Wednesday, April 11, 2018

The Witcher 3: Wild Hunt Analysis

The Witcher 3: Wild Hunt Analysis

The Witcher 3: Wild Hunt Analysis

David Hunter

April 11, 2018

1 Overview

The Witcher 3: Wild Hunt is an action RPG developed and published by CD Projekt Red in 2015, with 15 small pieces and two main pieces of DLC published over the course of the next year. It is the third and potentially final game in the Witcher series, and concludes Geralt’s story which was begun in The Witcher from 2009, and continued in The Witcher 2: Assassins of Kings from 2011. This trilogy is based on a series of novels and short stories by the Polish author Adrzej Sapkowski.

2 Formal Elements

2.1 Players

The player takes control of Geralt, the white-haired mutant monster hunter from the previous two games. By now, Geralt has recovered his memory and is days from tracking down his on-again off-again lover, Yennifer. Geralt is controlled as a third-person avatar, just like in the previous games, but features more advanced movement, as he can climb many objects, roll, dodge, ride a horse and swim. At certain times through the game, the player will also take control of Ciri, Geralt’s adopted daughter, who has only been referenced indirectly and briefly in previous games. Like those games, The Witcher 3 is a strictly single-player experience.

2.2 Objectives

The player’s initial task is to gather clues about where Yennifer is and has gone. Completing this objective functions as the tutorial of the game, since the player will have to investigate several areas, complete a monster contract or two, and gather ingredients in the world, much as in the main game areas of Velen, Skellige, and Toussaint. Upon finding Yennifer, the player is given their real objective: find his adopted daughter, Ciri. The player will spend most of the game completing branching quests that lead to her.
Along the way, of course, Geralt also has many opportunities to change people’s lives. Like in previous games, these are rarely straight forward. Early on, Geralt has the opportunity to brew a witcher’s potion in order to heal someone, even though witcher’s potions are normally deadly to ordinary humans. Should the player take this chance, an acquaintance of that person will confront Geralt later on, telling him that although the patient survived, now they are a shell of a human being.

2.3 Rules

Like most RPGs The Witcher 3 has a complicated rule set.
2.3.1 Stats and Leveling
Geralt starts with 3500 Vitality, and for each level up he gains 100 Vitality. Each level up also gives Geralt one skill point to spend, and potentially unlocks an ability slot in his active skill tree. Geralt can also gain skill points by activating a Place of Power for the first time.
Skills are organized into groups, categories, and tiers. There are four main groups: Combat, Signs, Alchemy, and General, and inside each group, there are categories:
  • Combat:
    • Fast Attack
    • Strong Attack
    • Agility
    • Defense
    • Battle Trance
  • Signs
    • Aard
    • Yrden
    • Axii
    • Igni
    • Quen
  • Alchemy
    • Brewing
    • Oil Preparation
    • Bomb Creation
    • Mutation
    • Trial of the Grasses
Each group and category is also divided into tiers: 8 points must be spent on abilities in the first tier of each group before the second tier unlocks, and 20 and 30 cumulative points must be spent to unlock the third and fourth tiers, respectively.
In order to receive the benefit of an ability, it must be placed in the active skill tree. Once fully unlocked, there are four places for mutagens, and 12 places for abilities. The abilities are grouped so that three abilities are linked to one mutagen. Mutagens come in three colors: red, green, and blue, which match to Combat, Alchemy, and Sign abilities. Each ability that matches the mutagen’s color will contribute a bonus to that mutagen’s category: red mutagens increase sword damage, blue mutagens increase sign damage, and green mutagens increase vitality.
2.3.2 Combat and Magic
The Witcher 3 continues The Witcher 2’s combination of Dark Souls and Batman: Arkham Asylum style combat. The Witcher 3 attempts to have the weightiness and precision of moving, dodging, and hitting in Dark Souls and the cinematic flair and acrobatic finesse of managing multiple opponents in Batman: Arkham Asylum. Both light and strong attacks can be interrupted by a dodge or a roll, which is the main saving grace of the combat system. Geralt’s attack animations, although graceful and fluid, also take a great deal of time to connect with the enemy, during which time it is very likely that that enemy or another one will launch a much quicker attack against Geralt.
Bombs, signs, items, and potions may all be used during combat, with the exception of putting a rune on Geralt’s weapons or armor. Items and signs may be changed in a menu which slows down time dramatically, but not completely.
Four quick use items, such as food or potions, may be equipped at the same time and switched between during combat. One steel weapon and one silver weapon may also be equipped and switched between on the fly. Two types of bombs and two special items, such as a mask or torch, may also be equipped.
2.3.3 Crafting
The Witcher 3 features a detailed, comprehensive, and thorough crafting system. There are approximately 100 individual components which can be bought or harvested around the world, which can then be combined into several thousand different items, some of which can be further combined into other items. A similar, though less extensive system can be found in The Witcher 2. However, any composite item in The Witcher 3 can be dismantled into its constituent parts, which be be sold or used to create other items.
2.3.4 Areas
The Witcher 3 is divided into several large open areas: White Orchard, Velen and Novigrad, Skellige, and Toussaint. With few exceptions, the player is free to wander anywhere at anytime, although the level of enemies and monsters in some areas might make it nearly impossible to do so for lower level players.

