether you’re there or not. This is, in a sense, the most realistic way of presenting time.
But it has costs, at least if you want to tell a conventional story. Narrative triggers must be stretched, pulled out of shape, or repeated, to prevent the player missing them altogether. It’s telling that both MM and LR let you supernaturally manipulate time – without that affordance, the games would be unnavigable.
What FFXII shows is that the structure of in-game time can contribute powerfully to the meaning of the events portrayed. Temporal structures need not be neutral, invisible systems for the delivery of cutscenes; and they need not function based on an analogue of real time to do so.
[1] There’s something to be said, I realise now, about the relationship of this narrative device to the communicative intensity of the modern world. I’ve felt for a long time that this is something that fantasy narratives will struggle (or are struggling) to adapt to, and I’ll probably return to this theme later.
[2] This is actually tautologous, but I couldn’t think of a better way to put it.
When plot events in a game are tied to triggers based on player progress, whether that’s beating a particular encounter, arriving in a particular location or just talking to the right NPC, that connection can be pretty obvious. Sometimes this is fine, but often it centres the player characters, and through them player action, at the expense of effective storytelling.
Tales of Vesperia, for all its subversion, never quite escapes this. The first half of the story is characterised by coincidences – every other town you arrive at gets attacked or otherwise disrupted within minutes of your arrival – and despite the characters joking that protagonist Yuri must be ‘cursed’, it’s impossible to miss the underlying artificiality of the plot structure. Nor does this crack in the façade feel as planned, as deliberate as other things the game does; Vesperia fails to provide contrast by handling its triggers better elsewhere.
There are ways around the problem, though. Final Fantasy XII is at its strongest when confronting this head-on. It has to be, given its theme of the insignificance of the individual. It would be strange to spend most of the plot declaring Ashe inconsequential only for the grand schemers of the world to wait on her every move.
So, for the most part, FFXII does something a little different. You spend much of the game out of touch with events, travelling on foot through the wilds[1]. The plot triggers are generally associated with your arrival at the end of the journey, whether you travel to defeat or just to meet a plot-relevant NPC. When you arrive, what you feel is not that you have caused something to happen, but that you have missed something happening and must struggle to catch up.
When you return to Rabanastre after escaping prison near the start of the game, it’s the kidnapping of Penelo. When you arrive at Mt. Bur-Omisace after travelling across half the world in search of support for Ashe’s royal claim, it’s the replacing of the kindly Emperor Gramis with his merciless son that removes all hope for parlay. Later, arrivals at the Imperial capital Archades and the summit of the Pharos lighthouse are similarly recontextualised.
The exception to the pattern is after the first long journey in the game – here, you’re swooped down on by the Imperials right after subduing and recruiting the powerful spirit that guards Ashe’s inheritance. Why? Because for a brief moment, holding that inheritance, the characters are globally significant. Then the Imperials take it off you and destroy it.
This symbolic disenfranchisement of the player is very FFXII, but doing things this way doesn’t have to be so stark. The key is not that things happen without the player involved (though that helps) – it’s that things happen without a precisely-defined moment. The plot develops while you travel, however long that takes. Even if a specific timestamp were to be given for the event when you’re told about it (‘three days ago’, ‘last week’), the fact that different players will have taken different amounts of ‘real-world’ time to get from trigger to trigger establishes ambiguity.
Plot developments can only seem temporally coincidental if they can be tied to specific moments[2]. The ambiguity of the translation between play-time and narrative time can be used to break these ties and make the narrative feel much more (for want of a better word) organic.
There’s also the brute-force solution, of course: the Majora’s Mask approach. Games like MM and Lightning Returns: Final Fantasy XIII keep the clock ticking throughout. Events happen at precise moments whether you’re there or not. This is, in a sense, the most realistic way of presenting time.
But it has costs, at least if you want to tell a conventional story. Narrative triggers must be stretched, pulled out of shape, or repeated, to prevent the player missing them altogether. It’s telling that both MM and LR let you supernaturally manipulate time – without that affordance, the games would be unnavigable.
What FFXII shows is that the structure of in-game time can contribute powerfully to the meaning of the events portrayed. Temporal structures need not be neutral, invisible systems for the delivery of cutscenes; and they need not function based on an analogue of real time to do so.
[1] There’s something to be said, I realise now, about the relationship of this narrative device to the communicative intensity of the modern world. I’ve felt for a long time that this is something that fantasy narratives will struggle (or are struggling) to adapt to, and I’ll probably return to this theme later.
