Just drifting

So there’s this concept in game design called “verbs,” which are basically all the actions that the player can take in a game. Like, in Mario you can run, jump, duck, fireball, grab turtle shell; in old adventure games you can USE <inventory item> ON <thingy>. That second part, the <thingy>, is the “noun,” which is the object within the game that you’re “verb”-ing. This framework doesn’t work for everything – it’s difficult to apply meaningfully to abstract games, and it’s an awkward fit for sim games, where you’re basically just selecting options off a menu – but, imaginatively speaking, there should be a large variety of potential “sentences” you can form like this, giving games a rich expressive language that can address a wide variety of human concerns. Realistically speaking, not so much. Video games have been and are overwhelmingly concerned with the noun “enemy” and the verb “kill.”

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Hyper Light Drifter is a typical video game that presents itself as a typical video game. You run around fighting enemies and picking up items, working your way towards the big, imposing bosses, and dying over and over again while you try to figure out what the hell you’re supposed to be doing. It’s not particularly friendly, because it assumes that you’re already familiar with the things that it expects you to do. But it’s made with considerably more care and effort than your typical pointless nostalgic throwback. It uses pixel art, but it isn’t really “retro” – it’s an aesthetic, but it’s not intentionally low-quality. In fact, the graphics are really good. The environments are big and messy, making it feel like the world has some actual weight behind it. The copy/paste effect is largely avoided; different instances of the same structures will have slight differences or be broken in different ways. Most impressively, there are many huge, unique setpieces that add a real presence to otherwise generic areas.

So you’ve you’ve got this rich, mysterious, expansive world to explore, and your only means of interacting with it is to kill things. Aside from a generic “interact” button used to open doors and pick up items and soforth, everything you can actually do in the game is focused on finding groups of enemies and killing them. Verb-wise, it’s basically “move,” “dodge,” “kill.”

Again, there’s enough effort put into this to make it better than it sounds. Attacking and dodging both have subtle, smart mechanics that give the game’s action unusual contours. Your weapons are the typical sword and gun, and the typical distinction here is for them to be useful in different situations: the sword is powerful but dangerous, while the gun is convenient but weak. Hyper Light Drifter makes the obvious but uncommon choice to make the gun strictly better than the sword. It does the same or more damage, and it’s faster in addition to being ranged, so it’s always the preferred weapon. The catch is that you have to charge the gun by attacking enemies with the sword. This makes combat extremely focused: instead of switching between your available actions, you have one line of attack that you have to balance based on your gun’s charge. You have to be competent enough to fight with the sword regularly, and you have to have the judgment to know when to go for quick kills with the gun, and the fact that these are two aspects of the same line of action allows for fast and smooth gameplay.

The defensive side of combat is similarly focused: all you’ve really got is a quick-dash that lets you dodge out of the way of enemy attacks. Standard practice here is for the dodge move to just make you invincible while it’s happening, so it can act as a defensive catch-all. This way, whatever kind of attack you’re facing, you can get by it by just dodging at the right time. In fact, the invincibility means you can often dodge into attacks to both avoid damage and wind up in a great position to attack immediately afterwards. But again, Hyper Light Drifter does not make things this easy. The dodge move here is just a movement ability that offers no explicit protection. Not only will dodging into an attack result in getting hit, but even an imprecise dodge away from an attack might not be enough to avoid it, or it might put you in a bad position for the enemies’ next attack. On top of this, the dash itself kind of weak. It doesn’t have much range, and because of how fast the gameplay is you might find yourself under fire again immediately after dodging out of danger. What this means is that you have to actually figure out how to dodge each attack effectively, and be precise enough about it to both avoid damage and put yourself in a position to counterattack. For example, there’s a samurai-like enemy that slowly approaches you and then quickly attacks once it’s at the right distance. You’ll probably get hit if you try to dodge toward or away from the attack, since it’s fast and it has long range. And you can’t just keep your distance, or you’ll never get a chance to attack. What you have to do is dodge precisely so that you wind up to the side of the enemy after it attacks, which will put you out of danger but close enough to follow up with your own attack.

Everything else about the game is equally focused. Each enemy has one simple attack pattern, so you always know what you have to deal with. Damage amounts are small and clearly displayed, so you always know what the situation is. If an enemy has 3 HP, you know you can kill it with one combo; if it has 4, you need to be prepared to retreat after hitting it. If you’ve got an enemy down to 1 HP, you know you have the option of finishing it off with a gun attack and not having to worry about it anymore. Similarly, enemy attacks deal either one or two damage to you, so you always know what you can survive.