2.4 Procedures

2.4.1 Leveling and Upgrading
The designers followed their choice from The Witcher 2, and greatly reduced the amount of experience Geralt receives for killing humans and monsters. Instead, most of his XP is derived by completing quests. Indeed, since Geralt is over 100 years old, and has spent much of his life traveling and slaying monsters, he is basically as proficient in it as he can be. This also makes it difficult for the player to engage in typical RPG behavior, such as farming for XP by repeatedly killing monsters in an area. It is usually faster to find an appropriately leveled quest and complete that, and the designers have put the requisite effort into making the dialogue, environments, and choices involved in completing such quests quite interesting.
Crafting, both involving potions, oils, and bombs, and making weapons, armor, and runes, also plays an important role in the game. Weapons and armor can greatly affect Geralt’s ability to give and withstand damage of different types, and potions, bombs, and oils can completely change the difficulty of a fight when used appropriately.
2.4.2 Exploring
The maps of White Orchard, Velen/Novigrad, Skellige Isles, and Toussaint offer diverse environments including rolling hills and flat fields of farmland, rivers and lakes to explore the depths of, caves and ravines near mountainous terrain, and dark mysterious forests hiding bandits and monsters. These maps feature loads of hidden stories built into environmental clues. While exploring the coast of Velen, Geralt will stumble across pirate camps, and within the camps he can discover notes from the pirates explaining why they choose those places, and letters or notes from the farmers and fishers who the pirates killed which explain what they were doing there before their untimely deaths. This is just one of the many areas which CD Projekt Red has made cohesive through the use of these story-telling devices.
Geralt can also find dozens of location-based quests, uncover countless monster nests, bandit camps, locations of power, and elven ruins.
2.4.3 Boss-Slaying
As Geralt investigates monster attacks during witcher quests, and at certain points throughout main story quests, Geralt will have to engage in what amount to boss battles. The investigation sets the stage for the boss battle by providing clues as to what monster Geralt might have on his hands, and what its strengths and weaknesses might be.
The battle itself will play out depending on how well you pay attention to these clues and use them to defeat the monster.

2.5 Resources

2.5.1 Abstract
  • Health: Health starts at 3500, and the player gains 100 points for each level up. When Health drops to zero, Geralt dies and the player must reload a save file. The only exception is when Geralt is killed by city guards: in this case, he is knocked out and loses some money. Geralt can regain his health by using potions, eating food or drinking beverages, and on easier difficulty settings, he can regain it after meditation.
  • Stamina: Geralt can cast signs, run, and dodge using stamina. Outside of combat, it regenerates quite quickly, but when facing enemies, it takes several seconds to regenerate fully. Signs can only be cast when the stamina bar is full, and use up the entire bar once cast.
  • Toxicity: Witcher potions give Geralt game changing bonuses and abilities, but they come with a downside: the more potions active and the more powerful the potion, the higher the toxicity. Higher toxicity levels reduce Geralt’s health and could lead to death, but toxicity levels gradually drop over time.
  • Adrenaline: Geralt gains adrenaline points during combat by damaging enemies. Adrenaline increases the damage Geralt does, and can even unlock special attacks if the appropriate skills are known.
  • XP: Geralt gains XP primarily through completing quests, but he can also gain limited XP through killing enemies. From levels 1-10, it takes 1000 XP to level up, from 11-20 1500 XP, and from 21 and above it takes 2000 XP. Each level up grants one skill point.
  • Skill point: Skill points can be invested in the abilities
  • Abilities: The abilities have been described briefly above. Each ability requires one skill point to unlock, but the ability’s tier must also be unlocked by having the required number of skill points invested in that category.
  • Level: As Geralt completes quests and slays monster and bandits, he gains XP, which works as described above.
2.5.2 Physical
  • Money: There are several different currencies in The Witcher 3, however, only one can be used for buying and selling items. The others must be converted at a bank.
  • Food and Drink: There are many different consumable items, each of which have slightly different effects.
  • Materials: There are hundreds of different crafting and alchemical components, which can be combined at crafters to make weapons and armor, or which can be received by dismantling unneeded weapons and armor.
  • Weapons and Armor: There are three main classes of armor: light, medium, and heavy, and they each offer different amounts of protection. Weapons come in several different groups as well: there are crossbows, steel swords, silver swords, axes, clubs, and maces.
  • Books, Recipes, and Diagrams: Recipes for oils and potions can be found throughout the world or purchased at vendors, as can diagrams for new weapons and armor. There are countless books, letters, and notes, some of which are crucial for completing main quests or side quests.

2.6 Conflicts

2.6.1 Stat Point Investment
The player is granted one skill point per level up, so deciding which ability to unlock or increase can have a dramatic effect on gameplay.
2.6.2 NPCs
It is not possible to make everyone happy all the time. Through dialogue choices, Geralt will inevitably make someone unhappy. This may close off further quests for that person, lead to a fight, or some more complicated outcome.