[2] This is actually tautologous, but I couldn’t think of a better way to put it.
Monday, 6 July 2015
Abstraction, Simulation and Narrative Time
This post grew out of a conversation that’s happened between several people over quite an extended period of time, so apologies if I have to send you on a bit of a reading list to catch you up.
It more or less started here with Devon Carter’s Critical Switch guest episode about the role of abstraction in JRPG mechanics (which is basically essential reading if you want to follow anything I write on this blog, so get to it if you haven’t already).
Then Austin C. Howe had some thoughts about JRPGs on generation 7 hardware, which I Storified, where he discussed how more powerful technology had revealed some of the ways in which the classic JRPG form struggles with ‘realism’.
That prompted LeeRoy Lewin to write this excellent piece about how the basic abstractions of JRPG combat – HP, MP and XP – are bad representations of anything ‘real’.
Finally, and possibly independently of all this, Vincent Kinian reviewed Yuuyami Doori Tankentai with a focus on how it actually does address the real successfully.
Got all that? The key point I want to focus on is LeeRoy’s, that the mechanical abstractions in JRPGs don’t directly represent the things we ordinarily take them to. HP are a poor representation of health, or even endurance, because health is not linear or one-dimensional. XP in particular, to quote LeeRoy, models “the purest meritocracy, the most awful gamification, the idea that labor can transfer 1:1 value.”
If MP and equivalents are innocent in this, it’s only because they represent something that makes no claim to reality – magical power. Because it’s entirely up to an author to invent a magic system, we can’t gainsay the device of MP, but we can point out that it’s a formulaic and often uninteresting way of limiting power. To be fair, sometimes it doesn’t need to be interesting and is just an unobtrusive balancing tool, but I feel like there’s often a lot that could be done here that isn’t.
The more complex, player-engaging systems built on top of these stats – materia, GF junctions, sphere grids and so on – may be a little more representationally rich, depending on how they are contextualised[1], but the statistical foundation is poor in this regard. So why are these numbers so ubiquitous?
Convention, and the legacy of tabletop roleplaying games, makes up one major part of it, of course. Things are Done This Way because That’s How They’ve Always Been Done (and in the case of at least HP, the problem isn’t unique to JRPGs or even RPGs in general). But these stats do serve a function, or at least are a crucial pillar of a system that serves a function, and that function, I would argue, can be meaningful and valuable.
What JRPG systems – the stuff we think of as ‘systems’, the numbers bits – do is control the delivery of a story. They may do other things as well, but one persistent function is to determine when the story moves forward. Part of this is just to space things out, so you’re not just playing a novel (and to meet the ever-louder consumer demand for ‘value for money’, as measured in hours of ‘content’), but there’s also a crucial contribution that this makes to JRPG stories.
Pacing is everything. JRPG stories tend towards the epic in style as well as length. They are stories of big deeds, world-shaking changes. Worlds do not change overnight. Many forms of storytelling work just fine over short periods – one can hardly object to the near-real-time duration of Twelve Angry Men, or the one-night framing of Die Hard – but the grander the scale of a story, the slower it needs to feel like it moves.
The games industry is already bankrupting itself and driving employees to exhaustion to deliver games of sufficient length and graphical quality to keep ‘the market’ placated. As graphical standards continue to rise, representing the passage of time non-literally is going to get more and more important for delivering long-form stories.
This is where RPG mechanics, and particularly their JRPG versions, can shine. HP and MP represent the costs of time; the wear and tear of travel, the hazards and labour it involves. XP represents the benefits of that time – as LeeRoy pointed out, often badly, but I think this approach to them at least suggests some ways to complicate them into something more meaningful.
What is represented by these stats – perhaps it would be better to say ‘encoded’, since ‘representation’ implies something more explicit – is not really anything about the software objects to which the variables belong. What is represented is the world, the time and space through which these objects move.
If an encounter, or sequence of encounters, leaves your party on their last legs, you’re given the sense of characters limping into town, propping each other up, maybe dragging a stretcher, bags emptied of supplies. Backtrack over the same ground later in the story, and the easy passage, the image it conjures of marching proudly through the same gates with head held high, represents the sheer length of time it takes to master what was once marginal.
Here is where that stuff from Austin and Vincent becomes important. Taking stats to be directly representative creates misleading indulgences about vast gains in personal power and importance over implausibly narrow stretches of time. Austin’s point that realism is about more than just visual literalism, and Vincent’s that the sense of the real comes from the mundane, the stuff that happens between the fantasies, suggest that the way to get real value from explicit stats is to look at what they imply.
