Friday, June 22, 2018

Nioh Game Analysis

Nioh Analysis

Nioh Analysis

David Hunter

June 22, 2018

1 Overview

Nioh is an action RPG developed by Team Ninja and published by Koei Tecmo in February 2017.

2 Formal Elements

Nioh falls under the general group of games known as ”Souls-likes,” due to their similarity to the Souls series developed by FromSoftware. These games are primarily single player experiences, which allow the player to enter other player’s games online in special circumstances. The player controls a 3D avatar in a 3D world that features winding, twisted, and complexly overlapping interconnected levels. In these levels, the player will fight a variety of human and monstrous enemies, including bosses, most of which are based on Japanese history or culture. In combat, stamina management is key. Using attacks and blocking/dodging drain stamina, which can put the player in a weakened and vulnerable state. All enemies can kill the player if the player is not careful; every enemy does a lot of damage. If the player dies, they will be respawned at the nearest resting point, with their unused XP left where they died. In order to get it back, the player will have to fight back to that point. If they die before doing so, the XP is gone forever. To anyone who has played a Souls series game, Lords of the Fallen, Salt and Sanctuary, Ashen, Necropolis or DarkMaus, these features should be instantly recognizable.

2.1 Players

The player controls William Adams, an English navigator from real history who sailed to Japan and served on Tokugawa Ieyasu. The player moves a 3D avatar of William around a 3D world, interacting with NPCs, killing monsters, and finding items and equipment. The player may discover graves of other players throughout the world. Touching them will allow the player to engage in battle with an NPC controlled version of that player and if won, to pick up some of their equipment and earn Honor.

The player can even join in-game covenants based on powerful Japanese families of 1600 that offer bonuses to particular weapon types and abilities.

The player can where different armors and change their hairstyle and beard to achieve a look that is pleasing to the player.

2.2 Objectives

The game starts much like any game in the Souls series: the protagonist is thrown in prison without armor or weapons and must escape. This area serves as the tutorial of the game. During this mission, the player’s guardian spirit is stolen and taken away to Japan. The rest of the game is the player’s quest to stop the thief, an man named Edward Kelley, in his plans to use a special kind of stone called Amrita (found only in Japan), to resurrect demons and allow England to take over the world. To achieve this, the player will travel across many areas of Japan, foiling Edward Kelley’s plans.

2.3 Rules

2.3.1 Areas

Unlike the Souls games, there is no interconnected map for every area. Instead, there are self-contained areas which play like levels in a more traditional game. These levels feature the hidden items, secret paths, dark environmental story-telling, and booby traps that you would expect in a Souls game. Each area is loaded from a map screen, from which the player may also load different non-combat related areas, such as a store to trade, dismantle, and upgrade items, a tea house for online play, and a dojo for training. Like in the Souls series, saving is accomplished at a save point where the player may also level up. This is a shrine, similar to the bonfire of the Souls games. As an added twist, there are small green spirits called Kodama hidden throughout many levels. As the player finds them, they gather at the shrine. The player may use them to grant a special bonus, such as increasing item drops, elixir drops, armor drops, or weapon drops.

Although there are no minimaps as such, there is a small radar screen, which shows nearby save points, treasures, and a few other custom markers. The player may use special items to interact with the level in various ways, for example using a Travel talisman to return to the most recently prayed at shrine, or using a Harakiri sword to commit suicide, leaving the area and returning to the main map, but also losing any Amrita the player has accumulated in the mean time.

2.3.2 Combat and Magic

The player will spend a large amount of time in combat, and it features more complicated rules than the series it owes so much to. For starters, there are four stances for all melee weapons: high, mid, low, and sheathed. High attacks are highly telegraphed, slow and powerful, while low attacks are rapid, near instantaneous, and weak. Mid stance strikes a balance between the two. The sheathed stance is mainly useful for swords and dual swords, which have unique attacks from this stance. No matter the stance, the player has two kinds of attacks available: fast and strong, and unlike the Souls series, the player can unlock combos and special moves for each kind of weapon. For example, by investing in the spear skill set, the player may unlock a move where the player runs straight forward twirling the spear in a figure eight pattern until you run out of ki, or you may invest in a leg sweep to knock enemies off their feet, leaving them vulnerable to a ground thrust.

The player can use these attacks and combos to deal damage to enemies, and the player may either block enemy attacks or dodge them. Both use up Ki, which slowly recharges, allowing the player to initiate more attacks. Besides melee attacks, the player may also use ranged attacks and magic to kill enemies. Ranged ammo is extremely limited, but offers the player the chance to potentially one-hit kill distant enemies. Magic is much more limited than in the Souls series, mostly consisting of a few elemental bolt or shot style attacks, protection spells against those same elemental damage types, and a few extra status effects.

The player may also lock onto nearby enemies, but this lock-on is disabled once that enemy dies.