The problem with focus, though, is the question of what you’re focusing on, and this is where things start to get a little dispiriting, because all of this violence happens for no reason. The story is intentionally abstract; there’s no text, just the occasional pretty picture to suggest what’s going on (and also the occasional ridiculously overwrought cutscene, which is awfully incongruous in a game with an otherwise minimalist story). But the problem isn’t the technique, it’s the substance, which is to say the lack thereof. There’s no actual reason the enemies in each area are enemies, you just go there and start killing them. Games with lots of text in them get a bad rap for being slow and boring, but it’s this kind of stuff that writing is actually good for: establishing a relationship between characters and the world they live in, creating a context in which the actions you take mean something.

Abdicating one’s responsibility to provide this sort of context can have unfortunate consequences. The “story” in one area is that the native inhabitants have been genocided by, um, some kind of frog ninja clan, or something. There’s a lot of very explicit imagery showcasing the horror of the situation: piles of corpses, heads on pikes, flayed bodies, the whole deal. It’s all quite brutish and upsetting. And so, arriving in the middle of this situation, your response as the player is to murder every living thing you encounter, leave a trail of corpses strewn across the floor, and then strike a coolguy victory pose. “Dissonant” does not begin to describe the effect.

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The issue is not that violence should never be portrayed in games, or even that violence is always wrong. In reality, violence is a complicated subject. Violence can be used defensively or coercively. One application of violence is torture, the living destruction of a human being, and another is mercy killing, using violence to end suffering. The presence of violence makes related choices such as intimidation or pacifism meaningful. But video game violence does not admit any of these complications. The term “senseless violence” exists for a reason, and this is it. The problem with violent video games is actually not the fact that they’re violent, it’s that video game violence is nothing at all like real life violence. It’s thoughtless in a way that nothing real ever is, and that is both the problem and the appeal. When you see an “enemy,” the only thing you have to worry about is killing it. Once you’ve gained proficiency with the controls and learned the enemy’s patterns, you’re done; there’s nothing more you have to think about. You don’t have to consider what the right way to use your abilities is.

Instead of thought, games typically provide what is commonly understood as “challenge.” As a typical video game, Hyper Light Drifter is typical in this regard. Which is to say it’s hard, but not in any way that’s interesting. Actually, the better descriptor is “merciless.” There’s no grace period after getting hit, and many attacks will stun you or knock you down, which will often lead right into getting hit again immediately. One enemy type is actually intentionally designed this way: a bunch of them swarm you at once, and their attack stuns you, leaving you open to an arbitrary number of follow-up hits. There’s really no way to respect a decision like this.

Enemy projectile spam combined with multiple dudes rushing you is a common situation. Healing takes time, so you’ll frequently either get hit immediately after healing or just die before the animation finishes. This is all compounded by the fact that the gameplay is extremely fast. Everything I just wrote and more can happen in the space of about 3 seconds. Bosses in particular rush you like motherfuckers, so your first few attempts at each one will basically be instant losses. This has the annoying effect of requiring a learning curve of figuring out how to not die right away before you get to the actual learning curve of figuring out how to win. And once this happens, it turns out to be less of a learning curve and more of a learning cliff. There aren’t really any complications beyond the basics of avoiding attacks and attacking when you have an opening. Once you’ve figured out what you need to do, you’re done.

Obviously, these things all make the game “difficult” in a general sense, but the fact that there are many different types of difficulty is why it’s important not to lump distinct concepts together under the same word. Difficulty of conceptualization is different from difficulty of execution. Moral complexity is different from optimization. Planning is different from exhaustive investigation. Hyper Light Drifter is game where there is no thinking about what to do or how to do it or why you’re doing it, and there is only mastery of execution.

This compounds the aforementioned problem of senselessness. If the game had some kind of motivation to it, if it made you want to learn how to perform well, there might be some kind of value in it. This is why combining a story with gameplay is such a good idea: it makes action meaningful. As it is, though, you’re just going into each area and scouring the life from it, for no reason. It’s difficult to think of anything less meaningful than that.

Again, the violence is not the problem. Violent stories can be meaningful, and senseless gameplay doesn’t suddenly become interesting when you take the gore out of it. In fact, Hyper Light Drifter itself makes this point quite clearly, because the non-violent aspects of the game are equally senseless. Besides killing everything, the other main activity in the game in searching for secrets, and this shares the same lack of logic that the violence does. What will happen is you’ll notice a platform off to the side or a break in the trees or something, and you’ll go over there, not for any real reason (there is, again, no motivation for any of your actions in this game) but just because you’re playing a video game and video games have things hidden in places like this.

