Archive for 2011

WoW: Battleground

I’ve just spent some time pursuing exploration and (mostly low-level) quests in the Eastern Kingdoms, where the story is dominated by the undead. I’ve thoroughly conquered the Hillsbrad Foothills, Arathi Highlands, and Western Plaguelands zones — territories I had already explored to various degrees, but now they’re not just explored but exhausted. In the process, I discovered the entrance to the Scholomance, a dungeon I had explored via the Dungeon Finder some time previously. That keeps happening: I do a dungeon, and only some time later do I receive the dungeon’s context. Sometimes there’s even a quest to enter the dungeon and talk to the questgiver immediately inside, who would then give me quests if I hadn’t already done them.

Quests to enter dungeons are of course a way that the game tries to get you to try out all of the game modes. In Arathi Highlands, I encountered another such for the first time: a quest involving a PvP “battleground” zone, where Horde players clash with Alliance players in an attempt to capture strategic points. To do the quest, you have to register for a battle on the Arathi Basin map and “assault” four specific capture points (each of which corresponds to an important building: a stable, farmhouse, etc). What does “assault” mean? Well, each capture point has a flag indicating which side controls it; click an enemy flag and stand still for several seconds — long enough to give any enemies still present a chance to kill you — and you start a one-minute countdown, at the end of which the point becomes yours. The character who performs this action is reported to the world as assaulting the point. However, I only did this once during my time in the Basin, and somehow managed to get quest credit for assaulting all four points, so there’s clearly more to it than that. Perhaps just standing near the flag while someone else assaults it counts. Similarly, the scoreboard at the end of my first battle credited me with a number of “honorable kills” despite not having actually killed anyone.

Battlegrounds, like dungeons, are instanced zones — areas cut off from the rest of the world, existing independently for each set of players using the zone at once. The only way to enter them is by queueing up through an interface similar to the Dungeon Finder. For historical reasons, you can access this interface by talking to an NPC who stands next to the gate that used to lead into a battleground (but which is now impassible), but you can also access it via an icon on the action bar, right next to the Dungeon Finder icon. This strikes me as a very good change: if I understand correctly, it used to be that entering a battleground involved going to a specific location and then waiting there for enough people to queue up to fill an instance. Being able to hop on the queue anywhere means that I can spend that time exploring instead of sitting around bored. It makes me think of the complaints leveled against “virtual world” interfaces like Playstation Home, about how they needlessly impose the limitations and inconveniences of the real world. I suppose it’s a tough call to make in a MMO, where the sense of your avatar’s physical presence in the shared gameworld is a big part of the game’s appeal, but I’m glad that people are figuring out when sticking to the virtual model does and doesn’t enhance the player experience and making adjustments accordingly.

Only five players at a time can enter a dungeon instance. Battlegrounds support — indeed, require — larger teams than that. Consequently, the interface for showing your team is different: denser, more abstract, less intuitive. It’s a grid of green blocks, showing everyone’s health bars. It took me a little while to realize that characters who were in range of my healing spells were displayed in a brighter shade of green; once I noticed this, I was much more effective as a healer. The most satisfying moments were the times I managed to charge in to the rescue, coming into a skirmish in progress and quickly filling up the emptying life bars, then plopping down some totems to give my team an extra edge. I mean, okay, a Restoration shaman isn’t the best team member for a battleground, and I should really learn how to use my second specialization if I decide to pursue this side of the game further. But at least I managed to be useful sometimes.

Battleground mode is definitely the part of the game that plays the most like what you’d expect from WoW‘s basic premise: that it’s Warcraft played from the inside. But it reminds me even more of Team Fortress 2. There’s a similar flow, a similar seesawing of power, of people rushing around from point to point in small groups. Except, of course, that at the lowest level, it’s much more elaborate than TF2. You get the full range of WoW‘s myriad special abilities in play here, and as baroque as TF2 is becoming, WoW has a two-year head start on it. I’m impressed anew with what Blizzard is attempting here. Battleground mode plays so utterly differently from quests or dungeons (where your only opponents are computer-controlled sacrifical lambs, built for beating) that the idea of building such a complex system, and periodically extending it, while keeping it balanced in both of these contexts seems impossibly difficult. And I’m sure that a more experienced player could tell me all about how they failed in the attempt — certainly the general chatter within the game is full of fannish complaints about design decisions. But regardless, I admire the attempt.

