Friday 19 May 2017

The Witcher III: PCs, Plots and Immutable Interfaces

Welcome, oh lovely travellers, to the Wayback Machine, a time travel device made entirely out of toilet roll tubes and unlikeliness. Through the whims of this stalwart mechanism I’ll be moving back and forth along the scales of pop culture, investigating and reviewing current and ancient entertainment alike, because we all know it’s vitally important to have a threadbare fictional explanation for why we’re inclined to write reviews and articles about things that are no longer current. The real reason is because there’s a lot of interesting things about there that I haven’t had chance to write about in a while, and it’s about time I got caught up. And, if a perspective enhanced by time lends itself to a different consideration to what you might have previously read on the subject, then well ain’t that a lucky coincidence!

Our first trip back in time is a short one, back to play The Witcher III: Wild Hunt, the biggest game of two years ago. Or at least, one assumes, given that the version I picked up was handily marked ‘Game of the Year edition’. But then again, what does that mean? There’s no supreme justice of gaming who decides what the very best game of any year was, probably simply because no-one deserves the amount of internet grief that said arbiter would receive when it inevitably made a controversial choice.1 Indeed, so many publications throw out similar awards – everyone loves a good ‘best of the year’ list every December – that the moniker is essentially meaningless. And that’s probably why we all read ‘Game of the Year edition’ as ‘Game + DLC’ without paying attention to what the words actually say, and I guess the moral of the story then is that developers ought to be a bit more modest.

Seriously, take it easy heroes.

That’s not to say that The Witcher III isn’t great, because it is. But it’s a very odd kind of great. Conceptually, for example, the world is open for free roam, but the various areas of the world are divided into map cells, and though you can see them from the start, access to more cells only comes along at various points in the story, with each cell also having a general sense of level requirement guided by the relative level of the quests that get you there. There is a very definite structure to this open world; progression is tied to story in a way that initially, I found rather rankling. But there’s a chance I’m coming at this from a position of bias, given that the last four games I’ve played have been Fallout 4, Skyrim, Just Cause 3 and Breath of the Wild i.e. four of the most open and navigable sandboxes of the current generation. Part of what I loved about the former two games especially was being able to, from the start, go to places I shouldn’t probably be able to get through yet, and finding inventive new ways to bumble my way to a highly unlikely victory (have you ever tried to take on the mage boss at the end of Skyrim’s Dawnbreaker quest at a low level? ‘Highly unlikely’ hardly begins to cover it). Those games never railroaded me in a particular direction; if I saw something on the horizon and liked the look of it, then I could go there.

That last point is especially true of Breath of the Wild and Just Cause 3, whose navigational mechanics are among the most joyous things I’ve ever experienced in videogames. I could fly around on JC3’s wingsuit for hours, and that alone would be satisfactory; that particular game was unique in that it had a fast travel system whose convenience was outweighed by how fun it was to just travel to a place manually. I don’t know about you, but I’ve never ever thought that about a game ever before, and I highly doubt I will again. The problem with open worlds, especially in this generation, is that they’re massive, and great as that is, no-one wants to spend their time trekking back and forth across familiar parts. Fallout 4’s fast-travel disabling survival mode sounds excellent in terms of realism, but horrible in terms of fun.

So, with all that in mind, I found The Witcher III’s structure to be, well, pretty jarring. Even quests have a particular level requirement, and early on the game seems to find a particularly vindictive pleasure in giving you the starting keys for quests that are far above the player’s ability. My quest log is teeming with all sorts of things – mostly monster hunts – that I’d love to have a crack at, but I just know will destroy me over and over again. I can have a go at them – indeed, there’s more than a couple of quests that I have muddled my way through against the advice of the numbers, but whereas triumphing against the odds in a game like Skyrim was a great feeling, in W3, there is no such tangible sense of victory; even when I’m on the cusp of victory over that group of level 23 dwarves that have been tearing holes in my level 15 character, the only sensation I get is that the game is tutting at me for daring to be so bold!

Not pictured: the likelihood of this ending well.

The reason for this is intricately tied to the game’s combat system, which is at best awkward, and at worst god damn it Geralt why are you trying to swing your sword at the enemy on the other side of the field when three other guys are right next to you stabbing a spear into your gut. The seams of transition from general control to combat control are incredibly obstinate and difficult to predict, mostly because it’s an automatic process that triggers a change in stance when hostiles get close enough. What exactly constitutes ‘close enough’ is a great mystery for the ages, as I’ve on occasion found myself alternating between screaming at Geralt to get into combat so I can block the swarm of ghouls bearing down on me, and randomly pulling my sword while in the wilderness and turning to face an enemy that isn’t even there. Lock-on and target selection is tied to the right control stick, but the limited movement of Geralt’s combat stance and his tendency to auto-home on nearby enemies regardless makes actually using that system more trouble than it’s worth, especially when I’ve been trained by years of videogames to use the right stick to steer the camera to keep my enemies in sight; try to do that here, and you end up transferring your lock on to the aforementioned enemy on the other side of the field while his friend twats you in back of the head.