If a magic spell allows you to do ten times as much damage to a target as the strongest physical attack, but costs ten times as much to use, what does that say about the scarcity of that spell, the rarity of this casting? If a character is dying of poison and you’re out of antidotes, can you make it to the next inn or item shop in time? Frequent easy encounters that wear you down slowly suggest a long journey; fewer more potent encounters suggest danger and pain but less time; a surfeit of brutal fights implies that the world must turn a little longer before you can make it through.
The actual games could do a lot more to draw attention to this side of reading them, but that doesn’t mean that existing games shouldn’t or can’t be read in this way. It’s an approach that I’ve found useful particularly when looking at games that focus their narratives on journeys – I'm a broken record, I know, but Final Fantasy XII and Tales of Vesperia are both excellent examples of this[2].
[1] Some are much worse, particularly ‘relationship’ systems that reduce social ties between characters to single score variables.
[2] There are a couple of sequences in Vesperia where mechanical representations of the passage of time are directly contrasted with what cutscenes have told you about the time-frame of events, which show both how effectively good stat usage can suggest the passage of time and how quickly bad stat usage can undercut it.
It more or less started here with Devon Carter’s Critical Switch guest episode about the role of abstraction in JRPG mechanics (which is basically essential reading if you want to follow anything I write on this blog, so get to it if you haven’t already).
Then Austin C. Howe had some thoughts about JRPGs on generation 7 hardware, which I Storified, where he discussed how more powerful technology had revealed some of the ways in which the classic JRPG form struggles with ‘realism’.
That prompted LeeRoy Lewin to write this excellent piece about how the basic abstractions of JRPG combat – HP, MP and XP – are bad representations of anything ‘real’.
Finally, and possibly independently of all this, Vincent Kinian reviewed Yuuyami Doori Tankentai with a focus on how it actually does address the real successfully.
Got all that? The key point I want to focus on is LeeRoy’s, that the mechanical abstractions in JRPGs don’t directly represent the things we ordinarily take them to. HP are a poor representation of health, or even endurance, because health is not linear or one-dimensional. XP in particular, to quote LeeRoy, models “the purest meritocracy, the most awful gamification, the idea that labor can transfer 1:1 value.”
If MP and equivalents are innocent in this, it’s only because they represent something that makes no claim to reality – magical power. Because it’s entirely up to an author to invent a magic system, we can’t gainsay the device of MP, but we can point out that it’s a formulaic and often uninteresting way of limiting power. To be fair, sometimes it doesn’t need to be interesting and is just an unobtrusive balancing tool, but I feel like there’s often a lot that could be done here that isn’t.
The more complex, player-engaging systems built on top of these stats – materia, GF junctions, sphere grids and so on – may be a little more representationally rich, depending on how they are contextualised[1], but the statistical foundation is poor in this regard. So why are these numbers so ubiquitous?
Convention, and the legacy of tabletop roleplaying games, makes up one major part of it, of course. Things are Done This Way because That’s How They’ve Always Been Done (and in the case of at least HP, the problem isn’t unique to JRPGs or even RPGs in general). But these stats do serve a function, or at least are a crucial pillar of a system that serves a function, and that function, I would argue, can be meaningful and valuable.
What JRPG systems – the stuff we think of as ‘systems’, the numbers bits – do is control the delivery of a story. They may do other things as well, but one persistent function is to determine when the story moves forward. Part of this is just to space things out, so you’re not just playing a novel (and to meet the ever-louder consumer demand for ‘value for money’, as measured in hours of ‘content’), but there’s also a crucial contribution that this makes to JRPG stories.
Pacing is everything. JRPG stories tend towards the epic in style as well as length. They are stories of big deeds, world-shaking changes. Worlds do not change overnight. Many forms of storytelling work just fine over short periods – one can hardly object to the near-real-time duration of Twelve Angry Men, or the one-night framing of Die Hard – but the grander the scale of a story, the slower it needs to feel like it moves.
The games industry is already bankrupting itself and driving employees to exhaustion to deliver games of sufficient length and graphical quality to keep ‘the market’ placated. As graphical standards continue to rise, representing the passage of time non-literally is going to get more and more important for delivering long-form stories.
This is where RPG mechanics, and particularly their JRPG versions, can shine. HP and MP represent the costs of time; the wear and tear of travel, the hazards and labour it involves. XP represents the benefits of that time – as LeeRoy pointed out, often badly, but I think this approach to them at least suggests some ways to complicate them into something more meaningful.