WoW: Glyphs

Reopening World of Warcraft after two weeks of inactivity, the first order of the day was to get some glyphs.

Glyphs are a way to enhance your spells and special abilities. There’s a special interface, a tab under the Talents menu, containing three banks of glyph slots, each accepting one prime, one major, and one minor glyph. (This prime/major/minor distinction is apparently a recent alteration to the system.) The interface also has a lengthy scrolling list of all the glyphs available to your character class, with tooltip descriptions of their effects. Each glyph applies to one spell, and the effects are varied. Most glyphs simply increase the effect, range, casting frequency, or duration of their spell. Others are more miscellaneous: the glyph for Healing Wave, for example, causes it to heal the caster for 20% of the amount it heals the target, and the glyph for the Grounding Totem, a summoned object that absorbs one attack spell cast at you, makes it instead reflect the spell back at the caster. There are even vanity glyphs: one minor glyph for the Shaman just alters the appearance of your Ghost Wolf form to look like an arctic wolf.

None of this is available from the beginning. The first bank of glyph slots (and the entire glyph interface) becomes available at level 25, the second bank unlocks at level 50, and the third at level 75. Furthermore, in order to assign a glyph to a slot, you first need to learn the glyph. And this was a sticking point for me, because the game doesn’t explain how you learn them. I’ve spoken in praise of WoW‘s tutorial system before, but the glyph interface is one place where it really let me down. It guides you to the point of looking at the glyphs interface when it initially unlocks, but you can’t do anything with it at that point, because you haven’t learned any glyphs yet, and it doesn’t give you a clear notion of what to do about that. When Oleari turned 25, I just figured that I’d find some glyphs somewhere eventually, and then I forgot about it, until she hit level 50, and the second bank opened, and I realized that I needed to research this a little.

It turns out that glyphs are created by player characters using the Inscription profession. This means that if you and your friends have opted for professions other than Inscription, and you’re not willing to change, the simplest way to obtain glyphs is from an eBay-like in-game auction. Auctions are an area of the game I hadn’t delved into before, figuring I wasn’t advanced enough to take advantage of it. I mean, I’m still finding better equipment on my own on a frequent basis without having to buy it. But I should probably be taking advantage of it more, to sell all my surplus herbs and the like. It’s definitely a big part of the game for the experienced players — possibly the biggest. The auction house in Orgrimmar is always the busiest place there.

And, having participated in some auctions now, I can report profound sticker shock. Trying to pick up glyphs when the interface opened at level 25 would have been pointless, as I would not have been able to afford them. My total wealth right now tends to hover around 100 gold; some of the minor glyphs can’t be had for that much. I have to wonder if the auction prices really reflect the market here, or if most glyphs are going unsold. You’d think that there would be a low demand for glyphs, seeing how each player character can only usefully learn nine of the things, and high supply, as scribes create them for practice. But then, gold isn’t really as valuable for most players as it is for a noob like me. (Strange that I can play for nearly two months and be more than halfway to the level cap and still be a noob, but there it is.)

Chains: The End

Finishing the remainder of the levels in a burst has left my hand worn-out. I suppose this is one of the areas where the touchscreen version is superior. You might think that the laptop trackpad I’ve been using isn’t too far removed from a touchscreen, as far as the hands go, but you use two things at different angles. Also, with a touchscreen, it would be impossible to lose track of where the cursor is, as happened to me occasionally. So I’d suggest playing this on a phone if you have any desire to play it at all. Too bad Steam doesn’t support such devices yet.