I’ve prepared some examples to show just how little sense this makes. Take a moment to inspect the following screenshot:

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See the gray scraps in the lower left? Those indicate that there’s actually a passage there rather than a wall. Now try this one:

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See the same scraps in the center right? Same deal, right? Nope. That one’s just a wall. One more:

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See how the path along the floor branches off to the right? Pretty clearly indicates that someone built a path there, and you just can’t see it because of the camera angle, right? Again, no. Just a path leading into a wall for no reason. Pretty much everything hidden in the game is like this: there’s no rhyme or reason to any of it, so you just have to obsessively check everything. Sometimes enemies coming out of a wall means there’s actually a passage back there, and sometimes it’s just randos comin’ outta nowhere. There are even a number of cases where just standing in a nondescript location will cause a little symbol to appear over your head, indicating that you can press the “interact” button to make some floating platforms appear out of nowhere. It’s all senseless.

And there is such a thing as sensible exploration. In fact, it isn’t particularly hard to get this right, you just have to treat exploration like it’s actually a part of the game. In Civilization, exploration matters because it has a cost. You have to spend resources you could be using on other things, and there’s no guarantee you’ll find anything good, so you have to make do with whatever comes up. In Metroid, exploration has mechanics. You have a variety of tools available that allow you to interact with the environment in specific ways, which makes exploration a matter of figuring out how to get places rather than merely poking at every wall just in case there’s something there.

And the other half of exploration is, again, the context in which it makes sense. And, again, Hyper Light Drifter has none. It is not the case that, for example, you’re in a library looking for a particular book, and you see a passageway behind some shelves, so you explore it looking for a hidden area. In fact, there is a library in the game, but your only business there is to pass through it on your way to continuing to kill everyone. In fact, there are even some library books on the floor that are in your way, so what you have to do, just as when you encounter any other type of obstacle, is to attack and destroy them so that you can proceed. I found this to be a particularly provocative aesthetic choice, as I am of the school of thought that considers book burning to be one of the great crimes against humanity. Perhaps this is a less universal viewpoint than I had assumed.

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The goal of the game is to find enough magic triangles in each area to open up the magic elevator that takes you to the last boss, which you then kill, and then everything’s over. But the only reason the last boss is the last boss is that it’s a big spooky shadow monster, so of course you’re supposed to kill it. And the only reason collecting the magic triangles is your primary goal is that, you know, it’s a video game, so obviously you’re supposed to run around and collect everything that’s not nailed down. Some of the magic triangles appear to act as power sources for the areas they’re in – the lights go out after you take them – which only serves to make the actions that the game requires of the player even more bizarre. Like, the person destroying the power grid for no apparent reason is pretty obviously the bad guy, right?

And where the game isn’t incongruous, it’s sterile. In one area, you find a lab full of monsters and robots and robot monsters, and it’s all just sort of there. It’s all spectacle and no interaction; you can’t disable the machines or figure out what’s going on or anything, it’s just a bunch of scenery, imposing and flat. Hyper Light Drifter doesn’t take place in a world, it takes place in a diorama.

One thing that seems like it should be interesting is the fact that the protagonist suffers from a terminal disease, such that you occasionally have to stop moving and cough up blood for a little while. This raises a number of questions about how you’re going to interact with the game world. Perhaps there will be times when you’re too weak to fight, forcing you to surrender? Maybe there’s some sort of medicine or resource you need to find in order to manage your symptoms? Or maybe the protagonist goes through the game acutely aware of the fragility of life, compelling her to avoid killing and show mercy whenever possible? The answer to all of these questions is “no.” Once you’re done coughing, you can get right back to slaughtering everything. And then you die at the end, which I guess is sad, or something.

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I get that this is all beside the point. The developers didn’t think about any of this, and the vast majority of players aren’t going to either. Considering how niche this game is, maybe I’m the only one who cares. But remember: Hyper Light Drifter thinks it’s a typical video game, and the problem is that it’s right. It’s the kind of obsessively inaccessible work that ought to be understood as niche, but given the current situation of video games, it actually is the kind of thing that its audience thinks of as “normal.” It wouldn’t be playable otherwise; there’s no explanation for any of your actions and no way to know what to do, except that the stuff you have to do is the same stuff you always do in video games. There are complicated mechanics for killing, and one generic “interact” button for everything else. There are big fancy graphics that don’t matter, because they’re just backdrops and not actual objects in the world. Conversing with another living being receives only the bare minimum representation, while chopping the heads off of goblin monsters is illustrated with lavish animations. A typical video game is one that’s complicated without being thoughtful, evocative without being meaningful, bloody without being human.