2.7 Boundaries

2.7.1 Stat Point Investment
All skills have a set number of points that can be invested in them, and as mentioned before they are organized in tiers which are locked through different amounts overall stat point investment in the category. Further, Geralt has a limited number of mutagen slots and ability slots, so although Geralt could learn all the abilities, he can only have a maximum of 12 abilities and 4 mutagens (plus one extra mutation and 4 extra abilities if the player has completed an optional quest in the Blood and Wine DLC) activated at a time.
2.7.2 NPCs
Most NPCs are not attackable or killable. This makes sense as no matter what kind of Geralt the player decides to play as, he would not be one to indiscriminately slaughter innocents.
2.7.3 Swimming and Climbing
Geralt has limited ability to climb on objects in the environment. Normally, these are marked with white shading on the edge of the climbable object, which could be interpreted as fungus or as guano.

2.8 Outcomes

The Witcher 3: Wild Hunt has several main outcomes, depending on the player’s choices. These include changing the fate of Geralt and Ciri, who will be king of the Northern Kingdoms, and of course which (or neither) of the main love interests Geralt will be with at the end.

3 Dynamic Elements

3.1 Time

The Witcher 3: Wild Hunt has a dynamic time system where one real world second equals an in-game minute. The day-night cycle affects NPC behavior, as most of them will go into their homes and sleep at night, but during the day they will wander around or do their jobs.
Further, there are many time sensitive quests, in which Geralt will need to meet an NPC at a particular time, wait a set number of days, etc. There are also several passive time sensitive abilities, such increasing Vitality regeneration during the day (night).

3.2 Weather

The Witcher 3: Wild Hunt has a dynamic weather system. This has some effect on NPC behavior, and both they and Geralt will comment on the weather in the game. It also adds a bit of atmosphere and drama to the game.
Lastly, there are a few passive abilities which are affected by the weather.

3.3 NPC Standing

As the player interacts with NPCs, your dialogue choices and in-game actions will affect your standing with those NPCs. They may approve or disapprove of your choices, thus unlocking or blocking off further interaction, or changing the tone of further interaction.

3.4 Patterns

This section focuses on game patterns as discussed by Ernest Adams and Joris Dormans in Game Mechanics: Advanced Game Design.
3.4.1 Stopping Mechanism
The Witcher 3 contains the stopping mechanism pattern in how it prevents the player from spamming the witcher signs: the player needs a full stamina bar in order to cast a sign, and once cast, the stamina bar must regenerate from zero.
3.4.2 Dynamic Friction
The Witcher 3 contains the dynamic friction pattern in many forms. As mentioned before, the amount of XP needed to level up increases once Geralt reaches certain levels. In the Blood and Wine DLC, the enhanced mutations require increasing numbers of mutagens and skill points to unlock.
Finally, as Geralt advances in the game story, the level of monsters and enemies increases to counterbalance Geralt’s own increasing power.
3.4.3 Resource Placement
Due to the nature of the skill tree, it is possible to swap out abilities and mutagens on the fly. This makes Geralt’s skill tree an example of resource placement pattern. Placing an ability in a particular place on the skill tree allows Geralt to take advantage of that ability, and also influences his overall attack power, sign intensity, or vitality.
3.4.4 Play Style Reinforcement
As the player can choose which abilities to employ, and which types of armor and weapons to equip, the player can choose a play style which matches their own preference. Equipping a particular trophy, for example, the player can increase the amount of XP they receive for killing monsters and bandits, making it easier to level up. Or, by equipping certain weapons, abilities and mutations, the player may make it easier to kill enemies more quickly using dismemberments. By investing in alchemical abilites, the player can make ever greater use of potions, oils, and bombs in combat.

4 Dramatic Elements

Like the previous games in the Witcher series, The Witcher 3 features a moving, multifaceted and branching story.

4.1 Characters

The characters of The Witcher 3 are all mostly well voice-acted, touchingly animated, and speak dialogue that is quite well-written, especially compared to other video game titles. Instead of all good heroes and all bad villains, we get a complicated cast of distinct grey characters. Geralt can even engage sentient monsters, such as trolls, in dialogue and decide whether to resolve the matter with them peacefully or with violence.
The main character and star of the show is Geralt. While he tries to maintain witcherly neutrality, he clearly cares when others are mistreated, but he is sarcastic and can be cold. His main love interest in books, Yennifer, plays a key role in the plot, but is not always truthful and sometimes has a hidden agenda. She can also be petty and bitchy. Triss, Geralt’s secondary love interest from the books and his main love interest from The Witcher 2, also appears, although she is at first noticeably bitter about how Geralt abandoned her at the end of the previous game to find Yennifer. Dandilion, the self-centered womanizer bard from the books, Djikstra, the spymaster, Vernon Roche, the commando, and many other characters all make their appearances. Ciri, Geralt’s adoptive daughter, is also a playable character and the player gets to see why Geralt loves her so much: she is kind, loyal, and determined, despite the harsh fate in store for her. The Red Baron, Vesemer, Cerys an Craite, and many more characters fill out the huge cast. The Red Baron in particular deserves special mention: his quests are gut-wrenching enough to make even jaded players cry.