What is represented by these stats – perhaps it would be better to say ‘encoded’, since ‘representation’ implies something more explicit – is not really anything about the software objects to which the variables belong. What is represented is the world, the time and space through which these objects move.
If an encounter, or sequence of encounters, leaves your party on their last legs, you’re given the sense of characters limping into town, propping each other up, maybe dragging a stretcher, bags emptied of supplies. Backtrack over the same ground later in the story, and the easy passage, the image it conjures of marching proudly through the same gates with head held high, represents the sheer length of time it takes to master what was once marginal.
Here is where that stuff from Austin and Vincent becomes important. Taking stats to be directly representative creates misleading indulgences about vast gains in personal power and importance over implausibly narrow stretches of time. Austin’s point that realism is about more than just visual literalism, and Vincent’s that the sense of the real comes from the mundane, the stuff that happens between the fantasies, suggest that the way to get real value from explicit stats is to look at what they imply.
If a magic spell allows you to do ten times as much damage to a target as the strongest physical attack, but costs ten times as much to use, what does that say about the scarcity of that spell, the rarity of this casting? If a character is dying of poison and you’re out of antidotes, can you make it to the next inn or item shop in time? Frequent easy encounters that wear you down slowly suggest a long journey; fewer more potent encounters suggest danger and pain but less time; a surfeit of brutal fights implies that the world must turn a little longer before you can make it through.
The actual games could do a lot more to draw attention to this side of reading them, but that doesn’t mean that existing games shouldn’t or can’t be read in this way. It’s an approach that I’ve found useful particularly when looking at games that focus their narratives on journeys – I'm a broken record, I know, but Final Fantasy XII and Tales of Vesperia are both excellent examples of this[2].
[1] Some are much worse, particularly ‘relationship’ systems that reduce social ties between characters to single score variables.
[2] There are a couple of sequences in Vesperia where mechanical representations of the passage of time are directly contrasted with what cutscenes have told you about the time-frame of events, which show both how effectively good stat usage can suggest the passage of time and how quickly bad stat usage can undercut it.
Monday, 20 April 2015
Random Encounters
Spring 2008, Skies of Arcadia Legends. Discovering that when you're flying about the eponymous skies, the D-pad fixes the camera in a range of positions that must have been carefully chosen to bring out the best in the Delphinus. Seriously, it's the sexiest airship you will ever see.
Summer 2008, Final Fantasy XII. Arriving at Mt. Bur-Omisace to learn that Vayne has murdered Larsa's father and usurped the throne of Archades. Somehow the politics of the situation mean the arduous journey I've just completed is now irrelevant. I share Vaan's confusion – not so much getting sucked into the character as his mental state jumping out to run around my synapses for a moment.
Winter 2008, The Internet. Every week a new thread on The Escapist's forums complaining about 'emo protagonists', 'linear plots' or 'turn-based combat' (that last always with an exception, of course, for X-Com and no mention of Disgaea). The code by which Halo and Yahtzee fanboys scorn the JRPG.
Spring 2009, Eternal Sonata. The game's pathological fixation with absurd gamewalls peaks with a wide-open meadow where some invisible force constrains me to the middle third.
Summer 2009, Blue Dragon. I kick every rock and search every poop left behind by a defeated monster, collecting endless items I barely have any use for. Is there a comprehensive guide to this game? And if so, how small is the print on the maps?
Winter 2009, Athera. Finally catching up on Janny Wurts' Wars of Light and Shadow with the storming of volume 8's titular Stormed Fortress. The close of a tale whose arc has encompassed a life from infant to manhood and the decades of history that go along with it.
Spring 2010, Final Fantasy XIII. Splitting the cost with a similarly hard-up student friend so we can get it on release day. Spending the next three weeks arguing about whether it's any good, squeezing every drop of value we can from the wasted characters and incoherent world.
Summer 2010, Resonance of Fate. Is this a world map or a puzzle minigame? I struggle to make headway, captivated by the mechanical geography but slowed by the dreary colour scheme. I never finish the game.
Summer 2012, Extra Credits[1]. Normally brief, it takes three episodes and almost twenty minutes for the series to dismantle the genre and render verdict: JRPGs are in trouble. Failure to evolve and a slow decline in core quality mean players can now get everything the JRPG used to specialise in elsewhere, without the steep time costs and stodgy combat.
And yet.
