2463: You Can’t Win Them All

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“You can’t win them all” is one of those platitudes we hear numerous times throughout our lives. In childhood, it’s used as a means of attempting to stop the inevitable crying after we lose a game against a sibling or fail to achieve something we really wanted to achieve. And in adulthood, it’s used in circumstances ranging from the loss of a job to the end of a relationship.

And yet I feel it’s a saying that a lot of people these days seem to have forgotten.

Today I’ve been playing a game called Delicious! Pretty Girls Mahjong Solitaire which, as I said in my writeup on MoeGamer earlier, is exactly what it sounds like. I’ve been having a lot of fun with it; mahjong solitaire is one of those simple-but-challenging things that I find enormously addictive, and Delicious! certainly likes to slap you around a bit with its various tile layouts. But that’s all part of the fun, as is the case with pretty much any non-free-to-play-garbage puzzle game produced since the dawn of computing: the fact that victory always seems attainable, yet is often just beyond your grasp is what makes these experiences so enjoyable, exciting and addictive.

And yet, glancing at the Steam reviews and discussion pages, the most common complaint people seem to have about the game is that “it’s too hard”. The timer’s too quick. The game gives you too many “unwinnable” layouts. In other words, it doesn’t let you win every time. (A similar swathe of criticism was levelled at Frontwing’s excellent ecchi puzzler Purino Party.)

“Victory” is something that people the world over seem to think they have become entitled to, with the fact that whenever you’re doing anything competitive, the possibility of losing is what makes it competitive in the first place. You see it everywhere: in the Delicious! forums, where players complain that they have to keep trying levels until they get it right; in Final Fantasy XIV, where people vote to abandon a duty after the first party wipe rather than helping newcomers or people who aren’t as familiar with the fights; in Overwatch, where someone will rant and rave at their team if they lose, completely ignoring the fact that there’s always the possibility that you are, you know, simply outmatched.

It’s hard to say exactly where this attitude comes from, but it seems firmly ingrained in society now, and repeatedly reinforced by lots of things that we do, particularly online with the growth of “gamification”. “Well done!” everything seems to say, showering you with points, levels and achievements and inevitably begging you to “share” everything on social media. “You used this thing for the thing it was designed to do!”

People often joke about school sports days that don’t have winners any more, but I’ve seen it happen: kids getting “participation trophies” even if they did the bare minimum. I’ve also seen “Celebration Assemblies”, in which children get certificates for everything from getting 100% on a spelling test to — I’m not joking about this — sitting still in their chair for a whole lesson. This continues into adult life, too; at work Christmas parties, there’s the inevitable cringeworthy “awards” ceremony, where whatever “lol, so random” douchebag who organised the whole debacle dishes out a series of completely arbitrary awards to ensure that everyone gets recognised for something, even if that thing is “drinking lots of coffee” or “being able to spell”.

Failure is what makes experiences like games fun and exciting. If you win every time, you devalue the concept of winning until it is completely meaningless, and nothing feels worthwhile any more, which means you start to crave — or expect — more and more positive reinforcement with every passing day, and get annoyed or upset when your every whim isn’t catered to, or things don’t go the way you expect them to.

Me, I’ve had my fair share of failure, but every time I get a TIME’S UP or NO MORE PICK [sic] I just hit the Retry button, give it my best shot and eventually I might actually succeed.

Now, if only it were that easy to pick yourself up and start again after a repeated series of failures in life as well as games.

2372: The Lost Art of Puzzle Games

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I’ve been playing some old puzzle games recently. By “old” I mean “predating the smartphone”, which in the grand scheme of things isn’t all that old, but in technology terms is positively ancient. And, while I’ve known this for a while, the difference between puzzle games now and puzzle games of then makes it abundantly clear, beyond a doubt, that the modern age has done our collective attention spans no favours whatsoever.

The reason I say this is a simple matter of timing and commitment. The age of mobile and social gaming — Bejeweled Blitz in particular had a lot to do with this, I feel — has redefined the puzzle game as an experience that must be over and done with within 30-60 seconds, lest the participant get bored with the experience. This doesn’t necessarily mean it has to be easy, mind you — quite the opposite, in fact, in the case of free-to-play games, where “friction” (ugh) is specifically incorporated into the game design at regular intervals for the sole purpose of extracting money from lazy players.

There are some people who are too stubborn to pay up to get past an artificially difficult level in Candy Crush Bullshit, of course, but these people are in the minority, because the 30-second structure of the levels that are easily beatable trains one to expect a bite-size, painless experience rather than having to actually put in any work or practice. And so for many players, the option to pay up to bypass a particular challenge — or at least make it insultingly easy, for the illusion of them having beaten it themselves — becomes an attractive one.

Compare and contrast with a puzzle game designed in the old mould, then. Rather than being designed as rapid-fire timewasters, puzzle games used to fall into two main categories: those which, like the best arcade games, challenged you to see how long you could last against increasingly challenging odds; or those which, like the other best arcade games, challenged you to demonstrate your superiority over either a computer-controlled or human opponent. In both cases, said challenges took a lot longer than 30 seconds to accomplish — in the former instance in particular, a good run could go on for hours or more if you really got “in the zone”.