4.2 Story

The Witcher 3’s events take place approximately two years after The Witcher 2. Geralt had regained his memory in the previous game, and is now searching for Yennifer. When he finally finds her, he discovers that their adopted daughter, Ciri, who they believed had fled to another world, had returned but was being hunted by the Wild Hunt. They then begin a game long quest to find her and protect her. Along the way, Geralt will have to help or hinder many of the characters mentioned above. Unlike the previous games, the quest system has been greatly overhauled, allowing for multiple objectives and quests to be pursued at the same time. This allows the player greater freedom in the exact order in which they complete each task, and even which tasks to complete.
The first stage of the game takes place in White Orchard, but after several hours moves on to the Velen/Novigrad area. This map is huge and has hundreds of locations to visit and dozens of well-crafted quests to discover and unravel. Geralt will encounter the Red Baron, a drunken self-declared baron who wishes Geralt to help him locate his missing wife and daughter in exchange for information about Ciri. Geralt will also meet the Witches of Crookback Bog, three monstrous beings who terrorize the local villagers.
After discovering as much information about Ciri’s whereabouts from these two sources, Geralt will be ready to move on to Novigrad. Here, he will encounter Triss, Dijkstra, Dandilion, Zoltan Chivay and a host of other characters from the books. After helping Triss, Geralt will learn that Ciri met Dandilion, who is now missing and who Geralt will have to track down. After completing a series of quests to find out where Dandilion is and what he has been up to, Geralt will discover that Ciri is not in Novigrad and can met up with Yennifer in the Skellige Isles.
In Skellige, Geralt will get caught up in the political machinations of who will become the next ruler there, in addition to trying to find out what has happened to Ciri. With what he discovers here, he picks up a cursed creature from the Red Baron’s castle and takes him to Kaer Morhen to remove the curse. The creature turns out to be Avallac’h, an elven Sage who has been helping Ciri keep away from the Wild Hunt and teaching her to use her powers.
An epic battle at Kaer Morhen ensues, during which Vesemer dies. In the aftermath, Geralt and his allies set about gathering sorceresses and trying to convince Eredin’s (the leader of the Wild Hunt) allies not to support him. Back in Skellige, Geralt and his allies track down an artifact to summon Eredin into a trap. During the battle, Geralt and Ciri will battle different warriors of the Wild Hunt.
Based on certain actions and dialogue choices during the course of the game, Ciri may die, become the Empress of Nilfgaard, or become a witcher.
4.2.1 DLCs
The Witcher 3 released two major DLCs post-release: Hearts of Stone, and Blood and Wine. Hearts of Stone features a few new enemy types, many new weapons, and several interesting quests and quest lines. In terms of tension and pathos, it rivals the best moments of the Red Baron’s quests. Blood and Wine introduces a whole new area roughly half the size of Velen/Novigrad: Toussaint, a kingdom loosely based on a fantasy version of medieval France. This area features new enemies, items, and at least 30-40 hours worth of quests. Again, the best of these rival the best in the main game.

5 Conclusion

The Witcher 3: Wild Hunt is generally regarded as one of the greatest games of all time. The development team have produced a powerful RPG where player choices can lead to radically different outcomes in the story. It shines not only in the main quest, where the writing, animation, and voice acting are all superb, but in the innumerable side quests, which show the love and dedication to detail the team must have exercised to create them.

5.1 Potent Elements

The graphics, music and animations deserve special praise for helping to bring the world to life. The detective elements of the quests, like the detective elements in the Arkham series of Batman games, are some of the best in video game history. Lastly, the choices the player must make are extremely well-crafted dilemmas, each one an agonizing moment as the player struggles with an ethical issue.

5.2 Areas for Improvement

The combat and Roach’s AI are perhaps the biggest disappointments. Roach is semi-autonomous, but he seems to react to unseen cues in the environment, making his behavior seem random and frustrating. Although generally satisfying, in trying to strike a balance between cinematic flair and precision, the designers generally force the player into set patterns of attack attack dodge attack sign attack attack do something else/wait for your stamina to recharge.

Wednesday, April 4, 2018

April Update

hey all,

Lots of news. After my previous school bit the dust, I have finally found another job at a different company. It is a much larger company than I have worked at before, which has taken some getting used to.

I stopped working on Particularly Wavy for a few weeks and tried to get more work done on the item and questing systems for my RPG dream project. There are still quite a few issues to iron out and develop, but overall I think it was time well spent. I have since then resumed work on Particularly Wavy, and have got an Android version up and running, and gotten the puzzle count up to 65+!

I also tried to develop another game for a game jam about destruction, but I was not able to make the deadline and I'd say that the game is more or less dead on its feet. I wanted to make a game about being a frost giant in a frozen wasteland who pees and snow structures to destroy them, but I was unable to get some nice procedurally generated meshes working. I was able to generate some images using metaballs, cellular automata and Perlin noise, but I just couldn't get the fucking meshes to work correctly.

Besides, all of that, I've been playing through The Witcher 3: Wild Hunt for a second time in order to write a game analysis of it. I've also started Antichamber, and heaven forbid, I actually downloaded another fucking Ubisoft game: Tom Clancy's Ghost Recon Wildlands, which is somehow simultaneously a technical marvel and almost the most boring open world sandbox third person shooter ever developed.

