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Impression: the Witcher 3
The Witcher 3 is weird.
…
…what? You need more? Haven’t you played this game for 100+ hours already?
The weirdness comes from the juxtaposition of Witcher 3 (W3) getting some things outrageously, fantastically good, all while mired in mediocrity and out-right immersion-breaking shenanigans otherwise.
For example, the environment, the gritty, dirty, pustule side of medieval fantasy life is back with a vengeance and already a highlight of my Witcher experience yet again. When you walk around hearing peasants cough with genuine phlegm, it reminds you this isn’t Disneyland, this is real (fantasy) life. People lived in the muck, practically nobody has windows, of course they’d be walking around like diseased shit-bags. The entire Witcher series has always gotten this feeling down so well that every other medieval setting I have encountered since has felt like college freshmen at the Renaissance Festival in comparison.
Then you walk into an Inn and the barkeep is selling bottled water for 42g apiece:
In the panoply of absurd gameisms out there – having access to world-ending magical powers but being unable to open locked doors, etc – it might seem disingenuous to pick on W3’s Nestle-style gouging as immersion-breaking. But it is precisely the confluence of W3’s fantasy realism and its absurd gamey bits that make little details like this so prominent.
Playing on the next step above Normal-mode difficulty means that Geralt no longer gets healed by Meditating. Whereas you might have just chain-chugged Swallow potions in prior titles to beef up your passive regeneration, W3 has opted for the Skyrim-esque “scarf fifteen pieces of raw meat in the middle of combat” HP management system. Different consumables heal X amounts in Y amounts of time, so you typically need the best to survive.
And one of the best? You guessed it: plain ole H2O.
I haven’t cared more about water in any game since Fallout: New Vegas hardcore mode. Every time I rummage through a peasant hovel, stealing everything not bolted down, I do a fist pump every time I see a bottle of water. “Silver candle stick. Old bear hide. Ruby dust. Water… score! Time to fuck up some demons!”
I’m only halfway kidding.
Truly though, W3’s combat system reminds me of Blizzard’s game design philosophy between expansions: instead of simply fixing what was broken, CD Projekt RED decided to veer completely in a different direction… again.
The combat itself is fine, for the most part. What is different (again) this time around is consumable use. Potions are no longer limited by toxicity (Witcher 1) or preparation (Witcher 2), but rather by what amounts to “per encounter charges.” Craft the Swallow potion one time and you get 3 charges of it, which are automatically replenished by strong alcohol whenever you meditate for at least 1 hour. Craft every potion once, use them all in five minutes, and they all come back after meditation. I’m not really even convinced that any alcohol is actually being consumed to replenish the stock of potions.
While toxicity still exists, it is largely window-dressing considering how a single Swallow potion’s toxicity drops to zero before the potion’s effects even have time to wear off. And while the toxicity meter limits your ability to stack potion effects I guess, the Quick Use menu is limited to two items anyway (presumably to not blow the minds of unwashed console peasants). Decoctions represent longer-term buffs that fully use up your toxicity meter, but I’m not entirely convinced this move towards the trivialization of preparation was worth it. Witcher 2 went way, way too far the other direction – forcing you to use potions before you even knew combat was coming – but why the crazy swing the other direction? Pretty sad how much better the original Witcher feels in comparison.
In fact, that’s precisely where I am mentally every time I boot up the game. It looks amazing, sounds amazing, and generally feels amazing when playing in the moment. If you slow down a bit at all however, and the high-speed blur turns into a mishmash slurry of disparate game mechanics. I’m hoarding herbs and potions out of Witcher 1 habit while throwing back Honeycombs and Wolf Livers by the pound. I’m looting every building and outhouse in sight for crafting materials so I can craft low-level items outclassed by bandit drops so I can kill skull-level monsters guarding swords five levels below me. Random loot is random, but there comes a time when the designers need to put in some goddamn sanity checks, yeah? Sitting on the recipe for Enhanced Beast Oil for 10 hours while Googling where the hell regular Beast Oil is supposed to spawn is not my idea of good game design. Especially when the answer is a shrug.
So. Like I said: weird. Good, but weird.