Summer 2012, Tales of Vesperia. The climactic cutscene of act 1 is as potent as I remember from my first brush with the game. Something in how this murder is delivered makes it just that – not a righteous execution, not vengeance, not a desperate but ultimately ennobling act. Murder. The dark side of a certain ideology.
That cutscene – and a second that echoes it a few hours later into the game – floated around in my head as I was starting this blog and rounding up possible topics. Vesperia is one of my favourite games and I really wanted to dig into what made that scene so effective. So I loaded up the game for the first time in a while and started playing.
And the cutscene stands up, don't get me wrong, but I started to notice other things that were also really effective, or at least weird enough to be worth commenting on. By the time I reached the second cutscene I had other things I wanted to look at through the rest of the game. By the end of the game, I had enough questions to justify a second play, then a third.
Long story short, I've put 200 hours into the game in the last six weeks, and produced some 26,000 words of notes. Vesperia, I think, is as concerned as I am by the trend that Extra Credits episode picked up on. This idea that 'the genre has lost its way'.
Thematically, Vesperia deals with journeys and exile, hostile wilderness and troubled homecomings. Formally, it turns back on itself and its franchise, poking at the foundations of the JRPG world with a mix of wry affection and lampshades. And lampshades on lampshades.
And there's a slightly weird technological context, too. I feel like JRPGs were slow to make the jump to 7th generation hardware[2]. Blue Dragon, Eternal 'how the hell did I get made?' Sonata and even later titles like Resonance of Fate feel like a tentative toe in uncertain waters. For a brief period, the majority of new JRPG stories were appearing on a non-Japanese console, the Xbox 360. Vesperia emerged towards the end of this displacement.
What I've found myself working on, ultimately, has three dimensions; in the first place, it's a close reading of Tales of Vesperia. The game deserves it, whatever its relation to its genealogy. More broadly, I'm taking a historical look at the JRPG as a genre. For now, I've fenced that in to the window between Final Fantasy XII and XIII (Q1 2006 to Q4 2009), because Final Fantasy generally does more to shape 'public opinion' than the rest of the genre. Sandwiched between those is a reflection on the Tales franchise, because Vesperia can hardly address its genre without looking at its own peculiar subgenre.
To that end, I'm building a reading list (gaming list? Playing list?). For now, it's here on Backloggery (in my wishlist as well as my actual backlog). I'm looking for key JRPGs – especially on gen 7 home consoles[3] – that ought to feature in any critical look at the genre in that period. This is a starting point only – I'm not expecting to be able to write a thoroughgoing history from such a narrow slice, and I don't have access to every species of hardware I'd need for that either – but suggestions are most welcome.
A lot of what I've discussed here is my own impressions, and really my impressions not of the games themselves but of other people's impressions of them. For my money, the JRPG was never 'in trouble', except possibly commercially. But the idea of a genre crisis is widespread, and that bears some investigation.
[1] EC has a bit of a reputation for appropriating the work of other writers. If anyone can point me to more nuanced writing on which their JRPG episodes are based or build, I'd appreciate it – it'll save me quite a bit of work.
[2] I did a bit of a survey, and as far as I can tell there were 10 new JRPGs on gen 7 hardware between 2006 and 2009, compared to 16 on the PS2 alone.
[3] I specify home consoles partly just to narrow my focus, but also partly because I think they shape perception of the genre a bit more – they're seen as 'more important' by a certain key section of the press and player base.
Summer 2008, Final Fantasy XII. Arriving at Mt. Bur-Omisace to learn that Vayne has murdered Larsa's father and usurped the throne of Archades. Somehow the politics of the situation mean the arduous journey I've just completed is now irrelevant. I share Vaan's confusion – not so much getting sucked into the character as his mental state jumping out to run around my synapses for a moment.
Winter 2008, The Internet. Every week a new thread on The Escapist's forums complaining about 'emo protagonists', 'linear plots' or 'turn-based combat' (that last always with an exception, of course, for X-Com and no mention of Disgaea). The code by which Halo and Yahtzee fanboys scorn the JRPG.
Spring 2009, Eternal Sonata. The game's pathological fixation with absurd gamewalls peaks with a wide-open meadow where some invisible force constrains me to the middle third.
Summer 2009, Blue Dragon. I kick every rock and search every poop left behind by a defeated monster, collecting endless items I barely have any use for. Is there a comprehensive guide to this game? And if so, how small is the print on the maps?
Winter 2009, Athera. Finally catching up on Janny Wurts' Wars of Light and Shadow with the storming of volume 8's titular Stormed Fortress. The close of a tale whose arc has encompassed a life from infant to manhood and the decades of history that go along with it.
