The Frustrating Intersection of Live Service and Narrative Progression

I don’t like putting direct statements on this blog. First of all, they can be traced back to me, and second of all, big bold statements have a way of being wrong. Saying something “can’t be done” is the sort of thing some fans view as a challenge, and saying something can’t be done in video games is really just begging for it.

But I really wanted to open this rant with “Live service games and narrative progression are fundamentally incompatible.” I’m not going to. Instead, I’m going to say that I think “Live service games and meaningful narrative progression are two things no one has managed to combine yet.” And I’m going to spend the rest of this rant talking about that.

Also, all the games I’m going to be using as examples? I like all these games. I have played a ton of them. I wish the thing I’m about to rant about didn’t get in the way of me liking them more.

(One of the many) Problems with Live Service Games

Usually when I rant about games designed as live service (that is to say a continually updated game), I tend to ranting about their monetization and progression systems. This is because an “always online” live game needs to generate revenue, and provide players things to work towards. Those two needs tend to lead to design decisions that don’t prioritize fun.

Today I’m going to ignore that, and talk about something else. Let’s define a few terms for the purpose of identifying my frustration. Here’s how I’m defining these terms for this writeup.

Live Service: Any game designed to be played repeatedly without narrative end. These games are often played in individual matches or games, with progression and interaction systems designed to turn the game into long form play experience. MMOs would be a classic example of this, but as I’m not into that genre, I’m going to be using Hunt: Showdown, Dead by Daylight, and Inkbound for my examples.

Narrative: The elements that make up the “reason for being” for the state of the game. They can be flavor, they can inform mechanics, they can be inconsequential, but they are still present. When I say narrative, I mean everything that forms the explanation for the game’s in-universe existence.

Progression: The advancement of the plot or the story toward a conclusion or resolution. I’m going to use the idea of Hero with A Thousand Faces, because it’s popular, well known, and I’m not a English major so I don’t have a better structure to model my issues.

Terminology Defined, Let’s Get Ranting

Live service is, to put it bluntly, designed to make a great big pile of money forever. It’s cheaper to make a single game and sell it over and over, than it is to make a new one. The most charitable analogy I can make is that it’s like a sports field, or a perhaps a playground. It is, in theory, a fun space to exist within, where a set of skills can be practiced and honed. But—critically—it does not have an ending.

You don’t beat a playground. You don’t “Win” all of soccer. And that’s fine. Lack of narrative structure and lack of payout is not the thing that annoys me here. I have never once played a game of Rocket League, and found myself wondering about the universe of Rocket League, its lore, and how they get those rockets on the cars.

But that’s because Rocket League has never tried to sell itself on some greater narrative to set up the context of the game. Neither did games like Quantum League, Split Gate, or multiplayer Halo.

But some games do have a much heavier narrative and story.

Example 1. Dead by Daylight

Unlike Rocket League, Dead by Daylight does have a “story.” Or at least it has “lore.” A mysterious being called the Entity pulls murderers and randos into an infinite regenerating set of trials in order to feed on their suffering. Each of the playable characters has a (tragic) backstory, and each of the killers has a (tragic) backstory. Over time, more and more information about the Entity’s realm has been added, more information about the killers and their crimes have been revealed, and more characters have been added. We’re left to wonder about the nature of the Entity, and if the survivors ever will truly escape.

Spoiler alert: No. No, they won’t. Because Dead by Daylight is going to run until one of two things happen.

  1. The heat death of the universe.
  2. It stops making enough money to be worth running.

Probably the second one. And when that happens, the game will be shut down, probably with a sort of last slow signoff.

Dead by Daylight will never do an update where the survivors turn and defeat the killers once and for all. There will be no meaningful plot explanation. The purpose of Dead by Daylight’s lore is support the gameplay, and purpose of the gameplay is to sell copies of the game and microtransaction skins. And because the gameplay succeeds at doing that, it will never change in a meaningful way.

In the case of Dead By Daylight, I find this moderately frustrating. I can observe all of the interesting story and lore, and know that it is ultimately pointless and will never have a meaningful payout.

Example 2. Hunt: Showdown

Hunt: Showdown uses a remarkably similar structure for its setup and lore. A mysterious entity is re-animating corpses and creatures in the Louisiana Bayou. Players take the role of hunters, competing to execute the more threatening of these supernatural creatures, and escape with the proof of their defeat, all in exchange for a big payout.

Again we see the same structures. In-world justification for why the monsters keep reforming. An elaborate and hinted at backstory for each character and creature. “Story” events that are used to introduce new characters and temporary mechanics.

And again I have to ask myself the same question every time I want to engage with this lore: when will the Bayou be purged of zombies? When will the characters experience consequences for their behavior?

Answer: Never! Not gonna happen. Because Hunt won’t run without the hunting. The loop will continue until the servers shut down.