Ultimately, though, none of this really matters, because if you’re fighting enemies that are appropriate to your level, then combat is pretty easy. The game throws an overwhelming amount of combat options at you very early on, but doesn’t seem to require you to use any of them consistently in order to do well. I get by mostly by means of swinging swords around - dodging, blocking, parrying – and liberal use of two of the five magic sign abilities. That leaves the other three magic signs, the crossbow, bombs, and the game’s vast variety of alchemical concoctions that I’m just not doing anything with. And for all that the game seems to support a pick-and-choose system, given that the number of character upgrade slots is so small and slow to unlock that you’ll have to choose between maximising efficiency in two or three fields or being a tiny bit better at everything for the vast majority of the game, the sheer abundance of stuff begins to feel like so much wasted memory.

This sense of over-complication infuses the entire game: the very first map is a prolonged tutorial, essentially introducing you to the game’s various elements, and you can choose between powering through it and having information spammed into your eyes, or taking your time, visiting the various map markers, powering yourself up and forgetting the things that you’ve already been told. I opted for the slow path, and still found myself spamming past tutorial screens when they popped up because there’s only so much of that I can handle before I begin to lose interest. But once you’re past that, you still have to deal with the overwhelming deluge of stat comparison that comes with deciding whether to swap your old piece of gear with slightly more armour out for this new piece that has less armour but a potentially beneficial secondary effect, as well as the overwhelming amount of raw materials that you need to collect in order to craft weapons, armour and alchemical ingredients. I’m not necessarily opposed to any of this; indeed, when I get into it, I really enjoy this rather old-school style of raiding and dungeon-crawl-esque gear-getting. But in this game, you have to fight with the incredibly clunky interface to get it done, and that’s where it all falls apart. Here’s an example of how that goes down: on the crafting screen, it’s possible to buy individual ingredients that you might be missing in order to complete a piece without having to navigate to the shopkeeper’s inventory. But when you go to a herbalist, you’ll discover that for absolutely no discernible reason, you can’t do that for alchemy ingredients. All you can do instead is mark an individual recipe, move over to the shop screen, drag the cursor past the mountain of stuff in your inventory and the vendor’s in order to find the highlighted ingredients, buy them, and then go back to the alchemy screen to oh my god I’ve gone cross-eyed. You can only mark one recipe at a time as well, so if you’ve got a lot of things that you want to make, prepare to do lots of tabbing back and forth!

I actually need about 10% of those items on the left. I have no idea which 10%.

The same problem is evident on the quests and map screens. You can’t mark multiple quests at once, and, even more damningly, every time you complete a quest, the game automatically picks a new quest to track for you, usually whichever main quest it thinks you should be doing. In my experience, the quest it chose was almost never the one I wanted it to. At the point I’m at right now, halfway through the game’s second act, it keeps triggering the opening quest of the third act. Back in the first act, when I had two concurrent main quests, it kept picking up the one that required me to travel a significant distance, rather than the one that was happening in the area where I was. The upshot of this was that I spent far too much time dragging myself into the quest screen, reminding myself what I was wanting to do, reselecting the relevant quests, tabbing to the map to orient myself, and then setting off. The game doesn’t track statistics like ‘time spent in menus’, but I reckon it’s got my ‘time spent playing’ stat looking over its shoulder worriedly.

If I were to hazard a guess as to why the game is built like this, I’d pin it on developer intent. This is a PC game, ported to consoles without thought as to how that might change the experience. Or at least, that’s certainly true of the previous Witcher games, which began their lives on the PC and were ported to home consoles later in their life cycle. But this game was developed for concurrent release, which means either the developers didn’t playtest the game on console thoroughly enough, or they refused to compromise for the console market. Perhaps Projekt Red feared the cries of ‘dumbing down’ that Skyrim suffered from (not that it did suffer, since the only people angry about that were the PC gamers who were free to mod it to their liking anyway, and that game’s interface is one that as a primarily console player I find simple and effective, come at me master race). Is it too much to ask that developers design their games to be as effective as possible for every console? That’s the question at the heart of this, and it’s a difficult one to answer. My heart says no, but my head is under no such delusions, and offers a vehement yes. I had a great idea for a re-imagining of this game’s menu system that draws on the potential of the PS4 controller’s touchpad, but that kind of thing couldn’t be implemented on the Xbox One controller: why spend time on individual incarnations built to take advantage of specific consoles when instead you can build a version that basically functions on every system, and call it a day? As much as we might like them to cater to our whims, and believe that as consumers we should be able to possess the best version of a thing possible, developers have limited resources, and honestly, they don’t have to listen to us. In the end, we can’t always get what we want, but that doesn’t mean that we deserve what we get. And it’s a pretty long fucking step from there to ‘game of the year’ isn’t it? It’s a good job words mean nothing, else my poor broken thumbs might have something to say about this.

