Thursday, January 25, 2018

The Banner Saga Analysis

The Banner Saga Analysis

The Banner Saga Analysis

David Hunter

January 22, 2018

1 Overview

The Banner Saga is a top-down isometric turn-based tactical RPG developed by Stoic and published in January 2014 by Versus Evil.

2 Formal Elements

2.1 Players

The Banner Saga is a strictly single player experience. The player alternatively takes control of two different groups: a group in the west led by Vognir and a group in the east led by Rook. Travel between locations is entirely scripted, but travel will stop periodically with conversation prompts, allowing the player to drastically alter the course of events.

2.2 Objectives

As the player progresses through the game, the main actions they take will be making dialogue choices and engaging in turn-based tactical combat. The objective is to finish the game in an optimal state by making dialogue choices which increase the viability of one’s caravan, and by engaging (or not) in combat in a such a way as to do maximum damage to enemies and receive minimum from them.

2.3 Rules

2.3.1 Combat
In combat, the player controls both humans and varl, a race of giants with horns. Combat takes place on a square grid, with human allies and enemies taking up one square, and varl and other large enemies taking up four squares (the character is centered). Like other turn-based tactical games, the turns alternate between player-controlled characters and AI-controlled characters. Once only one character is left on either side, a mode called ”Pillage” begins, in which characters simply move in order of initiative.
Clicking on a character will show their movement range, combat abilities, special abilities, and the ability to skip the character’s turn. Movement occurs only at right angles, although some special characters have diagonal attacks or abilities.
Once a character has moved and/or attacked, the turn ends and the next character will act.
2.3.2 Gear
Later on in the game, the player may acquire gear. This is mostly purchased from a merchant, but each character only has one equipment slot, and the different types of items are also extremely limited.
2.3.3 NPC Interactions
There are a great many of NPC interactions spread throughout the game. These can have far-reaching and diverse consequences. You might decide to attack a group of bandits or dredge, which could give you more Renown or cost you resting time to allow your heroes to recover from wounds, or you might decide to run away. Someone in your caravan might get drunk and assault another member, and you will have to decide how to deal with it, or when you encounter a group of fellow travelers, will you allow them to join your group, run them off, kill them, or what? These could affect the number of members of your caravan, your amount of food, who is available for battle, and even which party members live and die.
2.3.4 Stats and Leveling
Each enemy the player kills grants the player with Renown. This functions both as money and as XP, similarly to souls from the Souls series. Each character will be able to level up after getting a certain number of kills. The player levels up characters by spending increasing amounts of renown. Each time a character levels up, two points are granted to spend increasing that character’s stats.
Each character has the same six stats: Ability, Armor, Strength, Willpower, Exertion, and Break, but each has a different starting value and maximum value, in addition to one different active ability and passive ability.

2.4 Procedures

2.4.1 Resolve Conflict or Talk to NPC
The player will spend a large amount of time resolving conflicts or talking to NPCs. These dialogues could be purely for flavor, to add depth or realism to the characters and the world they inhabit, or they could be mechanically driven, to create diverging plot lines, or affect the player’s resources in some way. For instance, following a battle in a city, the player might be faced with the choice of recruiting some of the defeated enemies into their caravan, slaughtering them, or leaving them to their fate. Each choice has a knock on effect to later parts of the game experience. Slaughtering them will deprive the player of those fighters later on, when their support might be critical. Allowing them to join might spawn a whole host of conflicts inside one’s caravan as the two groups struggle to coexist. The player will, of course, have to deal with those as they arise.
2.4.2 Engage in Combat
The other major use of time in The Banner Saga is combat. Although many conflicts can be resolved through dialogue choices, combat at many points is inevitable. The player has the chance to decide which members will engage in combat, and the order of their turns. Once in the combat screen, the player has a few options for placing their party members before the blood starts flying. As combat progresses, the player must gauge what the enemy AI is likely to do, what their best response would be to negate that or to mitigate any unavoidable damage. Archers and mages need to be placed in a sweet spot: close enough to unleash their abilities, but far away enough stay out of harm’s way.
2.4.3 Leveling Up
Leveling up a character grants the player two points to spend increasing their stats. However, Renown must be spent to increase a character’s level, which might be better used purchasing supplies, or convincing someone to do you a favor.
2.4.4 Managing Health Conditions
If characters fall in battle, they are not killed (except in some extremely limited circumstances). Instead, they enter a wounded state and must rest in a camp for a certain number of days to heal. Being wounded brings with it deficits to a characters Strength and other stats, which may make the character more of a liability than an asset on the battle field.

2.5 Resources

2.5.1 Tangible Resources
  1. Party members: Party members hold many of the intangible resources listed below, but qualify as tangible resources since they may change location in the game world.
  2. Items: Items may be purchased from vendors, and stored in inventory or equipped on party members. These have level requirements and modify character stats.
2.5.2 Intangible Resources
  1. Strength: Strength functions as both health and damage in combat. When a character’s strength drops to zero in combat, the character is removed from combat and will enter an injured state when combat is finished.
  2. Armor: Armor blocks damage, so to figure out how much damage you will do to an enemy, simply subtract their armor from your strength. If the enemy has more armor than the character has strength, the damage is set to a minimum of 1 and the chance to hit the enemy is reduced 10% for each point of difference between your strength and their armor.
  3. Willpower: Willpower determines how many total extra action points the player will have during combat to increase movement range or boost the damage of an attack.
  4. Exertion: Exertion determines the number of Willpower points the player may spend at any given time. Increasing this stat allows the player to use more Willpower per action, but of course also uses up Willpower quicker.
  5. Break: Break is the amount of natural damage to armor. When the player chooses to attack armor, this determines how much the enemy’s armor will be reduced.
  6. Supplies: Supplies refer to food or water to feed the members of your caravan. The more clansmen, fighters, and varl you have, the more quickly your supplies will be drained.
  7. Renown: Renown is received by killing enemies in combat, completing NPC interactions with particular choices. As mentioned before, it is used both as currency to purchase items and supplies from markets, and as XP to level up characters.
  8. Morale: Morale determines the amount of willpower you have available for your characters in battle. It is itself determined by previous wins and losses, days spent resting, in a village, or out of a village, and certain dialogue choices and game events.