The mindset that this game requires you to inhabit is genuinely disturbing. You have to view the world as an adversary, something to be hacked through as you lust after pickups like a starving dog. You have to act like an animal, and not even the good kind of animal that gets to just eat and fuck all day long. The kind that stares with dull eyes at whatever happens to enter its field of vision, that inhabits the world as a creature of mere sustenance, that can’t think.

I mean, I’ve been here before, okay? I understand why this game exists. When I got to the first boss I died instantly, and then I died slightly less instantly a few more times. I experimented with the mechanics to make sure I had a handle on how they were supposed to work. I memorized the progression of its attacks and came up with a strategy for avoiding each one. I tried attacking it at every possible opportunity to see when I could do so without getting hit. And a few dozen tries later I barely killed it by using my last two bullets after noticing it was almost out of health. A lot of people can’t deal with things like this, especially with the audience for games having radically expanded, but I can. I just don’t care anymore. It’s typical. My ability to “overcome” “challenges” like this is not a virtue, it’s a vice. Difficulty needs to be for something; bashing your head against a wall is not a recipe for revelation, and putting up with it is not a recipe for being a decent person.

I’m honestly not even upset about any of this. I’m just sad. A lot of effort was put into this game. It’s precise and intelligent and beautiful. Playing it takes real effort; you have to pay constant attention, explore without guidance, and persevere in the face of seemingly impossible challenges. You can’t finish it without coming to a real understanding of the mechanics and genuinely improving in skill. And in the end, all you have to show for it is a pile of dead bodies.

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On the verge

There’s not that much to say about Axiom Verge itself. It’s good. It’s a good Metroid clone. That’s not even a dig or anything; it’s well-designed and it’s fun. And despite the fact that “clone” is the term we use for things like this, there isn’t anything wrong with doing genre work. What’s actually interesting about Axiom Verge, though, isn’t how good of a game it is, but how good of a game it isn’t.

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The first thing that happens in the game is that you’re told to go into a room and pick up a gun. You then use the gun to shoot open the door to the next area. In fact, the next three upgrades you get after that are also weapons. The game proceeds pretty much how you would expect from this introduction: most of the gameplay is shooting things, and the boss battles are all firefights.

Actually, the game is disappointing even in this regard. You get a huge number of different weapons (like seriously way too many. Pro tip: the concept of “minimalism” exists for a reason) with different firing patterns and such, but the vast majority of the time the most effective thing to do is to stick with your default weapon and just mash the fire button as fast as you can. The second boss fight is especially anti-notable in this regard: it occurs after you’ve obtained three new weapons since the first boss, and none of them are useful. You know you’ve got a problem when you’re so into shooting ’em up that you’re failing Game Design 101.

This is especially sad when you remember that what makes the Metroid series notable is precisely not the combat, it’s the exploration. Metroid-style combat that consists of merely shooting at enemies until they go away is boring, which is fine, because it’s not supposed to be the focus of the game. Of course, Axiom Verge is far from the only game to make this mistake; indeed, the Metroid series itself suffers deeply from this problem, which is why Super Metroid is still the only game in the series that’s actually worth talking about. In all this time, not a single game has actually improved upon the aspects of Super Metroid that made it great; few have even competently imitated them.

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And yet, there are two items in Axiom Verge that actually hint at a path forward: the Address Disruptor, which allows you to “hack” certain enemies and objects in order to change their properties, and the Passcode Tool, which allows you to change the basic parameters of the game by discovering and entering certain passwords, which can then be turned on or off at will. Pretty interesting stuff, right? Here’s a fun idea: imagine that, instead of getting a gun first so that you can start shooting things as soon as possible, the first thing you picked up was the Address Disruptor, and instead of merely pointing it at the door and pressing “fire,” you actually had to use it to rearrange the environment in some way to be able to proceed. And then you got the Passcode Tool, and a password that, like, inverted gravity or something, and then you had an entirely different version of the game world to explore. Then imagine an entire game that followed from this introduction.

Go on, give yourself a minute to really think of some neat applications of these ideas. I’ll wait.

. . .

Did you enjoy that? I hope so, because none of the stuff you were imagining is actually in Axiom Verge.