Overall, I have mixed feelings about this game. It does some good experimentation with types of challenge, but only on some of the levels. Plus, the experimental parts, like any true experiments, fail sometimes. For example, there was one level toward the end (the only no-time-pressure level that posed any real challenge) where you have to balance the bubbles in two pans of a scale — each bubble has a number inscribed on it indicating its weight. Your only way to alter the contents of the pans is of course by deleting chains, and bubbles you delete are replaced with new ones, weighing a different amount, after a substantial delay. Anyway, I never really solved this one: I was just getting the hang of thinking in terms of value differences between chains, when all of the sudden it solved itself. Some random replacement bubbles came in that just happened to match the weight of the other pan. I’d feel cheated, and want to try again and do it right, except for the fact that the puzzle wasn’t all that engaging, and doesn’t really have much of anything to do with the game’s core mechanic.

It's a triskelion! Get in the car!Probably my most positive experience was on the penultimate level, titled “The Mill”. Here, bubbles fall in batches into the buckets of a three-lobed whirligig, which spins slowly to spill what it holds. The goal is to delete 300 without losing 20. Frequently it’s impossible to nab the last crumbs in a batch. This is a time-pressure level, but it strikes me as having just the right degree of pressure: the mill rotates slowly enough that I wasn’t just frantically trying to pick things off as quickly as possible, I was thinking about optimization. Also, my own victory here was particularly dramatic. There came a point when I was very close to making quota, but the unchainable residue in a batch was going to put me over the limit when it fell. I hadn’t been paying much attention to the nearly-emptied buckets after I nearly-emptied them, so I wasn’t sure exactly when in the cycle they dumped their load, relative to when the new batch came. When the new batch did in fact come just in time for me to win before I lost, it felt like the cavalry had arrived in the nick of time.

Levels in this game end with a peculiar lack of fanfare. There’s always an on-screen display of your progress, but it’s small and doesn’t draw attention to itself, and finishing a time-pressure level usually requires enough concentration that I don’t go looking for it. (The Mill is one of the few that permitted that luxury.) So winning doesn’t involve a great sense of anticipation, and can feel abrupt: you’re in the groove, making chains fast enough to keep pace, and then things just stop. A little text message appears in the center informing you that you’ve unlocked the next level, and would you like to go there now? And that’s all the recognition you get of your accomplishment at that moment. Beating the last level at least takes you to the credits screen, which thanks you for playing.

The credits screen is interactive, by the way: the words “THE END”, made of movable letters, are in a bin of bubbles, which you can chain to your heart’s content. There’s no goal here, and anything you delete is replaced from the top, but you can at least do things like undermine the bubbles supporting the letters and make them fall over or out of place.

Overall, this is a very elegant game. I mean this both in the visual sense — it has a clean, simple aesthetic that I find quite attractive — and in the mathematical sense — this is a game that gets a lot of mileage out of very simple rules. I think I liked it more than I disliked it, if only because it did manage to develop its core mechanic in unanticipated directions.

Chains: Easy Mode

I was starting to think I had underestimated this game. It looked like a match-3 with a gimmick, but it was actually turning out to be a puzzle game in the truest sense of the word: something where you have to figure out solutions. The randomization means that the solutions aren’t move-by-move precise like in a chess problem, of course. They’re tactical solutions, approaches that yield better results. But they’re still things that you have to figure out. For example, in the “Coathanger” level that I mentioned last post, the key things I figured out were: (a) it’s important to alternate sides so that the coathanger doesn’t start swinging too wildly and throwing things off, (b) it’s better to make chains on the inside, where there’s pressure keeping the bubbles from rolling away while you’re trying to link them, and (c) contrary to what you might think, it’s better to delete stuff on the side that’s currently on the upswing, because that way the loose bubbles roll away from the edge.