Both of the examples so far annoy me, but they don’t actively hurt my enjoyment of the game itself. Instead, they just make me less willing to engage with something I would otherwise enjoy: the lore and worldbuilding. I know that the mysteries will never be fully solved, so any effort I spend to engage with it will never pay off.

The third example is a bit different.

Example 3. Inkbound

I haven’t done a writeup on Inkbound yet, despite having played 30 hours of it. So yeah, I like Inkbound. I really like Inkbound.

In those 30 hours of Inkbound, I have killed and seen every single enemy or challenge that exists in the game. This is fine, because Inkbound spices it up by providing a truly ridiculous number of unlockables, quests, and challenges.

And it’s those quests that are starting to frustrate me. The game implies that part of the reward of the quests is learning more lore about the world, how it got to the state it’s in, and how it will get out.

Except, again, because this is an unfinished live service game, I am incredibly skeptical that I’m ever going to see that payoff. Instead, everything is starting to feel like I’m being run around for no particular reason, with no real payoff at the end. I’m starting to get annoyed that all of the information I collect may not ultimately serve any real purpose in the greater structure of the game’s narrative.

What makes Inkbound different from the above two is that the implied story progression isn’t a meta-narrative. In theory, it is the actual story that I as a player am contributing to, and progressing. But as a somewhat savvy player, I am beginning to feel that it’s unending busywork designed to fit the structure of the live service game.

Also, before someone says “Well, it’s a roguelike, they can’t have a meaningful and compelling story because the nature of the game requires a constant reset of progress, and looping structure,” I would like to gesture Hades. So I’m pretty confident roguelikes can have a strong narrative.

Conclusions and Takeaway

Having written all this down, I think I might actually have two different sets of problems. One is the frustration of eternally incomplete lore.

The best example of that might be Team Fortress 2 or Overwatch. Games where gameplay doesn’t advance or impact plot or story in the slightest, but they still have worlds I find simultaneously fascinating and recognize as utterly subservient to a structure of perpetual revenue that will never offer the conclusion I might want.

The lore and tone for these games is eternally captivating and enthralling. But it’s like being hooked by an endless fishing line. There will always be more mysteries, more questions, more information, right up until there isn’t, and the game shuts down.

My second problem is that of pointless lore progression as a reward. I didn’t care that Inkbound’s story wasn’t progressing until I was told that I could progress it. That I could make a difference. That I could defeat villains and advance the plot. I didn’t care that I couldn’t slay the spire until I was given that sisyphian task.

I resent being told that I should take a world and story seriously, that I should care at all about what happens, when the creators clearly don’t have any intention of doing so.

Finally

I’m not saying all live service games do this. I’m not saying that doing this sort of thing is some inherent failure of a game. But after seeing it across a large number of games over the years, it makes me wary of caring or investing myself in the start of a story that might not ever be planned to have an end.

The Diablo 4 Rant

I remember a time when Penny Arcade had interesting hot takes. Or maybe good hot takes. Jerry Holkins will always be a better writer than me, but I think I might be able to make some points better than him, so let me scream a few things into the void.

Let’s not bury the lede: If you buy Diablo, you’re enabling a bloated corpse of a company helmed by an incredible asshole to keep making money doing all the shit that seems to be ruining this industry.

Look, I’m not a cartoonist, okay?

First, Holkins implies “Nothing can harm Bobby.” This is an interesting take, and is like saying “The Ancient Old One is ever living and undying.” Maybe that’s true! Maybe it’s just what his priests say to keep people from trying to oust him. I think it’s more likely that he’ll be invulnerable until he isn’t. Also, the idea that we’ll be rid of him when the merger goes through seems a bit unlikely. Or at a bare minimum, it’ll be a while.

Next Holkinds says that Diablo 4 is good. Which is like. Sure. Yes. I think we all knew that. I think their $666 MILLION in sales in the last two weeks might be an indicator of something.

But this isn’t fucking insulin. It’s not food. This is a luxury product. It is literally the easiest thing to opt out of engaging with. I’d get why people might have a hard time not buying it if it was Soylent Green, but that’s not what we’re dealing with here. This is a video game.

Finally, there’s this idea that not buying the game is somehow punishing people who worked on it, which is, frankly, fucking fascinating. There’s something called a salary, and it’s what you get paid when you do work. I think most of the people who actually made Diablo 4 got their money.

They’re not the ones who are going to be enriched by the cash shop, battlepass, or extra premium editions. When it’s time to pay out corporate bonuses, the lion’s share of that money will be going into the pockets of an enormous jerk.

Here’s the reality of it: a lot of people want to play Diablo 4 because it’s a fun game, and because they have nostalgia for the franchise. It’s also a game made by a company with a culture of harassment, abuse, and union busting. You’re allowed to decide you don’t care all that much.

But don’t fucking act like buying Diablo somehow helps out those poor souls who made it. Don’t act like there was no other option.

