So Much Goddamn Waiting: How Games Waste your Time

A dude who wrote a bunch of stuff once said, “Brevity is the soul of wit.” People are totally into that dude’s writing, so maybe he knew what he was talking about. Who knows. The point of Shakespeare’s quote is simple: Don’t waste my time. When you avoid padding, you create a more enjoyable experience for your viewer, reader, or player. There was a big push towards longer and longer games as of the last years and while it’s thankfully petering out a bit, games still love to waste your time.

But what are the most common ways that games waste a player’s time?

I dunno if I trust a  dude with that haircut, though the stache is pretty awesome. I guess I can take his writing advice.

I dunno if I trust a  dude with that haircut, though the stache is pretty awesome. I guess I can take his writing advice.

Clutter is one of the newer padding methods game designers are employing and the one I hate the most. Clutter is when a game furnishes you with items with the express purpose of taking up space in your inventory and selling them for gold later. Maybe developers don’t think that people will remember how much time they spent dicking around in their inventory screens. You may as well just give the player money, instead of wasting their time. Fallout 3 was filled with real-world clutter like coffee cups, burned books, and cigarettes but none of these items did anything gameplay wise.

This whole place i junk. I will collect this junk, then sell it until the merchants are out of money. Then I shall cart it to my next destination. Onwards forever.

This whole place i junk. I will collect this junk, then sell it until the merchants are out of money. Then I shall cart it to my next destination. Onwards forever.

If you picked up too many of them, you needed to spend time emptying out your inventory or selling them for a few meager caps. Dragon Age Inquisition is the worst offender here, however. Your inventory has a whole tab just called “Valuables” which you can sell to any merchant with the press of button. Why even have the middle step? Just give me the gold, dammit.

Why was this dragon carrying 5 sheets of parchment? Why can't I use said parchment? Maybe I should quit the Inquisition. I'm sure regular people don't deal with this nonsense.

Why was this dragon carrying 5 sheets of parchment? Why can't I use said parchment? Maybe I should quit the Inquisition. I'm sure regular people don't deal with this nonsense.

Witcher 3: The Wild Hunt took a much more sensible approach to clutter by allowing you to sell the items to a merchant for gold, or break them down into crafting components which you can use for craft new items. By giving the items a non-monetary use you make them an addition to gameplay rather than a distraction from it.

Backtracking is another oft-complained about padding tool that some developers use. Like the name says, it involves making a player retrace their steps through a previously explored area. This might make a player feel like they’re making progress because they’ve spend more time playing the game, but when nothing changes gameplay wise, there’s no point. Tomb Raider (2013) just loved backtracking.

When every map look like this, you know you're in for a long ride. A long unnecessary ride. 

When every map look like this, you know you're in for a long ride. A long unnecessary ride. 

Every area was filled with secrets and collectibles that had no gameplay impact besides extra EXP which you got from completing missions and defeating enemies anyway. While there is some precedent for in-depth exploration from earlier Tomb Raider games, that was the entire point of those games, rather than just something to pad out of the 100% completion game length. There are games that find new use for old tropes, like Super Metroid.

You will have this map memorized by the time you're done with this game, but the last area will still be new.

You will have this map memorized by the time you're done with this game, but the last area will still be new.

By gating player access to areas, Super Metroid makes backtracking more like exploration. You may have come across smaller passages earlier that you couldn’t fit into, but with the new upgrade you found you can turn your suit into a ball and roll through! The whole map becomes new again

Grinding is the most common method of elongating a game. Usually found in MMORPGs or JRPGs, grinding consists of forcing players to level up (or grind) to defeat more powerful enemies or gather currency.  In MMOs or RPGs, enemies have specific levels and strengths associated with that level. Given that most of these games are turn based (or close to in the case of most MMOs), player skill doesn’t really come into play. You can’t manually dodge an attack in Final Fantasy X, or slip around the back of an enemy to deal more damage in Persona 3: FES, so you have to rely on your numbers to be better than the enemy’s numbers.

My numbers are better than your numbers, which are better than my friend's numbers. Perhaps one day I will have the best numbers in the land.

My numbers are better than your numbers, which are better than my friend's numbers. Perhaps one day I will have the best numbers in the land.

I was racking my brain trying to think of a game that did grinding well, but I can’t find one. I’m pretty sure grind should just be banished from the gaming sphere entirely. When gaming becomes an excel spreadsheet with pretty colors, the point has been lost.

If brevity really is the soul of with, then most games are not very witty. I don’t necessarily think this is true, but I do think that the focus on game length has resulted in a quantity of quality situation. Better crafted experiences will stand the test of time while bloated, empty games will end up by the wayside. Long story short: Don’t pad, add!

If you don’t share this with everybody you know, every game will be nothing but grinding forever. Quick, save us all!