But then, the moment I decide that this game is richer than it appears, it starts repeating itself, and worse, starts giving me tactically simple levels, with stable architecture, where the only possible approach is just finding chains as quickly as possible. This isn’t the sort of challenge I want, so I finally give in and drop down to “Beginner” difficulty level to get by them.

It’s actually pretty hard to notice exactly what the difficulty level changes. Turning the difficulty down definitely makes things easier, but it doesn’t do it in the more obvious ways, like making the bubbles fall slower or reducing the number of bubble colors. I’m pretty sure it affects the maximum link-length — that is, the easier the setting, the farther apart the bubbles in a chain can be. This alone makes a tremendous difference: far too many times have I wasted precious moments trying to make a chain whose third link turns out to be just out of reach.

I’m not completely sure of this, because my attention while playing is mainly on pursuit of goals, but it seems to me that easy mode also makes the bubbles exert a slight magnetic attraction on one another, so that they cluster together more easily in nice tight packs. This is hard to judge because gravity tends to do the same to them, given enough time to work. But it’s definitely the sort of thing that would help, keeping bubbles in easily chainable formations instead of drifting apart. But it’s definitely a subtle effect. It makes me wonder a little about Medium difficulty. Am I receiving help there that I’m unaware of? If I switched to Hard now, would I start noticing it?

Chains: The view from across the stream

Another day spent in Chains. After spending a good long time on the Stream, and almost but not quite convincing myself to drop the difficulty down to Easy just so I could get past it, I finally had a breakthrough. My winning technique was a bottom-to-top approach: I start at the bottommost clog on the board and delete the largest, most space-filling chain I can see, then work my way upward, doing the same, creating pockets of emptiness that bubbles can fall through to create new chains for my next sweep. I still don’t know exactly how the game measures “flow”, but this approach at least gets things moving all over.

Having done that, I zoomed through the next six levels in short order. They continue in the same pattern of alternating levels with time pressure with levels without. I’m finding the levels without to be trivially easy — you’d think that the extra thinking time would allow for tricky puzzles, but I’m finding that it requires more thought to discover efficient tactics for the time-pressure levels. Perhaps this game was calibrated for a different sort of player than myself, but it seems unbalanced to me. Again I think of the choice to present it as a linear series of levels, rather than having them all unlocked from the beginning: the disparity of difficulty probably wouldn’t bother me so much if they were presented as mini-games selected from a list, or a Wario Ware-style grid.

About to lose a fewSo far, I’ve spent more time on that Stream level than on the rest of the game put together, but that could change: level 11, titled “Coathanger”, looks like another toughie. It pours bubbles constantly onto a two-sided platform that swings left and right, and asks you to prevent more than 30 bubbles from falling off. Previous challenges to keep stuff from falling off were more absolute about it: if anything left the screen, it was an immediate loss. On the Coathanger, the level designer knows that this is an unreasonable demand. A certain amount of slop is inevitable. And by allowing it, they gain the freedom to make the level that much harder.

Chains

Level 1Too weary to launch into a major game on getting home from work, I instead look for something simple and casual that I can play on a laptop on the bus. I think I got Chains as part of the same Steam indie pack as Obulis, and, like Obulis, it seems designed for playing on phones — although I think I vaguely remember playing a PC demo for it some time back, or at least for something very similar, involving colored bubbles of varying size.

The basic mechanic is that bubbles fall from the top of the screen, and the player can delete them by tracing a chain — a path that joins together three or more like-colored bubbles. The chain can zigzag arbitrarily, but each link mush be sufficiently close to the last. I suppose it’s in the general family of “match-3” games like Bejeweled, but it differs from most in that it’s continuous rather than grid-based. I suppose Zuma fits that description as well, but there’s a little more physics going on here. Bubbles have weight and momentum, and bounce off each other somewhat.