As described before, the combat is in many ways the same as the Souls series, but there are twists. At the end of a series of attacks, the player’s used up Ki disperses in the air around the player. The player may gather some of this Ki back by using a Ki pulse, which must be timed correctly to achieve the best result. Although inspired by Gears of War’s active reload mechanic, it makes Ki/stamina management more interesting in combat. Changing between stances further deepens the gameplay, allowing the player to adapt to better deal with the current set of challenges.

The other main change is due to guardian spirits. As the player deals and receives damage, a meter for their chosen guardian spirit fills. When it is maxed out, the player may make use of it. This triggers a dynamic animation, after which the player’s weapon’s become imbued with the power of the guardian spirit. They will use slightly different animations, do more damage, and are usually faster than the regular attack animations. Depending on the guardian spirit, there may be additional benefits or triggering conditions as well. For example, the Phoenix guardian spirit will automatically trigger if the player loses all health, allowing the player to continue to fight and possibly win through and survive. In the beginning, the player only has access to three guardian spirits, but with each boss defeated, the player gains a new one. The guardian spirits generally have an elemental damage types, plus other passive bonuses that the player receives just by having it equipped. As an example, the Nine-Tails guardian spirit gives a bonus to Divine/Ethereal item drop rates and lowers enemy defense.

2.3.3 Stats and Leveling

There are eight stats that the player may invest in when they level up:

  • Body: increases life, and resistance to poison and paralysis. Increases weapon damage, mostly spears. Also unlocks samurai points.
  • Heart: increases Ki. Also increase weapon damage, mostly swords and bows. Unlocks samurai points.
  • Stamina: Increases life and maximum equipment load. Unlocks samurai points.
  • Strength: Increases Ki pulse (how much Ki is recovered) and damage with axes, hammers, and odachi. Unlocks samurai points.
  • Skill: Increases Ki pulse, and damage with dual swords, tonfas and rifles. Unlocks samurai points.
  • Dexterity: Increases ninjutsu power and damage with kusarigamas. Unlocks Ninja points.
  • Magic: Increases power of Onmyo magic, increases resistance to Yokai debuffs. Unlocks Onmyo points.
  • Spirit: Increases power of Guardian Spirit, and the speed with which the Amrita Gauge fills.

But in order to level up one of these eight stats, the player will need to collect Amrita. This can be obtained by damaging and killing enemies, by consuming soulstones which can be found by exploring, and by completing missions. Much like the Souls series, leveling up requires an increasing amount of Amrita.

2.3.4 Crafting and Inventory

Another point of difference between the Souls series and Nioh is the crafting and inventory systems. Although the weapons and armor pieces have similar stats to those in the Souls series, items may be dismantled in Nioh to produce materials which may be sold or crafted into new weapons or armor pieces. These materials, like the items made from them, have different rarity ranks, and give different bonuses to the items. There are also numerous sets of armor that give different bonuses, depending on the number of items from the set the player has equipped.

As the player uses a weapon or Divine rank piece of armor, rather than degrade, the player increases their familiarity with it, which increases its damage (reduction).

Besides these points, there is refashioning, reforging and soul-matching. With refashioning, a player can take the stats of one item and simply replace the looks with another item, for example, by taking an Oni Sakon’s Spear and reforging it to look like a Tombikiri spear. This is mostly for cosmetic purposes. With reforging, the player may use different materials to take different bonuses or effects on the item and alter those for a randomly selected bonus. Depending on the rarity of the item, you will have access to fewer or more bonus slots. Finally, with soul matching, the player has the chance to take items they like and match them with other similar items. For example, the player may take a level 75 Tombikiri spear with excellent bonuses, and match it to a higher level Tombikiri with poorer bonuses, or even to any other higher level spear, such as a Greatspear, or Great Frog Spear. This lets the player keep equipment that they like throughout the game, and also opens up the possibility of combining the weapons to create something that has great bonuses from both items.

2.4 Procedures

2.4.1 Leveling and Upgrading

Leveling proceeds much like in the Souls series. There are no class restrictions, so the player may use any equipment or abilities that they meet the requirements for. The main decisions the play must make is how to increase their stats to most benefit their playstyle.

2.4.2 Exploring

Nioh does a fine job of making moving around a level interesting. There are many hidden items and unlockable shortcuts, and hints about the events that happened just before the player arrived.

2.4.3 Boss-Slaying

Like the lesser enemies, the bosses are each designed to be challenging to the player in different ways. Some are extremely aggressive, some are fast, some attack slowly but do massive damage, others use mostly magic attacks. Many of the bosses have stages to their battle, and several actually come back to life after the player has ”killed” them. Other take advantage of the level to move in unique ways, such as jumping off walls to launch lunging attacks on the player, flying in the air, or being confined to particular elements in the environment, such as water.

Their attack patterns must be learned, and there are often clues as to what they are weak to somewhere in the environment or in dialogue with an NPC.