But hey, Gwent is pretty cool. It’d be cooler if they actually let me have enough cards to make more than one faction deck after 25 hours, but it’s still fun.
No Such Thing as F2P Anywhere…?
Mar 4
Posted by Azuriel
The comments to yesterday’s post about a EU regulatory body’s intention to crack down on the use of “free” in game descriptions were rather illuminating.
As you may or may not have known through prior posts, I vastly prefer the “B2P” model (e.g. the default) to F2P because the latter is associated with (IMO) compromised gameplay mechanics that serve no intention beyond the enforcement of the payment model. Plus, I cannot turn off the parsimonious part of my brain when it comes to purchasing things, thus frequently leading me to extreme and, frankly, insane behavior to save a literal handful of dollars that would have been eagerly frittered away en mass in other contexts.
That said, both eyebrows were fully cocked at what I was reading yesterday:
Regarding that last one, it is indeed true that Apple ended up settling their court case with the FTC for $32.5 million this year over in-app purchases (IAP). I suppose there is something to be said about “kids games” having IAP and potentially targeting children specifically, but I can’t help but wonder if companies other than Apple are being held accountable for the children of parents who hand them credit cards unsupervised. And to what degree court cases like this justifies the UK banning of porn. It just sorta seems like a concession that adults are incapable of being responsible parents by default; I mean, you’re either not monitoring their phone/game usage, or you’re not utilizing both Apple’s and Google’s ample parental controls before you hand over the small supercomputer to a seven year-old.
Let’s dial the politics back a bit though, as I want to focus on F2P. Or rather, how it apparently does not exist.
It was Bhagpuss that quipped that second to last quote, regarding how the term F2P “breaks the language” because it has free in the description when you can’t actually play for free. Or you can, but since the company is for-profit, it’s misleading. Just like those “free samples” in grocery stores. Or my anti-virus program. Or, I suppose anything at all from any for-profit company as we can assume they’re making money somewhere along the line. To be charitable, Bhagpuss suggests that the way games are labeled will be changed to accommodate the new rules, by making them say “Free to download, IAP optional.” Which they pretty much already do:
Just picking a game at random.
My question from the prior post still stands though: where are the EU-approved (no-IAP of any kind) free games? I poked around the Google Play store for a bit before running into an old stand-by that pretty much highlights the gaping holes in the EU commission’s logic: Where’s My Water?
It’s worth getting the full version.
Hey, look! No IAP at all! EU 1, Disney 0. Of course, scrolling down a bit, we see…
Sneaky, sneaky.
I’m actually pretty sure that I’ve seen these sort of “free trials” or demos for game apps long before IAP were ever implemented, so there’s a certain symmetry to companies circling back to what worked before. Because, let’s face it, if in-app advertisements are fine, advertisements for the full version of the game you’re playing (and others) are fine too.
Feels almost like those old Shareware games.
As you might expect, the completely and totally free version of Where’s My Water? is a severely truncated mess that plays full-screen video advertisements every 2-3 stages you complete, followed by level selector that ends with a link to a paid app and the Where’s My Water? 2 sequel. At least they’re not selling gems though, right? Sure. But there’s no reason to suggest that they couldn’t advertise the full, “Try Now!” version that is also free to download with all its microtransactions intact. Considering that even a child will burn through these IAP-removed “free” games within 20 minutes, and they can still navigate to the app store via handy in-app advertisements to purchase the “full” IAP game within moments, I have to start wondering if the language is worth saving. Seriously, I was three clicks away from purchasing either a new game or the unlocked version of the one I was playing.
I mean, what, will the EU disable click-through advertisements next? If they did, that would actually be pretty amazing. They won’t though, because they can’t, and since this entire concern is predicated on children being able to circumvent their parent’s (likely nonexistent) IAP prevention measures, it won’t stop kids from buying the entire App store.
In which case we’ve come full circle, minus the word “Free,” while doubling the number of ad-riddled Shareware in App stores. So… success? Or maybe they could have simply mandated that IAP (and ad-supported) filters be more prominently displayed, so that reckless parents have one last chance at sanity before they download just anything and let it babysit their child for hours.
Posted in Commentary
23 Comments
Tags: App, EU, F2P, Freemium, Where's My Water?