Given the above mechanic, what does the game do with it? One can imagine various different goals and rules that work with deleting chains, and rather than choose one such, the developers here apparently chose to implement everything they could think of. There are 20 levels, and rather than just varying the board layout, each level is effectively a different game. When you complete a level and unlock the next, it asks you if you want to go on or stay on the same level. This would be a strange thing to ask in most level-based games, but here? Here it’s more like asking “Do you want to keep on playing Bejeweled or would you like to switch to Tetris instead?” I feel a little like structuring the game as a sequence of levels is unnecessary, that it would be better to just have them all unlocked from the beginning so that you can just choose whatever game you feel like from the main menu.

Incedentally, I choose the particulars of that simile — Bejeweled and Tetris — because those are more or less the paradigms for the first two levels. In the first, the bubbles are all the same size and contained in vertical columns, forcing a grid-like formation, and additional bubbles fall in only to replace the ones you delete. There’s no time pressure here, and no real risk of failure: you just keep making chains until you’ve deleted 100 bubbles, at which point you win. (At one point, I thought I had run out of possible moves, but that was because I hadn’t yet realized that you could connect chains across the solid-looking column walls.) Level 2 isn’t nearly as Tetris-like as level 1 is Bejeweled-like, but it shares the fundamentals: things piling up inexorably over time, with the player frantically trying to delete stuff before it piles up too far. The model here is that bubbles are constantly falling into a bin with a hinged bottom, held shut by a pulley and counterweight. If the weight of the bubbles exceeds that of the counterweight, the bubbles start to leak out the bottom and you lose. Which seems like a rather fancy way to say “don’t let things pile up too much in the bin”, but if you’ve already got the physics, why not?

Oh no!Level 3 is a quick one: it gives you several columns of bubbles in different sizes and point values (the value being determined by the size), and asks you to make a chain with a specific value. You might need to delete some stuff to make this possible, in which case, as in level 1, more bubbles will fall from the top to replace the ones deleted, but it’s basically a simple exercise in addition, similar to making change. The level after that is another time-pressure one, and difficult enough that I haven’t got past it yet. In a way, it’s the opposite of level 2: instead of keeping the bubbles on the screen, you’re told to “keep the stream flowing for five minutes”. The “stream” in question is a gently-curving frame with a couple of small barriers suspended in the middle to create blockages, which obviously you have to clear. The big difficulty with this is the ambiguity about what it means by “flowing”. Does it judge it by the rate at which things are entering from the top? The rate at which they’re leaving the bottom? The average downward velocity among all the bubbles? These are different goals, that require different approaches. There’s a (subtle and easy-to-miss) meter on the screen giving your current rate of flow, and you lose when it reports a flow rate of 0, but it seems to lag behind events a little; sometimes I lose at a moment when I’ve just cleared a major blockage and things are moving freely past both barriers again.

So far, both of the time-pressure levels are much more difficult than either of the others. What’s more, I don’t think the time-pressure levels are as well-suited for my purposes. Part of the appeal of casual games is the idea that you can pick them up and put them down whenever you feel like it, with no significant loss of state. The Stream level here requires you to play it continuously for five minutes. Sure, that’s not a large time commitment, but if I’m playing while I’m waiting for the bus, and the bus arrives four minutes into the level, I feel a little put out. Sure, you can pause the game, but that interferes with flow.

And Yet It Moves: Ending

And Yet It Moves consists of three chapters, an interactive credits sequence, and a bonus level. The first chapter is set in a cave, the second in a forest, and the third, after starting in the forest, goes all trippy and stops pretending to be representational. The scraps that form the world suddenly take on a brightly-colored pattern like wrapping paper, and the set-pieces become more elaborate and more gameish. None of the game tries to be particularly realistic, but here at the end, the designer seems to feel freer to just do whatever he finds interesting.

