Puzzle Quest: Investigations

Although it could probably get by on the novelty of its gameplay alone, Puzzle Quest actually does something a little interesting with the plot. The premise is uninspired — the peaceful cities suddenly come under attack by orcish slavers and undead, just like in about half the D&D campaigns ever devised. But rather than just go on an uninhibited slaughter spree into Mordor, the player character, recognizing that the orcs are taking captives at an unusually aggressive rate, goes and talks to them in their city in order to get more information. There are even quite a few side quests you can do on behalf of the “evil” races, such as killing various monsters for an ogre gourmand who’s gotta eat ’em all. Do enough of these quests and he joins your party to save time.

This isn’t to say that it’s Ultima VI-style “we’re all brothers under the skin/scales/chitinous plates” time here. Sometimes the enemy can’t be negotiated with, even if you try. One ogre chief, when asked “Is there really any need for war?”, memorably replies “Is there really any need for PEACE?” But overall, the monsters have been more helpful to me than my supposed allies, who have been stinting on aid even in the face of the return of ancient evils bent on taking over the world, preferring to sit back and watch me win the war singlehanded. They’re far enough from the real action to think it’ll never affect them. It’s the orcs and ogres and minotaurs who are already starting to live under the lash of something scarier than themselves and, in some cases, not liking it.

Diplomacy with monsters isn’t unheard of, of course, especially in RPGs. I think of Ultima Underworld, which has settlements of peaceful goblins and ghouls, or the peaceful resolution to the Triton quest in Quest for Glory V. But it’s unexpected here, where all the story is really required to provide is excuses for ever-escalating combat. Also, to get slightly political here, I’m slightly reminded of the immediate aftermath of 9/11. People are already forgetting this, but at the very beginning, there was actually some debate about whether the attacks should be treated as acts of war or as crimes. Terrorism, after all, usually falls under the purview of the police, and the clearest antecedent — the 1995 car bomb attack on the WTC — was handled by the NYPD and the FBI, not the armed forces. Now, in Puzzle Quest, you’re not dealing with terrorism, but unquestionable acts of military aggression by foreign powers. However, the PC largely treats it like a criminal investigation anyway, questioning witnesses in order to try to find the guy at the top, and cooperating with the local authorities when possible, even when the local authority is a dragon god or something. I’m not saying that the creators of Puzzle Quest have a political agenda here, but it’s a strange way to write a fantasy epic.

Puzzle Quest: Pattern Recognition

This morning, as I looked at my desktop and its excessive clutter of icons, my eyes were immediately drawn to places where I could form rows of three similar icons by swapping adjacent ones. This is a familiar phenomenon. You play a game, it trains your brain. It can feel like the game is taking over your mind, but I’d explain it in more benign terms: Visual pattern recognition is something we humans are highly optimized for, and a game as fundamentally abstract as this gives your brain patterns that it can spot in all sorts of places. It doesn’t know at first that it’s only supposed to look for the pattern in the context of the game, but it usually figures this out after a while.

It isn’t even really a phenomenon limited to videogames. I experienced similar things when I was learning to play Go: I’d walk into a cinema, say, and see what seats were taken, and automatically decide where the next person should be seated to increase defensive strength most efficiently. There may be something about grids in particular that encourage this kind of thought. Grids are ubiquitous in both games and in our artificial modern environment, but they aren’t seen in nature. So I can imagine that the brain’s pattern recognition subroutines, having evolved to deal with natural things, would tend to see all grids as anomalies and thus as likely manifestations of the same thing. But this is pure speculation.

Anyway, having just come off a stint of The Typing of the Dead, this all seems like more evidence of the medium’s underutilized potential as a training tool. If we’re going to be teaching our brains to do tricks, they might as well be useful tricks, no?