Spring 2010, Final Fantasy XIII. Splitting the cost with a similarly hard-up student friend so we can get it on release day. Spending the next three weeks arguing about whether it's any good, squeezing every drop of value we can from the wasted characters and incoherent world.
Summer 2010, Resonance of Fate. Is this a world map or a puzzle minigame? I struggle to make headway, captivated by the mechanical geography but slowed by the dreary colour scheme. I never finish the game.
Summer 2012, Extra Credits[1]. Normally brief, it takes three episodes and almost twenty minutes for the series to dismantle the genre and render verdict: JRPGs are in trouble. Failure to evolve and a slow decline in core quality mean players can now get everything the JRPG used to specialise in elsewhere, without the steep time costs and stodgy combat.
And yet.
Summer 2012, Tales of Vesperia. The climactic cutscene of act 1 is as potent as I remember from my first brush with the game. Something in how this murder is delivered makes it just that – not a righteous execution, not vengeance, not a desperate but ultimately ennobling act. Murder. The dark side of a certain ideology.
That cutscene – and a second that echoes it a few hours later into the game – floated around in my head as I was starting this blog and rounding up possible topics. Vesperia is one of my favourite games and I really wanted to dig into what made that scene so effective. So I loaded up the game for the first time in a while and started playing.
And the cutscene stands up, don't get me wrong, but I started to notice other things that were also really effective, or at least weird enough to be worth commenting on. By the time I reached the second cutscene I had other things I wanted to look at through the rest of the game. By the end of the game, I had enough questions to justify a second play, then a third.
Long story short, I've put 200 hours into the game in the last six weeks, and produced some 26,000 words of notes. Vesperia, I think, is as concerned as I am by the trend that Extra Credits episode picked up on. This idea that 'the genre has lost its way'.
Thematically, Vesperia deals with journeys and exile, hostile wilderness and troubled homecomings. Formally, it turns back on itself and its franchise, poking at the foundations of the JRPG world with a mix of wry affection and lampshades. And lampshades on lampshades.
And there's a slightly weird technological context, too. I feel like JRPGs were slow to make the jump to 7th generation hardware[2]. Blue Dragon, Eternal 'how the hell did I get made?' Sonata and even later titles like Resonance of Fate feel like a tentative toe in uncertain waters. For a brief period, the majority of new JRPG stories were appearing on a non-Japanese console, the Xbox 360. Vesperia emerged towards the end of this displacement.
What I've found myself working on, ultimately, has three dimensions; in the first place, it's a close reading of Tales of Vesperia. The game deserves it, whatever its relation to its genealogy. More broadly, I'm taking a historical look at the JRPG as a genre. For now, I've fenced that in to the window between Final Fantasy XII and XIII (Q1 2006 to Q4 2009), because Final Fantasy generally does more to shape 'public opinion' than the rest of the genre. Sandwiched between those is a reflection on the Tales franchise, because Vesperia can hardly address its genre without looking at its own peculiar subgenre.
To that end, I'm building a reading list (gaming list? Playing list?). For now, it's here on Backloggery (in my wishlist as well as my actual backlog). I'm looking for key JRPGs – especially on gen 7 home consoles[3] – that ought to feature in any critical look at the genre in that period. This is a starting point only – I'm not expecting to be able to write a thoroughgoing history from such a narrow slice, and I don't have access to every species of hardware I'd need for that either – but suggestions are most welcome.
A lot of what I've discussed here is my own impressions, and really my impressions not of the games themselves but of other people's impressions of them. For my money, the JRPG was never 'in trouble', except possibly commercially. But the idea of a genre crisis is widespread, and that bears some investigation.
[1] EC has a bit of a reputation for appropriating the work of other writers. If anyone can point me to more nuanced writing on which their JRPG episodes are based or build, I'd appreciate it – it'll save me quite a bit of work.
[2] I did a bit of a survey, and as far as I can tell there were 10 new JRPGs on gen 7 hardware between 2006 and 2009, compared to 16 on the PS2 alone.
[3] I specify home consoles partly just to narrow my focus, but also partly because I think they shape perception of the genre a bit more – they're seen as 'more important' by a certain key section of the press and player base.