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The Address Disruptor does a couple of neat things. It does not do anything neat with the actual environment, whereupon its only use is to allow traversal though certain passages by revealing platforms or removing walls, exactly as if it were a blue key that opens blue doors. Hacking enemies, though, does provide a few interesting moments. Some turn into platforms, others gain the ability to break through certain walls. There’s even one that directly drops an upgrade when killed in its hacked form. Behaviors like these provide innovative new ways to explore the environment and search for secrets.

Ultimately, though, most of the Disruptor’s effects are combat-based. Fast-moving enemies slow down, enemies that normally chase and latch onto you will instead stay still and shoot at you, armored enemies become vulnerable to standard weaponry. Again, the problem with this is that combat is boring; since your goal is to just get rid of the enemies, their behaviors don’t really matter. You’re merely removing obstacles that are in your path. If hacking them makes them easier to deal with, fine; if it’s easier to just shoot them, that’s fine too.

At least that’s something, though. The Passcode Tool is apparently made out of some sort of alien technology that’s powered entirely by disappointment. There are exactly two types of passwords that you can find in the game: one translates some of the log entries you find, allowing you to read thought-provoking fragments that reveal intriguing details about the game’s complex backstory (sometimes I really wonder why I’m doing this to myself), and the other opens passageways in certain rooms, exactly as if it were a blue key that opens blue doors.

There’s one last point that needs to be made about the aesthetics of these items. They’re both presented as ways for you to “break the game,” and their graphical representations support this. Hacking enemies with the Address Disruptor causes them to appear “glitched,” and the Passcode Tool is basically a Game Genie (remember Game Genie? It’s back, in pog form). Even the game’s own ad copy claims that you can “break the game itself by using glitches to corrupt foes and solve puzzles in the environment.” Of course, this is exactly wrong: because these mechanics have specific, intentional effects and the game is designed around them, they precisely do not “break” the game. This may just seem like a cute reference, but what’s important is that it allows Axiom Verge to pretend to be doing more than it actually is; to make do with cuteness instead of trying for depth. This is the problem of mere cleverness.

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So, since I already used the “kill yr idols” conclusion, let’s try something else. Axiom Verge is science-themed. The player character is a theoretical physicist (uh, I think. He works in a “laser lab,” anyway), and your equipment’s ability to alter reality is implied to come from the development and application of a “Theory of Everything.” What I’m going to suggest is that Axiom Verge ought to have followed its theme.

As mentioned, the game is a more combat-focused version of the basic Metroid design, “combat” in this case meaning that there are “enemies” whose only purpose is to be obstacles to your progress, and you get them out of the way by “attacking” them enough to get rid of them while avoiding their own attacks on you. This is very much not what science is like. Science (when done well), is about open-mindedness, collaboration, experimentation, careful observation, and even tedious rigor. Of course, I’m not claiming that the game should have tried to implement a complete representation of the scientific method, but I am claiming that it could easily have done better than implementing the exact opposite.

And here’s what’s interesting: the basic explorative gameplay of Metroid is actually already fairly science-like. You have to stay open-minded and look for alternative routes in order to successfully navigate the environment. You have to experiment to understand how your tools interact with the game world. You have to make careful observations to find likely locations of hidden areas. Sometimes you even have to tediously check every possible wall for a hidden passage. Axiom Verge, with its claimed ability to allow you to alter the environment via the Address Disruptor and change the basic nature of the game with the Passcode Tool, should have been able to do even better than this; it should have been a step forward. Instead, it does the easy thing and slaps a bunch more guns onto a basic design template. It retreats from the game it ought to have been.

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The third boss fight provides some insight into how things could have worked. The boss is a giant, screen-filling monstrosity that throws multiple simultaneous attacks at you, and if you try to fight it via the standard dodging-and-shooting approach, you’re totally doomed. Instead, you have to use the Address Disruptor to reveal more platforms in the area that both block some of the boss’s attacks and provide you with more advantageous positions from which to attack (it’s over once you have the high ground). This is a great example of how a boss fight can rely on thought and planning rather than reflexes and button mashing. And it shows that, even with just the tools that Axiom Verge already has, there could have been an entire game that worked this way.

This is the real significance of the fact that Axiom Verge is a Metroid clone. Starting from the basic Metroid design and then adding enough “innovative” ideas to make the game “original” is exactly the wrong approach. The clearest example of this mistake is the Remote Drone, which is used to move through narrow passages in exactly the same way as Metroid’s Morph Ball. Its look and feel are slightly different, which guarantees that clueless reviewers will praise it for “originality,” but the actual function of the item is exactly the same. Certainly, when one considers the possible applications of a remote-controlled robot in the context of scientific exploration, one can easily imagine several more interesting alternatives.