Puzzle Quest: The Frame

pq-overlandOutside of combat, Puzzle Quest plays more or less like a conventional RPG, but one played on a scale I more associate with strategy games such as Heroes of Might and Magic or Master of Orion. All travel is conducted on an overland map, and constrained to delineated paths between cities and other important sites. Anything within a city is represented as a bunch of menus. You can acquire companions over the course of the story, but they’re not full characters with their own stats like the PC. Instead, they provide situational combat help, such as automatically doing 10 points of damage at the beginning of battle when fighting undead, or increasing your Battle rating by 10 when fighting Good characters 1No, you don’t have the option of turning evil, or at least not in the parts I’ve seen. But there are some knights who you have to defeat in friendly matches to prove your worthiness. — in other words, the sort of bonus you’d get from a Leader or Hero in a strategy game. There’s even the option of conquering the cities you come across and collecting tribute from them. Tribute is generated every game month, and to collect it, you have to visit the cities personally, just like certain strategy-game resource generators. All in all, the frame game might be better described, not as RPG, but as strategy game with just one hero stack. But then, strategy games of this sort share a lot of mechanics with RPGs — they have a common ancestry in miniature wargaming, and the seminal Heroes of Might and Magic series in particular was based on the Might and Magic RPG series.

I mentioned conquering cities. This is done through the same tile-matching combat system as regular encounters, except that cities as opponents have a different special powers and different equipment slots: instead of one Helmet and one Armor and one Weapon, cities get one Tower and one Gate and so forth. Unfortunately, this game doesn’t support scavenging equipment from fallen foes. Otherwise, I would definitely try wearing an iron gate to my next encounter. You might think that conquering a city would be a big deal for the NPCs living there, but, in an extreme example of game/story orthogonality, no one seems to notice. At one point, I acquired a party member who gives a bonus during sieges, and he merrily helped me subjugate his home. At another point, I was on a diplomatic mission to a neighboring kingdom, trying to get their assistance against the undead hordes. On your first attempt at delivering your message, you’re turned away at the gate by a guard, even if you just laid siege to the place and conquered it.

Now, to back up a step, you might be wondering where equipment comes from if there’s no scavenging. Well, there are quest rewards, and there are stores in the cities, and there’s crafting. Crafting is accomplished through tile-matching. But! It is different this time. There’s no opponent, you can’t use spells, and your goal is to delete a certain number of special “hammer and anvil” tiles (the required number depending on the power of the item you’re crafting) before running out of legal moves. There are a few other variants like this for other special actions, like researching new spells (delete a quota of each color, and also of special “Book” tiles that only appear when you delete a row of 4 or more) or training mounts (defeat the mount with a time limit on each move). pq-captureMy favorite such minigame is the one used for capturing creatures (so you can learn spells from them or use them as mounts), which is, to my mind, the only part of the game that really qualifies as a puzzle. You’re given an arrangement of tiles, but unlike all other occasions, it’s not random, it’s not full, and it doesn’t fill up. Your goal is to delete everything, which can be trickier than it sounds.

References
1 No, you don’t have the option of turning evil, or at least not in the parts I’ve seen. But there are some knights who you have to defeat in friendly matches to prove your worthiness.

Puzzle Quest: Gameplay Basics

pq-fightThe heart of Puzzle Quest, the mode that you spend about 90% of your time in, is a competitive tile-matching game. There have been other competitive tile-matching games, such as Puzzle Fighter, but all others that I know of involve two players competing in realtime on separate playfields that affect each other indirectly at best. Here, we instead have the two players — or rather, the player and a computer opponent — taking turns in the same playfield. This alone has a profound effect on how the game is played. Normally, the player of a tile-matching game can expect to devote turns to setting up combos. But here, you actually want to avoid setting things up, lest your opponent take advantage of them before you can. There are ways to get multiple turns in a row — the simplest being to make four-in-a-row instead of three-in-a-row — but you can’t use such things most of the time.

At root, the tile-matching works like Bejewelled: you swap two adjacent tiles in order to make at least one row of three or more, the matching tiles are deleted, and tiles fall downward to fill the empty spaces (possibly forming new matches and triggering a cascade of additional deletions). But instead of just increasing your score, the specific types of tile have different effects. Skull tiles do damage to the opponent when matched, and are the chief way you win combat, at least in the beginning. There are coin tiles which provide bonus cash and star tiles which provide bonus XP. The remaining four basic tile types provide you with four different colors of mana, corresponding to the four elements. With mana, you can cast spells.