With all of that in mind, then, I cannot conclude that The Witcher III is not a flawed game. But, as you might recall, I did say earlier that it is a great game, and I’m gonna stand by that. All of the various flaws and fiddles that I’ve just listed are definite problems, and aren’t diminished by the parts of the game that I do really like. But when this game is good, it’s really good. I went into it with no knowledge from either of the preceding games, aside of a basic backstory primer and whatever I’ve since picked out from the game’s built-in encyclopaedia, and while that’s still creating occasional moments of confusion when the characters talk about past events or someone turns up who I’m clearly supposed to recognise but obviously don’t, I accept that that’s my problem, not the game’s, and move past it. But even with that hampering my comprehension, I still find myself utterly absorbed in this world. The world-building, tone and general atmosphere all take great pains to point out how much life would suck in such a setting, with misery, mayhem and death standard procedure for most of the people born with the grave misfortune of irrelevance to the overall plot. It’s the classic A Song of Ice and Fire realist fantasy, except that it also embraces magic and the fantastic in a way that that series refuses to, and that makes it much more attractive to someone like me who generally enjoys ASOIAF but also often finds it to be a miserable slog and wishes everyone would lighten the fuck up once in a while. As a result, this world feels much more real, and interesting, and the quest chains and character arcs that play out under my control make this feel very much like the sum of what George R.R. Martin’s world might have been if it had been specifically designed to my more optimistic interests. And also if it didn’t have such endlessly lavish depictions of food and feasts, for goodness’ sake George go and make a sandwich already.

THIS IS AN ARTICLE THAT EXISTS

Another thing that intrigues me is the curious duality of the main character, Geralt of Rivia. As a ‘witcher’, a highly-trained and mutated monster hunter, he plays up to the in-universe meme that his people are emotionless zombies who only care about the dollah, and thus tips his hat to the classic videogame everyman/silent protagonist/player stand-in archetype. But he’s not emotionless, as is on occasion noted by the people he meets; he might sound like Solid Snake with a grudge against personal pronouns, but he does have feelings that go deeper than his default tone of exasperation at the ridiculous world and all the ridiculous people with their ridiculous problems (a feeling I often share after the twentieth time I arrive at a quest objective only for the game to move the goalposts, which honestly happens far too often). His character informs his own story, while keeping him an obstinately neutral interloper in the lives that he touches, and it’s left to the player to make up the difference. When I write it out like this, it really doesn’t seem like it should work, but somehow, it more or less does, and it makes the story-based progression all the easier to swallow; by the time I’d finished the main questline of the first act’s area, I was emotionally satisfied by the arcs of the characters I had dealt with, and ready to move on. Usually, in a ‘regular’ open world, that won’t happen until I’ve scoured every single rock and cave in a region and grabbed absolutely everything that I can from it, but in this game’s weird structure, I’m okay with it.

I don’t know, in the end, if all of this works out from a purely gamer’s perspective. In fact, I strongly suspect that in a different setting the over-complications and unavoidable flaws of this game would have led me to walk away from it by now. But in the end, fantasy is my jam, and the world of The Witcher III is a really interesting, complicated and often subversive fantasy that I find fascinating both from an entertainment and a literary perspective, and that’s what’s really keeping me in the game. At this point, I’m only halfway through, if that – this story-based progression makes it hard to tell, and also I think the game might be hiding some maps from me, so it remains to be seen whether this precarious balance will ultimately land in the game’s favour. But I’m willing to see it through, so I guess we’ll find out.



I’ll let you know! Until now, dear traveller, it’s time to step out of the Wayback Machine. Next time, I’ll be talking about the Russell T. Davies era of Doctor Who, specifically David Tennant’s first season in the title role, since I’ve finally convinced the missus that it’s entertainment that is worth her time, only to become unsure myself if it actually is.







1.The closest thing to such an institution would be the World Video Game Hall of Fame in NY, who you might have heard about recently; their 2017 inductees included Halo: Combat Evolved and Pokemon Red and Green. Naturally, the internet exploded, although personally I think there’s a strong case for recognising both of those.

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