2.4.4 Crafting

With the completion of the main game, the player may start one of several New Game Plus modes, which unlock a new class of items: Divine items, and later Ethereal items. These can be soul-matched with identically leveled items to produce even stronger items of the next level up, for example two Divine Level 150 Kusanagi Tsurugis (a type of sword) may be combined into one Divine + 1 Level 150 Kusanagi Tsurugi. This Divine +1 weapon has its familiarity reset to zero, but the base damage starts at the maximum of the previous Divine weapon. Another Divine + 1 weapon may be combined with the previous one to produce a +2 weapon, etc. This creates many new opportunities to craft items, but even before this the game allows the player to use soul matching to raise the level of their favorite weapons, disassemble unwanted items to salvage their parts, which can then be used to create items you do actually want. Or the player could take their favorite items and reforge them to try to get bonuses that better match their playstyle.

The only downside to these possibilities is it makes inventory management much more crucial and more of a time sink. Should you offer up an item and receive some Amrita, sell it, disassemble it, or use it and then soul match it to another? Which one makes the most sense for the player may change with the next loot drop, or upon more careful examination of one’s inventory.

2.5 Resources

2.5.1 Abstract
  • Health: Losing all your health means dying and respawning back at the nearest shrine. As mentioned before, the player will lose all currently possessed Amrita as well.
  • Ki : Ki determines the player’s ability to attack, dodge, and block during combat, and managing it is critical in every encounter. It is drained by running, dodging, and attacking, and slowly regenerates when not engaged in those acts. It regenerates even more slowly when blocking.
  • Damage Meters: There are many kinds of special damage that the player can receive: water, lightning, fire, wind, earth and poison damage, for example. These damages fill a special meter that only becomes visible when the player receives them. If the meter fills up completely, a special status effect will take effect on the player. Poison damage, for example, will cause the player to slowly lose health until the poison meter is empty, while frost damage will slow player movement and prevent rolling until it is empty.
  • Amrita: Amrita is collected from Amrita stones, killing enemies, and completing missions. It is used to level up your character and improve your spirit guardian.
  • Weapon Familiarity: Depending on the rarity of the weapon, there is a familiarity limit. For Divine weapons and armor, this is 999, but it decreases with each rank below it. The higher your familiarity with a weapon, the more bonus damage you receive.
  • Prestige: Prestige is awarded for completing any of a huge number of tasks in game. Killing 50 humans with a sword awards a prestige title, completing a level within a certain time limit awards another, and killing a boss or group of enemies without taking damage gives another. Dealing certain amounts of lightning, water, fire, etc elemental damage yield many more titles. In general, melee titles give points towards Ungyo, and magic titles give Agyo points.
  • Agyo Points: By using magic, the player will receive prestige titles and unlock Agyo points. These can be spent on a pool of randomly generating bonuses loosing dealing with magic.
  • Ungyo Points: Similarly, by engaging in melee combat, the player can receive prestige titles and unlock Ungyo points, which can be spent on a pool of randomly generating bonuses.
  • Honor: Honor is acquired by killing NPC versions of player characters. It can be used to buy items, gestures, and other objects from the Teahouse.
  • Level: The player starts at level one, and after collecting enough Amrita, may increase any stat. This increases the player’s level.
  • Proficiency: Besides familiarity with specific instances of weapons or armor, the player gains overall proficiency with the class the weapon belongs to. Like familiarity, this increases the player’s damage bonus with that weapon class over time, and also serves as the criteria for unlocking certain missions.

2.5.2 Physical
  • Weapons, Armor, Items: Depending on the player’s luck, they may receive different drop rates of different types of items throughout the game. When opening a container or after killing an enemy, these may spawn. These may be left as is, equipped, sold, dismantled, reforged, or refashioned. At shrines, they can be offered to the gods(?) in exchange for Amrita and the chance of receiving extra items, such as soulstones, elixirs, etc.
  • Materials: These are received from dismantling weapons, armor, and other items, and also by defeating certain types of enemies. They can be used to craft new weapons, or sold.
  • Companions: At several points during the game, the player will travel through a level together with one or more AI controlled companions. The player may also summon human players to assist them through difficult sections, much like in the Souls series. If the AI companion’s health reaches zero, they will enter a dormant state, kneeling on the ground waiting for the player to assist them, while if the human companion’s health reaches zero, they will be returned to their own game. The same will happen if the player is killed.
  • Money: Unlike the Souls series, Nioh has separated XP and currency. The player can find money on the ground after killing enemies, breaking containers, and receive it as a reward for completing a mission. The player may also earn money by selling unwanted items at the Blacksmith. It can be used to buy items, or to pay the Blacksmith for special services, such as soul matching or reforging.

    Guardian Spirit: The player starts with three Guardian Spirits to choose from. These may be switched at a shrine, and the player will unlock more after completing missions and defeating bosses. After completing the base game, the player may even equip two Guardian Spirits, and switch between them on the fly (with a short cool down between switching). The game also allows the player to level up their Guardian Spirits by using Amrita. As mentioned before, when the player dies, their Guardian Spirit is left behind to guard the Amrita the player collected before dying.