Objects grow and shrink, or have textures that move completely independently of their real motion. Some areas rotate continuously on their own — compensating for this with only 90-degree turns is difficult enough that it seems like these bits in particular have to be easier on the Wii. There’s a repeated gimmick of colored platforms that appear and disappear in time with the background music. The background music doesn’t usually have a very strong beat, but for these segments, it changes. I really don’t care for the music in this game — it consists mainly of random Seinfeld-style mouth-pops and samples of someone saying “Doong” — but in the these segments, it becomes more coherent, and thus more tolerable. In fact, it reminds me of the music sections in some of the Rayman games.

And there’s a motif, used once per level towards the end, of doubling the player character. You hit a checkpoint in what looks like a dead end — it should be noted that the checkpoints look like sketch-people similar to the player avatar, who stand still and point in the direction you should go next, like a guide — and suddenly the world changes into an enclosed space with two such guides, one color-inverted, white-on-black instead of black-on-white. Another sketch-person stands there, and you’re in control of both, but they move in opposite directions. The only way to continue is to get them both to their opposite guides at once. It’s reminiscent of Scott Kim’s Double Maze, except taking place in a single space.

At the very end — and into the credits and bonus level — the color drains from the world, leaving it unmarked white, with occasional crumples and creases. It’s sort of a larger-scale version of what happens at the end of every level: your sketch-guy finds a white space with a black silhouette in the shape of himself and fits himself into it, restoring it to its pristine condition. Unusually for a platformer, the game doesn’t even address the question of why the player character wants to do this. You could interpret the whole thing as a metaphor for transcending the world of appearances (the photographs and other markings) and achieving awareness of the world as it is, which in this game means just paper. Except of course that the papery appearance is itself artifice. It’s all just bits. When the image on a “scrap” moves independently of its edges, it makes it clear that these aren’t even digitized versions of things that ever even existed as scraps in the physical world.

And Yet It Moves: Controls and Mistakes

I can’t really back this up, but I get the impression that And Yet It Moves is best-known as a Wiiware title, even though it was released for Mac and PC first. I suppose that’s just the nature of the market right now. Even ignoring the popularity of the Wii, Wiiware is an effective tool for making games visible to people who wouldn’t be exposed to them otherwise. But also, even though I haven’t tried the Wii version, it sounds like a better game. I mentioned that there are rotating-world games that give you continuous rotation, rather than the four-sided stuff I’m seeing here. The Wii version of AYIM has that, with multiple ways of accessing it from the controls. I have to wonder if the puzzle content had to be redesigned at all to accommodate continuous rotation or if it was just left alone, and if the latter, whether it makes alternate approaches possible.

One description I’ve read says that continuous rotation makes things more difficult, but it almost has to be easier to at least do what you intend most of the time. With a keyboard, you have the left hand on WASD and your right hand on the arrow keys, although only three keys of each set are used: A and D to move left and right, W to jump, Left Arrow to rotate the world counterclockwise 90 degrees, Right Arrow to rotate clockwise, and Up Arrow to do a 180-degree flip. The problem with this is that the directions of rotation aren’t very strongly associated with left and right. Half the time, I wind up pressing the wrong thing — which, given that the world takes a little time to rotate, and doesn’t freeze while it’s rotating, can be enough to kill me or otherwise make me start over whatever I was trying to do. (Checkpoints are plentiful, at least.) At first, I tried to remember that the left/right arrow keys indicate the direction the top of the screen moves in, but this is a difficult thing to apply in the heat of action. After a while, I instead tried thinking of it as pressing the key corresponding to the direction that I want to become down — a rule that happily applies to the up arrow as well. I think this is a little easier to apply, but I still wind up making a lot of mistakes.

The times when I’m least likely to make mistakes are the more intense stretches, when I’m rotating the playfield a lot. I don’t even think about it in terms of absolute directions then: I just know that I have to rotate the world opposite to my last rotation, or in the same direction again, and that’s an easy thing to communicate to my fingers. The game seems to be making this kind of quick flurry or rotation more and more necessary as the game goes on, replacing the more conventional platforming, which could have the ironic effect of making things easier for me.

