Luck in Wesnoth: Rationale (2008)
wesnoth.org
wesnoth.org
That was where luck became a tempting distraction. You have to keep your best units alive for the next level or be faced with the unwinnable downward spiral. So at the end of the current battle, it gets tempting to save-scum when one of your heroes falls. Its that, or replay the whole battle, or take your chances that the following battle will be unwinnable.
Thankfully it has a hardcore mode you can toggle on where the game autosaves to a single file so you can't save-scum. Which turns out to be the best way to play X-Com and games like it because you can't just rewind time.
90% of your players can't get past a level because it's poorly designed? Why, just tell them to keep saving and reloading until they get through! It's realistic! It makes sense! It's blah blah blah.
Unless deliberate like in Kaizo-games, the over-reliance on save-scumming is an indicator that the game's creators are just too insecure or too untalented to fix their own oversights.
I think that playing Wesnoth without save-scumming requires a tremendous amount of patience. I lack it.
It plays amazing, punishes you at every turn, and is tremendously popular.
FTL creators simply loved the problem they were trying to solve, "starship simulator", even more than the various solutions they eventually executed upon. In my view, it is that focus on fun which separates the greats the from second-rates.
[1] https://store.steampowered.com/app/212680/FTL_Faster_Than_Li...
I found "Alien: Isolation" to be amazing in this aspect as well. You can only save at very specific points in the map (no quicksave), and in many situations where you might expect the game to be paused, like when saving progress, it's really not.
Makes you think twice before doing anything.
I've tried speeding through, I've tried being thorough on stage one and faster after, I've tried mixes. I cant afford most items for sale, and just keeping up in fuel is sometimes a challenge.
Every playthrough is the same, with the only alteration being how quickly it takes to get into a crippling fight. Yet i keep hearing praise for the large variety and replayability.
I thought it might just be that I'm too casual (advice like "play games on ironman" sounds like a recipe of frustration and boredom to me) but I'm bothered by the lack on concurring voices. Am I the only one to suck at this game?
Start on Easy if you haven't, it helps a lot with breaking that loop. It doesn't undermine the gameplay at all like it does in some games, it just helps stretch your money and fuel further. It'll even help you unlock new ships that might suit your playstyle better for harder difficulties.
And yes - the variety and replayability are strongly tied to unlocking multiple ships and progressing far enough to try out a variety of different builds. Stage one just doesn't vary that much if it's all you're seeing.
Once you have the basic metagame down (I believe around 30 hours of playtime), then getting to the final zone should be doable with the default ships.
Also, are you using space to pause the game when you need it? I had no clue that I could do that until 20 hours in, just before I almost deleted it all of my computer.
At least in early fights you'd want to concentrate on the enemy shields or weapons. A typical way to do that with the starting Kestrel might be e.g. to fire a missile on the enemy shield generator (the missile bypasses the shields, takes the shield room to orange damage, and that takes their shields down completely). Then fire the burst laser at the shield room to take them out for a longer time. After that mainly use the burst laser on their weapon room (to keep from taking any damage), but switch back to targeting the shield room if they get it repaired back to orange.
(As for how quickly you go through, you should leave each level exactly one turn before you're caught by the enemy fleet. Taking longer than that is wasting an opportunity to pick up more resources, taking longer means you're ending up in fights that generate no resources.)
Abuse the pause button. You can take your time to think and plan.
Engines are a good upgrade: they let you avoid damage, which let's you save money. Every shield you buy is multiplied by how string your engine is.
You should focus on defense over offense the first few levels. I nearly always have two shields as my first purchase, even if I have to turn off my O2 or medbay to run them.
Its OK to avoid shops until you have enough scrap/junk to sell to buy something. Top priorities are usually cloaking and damage here. You can usually win battles with a very small weapons edge if you have strong enough defense, but if you go too far eventually you will be unable to touch enemies.