2.6 Conflicts

2.6.1 Stat Point Investment

As the player invests points, it becomes apparent that around 40, the benefit of each additional point invested starts to decrease. This effect of diminishing returns forces the player to consider whether investing in a different stat might better benefit them. Further, the cost for increase one’s level increases dramatically at higher levels, further forcing the player to carefully consider each investment.

2.7 Boundaries

2.7.1 Stat Point Investment

There is a soft maximum level cap at 750, at which point the player will have 99 in each of the 8 stats.

2.7.2 NPCs

Unlike in the Souls series, non-combatant NPCs may not be attacked.

2.8 Outcomes

There are no major choices which the player must make during the game that affect its outcome. The only outcome is achieved by defeating Edward Kelley, and the final monster which he summons.

2.9 Inventory

The player may carry 500 items, some of which stack. Beyond that, they must sell, drop, or offer the items if they want to carry something new.

3 Dramatic Elements

In general, the story elements are stronger than in the Souls series, but at the same time there are no choices for the player to make.

3.1 Characters

The player takes the role of William Adams, an English ”pirate” who initially seems interested only in getting back his Guardian Spirit, Saorise. To do so, he tracks down her kidnapper to Japan and encounters many historical figures along the way, meeting with Hattori Hanzo, Tokugawa Ieyasu, and many others. While somewhat interesting, these characters serve mainly as a backdrop for the action, and as a loose narrative holding the missions together.

3.2 Story

William Adams tracks down Edward Kelley to Japan, and completes many missions all over Japan in order to thwart Kelley’s plans, or those of his allies.

4 Dynamic Elements

Much like the Souls series, Nioh lacks many dynamic elements found in other RPGs, such as NPC status tracking, reputation, dynamic weather, or a day-night cycle.

4.1 Patterns

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

4.1.1 Playing Style Reinforcement

Nioh contains several examples of playing style reinforcement. By increasing stats such as Body, Heart, Strength or Skill, the player can receive Samurai Points to learn new skills related to Swords, Spears, Odachi, Axes, or Dual Swords. These new skills make it more beneficial and interesting to use one of those weapon types.

Additionally, the player may join a faction which gives bonuses to their preferred weapon, stance, or armor set. Armor sets themselves often give bonuses to particular weapons, weapon abilities, or stances, further incentivizing the player to make the most of weapons, armor, and stances that match how they like to play.

4.1.2 Dynamic Friction

Nioh contains many examples of dynamic friction. As the player progresses through the game, they increase their ability to deal and withstand damage, but so do the enemies.

With each level increase, it takes more and more Amrita to reach the next level.

Basic skills in the Magic, Samurai, and Ninja categories only take one point to unlock, but this amount increases as the player progresses further into the skill trees.

Soul matching Divine rank items requires an exponentially increasing number of higher and higher Divine items to get to the next level: +2 requires two +1’s, which require four base Divine items, while +4 requires two +3’s, which require four +2’s, which require eight +1’s, which require sixteen base Divine items.

Smithing higher level items of course requires more money.

4.1.3 Engine Building

The leveling, equipment and Guardian Spirit systems may together be taken as an example of the engine building pattern. The player may choose certain equipment and Guardian Spirits, and invest in particular stats to increase the amount of money they receive, maximize Amrita rates, or increase the amount of (rare) items they receive. It depends on the player’s goals and how (consciously) they take advantage of synergies between the systems to achieve them.

4.1.4 Stopping Mechanism

Ah, the stopping mechanism. Nioh makes use of the stopping mechanism almost as much as it makes use of dynamic friction. Ki is limited, preventing the player from spamming constant attacks and abilities. The player must wait for it to recharge.

As the player invests in stats more and more, the number of Samurai, Ninja, and Magic points they yield decreases.

After activating one’s Guardian Spirit, and in New Game Plus mode after switching between Guardian Spirits, there is a cool down timer during which the player cannot activate it again.

4.1.5 Trade

The final pattern contained in Nioh is the trade pattern. The player may sell any item in exchange for money, or offer up any item in exchange for Amrita and the chance of getting another consumable.

5 Conclusion

Nioh is not only a strong entry into the Souls-like genre, but excels in certain areas where its inspiration failed or lacked polish. The animations are much better than the early Souls games, and the combat retains the same tension while giving the player much more flexibility in how they play and use each weapon and each set of armor.

5.1 Potent Elements

The combat shines out as flexible, action-driven, and highly enjoyable. The multiple stances, Guardian Spirits, and special abilities stack together to create a complex multi-layered experience that you will probably want to come back to again and again.

5.2 Areas for Improvement

The story and the lack of choices that affect the story is Nioh’s weakest point. Managing one’s inventory is also more of a chore than it should be.

