Skip to main content

Renowned Explorers International

It's pure luck (or maybe karma) that I even looked at this game, but I'm really glad I bought it for more than one reason.

The day it came out, Tess had just that morning asked me what I had been playing, and I answered "Path of Exile". Her response was "Don't you ever play things with non-depressing titles?". If that conversation hadn't happened, I probably wouldn't have looked very deeply at the news of the release on Steam, and I might have missed a game that is both fun and innovative.

Before I get into the ways in which the actual game design is innovative, I should mention two things.

First, it's a really fun little game. I don't expect to be playing it fanatically, but it doesn't require a huge time commitment yet has some strategic depth and fun storytelling. I'll likely have it installed for a long time, playing it in short spurts when I haven't the time for a deeper game or am just taking a break.

Second, much has been written about the way in which the encounter system treats physical attacks, bullying speech, and friendly speech all as ways of getting your opponents to let you do what you want; additional mechanics around the mood of the encounter and each participant add to this theme.

But despite the philosophically interesting flavor of this, the actual underlying mechanics in this area are far from new. Each character's available attacks are categorized into one of the three bins, assigned a mood effect from the subset appropriate to that bin, and a global rock-scissors-paper superiority mechanic based on the recent attacks used by both sides makes changing bins in mid-encounter with the right timing extra effective.

But what is really interesting to me about the game design here is the fresh take on some of the common elements of the recently-trendy "roguelike" genre. In most of these games that feature highly random procedurally generated maps, battles, and character upgrades, the randomness is king. Every playthrough is very different, but at least as much as in the ASCII classics the genre name evokes, player skill takes a huge backseat to luck.

Renowned Explorers does something really different here. While the rewards from the random adventures are randomized, they are expressed in terms of a set of currencies - call them research, fame, and money. The trees on which you spend these currencies are almost completely nonrandom, and they interact in different ways to directly buff your party members or your incomes.

The net result is a game that is both much more interesting and much less frustrating than most "roguelikes", because your success is dominated by your choices, rather than by random loot. "Encounters" (battles) are also fairly deterministic, though there is a small random component to damage. There is enough randomization that even if you make identical strategic choices you can get very different payoffs, but enough determinism that your choices really do matter.

It's a fine balancing act, and it's very well done. I'm particularly impressed that this level of innovation showed up in an indie "roguelike" game, of which it seems like there is at least one new one every week, many of which are best described as "like <x> but <y>" for some other roguelike "x".


Comments

Popular posts from this blog

Looks like Nintendo may have gotten their head back into daylight this time

The Wii U was (IMO) a dumb idea that (factually) tanked, evidence that Nintendo had no clue how to follow up what made the Wii a breakthrough product. But it looks like they may have figured out what they are doing right with the 3DS, and how to really cash in on the new trend toward multiscreen entertainment at home without being needlessly expensive, asymmetrically lame on multiplayer, and totally separate from their successful handhelds. http://kotaku.com/heres-your-first-look-at-the-nx-nintendos-upcoming-con-1788004927

The little-known game I'm anticipating almost as much as T:ToN

I backed a project called "A House of Many Doors" a while ago on Kickstarter, and it now has a "Coming Soon" store page on Steam. This only matters because, unlike the normal case where every KS update seems like a "don't forget us please" marketing spiel, the ones on this have been insights into the author's ideas for how the game will be different and why he is making it. The backer update that accompanied the announcement about the Steam page is a great example, and I think maybe other folks might find it as intriguing as I do: "Without going too much into spoiler territory, the way to advance the main quest is by exploration itself. You need to gather a resource called 'Apprehensions,' representing your knowledge of the House and all its secrets and oddities. You can collect Apprehensions by writing poetry, discovering new locations, or completing side-quests. (Why did I choose this design? Well, I was fed up of the thing you g...

This sounds pretty amazing, unique, and intriguing

This sounds really amazing - something like Eternal Darkness only not horrific, in that the game reaches out from the screen to interact with the player out of character. In ED that deepened the horror and provided comic relief simultaneously; this sounds like it might feel differently to different people but still very cool I don't need to repeat the RPS article, I'll just link to it. https://www.rockpapershotgun.com/2016/12/12/oneshot-review/