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The Katana and the Longsword: Strengths of Japanese and Western RPGs

Most videogames are about escapism, getting into somebody else’s skin for a bit. While almost every game has you playing a role of some sort, RPGs have always been the genre for the story-loving gamer. RPGs come in two overarching flavors: Western and Japanese. While they both share a general genre, you’d be wrong in assuming that they’re similar. Some message boards are filled with threads over which type of RPG is superior, but I think that’s the wrong tree to be barking up. There’s no real point comparing vanilla and chocolate, after all.

This is one of the less confrontational pictures I could find when I searched "Western and Japanese RPGs." As you might notice in this image, there are some strong stylistic differences between the two sides of the genre.

This is one of the less confrontational pictures I could find when I searched "Western and Japanese RPGs." As you might notice in this image, there are some strong stylistic differences between the two sides of the genre.

What are the strengths of the two types of RPG? How do the two styles complement each other?

You could say that Japanese RPGs are like rollercoasters; there are ups and downs, twists and turns, but you’re strapped in for the ride. Generally, you (as the player) don’t drive the story forward. Instead, you control a character in-between story sections and watch the plot unfold. In Final Fantasy X/Final Fantasy 7, you control Tidus/Cloud (both blond haired young men with very impractical weapons) in combat and in the overworld, but when dialogue starts happening, the game takes the reigns from you.

There may be the occasional choice to make, but the story is going to the same place no matter what. When the player can’t influence the story, the writers can set up character’s stories without having to worry if the side characters should be reacting differently to the world and the main character. The writers and designers can also engineer a different sort of attachment that somebody playing Fallout might feel for their character, much like the attachment you might feel to a book or movie character.

People still have serious feelings about Aerith Gainsborough, the kindest character in FF7. The remake is going to stir up some tears for people.

People still have serious feelings about Aerith Gainsborough, the kindest character in FF7. The remake is going to stir up some tears for people.

The more focused nature of JRPGs also lead them towards longer stories, due to the absence of a lot of side content. This means that stories can develop in a slower way, often with better pacing and tone. A good portion of this is probably due to cultural differences, but JRPGs are also more willing to get a little weird. In Persona 3/Persona 4 you play as a high school student by day, answering test questions and hanging out with your friends, but by night you enter an alternate reality (through your high-school in 3 or a TV in 4) and fight evil spirits.

The focus on mobile gaming in the Japanese gaming market has also created some really interesting mechanics that you don’t see anywhere else. In The World Ends With You (an RPG for the DS), you fight enemies by drawing shapes on the bottom screen of the DS rather than hitting buttons, for instance. You start to think of combat in a very different way, more related to your own reflexes and the patterns of your attacks rather than just swinging a sword.

If JRPGs are like riding a rollercoaster, Western RPGs are like driving an ATV; you can stick to the trail, but you can also try to drive over that mountain over yonder. One of the principal strengths of the Western RPG is the level of player interaction with the story. You can see from Dungeons and Dragons to Baldur’s Gate to Fable that your choices move the story forward.

Each dialogue choice here could learn a different outcome and change the story moving forward.

Each dialogue choice here could learn a different outcome and change the story moving forward.

Gameplay and story aren’t kept as separate parts of the game in WRPGs. You choose what your character says, does, how they act, and what kind of person they are and the story reacts to your choices. Many of them are less linear and offer more freedom in terms of movement. In Arcanum: Of Steamworks and Magick Obscura, you can flit from town to town, solving side quests and leveling up, discovering side content. Many western RPGs never force you down their story’s path; less than 30% of people on Steam have completed Skyrim’s Main Quest. These games generally have more content to explore and more replay value compared to JRPGs because seeing everything in one go is very hard, or even impossible due to the game locking you out of some content due to a choice you made.

So many places to go and not progress in the main quest.

So many places to go and not progress in the main quest.

Western developed RPGS are also free to explore more niche sides of the genre, such as Real Time Strategy RPGs like MechCommander. You also have games like the Mass Effect and S.T.A.L.K.E.R series, which both toe the line between shooters and RPGs. The strong PC support of western developers for RPGs also means that WRPGs are more likely to foster a strong modding community which can extend the lifetime of a game by years. Hell, people are still making mods for System Shock (which came out in 22 years ago!).

You can see how the two kinds of RPG are two sides of the same coin. Both kinds are about immersing yourself in a fantasy (pleasant or not) and both usually involve some degree of stats, micromanaging equipment, or leveling up. They take such complementary directions that you have to wonder if developers on one side saw what the other was doing and though, “Hey, let’s fill in the gaps!” Sometimes you even get games like Dark Souls, a very western style Japanese-developed RPG. It’s kind of like when chocolate met peanut butter, except in the case of the Souls series, chocolate and peanut butter teamed up to kick the crap out of you.

Hope you enjoyed this Topic Post! Stick around for a new Let’s Look At coming soon.

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