In other words, puzzle games used to be designed with a mind to keeping a player interested and occupied for considerable periods at a time, rather than allowing them to while away a few minutes — that’s what simple shoot ’em ups were for. Everything from the classic Tetris to slightly lesser known gems like Klax and oddities like Breakthru were designed in this way; these games weren’t just “something to do” — they were a test of endurance, observational skills, strategy and dexterity, both mental and physical. Having a Tetris game that went on for an hour was a badge of honour rather than an inconvenience; you weren’t playing the game until something better came along, the game was the better thing that had come along.

This change in focus for puzzle games is a bit sad, as I miss the old days of them offering substantial, lengthy challenges to tackle over time. That’s not to say that there’s no place for rapid-fire puzzles, too, but it just disappoints me that 30-second “blitz” challenges are all we have these days.

At least the old games still play just as well as they always did — with them being so graphically light in most cases, puzzle games tend to age a whole lot better than many other types of game.

2359: Purupurupurino

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I took a chance on a peculiar-looking game on Steam the other day. It wasn’t a completely blind purchase, since the developer Front Wing were the creators of The Fruit of Grisaia, my favourite visual novel to date, but this looked like an altogether different sort of affair.

Purino Party is a puzzle game with a lightweight visual novel plot, loosely based on Front Wing’s Japan-only straightforward visual novels Pure Girl and Innocent Girl. (Indeed, Purino Party reuses a number of event images from both Pure Girl and Innocent Girl, much to the chagrin of those who have read said works, but as someone unfamiliar with them but very much in love with the work of artist Nanaka Mai — who also designed Grisaia’s characters — I didn’t mind at all.)

The plot is lightweight, stupid fluff straight out of a nukige, which is unsurprising given the source material. You come to a town for a vacation, but are quickly accosted by mysterious local landlord Kei, who decides that your clearly godlike puzzle game skills make you an ideal person to help the girls in her charge realise their potential. (And shag them.) Thus begins a series of eight short stories, each focusing on one of the girls — first the four Pure Girl heroines, then the four Innocent Girl cast members — punctuated with increasingly difficult puzzle game challenges, with your reward being the advancement of the story and a picture to add to your gallery, most of which are lewd. (Most of which are very lewd if you install the optional X-rated patch, which Front Wing have been ballsy enough to link to on their Steam Store page.)

The puzzle gameplay may initially seem to be straightforward Bejeweled-style match three, but it’s actually more akin to popular mobile game Puzzle and Dragons in that you can grab a piece and then slide it around the grid as much as you like, displacing other pieces along the way to shift them into advantageous positions, until a 10-second timer expires, at which point you’re forced to drop it if you haven’t already. Each level gives you a point target that increases with each episode of each girl’s story, and a limited number of moves in which to accomplish this score. Later episodes also present you with a time limit, though this isn’t normally too much of an issue.

The puzzles are really fun. The way in which you can move pieces around allows you to set up enormous chain-reactions of pieces, and indeed to meet most of the point targets in the game and progress, you’ll need to do so. The fact you have ten seconds to move the piece around and displace the rest of the board as you see fit allows you to be strategic and methodical about arranging the pieces to your advantage rather than it simply being a challenge of spotting matches as quickly as possible. There’s a touch of randomness that can sometimes screw you over a bit — if you start a round with a bad board layout, there’s not a lot you can do — but you can usually mitigate this to a certain extent by taking advantage of the few special mechanics. Firstly, each girl has a “favourite” type of piece that loosely corresponds to their personality or interests, and you get more points for matching or chaining these pieces. Secondly, matching three or more “heart” symbols puts you into Fever mode, accompanied by some thumping cheesy J-pop. During this time, the points you gain are considerably increased; combined with the favourite piece bonus, this is generally the best way to score a lot of points quickly.

Meanwhile, the story is also entertaining. Don’t go in expecting an emotional rollercoaster on the level of Grisaia, but each of the characters are endearing and appealing in their own way, and they all have their own personalities and stories to tell. A lot of it tends to descend into sex humour, particularly given that a number of the girls are total perverts, but amid the smuttiness (which, it has to be said, is amusing and curiously charming rather than weird) there are some genuinely funny jokes and some really likeable characters; it’s just a shame we don’t get to spend much time with them. Though I guess there’s always Pure Girl and Innocent Girl to see more of them after the fact — assuming you speak Japanese or can find a suitable translation patch.

Purino Party isn’t an amazing game or an amazing visual novel, but it does what it does well. It’s lightweight, enjoyable fluff, not meant to be taken seriously in the slightest, and its bright colours, cheery music and immensely endearing characters make it just the sort of thing you can relax with for half an hour when you don’t want to do anything too strenuous.

Kanae best girl. And not (just) because she looks a bit like Amane from Grisaia.