I hope to get these posts back on their regular schedule starting this week.

Thanks for reading!

Thursday, February 1, 2018

February First Update for Particularly Wavy

Hey all,

My oh my, what a busy week. I've been watching a lot of GDC videos about adding feedback to one's games, and I've realized how poor a job my games do at this, so I've been programming some sound effects to play when you click objects, more sound effects that play when you move or rotate them, and even more sound effects that indicate if you hit the target with the correct color of light.

I've also been tracking down more bugs dealing with light filter game objects and targets, since although I already coded them, I did not have them working correctly for all situations. Finally, check out the video showing the improved shadow shader and the sound effects.



Besides that, I've been getting my computer ready for a clean install of Windows 10. Since November, I've been suffering through endless looping and re-downloading and re-installing of the same 2 or 3 Windows 10 updates, 2 of which were "successfully" installed more than 20 times. Last month I went so far as to disable the Windows 10 services that were running in the background and causing all these downloads, etc. But that seems to have effected a lot of other systems, and although my computer still runs pretty well, I'd like to get things properly updated.

Thursday, January 25, 2018

Particularly Wavy Jan 25 Update

hey all,

What a weird, wonderful week! I've been designing some more puzzles for Particularly Wavy, and also adding some more mechanics. In particular, I've added one-way glass and several varieties of portals.

Please check the video for more details.

The Witcher 2: Assassins of Kings Analysis

The Witcher 2: Assassins of Kings Analysis

The Witcher 2: Assassins of Kings Analysis

David Hunter

January 25, 2018

1 Overview

The Witcher 2: Assassins of Kings is an action RPG title developed and published by CD Projekt RED in 2011. It is the sequel to the 2007 game The Witcher, and was followed by The Witcher 3: Wild Hunt in 2015. This trilogy is based on a series of novels and short stories by the Polish author Adrzej Sapkoski.

2 Formal Elements

2.1 Players

The Witcher series are all single-player games. In them, the player takes on the role of Geralt of Rivia, a famous witcher. In Sapkowski’s fantasy world, witchers are people who have been genetically mutated and trained in order to hunt dangerous monsters. The Witcher 2 picks up an unknown amount of time after the events in The Witcher. Geralt has lost his memory previous to the events of The Witcher, and a main plot point in The Witcher 2 is Geralt attempting to regain his memory.

2.2 Objectives

The player is tasked with uncovering the mystery of Geralt’s missing memories. To achieve this, he will become entangled in a political assassination, a conflict between several human kingdoms and an alliance of non-humans struggling for freedom and equal treatment, and of course hunt monsters.

2.3 Rules

Like many RPGs, The Witcher 2 features a complicated rule set.

2.3.1 Items and Inventory

Geralt may interact with and pick up a great number of items. Weapons and armor from defeated enemies may be picked up and equipped, as can body parts from fallen monsters, flowers and herbs from plants, and random bric-à-brac.

Witchers use two swords, a steel sword for humans, and a silver sword for monsters. Geralt always has both equipped, and the player may upgrade them using rune stones, by finding better ones, or by crafting them using diagrams and crafting components at a blacksmith shop.

Boots, leggings, gauntlets, and body armor may similarly be equipped, upgraded, and crafted.

Herbs and monster parts can be used to make alchemical potions which give Geralt different abilities, such as regenerating his health, making his blood poisonous to vampires, allowing him to see in the dark, and many others. Monster parts and the bric-à-brac may also be used in a complicated crafting system: leather may be crafted by taking cloth, oil, and necrophage skin and combining them together. Leather itself may be used as a component to create items such as leather jackets, boots, etc, or it can be further crafted into Hardened leather by adding more oil.

All items, including armor and weapons, have weight. If the weight of the items Geralt is carrying exceeds his weight limit, he will be unable to run, and during combat he will be unable to roll or dodge.

2.3.2 Stats and Leveling

Geralt has several stats, which include: Damage, Armor, Vitality, Vigor, Adrenaline, Resistance, Critical Effects, and Knowledge.

  • Damage indicates how much an attack by Geralt will reduce an enemy’s Vitality. This is a range, as all weapons have slightly randomized damage.
  • Armor blocks damage from enemy attacks. The higher the rating, the more damage is be blocked.
  • Vitality is the amount of health Geralt has. When his Vitality reaches 0, he dies and the game must be reloaded from a previous save. Potions and abilities can increase vitality regeneration outside of and during combat.
  • Vigor is how many times Geralt may use a magical sign in a row. One use costs one Vigor, but potions and abilities can increase Vigor regeneration during combat.
  • Adrenaline is a meter that is filled by engaging in combat. Potions and abilities can increase its generation. When the Adrenaline meter is full, a special ability can be used.
  • Resistance comes in many flavors. There are bleeding, incineration, and poison, among others. Increasing resistance to one of these damage types will increase the percentage of the blocked damage.
  • Critical Effects are the opposite of resistances: they indicate how much freezing, incineration, poison, or magic damage Geralt will inflict on enemies.
  • Lastly, there is knowledge. Geralt can talk to NPCs, read books, and of course kill monsters himself. Through these means, he can gain knowledge about monsters. Some quests are locked behind knowledge gates (requiring a knowledge level of two or three, for example), and in any case, reading the books will give the player clues about what kind of oils, potions, signs, or fighting styles may be most efficacious against his foes.