2.6 Conflicts

The overarching conflict in The Banner Saga is between the player’s caravan members, who are struggling for survival, and the bandits and Dredge who seek to kill them. Sometimes the bandits may become party members later on, but the inhuman Dredge, who are encased in thick black armor which must be whittled away before they can be killed, remain a constant threat throughout the game.
2.6.1 NPCs
As in life, NPCs do not always say what they mean and even if they do, what they want might directly conflict with the player’s goals.
2.6.2 Strength versus Armor
Both in terms of which the player decides to increase when leveling up, and in terms of which to attack during combat, strength and armor represent a constant trade-off. Increasing armor might mitigate damage, but it also limits one’s own ability to do damage, while increasing strength increases both damage and health, it does little to prevent the character from being knocked out during battle.

2.7 Boundaries

Due to its limited scope, The Banner Saga features a large number of boundaries.
The number of NPCs that it is possible to interact with is severely limited and controlled. The player might be able to interact with at most three NPCs at the same time. These are mostly static images of characters with light animations during the dialogue; outside of dialogue interactable characters are buttons with a portrait.
In towns, similarly, there are at most three locations to interact with at any given time. Towns are not explorable, but are instead mostly static backdrops with two or three interactable buttons disguised as buildings scattered throughout them.
The world map features a large number of locations which the player may click on to gain more information about them and their history and lore, but outside of a few dialogue choices, the player cannot influence where their party will progress to next.
There are no money or loot rewards from battle, and similarly no upgrading your character’s equipment and selling the old stuff.
2.7.1 Leveling
Characters may increase their level to 5, after which it makes more sense to have lower level characters deliver the killing blow.

2.8 Outcomes

At the end of the game, there are two basic outcomes, but the player’s caravan may be in several different states, depending on how long the player has spent traveling, how well they have managed supplies, which NPCs they have helped and how, etc. Losing a battle does not mean the game is over in most cases. The player may lose some morale and have characters become injured, but usually the game continues and the player must deal with the new negative circumstances.

3 Dynamic Elements

Due to the boundaries mentioned earlier, The Banner Saga seems to feature limited dynamic elements. There is no day/night cycle, no stealth, no crafting, there are no political factions to align oneself with or to oppose. There are no buildings to construct which lock or unlock unit development or research branches.
With that said, there are dynamic elements in terms of combat affecting the caravan’s morale and the caravan’s morale affecting combat. If the player wins in combat and avoids injuries, the caravan’s morale generally increases, which gives the characters a boost in willpower for the next combat. If the player loses, this reduces caravan morale and may decrease the character’s willpower in the next combat. The player’s performance in combat will also determine the amount of injuries the characters sustain, which in turn will affect the number of rest days needed to heal them, which will affect food and morale (the later could be positive or negative, depending on where the player rests).
There are further dynamic elements which are harder to quantify directly. The player’s dialogue choices definitely affect the morale, amount of supplies, number of warriors available to fight, and number of clansmen to feed. The problem is that it is not exactly clear how these decisions affect them. The game shows you that after a decision your morale has improved or worsened, but it is not clear why this is the case, so the player cannot understand how to make better decisions in the future.

3.1 Patterns

This section focuses on game patterns as discussed by Ernest Adams and Joris Dormans in Game Mechanics: Advanced Game Design.
3.1.1 Dynamic Friction
The main quantifiable pattern is dynamic friction in the case of the increasing number of kill and amount of Renown needed to level up a character.

4 Dramatic Elements

The dramatic elements are probably some of the strongest parts of The Banner Saga.

4.1 Characters

There are a few dozen characters in The Banner Saga, and most are well-developed. Many of them have a story arc over the course of the game, during which they change and grow. There are Ubin, Hakon, and Iver, immortal varl who have seen it all, Rook and his daughter Alette, who he tries to protect, Ludin, the prince to the kingdom of men, who nobody really likes, and others.

4.2 Story

The story follows two caravans, led by Hakon and Rook, respectively, along their journeys. They are both fleeing from Dredge, and the player must guide them to their destinations. The player must decide how to do this, either by trying to help as many fellow travelers as possible, leaving behind the old, sick and weak, being vicious to outsiders while protecting one’s own, or by sacrificing one’s caravan for the good of one’s fighters.
Eventually, Hakon’s group finds a mage named Eyvind, whose companion, Juno, is at first believed to be dead. Hakon’s group and Rook’s group meet in a city called Boersgard. There, Juno joins them and they find a way to defeat the leader of the massive army of Dredge that threaten the lives of all.

4.3 Attitude

The story contains some humorous elements but these are bleak and bitter. The tale told is one of hardship endured, for no reward except to survive another day.

5 Conclusion

The Banner Saga is a low-budget title which features interesting story-telling mechanics and a few innovations on the tried-and-true turn-based combat from isometric RPGs of yore. By forcing the player to make decisions and live with the uncertain consequences, it creates the sensation of being a new leader, responsible for the lives of those following you. Although limited in scope, it uses these decisions to make the player care about the caravans struggling to get by in a disinterested and sometimes openly hostile world.

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