Tuesday, May 15, 2018

Tom Clancy's Ghost Recon: Wildlands Analysis

Tom Clancy’s Ghost Recon: Wildlands Analysis

Tom Clancy’s Ghost Recon: Wildlands Analysis

David Hunter

May 16, 2018

1 Overview

Tom Clancy’s Ghost Recon: Wildlands is an open world 3rd person tactical shooter game with light RPG elements. It was developed by by Ubisoft Paris and published by Ubisoft in March, 2017.

2 Formal Elements

2.1 Players

Tom Clancy’s Ghost Recon: Wildlands can be played as a single-player game or as a multiplayer cooperative game. In either case, the player takes control of one member of a four member military squad. The player can customize the member’s gender, facial appearance, and clothing, although this has no effect on gameplay. The player and the other three members of their team is deposited in a fictional version of Bolivia.

2.2 Objectives

The player is in Bolivia to take down a cocaine cartel called Santa Blanca, which is headed by a drug lord called El Sueño. His cartel is divided into four branches: Security, Influence, Smuggling, and Production. Each branch has a head of operations, subhead, and between four to six buchons, or bosses. The player must ”gather intel,” which consists of going to a pre-tagged location and interacting with an object or talking to a person, and then completing a mission. The mission will consist of a very limited number of types: killing or locating an NPC (without being detected), locating (and destroying) some object(s), or escorting/protecting an NPC/object to a location for a certain amount of time. After between three to six of these missions, a mission to take out the buchon will be unlocked, which will be a mission of one of the above types, and after enough buchons have been taken out, the player can start a mission to take out the subhead, which will be one of the above mission types, and then start a mission to take out the branch head, which, you guessed it, will be one of the above mission types. After two heads have been taken out, the player may make a move on El Sueño himself, or the player may try to totally dismantle the cartel before moving on El Sueño.

2.3 Rules

Tom Clancy’s Ghost Recon: Wildlands features a wide ranging rule set.

2.3.1 Equipment and Vehicles

The player may only have three weapons at any time: two large rifles or SMGs, and a pistol sidearm. Grenades, mines, C4, diversion lures, flashbangs, and different kinds of drones may also be equipped, provided that the player has invested the skill points in unlocking them. Each weapon type also has a number of modifications which the player may change, sometimes on the fly. For example, sniper rifles come with different lengths of barrel, different barrel attachments, different scopes, stocks, magazines, and triggers, each of which affects the use of the rifle. Longer barrels make the weapon more accurate at range, and increase the range, but also make the gun slower to raise and lower. Suppressors reduce but do not completely eliminate noise, making it easier to sneak around, but also reduce the damage and penetration. Etc. However, enemies only come in three or four varieties, and they all take roughly similar amounts of bullets to kill. Further, new types or levels are not unlocked as the game progresses, making much of the variety and customization mostly mute. There are two main decisions a player must make: loud or quiet, and CQC or distance. From those two choices, the type of weapons a player should choose naturally follows.

There are also many different types of vehicles:

  • motorcycles: only seat the player, fast moving and somewhat useful for offroading
  • cars, two-seaters: handle slightly differently depending on the model, and can take different amounts of damage
  • cars, four-seaters: handle slightly differently depending on the model, and can take different amounts of damage.
  • vans: handle slightly differently depending on the model, and can take different amounts of damage. Some have mounted machine gun turrets.
  • trucks: handle slightly differently depending on the model, and can take different amounts of damage.
  • helicopters: handle slightly differently depending on the model, and can take different amounts of damage. Could be scouting, transport, attack, or heavy attack models.
  • airplanes: handle slightly differently depending on the model, and can take different amounts of damage.
  • boats: handle slightly differently depending on the model, and can take different amounts of damage. Most come equipped with different machine gun turrets.

These are scattered around the map, and the player can even hijack cars passing by on the roads. Given the size of the map, it can still be quite a hike to reach one, especially a helicopter or airplane. The player’s AI controlled squad mates will automatically spawn into any vehicle that the player takes control of. It is possible to die while in a vehicle, and depending on the circumstances, your squad mates may or may not be able to revive you.

2.3.2 Stealth

A great part of the game will involve sneaking around. Your basic enemy soldiers are somewhat perceptive, but not as perceptive as in the Dishonored series: they will notice dead bodies, shots fired at them or near them, but will never notice a missing soldier on patrol, and sometimes not react to lights being shot out, etc. The player can use a drone to mark them, and can use ”Sync shot” to take out more than one enemy at the same time. Moving at night or staying in shadows during the day further reduces the chances of being spotted. The player may also adjust their stance from standing to crouching to prone, which also reduce the chances of being seen. If the player is spotted, all nearby enemy soldiers will be alerted and will begin to move in on the player’s location. Depending on the circumstances, enemy reinforcements maybe called in for support.

All is not lost, as the player can often fight their way out of the situation, or try to break the enemies’ line of sight, hide, and wait for them to return to ”normal” behavior. Even if the player is spotted, if the player can kill the enemy quickly and silently enough, no enemies will be alerted. Once the player is spotted and attacked, the status will change to ”Engaged,” but if the player can hide, then it will change to ”Hunted.” If nearby enemies have seen or heard something, but are not sure what it is, the status will be ”suspicious.”

