Wednesday, 23 February 2011 21:52

Jagged Alliance 2 1.13 - Too Much is Never Enough

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Game design, like any other art form, can involve a lot of editing and slimming down. Budgets and timelines, of course, exert their pressure (often to the detriment of the final product). Designers, like writers, are often forced to go back and ‘kill their darlings’ in order to improve the overall experience. Modding and expansion packs or DLC are often used as a chance to play around without these constraints. This freedom can be a double-edged sword.

Three weeks ago, I ran across a great example of how to (and how not to) play around with this concept when I downloaded the fan-made “1.13” patch for Jagged Alliance 2.

First, a little background. JA2 is a classic turn-based strategy game from 1999. The mod community remained active for over 9 years, last releasing a stable version of 1.13 in 2008. Extremely impressive longevity for a game.

The 1.13 team, on their website, explained the threefold mission of the project – bring greater realism to the game, include more content (especially weapons and items), provide a platform for other modders to use, and extend the game’s replay value and lifetime.

First off, the mod is a heckuva lot of fun and definitely got me to continue playing longer than I would have without it. The new features make sense and yield a more logical, realistic game. It’s as if every fan had a “wouldn’t it be cool if . . .” thought then got to make it reality. Weather effects, controllable NPC militia, a logical system for aiming . . . it’s all here.

The downside to all this creative freedom is that, if the original JA2 had been released with all of 1.13’s features, it would have been less commercially successful and possibly less well reviewed. Why? Because their “and the kitchen sink” approach to features yields a steeper learning curve and an overwhelming amount of choice.

I’ve said before that choice, especially in a strategy game, is essential. But there is such a thing as too much of a good thing. 1.13 contains hundreds of different guns, items, armor types, weapon modifications, and ammunition types.  The inventory system, while cool in theory and OK once you get used to it, is an unintuitive mess for a new player. Going back to the guns, many of the hundred or so on offer are cool and have a clear purpose for their inclusion. The other half or so are redundant. Take the AK’s – there are over a dozen and they cover several pages of the game’s online store interface. They’re hard to tell apart, both from a naming perspective and their stats. Why bother including a gun that differs from another only in a half pound of weight and a 1 AP difference in firing?

There has to be a clear distinction between two options – why should I favor this gun over this other? It’s frustrating to have to comb over the tooltips to figure out where that one point difference between two weapons comes into play. The sheer variety also means that gameplay is crowded with exotic weapons with rare ammunition. For example, the .50 Beowulf is a decent early game rifle, but it has a unique cartridge that is extremely hard to find. So I mostly ended up using the same old 5.56 and 7.62 rifles that I played with in Vanilla, kind of defeating the purpose.

This isn’t to knock 1.13 at all – at the end of the day it improves the experience and puts a lot more replay value into the game. But it’s also a clear example of why developers need some limits. Scarcity of resources and a need to appeal to a broader audience, as much as they can hinder developers, also force them to focus their efforts on the most essential parts of their games. I recognize that the fantasy game that I want to play may not necessarily be good game design with broad appeal.

Now, excuse me, I have to go order Shadow to sneak up behind one of Deidrianna’s goons and drop him with some cold-loaded 5.56.

Read 4483 times Last modified on Friday, 17 May 2013 03:53
Ritalingamer

Matt Richardson is a freelance social media consultant and web traffic analyst in Charlotte, North Carolina. He has a degree in History from Davidson College, with a special interest in military history and the Civil War. He has rotted his mind with video games since childhood. You can follow Matt at @MT_Richardson.

1 comment

  • Comment Link Punning Pundit Thursday, 24 February 2011 03:32 posted by Punning Pundit

    This problem of "too much choice" is not unknown in the annals of psychology. For choices to be meaningful, we have to be able to understand the full importance of what we're giving up, and what we're gaining.

    This is one of the things that Fallout New Vegas gets exactly right, I think. You can build your own character, and have a fairly well-grounded believe that the playstyle you want to have will be supported by the decisions you've made. But once you've made those decisions, your options are limited by them. It creates a very nice self reinforcing dynamic.



    http://www.theatlantic.com/culture/archive/2010/06/toothpaste-dating-and-data-the-hazards-of-too-much-choice/58465/

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