2.3.3 Combat and Magic

Combat in The Witcher 2 has a reputation for being difficult and unforgiving. Patience and preparation are highly rewarded, to be sure. Potions cannot be drunk in the middle of combat, so if the player sees a group of monsters or soldiers in the distance, it would be best to apply an appropriate oil to one’s sword, make sure good bombs are equipped, and drink Swallow or another potion to boost his abilities.

As mentioned before, Geralt has two swords, one for killing humans and one for killing monsters. If the wrong sword is equipped, minimal damage will be dealt, but Geralt can switch between swords relatively quickly. In God of War-fashion, he has a strong but slow attacks and weak but fast attacks. Unlike God of War, these cannot be chained into combos, but the game system instead animates Geralt as best it can into a whirling slashing god of death. Geralt has bombs, throwing knives, traps, and signs at his disposal during combat. Geralt has five magical signs: Quen, Igni, Yrden, Axii, and Aard. Quen acts as a magical shield, protecting Geralt from a single blow, while Igni is the stereotypical fireball, Aard works as a Jedi Force push, Yrden is a magical trap, and Axii functions as a Jedi Mind Trick, possibly turning one of your enemies against his companions.

Similarly in some ways to the Souls series, Geralt takes damage pretty easily. Because of this, the player must dodge and parry successfully, besides using his magical signs effectively, in order to succeed.

2.3.4 NPCs

There are a great many NPCs in the game, and similarly to those in the book series, they seem to delight in all being assholes. Some of these may be killed, but many may not be attacked under any circumstances. Geralt may interact with many by entering dialogue, during which they will say something and Geralt typically has to choose between several different responses. Sometimes, these may all be spoken, but at times they are mutually exclusive.

Besides its uses in combat, Axii can also be used during specific dialogues to affect the outcome.

2.3.5 Areas

Although in some ways more open than The Witcher, The Witcher 2 prevents Geralt from climbing or moving around in many places that he should be able to reach. These restrictions come from level design considerations, engine limitations, and story telling concerns. Expect to meet many, many invisible walls, insurmountable logs, rocks and ledges, and water that apparently repels witchers. Besides these limitations, there are three distinct areas, plus a prologue, and while the player may explore each area, the player may only progress from one area to the next in linear fashion, with no backtracking allowed.

2.4 Procedures

2.4.1 Exploring

Although not a large open world, The Witcher 2 nevertheless features three relatively large areas. There are fields, forests, ravines, caves, ruins and more for the player to navigate. The Witcher 2 does have a game map and minimap, but the game map can only be accessed through a menu, and the minimap is zoomed up so close as to be of limited use. Further, the level design makes navigation quite difficult, as forests have areas of impassable rocks or shrubbery, and and fields might have cliffs or other obstacles which are not clearly marked on the map, and are not clearly player-readable in the game world.

The game world is a joy to behold, even if it is not a joy to get around in. Talking to NPCs and finding evidence of current or past inhabitants or past events feels like coming across such in the real world.

2.4.2 Talk to NPC

Conversations in The Witcher 2 are something like those in real life. Although of course limited in the number of options which the player may broach, the NPCs sometimes do not wait around passively for the player to make a choice: sometimes there is a time limit for the player to choose. The NPCs also do not always tell the truth, so you need to be careful who you believe. The player’s choices during dialogue have quite profound effects on the game world: a pivotal decision at the end of the first chapter, for example, sends the player to one of two completely different locations, with different NPCs, quests, story lines, and decisions to make there.

2.4.3 Leveling and Upgrading

The Witcher 2 has a deep and complicated leveling system. Geralt gains XP by killing enemies and by completing quests. The game designers have made a choice to limit the amount of XP Geralt gains by killing enemies; instead, the player will have to complete main quests and side quests to gain the most XP. Killing a monster or soldier may grant 0 or 11 XP for example, while completing a quest could grant 200 or up to 2500 XP.

For each 1000 XP Geralt collects, he will gain a level and one talent point to spend on abilities. He has four ability trees: Training, Magic, Swordsmanship, and Alchemy, but the player must invest the first six points in Training before unlocking the other three. Further, the roots of Magic, Swordsmanship, and Alchemy must be unlocked before progressing further in each tree.

2.4.4 Questing

The player will spend most of the game completing quests. These typically require the player to speak with several NPCs to gather data what he is dealing with, investigating a scene by using his witcher senses, gathering more information from books, etc. There are usually several ways to complete a quest, and they often lead to very different results.

2.5 Resources

2.5.1 Abstract
  • Vitality: described above
  • Vigor: described above
  • Damage: described above
  • Armor: described above
  • Adrenaline: described above
  • XP: described above. After each level up, this is reset to zero and any remaining XP is added.
  • Level: an integer which indicates Geralt’s overall power. Each level up adds 5 to Geralt’s Vitality.
  • Resistances: described above
  • Knowledge: knowledge comes in three levels, each of which grants Geralt a further bonus against that particular kind of monster.
  • Talents/Skills: After each level up, Geralt is granted one talent to spend on a skill.
  • Toxicity: the amount of poison due to drinking potions. This decreases over time, but can lead to reduced damage, vitality or vigor during combat.
  • Weight: All items have a weight, although for certain items this is 0. Their combined weight contributes to Geralt’s encumbrance, which influences whether he can run and roll.