I find the spellcasting aspect very reminiscent of Magic: The Gathering. Like M:tG, there are a variety of effects, from direct damage to status effects to things that manipulate the board, changing tiles or deleting an entire row at a time or whatever. Like M:tG, mana color is important, and, while you can accomplish things more efficiently by specializing in a particular color, over-specializing makes you vulnerable. And, like M:tG, you can spend large portions of a match waiting for the colors you need to come up. In fact, fishing for mana is even more frustrating here than in M:tG, because of the way that the mana source is shared: you can spend turns waiting for more red tiles to come up so you can cast the direct damage spell that will win the match, only to have them come up at the end of your turn and be immediately grabbed by the opponent.

I mentioned that specializing in a color makes things more efficient. This is mainy due to the Mastery skills. There are seven skills you can assign points to when your character levels, each increasing the benefits of one of the seven basic tile types. Raising your Fire Mastery skill, for example, will increase your red mana capacity, give you extra red mana for matching red tiles, and increase your chance of getting an extra turn when you match red tiles, thus making it possible to get red mana faster. So the more advanced your character is, the faster you tend to get mana in your areas of specialty. Eventually, this can make it more efficient to deal damage using spells than doing it directly with the skull tiles (unless you’re specializing in Battle, the skill that makes the skull tiles do more damage). I always find it satisfying when the rules of a game make the emergent strategies change over the course of play.

The nice thing about this whole system is that it isn’t just tile-matching embedded in an RPG frame. The tile-matching affects the RPG and the RPG affects the tile-matching in a very tight loop. They are inseperable; each alters how you think about the other. The story, on the other hand, is just tacked on, and is pointedly ignored by the game mechanics in ways that I’ll describe in my next post.

Puzzle Quest: Distribution Channels

Puzzle Quest seems like the logical next step in our examination of nonstandard combat mechanics. Like Bookworm Adventures, it’s a RPGification of a casual game mechanic based mainly around pattern recognition, this time Bejewelled and other “match 3” games. Match 3 games are usually classified as puzzle games, even though they generally don’t contain what I personally think of as puzzles — which is to say, things where the player’s effort goes toward trying to figure out a solution. Presumably it’s because their lineage can be traced back to Tetris, and thus to polyominoes and other assembly puzzles.

But before I go into the gameplay, I’d like to talk about distribution channels. This is a game that’s available both on physical media and through online download, as is increasingly often the case. In the past, I’ve preferred to get games on discs where possible, but I’ve been rethinking this lately. On the one hand, physical discs give a greater illusion of permanence, which is important to those of us who like to play old games. There are discs on the Stack that I’ve had for more than 15 years. I don’t think I still have any downloadable installers that old on my system (and yes, such things did exist back then, mainly for shareware titles), nor the means to re-download them from their now-mostly-defunct publishers. On the other hand, my still-green experiences with long-distance moving have taught me how easy it is for physical objects to get lost, and Steam is making downloads seem like a more solid prospect, by making downloads from multiple publishers available under a single account that you’re less likely to forget about, and by being less likely to go out of business soon than a single indie publisher.

I started using Steam only very recently, and basically out of impatience: the one software retailer 1Software retailers just aren’t as dense in San Francisco as they are in Manhattan. Before the move, there were four within my customary orbit. within easy walking distance of my apartment didn’t have the Orange Box in stock, and I wanted to play Portal right away. And since the Orange Box was going to require “activation” through Steam even if I bought it retail, there seemed little harm to it. (I’m not happy with “activation”, but I’m willing to tolerate it on the assumption that I’ll be able to download a crack if Steam goes out of business.)

Now, Puzzle Quest can be obtained through Steam, but also through other online distributors. So it clearly doesn’t require Steam activation (although for all I know the Steam version might require activation anyway; if the process is fast and automatic, you wouldn’t necessarily notice it happening). Still, I chose Steam, mainly because I would otherwise face the inconvenience of creating an account on some other system. And when you think about it, that includes most online stores where you could buy the physical-media version. So Steam is basically the iTunes model, providing enough convenience that you’ll use it in preference to other channels. I’m wary that they’ll abuse this power, like any DRM-enabled distributor seems to do eventually, but not wary enough to resist being sucked in.

References
1 Software retailers just aren’t as dense in San Francisco as they are in Manhattan. Before the move, there were four within my customary orbit.

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