2.3.3 Stats and Leveling

The exact amount of health the player has is hidden, but you can take several shots before dying. When you die, your squad mates will approach you and attempt to revive you. Initially, this may happen only once during a fight, but as the player levels up, the amount of damage you can take can be increased, as well as the number of times you may be revived. After taking damage, your health will slowly regenerate, as in almost every cover-based shooter since Gears of War.

The player also has a hidden amount of stamina, which really only determines how long the player can run before returning to walking/jogging. This also regenerates and can be increased by leveling up the appropriate skill.

Marking enemies, killing them (while undetected)/(by headshot)/(at a distance greater than 400m) will grant the player different amounts of XP, which eventually raise the player’s level, granting skill points. Skill points can also be found as ”commendations” which are scattered around the map. The player can also pick up ”medals” which provide a small bonus to particular skills, such as increasing damage against vehicles by 5%. Similarly to The Witcher series, a larger amount of XP is granted by completing story missions, but unlike that series, almost no effort has gone into making them interesting or compelling for the player. Skills are arranged in six categories, which are divided into four tiers each. Most skills have several different levels, which require more and more skill points and resources to unlock. The first tier of skills is available from the beginning, but the second and third only unlock after reaching particular levels, while the fourth contains a special skill that unlocks automatically once the player has invested in the first level of each skill in the category.

Besides enough skill points, the player needs enough of one of four resources to level up a skill: gasoline, medicine, food, and comms. Like skill points, these are scattered around the map, but the player can also receive larger amounts by completing optional side missions that might involve tagging a convoy, hacking a radio station, defending a radio transmitter, or racing from one radio tower to another within a certain time limit.

2.3.4 Areas

Tom Clancy’s Ghost Recon: Wildlands takes place in a fictional Bolivia. Although exact figures are difficult to come by, the map is anywhere between 200 km2 and 600 km2, or about 20 km by 20 km to 24 km by 24 km. The game is huge, and the terrain is varied and diverse, with no loading screens anywhere, except for the interminably long one you will face upon starting the game, oh, and every time you die, which on harder difficulty settings will be often. Oh, and when you fast travel, which also might be often as you want to avoid the minutes long track from one place to another. You can explore jungles, deserts, swamps, grasslands, sea/lake cliffs, and numerous mountain formations. The terrain and world are beautiful and breathtaking, and looks great, with very little pop-in, screen tearing, or other artifacts to interfere with your enjoyment of the scenery.

Its very size, however, is something of a backfire, as it takes forever to get anywhere by foot, and can take over 10 minutes to fly from one side of the map to the other. The vehicles, almost without exception, handle like a greased water buffalo, floating and sliding around with little control or regard for user input.

2.4 Procedures

2.4.1 Leveling and Upgrading

The player will level up throughout the game, and will probably be able to unlock every ability, which mostly make small incremental changes to player stats, although some unlock new items for use, such as C4 or nightvision.

2.4.2 ”Exploring”

There are a great of items scattered around the map: weapons to collect, skill points, bonus medals, resources, and weapon mods, and also many side missions. In typical Ubisoft style, some are marked on your map from the beginning, while others can be unlocked by gathering intel from enemies, which are also marked on your map. For the most part, due to the size of the map, the player will rarely feel like they have discovered something, or if they do find something that was not previously marked on their map, it is register as a non-event or fluke.

2.4.3 Completing Missions and Boss-Slaying

As mentioned before, there are a great many missions in the game. There are 20 buchons, four subheads and four heads, plus the final boss of El Sueño. Each buchon requires the player to complete between 3-6 missions in order to unlock it, creating an actual total of 110 story missions. Unfortunately, they mostly fall into an extremely small number of types, and lack enough distinguishing details to make them interesting or distinct in the player’s mind. After completing the 3-6 missions, the player will be able to engage in a ”boss-battle” with the buchon. This might involve killing them, or reaching their location and extracting them to a rebel outpost.

2.5 Resources

2.5.1 Abstract
  • Health: Unknown amount, if it reaches zero you die, and must wait for a companion to revive you. If this has already happened in the fight, you must reload from an autosave point. While not being hit, it slowly regenerates.
  • Stamina: Same story as health.
  • XP: Almost same story as the above. It is mostly hidden to the player how much XP you get for everyday activities like sniping, killing enemies, and the like. Completed missions display this clearly, for some reason, but the player is not shown how much XP they currently have, nor how much is needed for the next level.
  • Skill points: These are used for unlocking new abilities or for upgrading existing ones.
  • Suspicion: Moving in front of enemies at close distances in well-lit conditions increases suspicion, as does making noises.
  • Level: A marker for player progress through the game. Receiving enough XP increases to the next level and grants skill points.