> I thought it might just be that I'm too casual
You can also lower the difficulty level while you master the game's mechanics. Some things to consider:
- Training your crew - Acquiring more crew - What parts to sell - What parts of the ship to upgrade first - How to get by with more equipment points than you have reactor points - When to run - How to choose sectors
Generally speaking, you actually want to pick as many fights as possible. The game implies that you're supposed to be a peaceful and heroic Star Trek style Federation and that's not what it actually rewards at all.
The ship upgrades that are always available are more important than stuff you can buy in shops, even though the shop items are more interesting. An extra dot in shields pays for itself in a hurry. You'll eventually need other stuff, and there are multiple load-outs that work, but lots of multi-hit weapons with low power requirements is the simplest winning setup.
Those are the common misconceptions. The game doesn't actually do a great job of communicating how to play it well.
That's a nice contrast with other no-saving games like Ironman XCOM. It's a superb game, and I think best played without save scumming, but it's painfully easy to lose a 20 hour buildup to 1-2 bad missions. (Or a 100+ hour game if you're running Long War.)
That, and the in-game mechanics of FTL just feel satisfying in a way that too many roguelites lack. Losing and starting from scratch is much more bearable if playing the game is pleasant, independent of your progression.
EDIT : typo
Luck in turn based games make some playstyles impossible. Being aggressive is hard. You may only have to be extremely unlucky in one attack to get completely exposed the next turn. In Wesnoth is even worse because you have to grind your units to death.
I know that the game is that way on purpose but I feel that it makes it a niche game. For me, it has all the bad parts of a card game and a an RPG.
That's a reasonable conclusion. Personally, I believe that turn-based tactical games will always be a niche regardless of the choices around the systems, and Wesnoth has survived for so long that it's arguably found its niche within that niche.
Into the breach does the opposite. No randomness and move preview makes the combat work well with few units and makes it’s more of a puzzle game than rpg.
For example, deck building games (dominion etc) let you choose which cards to add to your deck, then cards cycle through deck -> hand -> discard pile, finally shuffling discard pile to become new deck. There is randomness in the order of cards drawn from your deck, but it can be influenced by your decisions of what cards to add to your deck during the game, and you are guaranteed to draw each card in your deck once as you successively draw hands and cycle through your deck, before shuffling.
I am very much enjoying playing "slay the spire", which takes this deck building mechanic and mashes it up into a roguelike. There is additional variability in random encounters, rewards, and what moves enemies do, but part of the fun is figuring out how to best exploit or mitigate the situation you end up in with the hand you are dealt, and trying to tilt the odds of the kinds of hands you'll get in future. Helps that games are usually short (eg win in an hour if everything goes well, die quickly and restart a new run otherwise)
Another example is a game where each player has two moddable d6 : the values of the faces of each players dice can be individually upgraded/replaced , as one of the core mechanics of the game. ("Dice forge"?)
Does anyone know more about this from a game design point of view?
I think this is a pretty neat trick; it's more in line with what people feel like probabilities should be than the reality of those probabilities. It also subtly biases in the player's favor, since in Fire Emblem the heroes usually have high accuracy while enemies more often go for high damage and low accuracy.
I like the way Brogue trains you on odds. You roll the dice A LOT, but it goes by super fast, so you get averages in one battle that conform to player expectations without misleading the player. At the same time, you can still achieve high stakes moments...but generally the player has walked themselves into those high stakes moments by repeatedly playing poor odds, so it feels deserved rather than like a rage quit situation.
It wouldn't surprise me if people's past gaming experiences did a lot to vary their expectations for random number generation. I know XCOM was sometimes accused of fudging numbers against the player, though experimentation shows the percentage chances are correct (excluding bugs). I wonder if that's tied to expectations set by games like Fire Emblem.
Our brain sucks at experiencing chances due to fixation on negative emotions.
Eventually settled for running each chance twice and picking the best outcome and that felt more matching the player expectations, but in the end I just removed the chance aspect.