Thursday, 9 April 2015
To Walk a Turning World
About a month ago, Austin C. Howe was firing some shots at Final Fantasy XII on Twitter, and I responded with this somewhat ambitious declaration:
More seriously, I do think Howe's wrong that "There's nothing to say" about FFXII. I certainly didn't find it "Boring to engage with" (as my 500+ hours in-game across multiple playthroughs will testify), nor do I personally think it has a "Bad story." It's certainly a divisive, much-maligned game, but I love it and want to offer a few thoughts in its defence.
I love FFXII, first and foremost, because I love travelling through its world. As the first banner Final Fantasy title to present its entire world at a single scale[1], spaces that would previously have been very abstract are now robust, tangible and teeming with life. They're also much less, for want of a better term, cartographical – there are dramatic contours where previously there would have been only the fine lines of insubstantial cliffs.
And the game's biggest, most controversial innovations all serve to draw attention to this world. Combat no longer happens in a separate, distinct space. The gambit system has the direct consequence of minimising the role of combat altogether, reducing ordinary combat choices to a matter of how you move through the space of each zone. The random chests challenge and frustrate the idea that the goal of exploring a world is tangible or ludic reward.
FFXII is a game about travel – movement not just through space but through time as well. Where ludic elements intrude on this journey, it is to add labour and slow 'progress'. Monsters punctuate their zones, some barely dangerous enough to slow you a step, some that must be navigated carefully around (there's probably a whole essay just in the placement of the toxic marlboros and lethal elementals).
Time, and the sense of its passage, are vital to the scale of the story. FFXII's story is about being a small boat on grand, historical tides. Even your princess represents a kingdom swamped by its much larger neighbour – she is a pawn much as her domain is[2]. The story moves at the speed of monolithic empires, and if your journey was deprived of its temporal extension the game would feel fast-forwarded.
Where the plot does touch the lives of the characters, it's mostly to devalue the destination or motivation for the journey. Roughly speaking, we can identify five journeys in the narrative:
-Across the Yensan Sandsea to Raithwall's Tomb, a journey invalidated at conclusion when the Imperial Navy fly effortlessly over the same ground and capture you, in a scene that could not belabour the theme of 'you are very small and we are very big' more heavily if it tried.
-South to the sacred Mt. Bur-Omisace, where on arrival you discover that the political situation in the Empire has changed and made your trek irrelevant (bonus points here for the return to Bur-Omisace after the Stillshrine of Miriam where the Empire has been and gone in your absence, symbolically destroying the authority to which you had appealed).
-North to Archades, the Imperial Capital; here, in theory, the Empire can't trivialise your journey by effortlessly catching up because, y'know, they're already there. Instead, when you finally reach the Draklor laboratory, someone else – Reddas – is there ahead of you and already causing trouble.
-South again to Giruvegan in pursuit of Cid, who turns out not to have gone there. Giruvegan is the closest you get to a journey that is rewarded, but at best it's rewarded with a gift from the ambiguous Occuria – and the discovery that one of their number, the renegade Venat, has been supporting Vayne and Cid all along.
-Finally, the ascent of the isolated Pharos lighthouse is long enough to arguably constitute a journey in its own right, and sure enough, it gets doubly trivialised – not only is Judge Gabranth waiting at the top, but once you beat him Cid turns up out of nowhere to mess with you.
The journey, always, is what matters, what allows the world to turn; that turn serves always to extend the journey. If the ending of FFXII feels weak (and to me it felt almost irrelevant), it's because the limit of the disk means the journey can't be meaningfully extended again. The last level is short, tacked-on, isolated. It breaks away from this game's mould to fit the genre's expectations of a dramatic final confrontation.
This is a game with a profound contempt for classical notions of player engagement and reward. Its story denies the power fantasy of being the hero who shapes the world (the villains, Vayne and Cid, both use the slogan of 'the reins of history back in the hands of man'); its combat is designed to minimise any sense of environmental mastery on the player's part by detaching combat power from player input.
One of the most rewarding experiences I ever had in-game was when, needing to do some grinding to tackle some of the more daunting side-content, I decided to try walking from one end of the world to the other. It took about half an hour, I think, and I really got to feel the geographical, especially topographical, qualities of the world – down out of the Paramina Mountains, across plains and deserts that rise into the Mosphora, back down along the coast of Archadia and up again across highlands to Balfonheim.
I played it as a walking simulator, basically (maybe a hiking simulator?). And I think the game liked it.
---
[1] Yes, there's a case to be made for FFX, but I'd argue the ambiguous scale of the Calm Lands (as well as possibly the Thunder Plains and Bikanel Desert) counts against it.