2.5.2 Physical
  • Gasoline/Medicine/Comms/Food: These are different crates that can be found dispersed over the map, and also in large convoys that patrol the map. Necessary for leveling up.
  • Intel: Items found or interacted with in the world give the player intel, which reveals the locations of items or missions in the world.
  • Ammo: Can be replenished at ammo boxes, and also by walking over dead enemies.
  • Weapons: Can be found all over the map. Described above.
  • Vehicles: Can be found all over the map, must be abandoned if damaged too badly lest they blow up with you in them.
  • Escort/Allies: If an escort dies, you must restart the mission. Your companions, on the other hand don’t matter.

2.6 Conflicts

2.6.1 Stat Point Investment

Increasing a skill requires an arithmetically increasing number of points, so deciding which skill you want could make a significant different in gameplay and of course influences what other skills you will be able to invest in.

2.6.2 Factions

There are three factions in the game: Santa Blanca, the rebels, and Unidad, and whenever one encounters another, they will open fire on each other. The player can also use vehicles marked with the appropriate faction’s logo to gain access to certain areas without raising alarms or suspicions.

2.6.3 Stealth vs. Loud

The player may choose to tackle missions by going in guns blazing or trying for a stealth approach. Either is usually feasible, although the guns blazing approach may not be allowed depending on the mission requirements. Given the player’s limited health, and the ability of most outposts to call for reinforcements, it generally makes more sense to at least scout the location and disable the alarms before going all Rambo on them.

2.7 Boundaries

2.7.1 Stat Point Investment

After the player has max out all abilities, there is no more progression possible.

2.7.2 NPCs and Factions

If you kill three civilians within a short time of each other, you will be forced to restart the game, but other than this civilians have almost zero impact on the game. They will not alert the cartel of your presence, you cannot ask them for assistance or info during missions, and your efforts at destroying the cartel have zero appreciable effect on their behavior, living situation, etc.

As for the factions, they do not seem visibly affect by the player’s actions either. The cartel does not become weaker, less well-supplied, or more disorganized, and Unidad is not altered in any way either.

2.8 Outcomes

There are two main outcomes, depending on how much of the cartel the player has dismantled before attempting the final mission, but this is BUGGY! I completed every mission and still I was given the ending for players who had not. After the mission, I even received the message ”You have only completed 100% of the game. Continue to explore Wildlands and dismantle 100% of the cartel to see a different ending.” In the forums, it is claimed that the missions of taking out El Sueño are included in the total, which is stupid, as it forces the players who have already completely dismantled the cartel to complete the last two missions twice in order to see the ending that matches the state of the cartel. It especially makes no sense as in the first playthrough El Sueño IS FUCKING KILLED, so how can the player take him out again?

3 Dynamic Elements

3.1 Time

Tom Clancy’s Ghost Recon: Wildlands has a dynamic day-night cycle, which influences the playstyle to some extent, as it is easier to be spotted in the day than during night.

3.2 Weather

Tom Clancy’s Ghost Recon: Wildlands also has a dynamic weather system, but this seems mostly for show/immersion, and has no known effect on gameplay.

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 Stopping Mechanism

The stopping mechanism pattern occurs in several areas of gameplay. First, the player may be revived a limited number of times each fight, preventing the player from abusing this ability. Second, the player may only use one rebel support action at a time, and there is a cooldown timer these, again preventing the player from using it too often.

3.3.2 Dynamic Friction

The dynamic friction pattern also occurs in several areas of gameplay. First, in stat point investment: the player needs increasing amounts of resources and numbers of skill points for each level unlocked. Second, in notoriety: if the player goes loud, it is possible that Unidad will be alerted to the player’s location, which if the player continues to stay visible and attack loudly/aggressively, will cause more and more Unidad patrols to be sent to attack the player.

3.3.3 Play Style Reinforcement

The play style reinforcement pattern is present in the sense that as the player levels up, they may invest in skills and item unlocks which make it easier/more fun to play in their particular way.

4 Dramatic Elements

This game analysis has already said some very cruel (but true) things about Tom Clancy’s Ghost Recon: Wildlands, but unfortunately for this game, it only gets worse from here.

4.1 Characters

The characters are stupid. The less said about them the better it will be for the reputation of Ubisoft’s writing team. All of them are one-dimensional, lacking in personality, and come off as stereotypes or caricatures.

4.2 Story

The story suffers similarly. A lot of effort has clearly gone into making the audio files, text files, and videos explaining the story and giving the player info about the characters, their history, and their motives for doing what they are doing, but none of it is very interesting or compelling. After watching the first three or four videos, I stopped caring for the rest of the game. It is all quite transparently setup for the player to explore each area of the map, which is where the majority of development time and effort were clearly devoted.

In brief, there is a cartel in Bolivia which is selling drugs, which is bad. There are bad people in the cartel. You need to kill them or capture them. That is the whole story. Explaining the rest would just further aggravate me for having to write it and you for having to read it.