The better approach, then, is to start with a theme, something that you actually want the game to convey, and then use whatever aspects of existing designs are useful for doing so. Even if this results in a pure genre game, it’ll be one that matters for its own sake, that isn’t merely a representative of its category. This is part of the deep problem that video games have with insularity: they’re only judged against themselves. A different version of a game that’s already been judged “good” is therefore necessarily also “good.” But this doesn’t give anyone who doesn’t already like this type of game any reason to care about it; indeed, it doesn’t give the game a right to exist when someone else has already done it better. The reason nobody has to make any excuses when some new band comes out sounding like the Ramones is because it’s taken for granted that music is a way to express something; we expect it to stand up to judgment on our own terms. This is not currently the case for video games.

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You got a new weapon

Leveling up is the worst mechanic in video games. Naturally, it’s also one of the most popular. From a design perspective, it’s useless at best and counterproductive at worst. From an aesthetic perspective, it’s actively evil.

Let’s start by clarifying what it is we’re talking about. Leveling up is about advancement through your in-game capabilities increasing, as opposed to your abilities as a player. There’s no such concept in a game like Super Mario Bros., where Mario’s abilities are the same throughout the entire game. While there are power-ups that can temporarily increase your abilities, these are situational upgrades rather than a persistent part of Mario’s character.

In Mega Man, on the other hand, the abilities that Mega Man gains by defeating each boss become part of his permanent arsenal. By the end of the game, Mega Man is much more capable than he was at the beginning. Indeed, if you’re having a hard time against one of the bosses in a Mega Man game, one way to proceed is to defeat a different boss in order to get their weapon, and then use it against the boss you’re having trouble on. In this way, the player can advance without actually getting better at the game. Not that this is necessarily a problem; having a variety of challenges available is a good way to keep the player from getting stuck, and they’ll presumably get better at the game naturally as long as they have the opportunity to keep trying.

This still isn’t really what we’re talking about, though, because Mega Man’s weapons are new abilities: they make him more capable, but not necessarily more powerful. There may be situations in which a new weapon isn’t actually useful. Not only that, but the player has to learn what each weapon is good for and decide when to use it, so in that sense these upgrades actually make the game more complicated to play. What we really mean by “level ups” is a general increase in power rather than a specific increase in capabilities. In Super Metroid, for example, Samus can collect energy tanks to increase her endurance, new suits to reduce the amount of damage she takes, or new beams that are strictly superior versions of her existing beam (as opposed to separate weapons in the way that Mega Man’s are). All of these are what you might think of as “background” upgrades; they make the game easier without providing the player with any new options. Of course, Super Metroid also has plenty of upgrades that do actually give Samus new abilities; there’s a clear distinction between upgrades that allow you to do new things and upgrades which are mere improvements.

Thus, we can draw a distinction between two concepts which are often conflated: skill growth and power growth. The first allows the player to do new things, resulting in increased gameplay options and possibly even increased difficulty, while the second makes the things that the player can already do more effective, resulting in a mere decrease in difficulty.

You may have noticed that I’ve deliberately avoided using any examples for the genre that is actually about level ups: RPGs. The problem with RPGs is that the concept of leveling up is so baked-in to the basic formula that it’s very difficult to separate out the relevant concepts. It’s typical for a “level” in an RPG to refer to everything at once: all of your character’s parameters increase, and you also learn new abilities, and your abilities also get stronger without actually doing anything different. Plus there’s things like new equipment, which sometimes gives you a mere power increase, or sometimes gives you what looks like an ability but is actually just a power increase (such as “increased critical hit rate” or “extra damage against dragons”), and sometimes actually gives you new options (such as a staff that regenerates your MP but can’t be used to attack). The point is that RPG design is generally a mess and what I’m taking aim at here is not everything that gets called a “level up” but the specific concept of general power growth.

Skill growth isn’t a problem; indeed, it’s easy to see why it’s an effective mechanic. In games like Mega Man and Super Metroid, skill growth is used to ease the player into the game. The player starts with only the basic abilities, allowing them to get a handle on the fundamentals, and then, with a foundation established, learn to use the new abilities one at a time. Giving the player all the abilities at the outset would be overwhelming; it would actually make the game harder to play. Furthermore, since each skill has a specific function, the process of gaining skills itself can be strategic. In Mega Man, as mentioned, you might try to gain a specific weapon for the purpose of defeating a specific boss. In this way, the player can chart their own path through the game based on an understanding of what capabilities they need to have in order to perform certain tasks (and Mega Man is really the simplest possible example here; a game that utilized this sort of progression in a meaningful way would really be something).