2.5.2 Physical
  • Weapons: The Witcher 2’s combat focuses on the use of steel and silver swords, but there are a few other weapons, such as axes, pickaxes, and throwing knives. These all have weights, damage ratings, and values. Some items have additional slots that the player can place runes or other upgrades in.
  • Orens: Orens are the money of the Witcher universe, at least for many of the countries.
  • Armor: Geralt can wear many different kinds of armor, and like weapons, they all have weights, blocked damage ratings, values, and other properties, such as generating adrenaline or increasing resistance to magic damage. Some items have additional slots that the player can place runes or other upgrades in.
  • Trophies: When killing monsters, Geralt can sometimes collect trophies from them. These are worn on his belt, and grant bonuses depending on the monster.
  • Crafting Items: There are a great many crafting items, some of which are crafted from other more basic ones. Like all other items, they have weight and value. Alchemical crafting items additionally have one or two elements associated with them, which determines how they are used to make motions.
  • Potions: Potions are made from alchemical crafting items, and give Geralt different bonuses and penalties, in addition to increasing his toxicity.
  • Bombs and traps: Bombs and traps are crafted like all other craftable items, but during combat these can be thrown or placed on the ground. They are necessary to complete certain quests or activities, such as destroying nekker nests.
  • Mutagens: These are items collected randomly from certain monsters, which can be used to augment or mutate some of Geralt’s abilities. They may give him bonus critical damage, increased Vitality regeneration, or some other special stat.
  • Companions: Throughout The Witcher 2, Geralt will be accompanied by an NPC. Sometimes he will have to protect them, and will either fail the game or fail the quest if they die.
  • Diagrams and Recipes: These are necessary to create new items, bombs, and potions.
  • Books and Notes: These play a critical role in learning about the world, its backstory, and also in completing quests and learning how to perform certain rituals throughout the game.

2.6 Conflicts

2.6.1 Stat Point Investment

There are over 100 abilities to unlock in The Witcher 2, but the level cap is 35, so the player can only ever unlock 34 abilities during gameplay, and therefore must invest talents carefully to most effectively match their playstyle.

2.6.2 NPCs

Perhaps more than most other games, the Witcher series thrives on conflict between NPCs and Geralt. Geralt might be tasked with finding out what happened to the royal heirs, and during his investigation he might learn that there were no less than three separate betrayals and plots to try to capture them or harm them. Some of these might be a betrayal of a betrayer, dependent on that first betrayal’s results before the second can take effect. He will be forced to choose from among these who to ultimately punish, and it is agonizing.

Geralt will take part in a conflict between humans and other races who are losing their land, way of life, and rights to humans. Who should he support? The humans are assholes and racists, and they look down on Geralt for the most part, while the other races are also assholes, could be accused of terrorism besides, and also look down on Geralt. There are no clear choices, and even so-called ”good” choices might lead to horrifying consequences: for example supporting a ”law-and-order” NPC might lead to a literal witch hunt and increased persecution of elves and dwarves.

Will Geralt put his own needs and wants above those of the world at large? He will have to choose between rescuing his love and helping the Northern Kings secure a more stable future.

Geralt’s dialogue choices carry over from one section of the story to the next, so that if he supported one NPC over another previously, the NPC he did not support will remember and be hostile to Geralt and Geralt will not have access to any quests from that NPC in the future.

2.7 Boundaries

2.7.1 Stat Point Investment

As mentioned before, the level cap is 35, so it is impossible to learn every ability of Geralt’s

2.7.2 NPCs

Many NPCs are invincible, and Geralt simply cannot harm them. Other NPCs may live or die, depending on Geralt’s choices, or story events.

2.7.3 Map

The maps, while sometimes larger than those in The Witcher, feature many insurmountable obstacles and invisible walls.

2.7.4 Inventory

Geralt may carry as many items as the player wants, but after his weight reaches 300, his movement becomes restricted to walking.

2.8 Outcomes

The major outcome of The Witcher 2: Assassins of Kings remains unchanged no matter what the player does: the Nilfgaardian Empire invades the Northern Kingdoms, leading directly to the backdrop of events in The Witcher 3: Wild Hunt.

The other outcomes are quite variable: killing or sparing a character in the prologue affects some of Geralt’s abilities, and certain following events, while as mentioned before, a critical decision in Chapter 1 leads to separate Chapter 2s. Decisions during Chapter 2 result in different kings living or dying, which generate different story beats in Chapter 3.

3 Dynamic Elements

3.1 Day/Night Cycle

The Witcher 2 features a day/night cycle. Besides influencing visibility, this affects NPCs, as they will sleep during the night and may not be available for conversation or commerce.

3.2 Story

The story dynamically reacts to the player in diverse ways. Talking to one NPC will cause an NPC who opposes the first to speak to Geralt differently than if the player had not done so. Supporting one group causes other groups to become hostile to Geralt.