And Yet It Moves

Another update and suddenly And Yet It Moves is working for me. This is a 2D puzzle-platformer that, like, Braid, is based around building puzzles around one unusual ability. In Braid, it was control of time. Here it’s control of gravity — or, equivalently, the ability to rotate the entire world. I’m told that there have been other games since that explore this idea more thoroughly — including things where you can rotate the world freely by any angle, instead of just in 90-degree increments as is the case here. There’s a whole mini-genre, apparently. There are also antecedents, like the Shift series, which lets you simultaneously flip the world upside-down and reverse figure and ground.

The one thing that really distinguishes AYIM from the likes of Shift is that your rotations affect more than just the player avatar. Boulders tumble from their now-horizontal holes, falling water drops do sharp mid-air turns, bats are dislodged form their perches and fly up to the new ceiling. There are bits where the focus is entirely on making some inanimate object fall the right way, although you still have to make sure that the avatar doesn’t fall too far and die in the process. Still, the most-repeated material is all about gravity-control-enhanced navigation: jumping off a cliff and then quickly turning the cliff wall into a floor, for example, or extending the length of your leap by falling part of the way.

I’m a bit disappointed about how little of the levels I can see at once. Surely the re-orienting of the world would be more impressive if I could see the world? But then, there may not be much of a coherent world to see, the levels being patched together out of bits that only make sense locally. Certainly they’ve picked a graphical style that suits such a design. This is a world of collage, made of ragged scraps torn from photographs. The really interesting thing is that the pictures in the scraps sometimes waver relative to their frames, or lag behind their movement a little, suggesting that the scraps are windows, or pieces torn out of windows.

Faerie Solitaire: Mimesis

Even if Faerie Solitaire is essentially the same game as Fairway Solitaire, it seems to me that the golf theme is a better fit to the gameplay. Regard each draw from the deck as a stroke: the game is about trying to achieve a goal (clearing the board of cards) in as few strokes as possible. It’s not a big stretch of the imagination to think of a lengthy run from a single foundation as meaning that you’ve hit the ball a very long way. The “faerie” theme affords no such easy interpretation. In my mind, I’m comparing it to Puzzle Quest, which is another fantasy-themed game with highly abstract gameplay. But at least PQ took care to establish some clear metaphors for swordplay and spellcasting in the player’s activities, conveying a sense that it was all just a symbolic representation of what was really going on in the gameworld. All games with combat mechanics are abstractions; PQ just abstracted it a little farther than most. In Faerie Solitaire, there’s not even a clear notion of what the card-game might be an abstraction of.

I mean, what is the hero doing in the game? Assuming that the voice who narrates snippets of story in the first person is supposed to be the player character — and there’s not much to suggest this other than convention and expectation — he’s pretty passive. He travels from place to place, directed by various supernatural beings, observes conditions, and gets bits of prophecy thrown at him. Occasionally he lets a fairy out of a cage, but also at one point he’s tricked by a fairly transparent trickster into carrying a magic item that winds up killing a bunch of fairies instead, so at the point I’m at, I can’t really say that he’s had a net positive effect. It’s really surprising how much of a downer the story is. I guess it’s trying to use depictions of fairies being imprisoned, tormented, tortured, and occasionally slaughtered in large quantities as a way to motivate the player to free them, but it doesn’t really counterbalance this with depictions of fairies not being imprisoned, tormented, tortured, or slaughtered. The icon used for the game in the Steam interface shows a very sullen-looking baby-faced fairy, which struck me as an odd choice when I first saw it. Why not use a picture of a smiling, happy, frolicking fairy, which would probably be more appealing to the fairy-loving demographic and drive up sales? The answer: the game contains no such pictures.

The one occasionally mimetic thing about the levels is that the card layouts sometimes reflect the story environment. For example, if you’re walking along the shore, the cards might be arranged in a wavy pattern. But the physical layout is rather arbitrary, especially given the use of ice and thorn cards to rearrange the stacks without affecting the topology.

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