Power growth offers none of these advantages and also contains several drawbacks. The basic problem is that power growth adds nothing to the gameplay. Attacking a monster and dealing 50 damage is exactly the same operation as attacking it and dealing 500 damage. Furthermore, since the game’s challenges have to get harder to compensate for the player’s increased power, there’s not even any practical effect from leveling up. If a monster has 500 HP and you deal 50 damage per hit, you need to hit it 10 times to win. If, after leveling up and moving to a harder area, a new monster has 5000 HP and you’re dealing 500 damage, the situation is exactly the same. It looks different, but the actual actions you’re taking are identical to what they were before. In this way, RPGs often confuse the issue by offering a lot of flash that makes it look like something is going on when you’re actually just using the exact same tactics in every encounter. Thus, level ups often conceal a lack of actual gameplay.

It’s worse than that, though, because power growth can actually cannibalize real gameplay. For example, say you’re up against a boss that counters any physical attacks you hit it with, so instead you need to beat it with magic attacks. But suppose you’ve leveled up enough that the counterattacks aren’t strong enough to stop you. You can just blithely bash away with physical attacks and win anyway; you don’t actually have to learn the boss’s characteristics or how to deal with them. You don’t actually have to play the game.

The reason for this problem is that challenge relies on balance. To illustrate this, consider a boss battle from any Mega Man game. If you’re not familiar, they look like this:

mega_man_vs_guts_man

See those two bars? One of them is Mega Man’s health meter, and one of them is Guts Man’s. When Mega Man hits Guts Man, Guts Man’s health goes down by a certain amount, and vice versa. The fact that both bars are visibly the same size makes the situation admirably clear: the difficulty of the battle is based on the ratio of the amount of damage Mega Man deals to Guts Man to the damage he takes from Guts Man’s attacks. If Mega Man has a weapon that is highly effective against Guts Man (that’d be Bomb Man’s weapon), he might be able to win by just shooting repeatedly and not bothering to avoid any of Guts Man’s attacks. The player doesn’t have to learn anything at all; the battle becomes trivially easy. On the other hand, if Mega Man does very little damage compared to how much he takes from each hit, he may have to avoid almost all of Guts Man’s attacks in order to have a chance. The player may have a hard time even after learning how to effectively dodge most of the boss’s attacks; the battle becomes excruciatingly hard. A well-designed boss battle will have a damage ratio that puts it between these two extremes: with the correct weapon, the battle should be easy but not trivial; without it, the battle should be challenging but doable for a moderately skilled player.

But if the player can increase Mega Man’s overall power by “leveling up,” then they’re in control of the damage ratio (intentionally or otherwise), which means the actual design of the battle goes out the window. If you’re having a hard time against a boss, you have no idea whether it’s because there’s something about the gameplay you have yet to learn or whether you just haven’t leveled enough. If you’ve leveled too much, you’ll just blaze through and miss the opportunity to learn anything. In this situation, the developer has in effect abdicated their responsibility to design a meaningful encounter, instead obligating the player to “guess” what level they need to be at in order to have a good experience (the extent to which game designers often seem to be looking for any possible excuse to avoid actually designing their games is rather disheartening; see also “procedurally generated levels” as a selling point).

But it’s not just that power growth sucks, it’s also that it’s totally clowned by its cooler, more attractive cousin: skill growth. Skill growth does everything power growth can do and more, and it looks good doing it. This is easy to understand if we look at a game that uses both mechanics, but cleanly separates them so that they can be analyzed individually. That game is Final Fantasy Tactics. Whenever one of your characters takes an action, they grow in two ways: they gain Experience, which eventually levels them up in the power growth sense, and they gain Job Points, which can be used to purchase new abilities. If you play the game with this in mind, it will quickly become apparent that Experience is completely boring. It gradually accumulates and makes you stronger and you never actually think or worry about it in any way. Trying to pay attention to it is like watching someone else run on a treadmill.

Conversely, Job Points are not only interesting, they’re also awesome and basically the entire point of the game. There are several reasons for this. The most obvious is that getting new abilities is fun and interesting. A new ability allows you to do something new in battle, and since Final Fantasy Tactics is pretty well designed, new abilities are generally distinctive: they allow you to do a new type of thing rather than just being a different version of something you can already do. Another reason is that you get to choose which abilities to get, so you can make a plan about how your team is going to work and design the kind of characters that you think will be effective, or creative, or challenging, or even just fun. Thus, we get the same sense of character advancement that power growth offers, but in a way that’s both interesting and conducive to actual gameplay.