4.2.1 DLCs

There are several free DLCs, one featuring Sam Fisher from the Splinter Cell franchise, and another featuring the predator from the Predator franchise. Somehow, Ubisoft managed to make both of these horrible. The Sam Fisher DLC requires some uber-sneaking skills for the first section, before plunging the player in a punishingly difficult firefight which they must endure for several minutes before extracting him to another location. Similarly, the Predator DLC features a short investigation followed by a long and repetitive battle against the Predator.

5 Conclusion

Tom Clancy’s Ghost Recon: Wildlands is a missed opportunity for Ubisoft. Although the terrain generation is fantastic, they filled the terrain very poorly with boring missions and activities, and made moving around it tortuously slow on foot, excruciating by car, and simply boring by helicopter and airplane. I cannot recommend this game to anyone except as an exercise in what not to do when designing an open world game.

5.1 Potent Elements

The shooting elements are solidly done, and the world itself is pretty amazing to behold.

5.2 Areas for Improvement

The rest of the game goes here. The story is bland, and the player lacks any real sense of agency, as after totally dismantling the cartel, nothing in the world has actually changed: the NPCs struggling to live under the cartel still go about their random walks and live in shitty cinder block houses. They will not thank the player, and the player has not changed their lives at all. As the player battles the cartel, it undergoes no changes as a result of the player’s actions, so killing those soldiers in training and their training officers does not result in lower numbers cartel soldiers elsewhere, nor in weaker soldiers due to lack of training. It was just an excuse to make the player explore that area of the map, which is the real showcase. The player is not even given any videos showing how their efforts are making a difference to the drug trade abroad.

Wednesday, May 9, 2018

Recursion and Stackoverflow

Hi all,

Just thought I'd share a little incident that happened while I was working on Particularly Wavy yesterday. I had a light source on the left, and two light splitters on the right. When I tried testing this level, as soon as the two light splitters were setup as in the picture below, my speakers would explode as they tried to play hundreds of sound effects at the same time. Then Unity would freeze just after giving me a stackoverflow exception error. I tried the same level several times before giving up because I had some errands to run.

As I was walking to the train station to run those errands, I finally figured out what was happening. The way that light splitters work is when light hits one, we check if the light ray has hit this splitter before. If it has, then we just update its children, which involves using a function called Emit. If it has not hit the splitter before, we create two children: one which passes through the splitter, and a second which reflects off the surface. After creating those two children, we run Emit on them. The kicker is that we use Emit to determine what type of object we have hit, so the HitSplitter function can be called from Emit.

If you haven't got what was happening, here it is: When light hits the first splitter, it creates two children, one of which passes through and hits the second splitter. This also creates two children, one of which passes through, while the other reflects back to hit the first splitter. Here, again, we create two children, one which bounces back to hit the second splitter. And I think that's enough. Basically, I had created a situation where light would bounce back and forth an infinite number of times, or as close to infinite as your computer can handle before crashing the program.

The solution to this is as simple creating the problem in the first place: I was already keeping track of the "depth" of the light ray, or how many times it had bounced or split from the light source, so just checking whether this number is less than a limit, say, 20, prevents infinite recursion.

In any case, I now have 75 puzzles set up and earlier this week created two new game mechanics, but they need more testing and debugging to make sure they work correctly.

Friday, May 4, 2018

Final April/First May Update

hey all,

I've been super busy with work the last few weeks, but I have also been putting in some programming and design hours on several fronts.

First, Particularly Wavy now has about 74 complete puzzles. I noticed and fixed yet another series of bugs regarding loading and saving XML files, an issue which plagued me several months ago, and I've gone through all the puzzles to make sure they are actually complete-able following a resize to the mirrors. Also, I've started a few prototypes based on a few new game mechanic ideas.

Second, I've just come back from a "retreat" in Karuizawa, where I read most of Homo Ludens and completed a few design activities for my long dreamed-of game project, an RPG/RTS smash-up. I plan to complete a few more design activities for it in the near future, but I've more or less promised myself to begin development on it by 2019.

Cheers,


Tuesday, April 17, 2018

Second April Update

hey all,

It is currently raining cats and dogs here in the land of the rising sun. But that has not stopped me working on Particularly Wavy. I am now up to 70 completed puzzles, and I am pushing out an updated version with better controls for Android operating systems today.

I've also been playing a few games and getting in a little more design and research for my dream project: an RPG/RTS hybrid with procedurally generated quests. In terms of games, since finishing The Witcher 3: Wild Hunt, I've been playing This War of Mine, Ghost Recon Wildlands, and Hellblade: Senua's Sacrifice.

Ghost Recon Wildlands in particular deserves special mention for its horribly voice-acted characters, bland and generic mission design, and totally inconsequential story. Ubisoft has reached a new low in terms of open world game design.

In contrast, This War of Mine is a tiny game in which player choice always matters, and everything you do has a consequence. Granted, it is also very heavily influenced by the bigger game State of Decay, but both deserve attention for how they model the consequences of player actions on other characters and the world.

Cheers,

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.