3.3 Patterns

This section focuses on game patterns as discussed by Ernest Adams and Joris Dormans in Game Mechanics: Advanced Game Design.

3.3.1 Playstyle Reinforcement

3.3.2 Static Engine

3.3.3 Stopping Mechanism

4 Dramatic Elements

Like all the games in the Witcher series, The Witcher 2: Assassins of Kings features strong dramatic elements.

4.1 Characters

The characters of The Witcher 2 are all mostly well voice-acted, touchingly animated, and speak dialogue that is quite well-written, especially compared to other video game titles. Instead of all good heroes and all bad villains, we get a complicated cast of distinct grey characters. Geralt can even engage sentient monsters, such as trolls, in dialogue and decide whether to resolve the matter with them peacefully or with violence.

Geralt, while he tries to maintain witcherly neutrality, clearly cares when others are mistreated, but he is sarcastic and can be cold. His main love interest in this game, Triss, is one of the kindest and gentlest characters, but as a sorceress, is not always truthful and sometimes has a hidden agenda. Letho, in the beginning a clear villain, is reveled to have a complicated past history with Geralt and an understandable motivation for his ”reprehensible” actions. Two other supporting characters, Vernon Roche and Iorveth, are similarly complicated. Vernon Roche leads a commando group of humans, who, among other activities, hunt down ”terrorist” elves, whilst Iorveth leads a group of ”freedom fighting” elves who just want their ancestral land back and want to be treated equally.

4.2 Story

The story takes place a few years after the events of The Witcher: Geralt still does not remember what happened before he was found feverish near Kaer Morhen, the witcher training compound and residence. Beginning in the middle of the action, Geralt has been arrested for the assassination of King Foltest, who Geralt was serving. As Geralt relates his story to Vernon Roche, the prologue begins. The prologue has four sections which can be completed in any order, and serves as something of a tutorial for the game. Following his escape from prison, Geralt makes his way to the nearby town of Floatsom, where Chapter 1 begins and where he meets several of his friends and becomes embroiled in local politics. Here, he must defeat a monster called a kayran to progress events along. Following Triss’s abduction by Letho, Geralt must choose to help Roche or Iorveth, either of which can take Geralt to his next stop, Vergen.

Depending on who the player chooses, Geralt will have a relatively different experience in Chapter 2 and Chapter 3. But throughout both Geralt will learn more and more of his past, and will learn more about Triss’s whereabouts and what Letho is up to.

If the player chooses to support Iorveth, he will be taken to the camp of humans, dwarves, and elves who are rebelling against King Henselt, while if he supports Vernon Roche, he will be taken to King Henselt’s camp. In both camps, Geralt can complete side quests, and in both he will need to venture out into the surrounding areas to collect items, either to remove a curse from King Henselt, or to remove one from Saskia. Doing so will involve learning about and revisiting a past slaughter in the area. Once Geralt has cleared up the problem, events will again force him to move on to the next location: Loc Muinne. Here, in Chapter 3, he can choose to either aid Phillipa Eilhart (if the player supported Iorveth) or try to rescue Triss, or to aid Vernon Roche (if the player supported Roche) or try to rescue Triss. Either way, events conclude in a summit that causes chaos among the Northern Kings. In the epilogue, Geralt wraps up his business with Letho and Triss.

5 Conclusion

In The Witcher 2: Assassins of Kings, you can see CD Projekt RED truly begin to flex their game design muscles. The player is faced with many difficult choices, the outcomes of which are not entirely clear to the player before hand. At the same time, the player experiences a gripping mature story. The gameplay supports the player in paying attention to the game world, observing, and judging it, just like a witcher.

5.1 Potent Elements

The branching story based on player decisions sends a powerful message about player agency. The combat, which although more cinematic than the Souls series, cements this by forcing the player to react quickly and pay attention to enemy positions, strengths, and weaknesses.

5.2 Areas for Improvement

The UI has not aged well. Chief culprits are the navigation of the skill trees, which with a controller is frustrating; the inventory screen, which is poorly organized (items can appear in many categories), difficult to tell which element the player has selected, and overall not intuitive; and the main pause screen, from which the player can access the journal, character screen, and map, but after exiting those, takes the player back to the regular game screen.

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.

Sunday, January 14, 2018

Particularly Wavy Rotation Update

Happy New Year!

Although one could certainly dispute the "happy" part, let's just take that as hopes that 2018 will be happy and leave it at that.

Before I left on vacation to Spain, which was wonderful BTW, I had noticed that my new rotation schemes were not entirely working. Which is to say that they were basically garbage and were broken. Well, after a dozen hours working on them, I can now say with some confidence that rotation works in Particularly Wavy. You can grab a rotatable object anywhere on its surface, and you will be able to drag and rotate it within its rotation range using the mouse. It is smooth and works fine. It does not matter where you grab the object, what its initial rotation is, or what the rotation range is: it just works.

For the rest of the week, the plan is to continue to design levels using prisms, as I have about 7 more levels which should utilize them. Following prisms, I have about 10 levels planned for filters and 20 levels for light splitters.

To support development, please check out my Patreon page and contribute.