Finally, the act of gaining Job Points itself also involves a choice, because each character only gains Job Points for the class they are currently using (pedantic caveat: not actually true, but close enough). So if you want to, for example, make a White Mage that can also use Time Magic, you have to decide when you can allow the character to train in the Time Mage class and when you’re going to need them as a White Mage. And this isn’t an isolated decision, because you have other team members with the same dynamic; if one of them is training as a White Mage, the others are free to do something else. Thus, there’s an interesting tension between growing your characters for the long term and winning each battle in the short term; unlike with Experience, you don’t just get everything for free.

What all this adds up to is that you could completely excise the concept of Experience from Final Fantasy Tactics and you would lose absolutely none of what makes the game good. So from a design perspective the solution to power growth is pretty simple: just say no. Pick a power level and design your game around that. If you want to provide a couple of options for the player to make things easier or harder for themselves, that’s fine, but these ought to be explicit choices rather than just something that happens as you play the game. Furthermore, the limits of these options need to be designed appropriately in order to provide an experience that’s still meaningful even when it’s a little easier or harder.

Gameplay isn’t everything, though. The actual purpose of levels is, of course, aesthetic. They represent a character’s growth over the course of the story. If you’re making a game with a Hero’s Journey type of story, where the main character starts off as some nobody and goes through some trials and stuff and becomes powerful enough to save the day, using level ups to gradually increase the character’s attributes is a great way to represent that, even if it doesn’t actually change the gameplay.

The problem with this is that the Hero’s Journey is a bunch of fucking horseshit. Real things don’t actually happen because of some guy who’s just so strong and smart and powerful that he can defeat all the bad evil forces and make things nice and peaceful for everybody. That’s not how the real world works. It is, rather, how the rulers of an oppressive, hierarchical society want you to think the world works, because it justifies existing power structures.

For example, the jobs of a CEO and a janitor are so different that they can’t be meaningfully compared in terms of value. But we accept that a CEO should have higher pay than a janitor because we consider it to be a “higher level” job. If we instead view these two jobs are merely two different sets of skills, both of which are required for a company to operate, then the justification for not merely “outsized” CEO pay but for any pay discrepancy at all vanishes.

The truth is that the world works the way it does as a result of specific abilities that people have. The members of the ruling class are not better than you. The reason rich fucks are rich is that they’re good at the specific things that our society rewards. Warren Buffett, who is certainly one of our more self-aware rich fucks, has made precisely this point with regard to himself:

“I happen to have a talent for allocating capital. But my ability to use that talent is completely dependent on the society I was born into. If I’d been born into a tribe of hunters, this talent of mine would be pretty worthless. I can’t run very fast. I’m not particularly strong. I’d probably end up as some wild animal’s dinner.
But I was lucky enough to be born in a time and place where society values my talent, and gave me a good education to develop that talent, and set up the laws and the financial system to let me do what I love doing — and make a lot of money doing it. The least I can do is help pay for all that.”

In other words, there’s no actual justification for someone like Buffett being rich. It’s just how things happen to be set up at the moment. Those who are invested in maintaining our current level of injustice want you to believe that the people on top of our society are there because they deserve it, because they’re just better. But they aren’t, and they don’t.

This isn’t just about rich fucks, either. The same analysis applies to the rest of us. The big paradox of justice in the internet years has been that, while the internet has been an incredible boon to the spread of anti-oppression ideologies, it has resulted in very little structural change. Marginalized people have more opportunity than ever to have their voices heard, and inconvenient ideas no longer require official channels for dissemination. At the same time, economic inequality has been steadily worsening and social progress has largely stalled out. The unfortunate truth is that “power” in the form of large numbers of people agreeing on the internet does not actually accomplish anything. What internet activists often fail to realize is that we are not dealing with some sort of cosmic scale, where we just have to put all of our weight on one side to move it. We are dealing with a specific socio-historical situation and specific sorts of actions are required to affect it. Of course, if I had any idea what these actions were, I’d be doing something a little more productive than blogging about game mechanics. But the least we can do is let go of the false hope that says that everything will work out as long as we care hard enough.

And this is where things get really interesting, because not only is there actually a game mechanic that can convey this in a way that’s applicable to the real world, but it’s precisely the good aspect of leveling up that we were just talking about: it’s skill growth. Pretty crazy coincidence, right? The alternative to power growth that’s better for gameplay just so happens to also be the alternative that’s compatible with justice. Except no shit, because it’s obviously not a coincidence, because good design is the same thing as meaningful existence.