[2] It's not my place to launch into gender critique, but I'll acknowledge there's no way the devs would have ever done that with a prince – they even kill both prince and king off at the start of the story to avoid doing so.
More seriously, I do think Howe's wrong that "There's nothing to say" about FFXII. I certainly didn't find it "Boring to engage with" (as my 500+ hours in-game across multiple playthroughs will testify), nor do I personally think it has a "Bad story." It's certainly a divisive, much-maligned game, but I love it and want to offer a few thoughts in its defence.
![]() |
| Not helping, Vaan. (image from) |
And the game's biggest, most controversial innovations all serve to draw attention to this world. Combat no longer happens in a separate, distinct space. The gambit system has the direct consequence of minimising the role of combat altogether, reducing ordinary combat choices to a matter of how you move through the space of each zone. The random chests challenge and frustrate the idea that the goal of exploring a world is tangible or ludic reward.
FFXII is a game about travel – movement not just through space but through time as well. Where ludic elements intrude on this journey, it is to add labour and slow 'progress'. Monsters punctuate their zones, some barely dangerous enough to slow you a step, some that must be navigated carefully around (there's probably a whole essay just in the placement of the toxic marlboros and lethal elementals).
Time, and the sense of its passage, are vital to the scale of the story. FFXII's story is about being a small boat on grand, historical tides. Even your princess represents a kingdom swamped by its much larger neighbour – she is a pawn much as her domain is[2]. The story moves at the speed of monolithic empires, and if your journey was deprived of its temporal extension the game would feel fast-forwarded.
Where the plot does touch the lives of the characters, it's mostly to devalue the destination or motivation for the journey. Roughly speaking, we can identify five journeys in the narrative:
-Across the Yensan Sandsea to Raithwall's Tomb, a journey invalidated at conclusion when the Imperial Navy fly effortlessly over the same ground and capture you, in a scene that could not belabour the theme of 'you are very small and we are very big' more heavily if it tried.
-South to the sacred Mt. Bur-Omisace, where on arrival you discover that the political situation in the Empire has changed and made your trek irrelevant (bonus points here for the return to Bur-Omisace after the Stillshrine of Miriam where the Empire has been and gone in your absence, symbolically destroying the authority to which you had appealed).
-North to Archades, the Imperial Capital; here, in theory, the Empire can't trivialise your journey by effortlessly catching up because, y'know, they're already there. Instead, when you finally reach the Draklor laboratory, someone else – Reddas – is there ahead of you and already causing trouble.
-South again to Giruvegan in pursuit of Cid, who turns out not to have gone there. Giruvegan is the closest you get to a journey that is rewarded, but at best it's rewarded with a gift from the ambiguous Occuria – and the discovery that one of their number, the renegade Venat, has been supporting Vayne and Cid all along.
-Finally, the ascent of the isolated Pharos lighthouse is long enough to arguably constitute a journey in its own right, and sure enough, it gets doubly trivialised – not only is Judge Gabranth waiting at the top, but once you beat him Cid turns up out of nowhere to mess with you.
The journey, always, is what matters, what allows the world to turn; that turn serves always to extend the journey. If the ending of FFXII feels weak (and to me it felt almost irrelevant), it's because the limit of the disk means the journey can't be meaningfully extended again. The last level is short, tacked-on, isolated. It breaks away from this game's mould to fit the genre's expectations of a dramatic final confrontation.
This is a game with a profound contempt for classical notions of player engagement and reward. Its story denies the power fantasy of being the hero who shapes the world (the villains, Vayne and Cid, both use the slogan of 'the reins of history back in the hands of man'); its combat is designed to minimise any sense of environmental mastery on the player's part by detaching combat power from player input.
One of the most rewarding experiences I ever had in-game was when, needing to do some grinding to tackle some of the more daunting side-content, I decided to try walking from one end of the world to the other. It took about half an hour, I think, and I really got to feel the geographical, especially topographical, qualities of the world – down out of the Paramina Mountains, across plains and deserts that rise into the Mosphora, back down along the coast of Archadia and up again across highlands to Balfonheim.
I played it as a walking simulator, basically (maybe a hiking simulator?). And I think the game liked it.
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[1] Yes, there's a case to be made for FFX, but I'd argue the ambiguous scale of the Calm Lands (as well as possibly the Thunder Plains and Bikanel Desert) counts against it.
[2] It's not my place to launch into gender critique, but I'll acknowledge there's no way the devs would have ever done that with a prince – they even kill both prince and king off at the start of the story to avoid doing so.
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