I have 5000 hours of PoE. I loved Diablo 3. I’m not touching D4. You want to play Diablo because it’ll be fun, and you don’t really give a shit about all the awful shit, and how miserable Blizzard is?

Fine. Don’t pretend it’s something else though.

Limbus Company: Corrections

A few weeks ago I did a writeup on Limbus Company. You can read it here.

After playing more, I’ve realized there are a few factual things I got wrong in my writeup, and also a few more things I wanted to talk about. So I’ve decided to put those here.

Some Corrections

I had complained about Limbus Company’s energy system, Enkephalin. I thought that if I lost while playing, and had spent energy or modules to attempt a level, I would just lose that energy.

As it turns out, in many cases, the whole amount of energy is refunded if you lose. And in others, even though there is some loss of energy, it’s 5%. So if you spend 20 energy to enter a stage and lose, you get 19 back.

I still don’t like energy systems in games. Energy systems are in my mind, a gaming dark pattern. But Limbus Company’s energy system isn’t as bad as I thought in my initial writeup.

Glorified slot machines, and some other F2P bullshit

I never really mentioned that Limbus Company does have a Gacha system. In abstract, it’s very similar to most Gacha systems. You spend premium currency, which you can buy with real money, or earn small amounts of per day. In exchange, you get random characters.

Mechanically, though, it’s actually somewhat unusual. For starters, the game starts the players with 13 characters, and each extra “character” you get is just an alternate personality for one of those 13. There haven’t been any times when I’ve gone, “Wow, I need a character who can do X, I guess I need to spend the Gacha.”

The game also has a system for upgrading characters that boils down to: the default free characters get stronger easier, while premium characters are resource sinks.

Again, I don’t like Gacha systems. But there was never a point playing Limbus Company that made me think “I could beat this if I just spent money.” It’s a better system. Admittedly, it’s better in the same way that being stung by one wasp is better than being stung by five.

Going back to actual gameplay: Limbus Company does have a solid combat system, but it’s incredibly poorly explained and displayed, and the more I play, the more convinced I am that the tutorial was some sort of joke.

So yeah, Limbus Company. An interesting F2P game with generally reasonable systems by F2P standards, and absolutely stunning lack of meaningful tutorials.

Ludum Dare 53 – Retrospective

Ludum Dare 53

Ludum Dare 53 was this weekend, and I participated for the first time. For those who haven’t heard of Ludum Dare, it’s a game jam where participants can work with a team to make a game from scratch in a limited period of time. You can read more about it on the site, but I mostly want to talk about my experience, and some lessons learned.

First up though, let’s talk about the game I worked on. This event’s theme was “Delivery.” So I worked with my friends to create Demon Lord’s Catboy Pizza Delivery Service. Here’s a link to a playable version on itch.io.

My contributions were in three main areas, and those are the ones I’ll be focusing on for this retrospective.

Art

I did the art for the monsters you deliver pizza to, and also the hub zone, and the enemies. These were a lot of fun to draw. But we used a default tile set, and my art sticks out and doesn’t quite mesh with it. That said, they did get some positive feedback, so I’m glad people enjoyed looking at them.

I think there are two key things to recognize here. First off, I didn’t have a workflow set up to build pixel art, which meant my stuff didn’t match our pixel art tileset. Honestly, have no experience in pixel art at all.

Second, I want to keep improving my art to match themes and tones. I want to improve my abilities around color and palettes. I don’t have any plans of becoming a professional artist in the immediate future, so this will likely remain a hobby, but I want to provide stronger and more consistent art for the next time I do one of these with friends.

I also want to create more compelling and entertaining splash screens and covers, because I think that would drive more engagement. Right now our main screen and splash is fairly dull. It’s a small thing, but I think it’s important for getting more plays and feedback.

Background Swapping

The only system I wrote any large amount of code for was the background handling. My code dynamically swaps the background art based on hitting flags in the environment.

It was also an excellent demonstration to me that I haven’t written any code for a long time. My professional job is technical, but mostly demands a very specific non-code knowledge, along with a broad smattering of other technical knowledge. (Database structures, query languages, various endpoints)

Point being, if I need to actually design systems, I freeze up a bit. For the next jam, I think I need to prepare by writing more code and practicing in Godot prior to the event to have the knowledge base to contribute more effectively.

That said, I am happy that I just asked my friends how to do things instead of sitting and suffering and reading docs for hours. So at least my ability to prioritize in tight deadlines has improved slightly.

Level and World Design

I built out the world and level that’s present in the final game, as well as handled most of the enemy placement. There are two groups of lessons here for me: first the ones related to Godot itself, and second the ones related to just better game design practice.

First, Godot as a tool: we decided early on to do a single large world with multiple objectives. In retrospect, this may have been a mistake. Because of how Godot handles scene objects, this meant that having two people with branched copies of our full_world scene would need to resolve merge conflicts, and only one person in our team had the background knowledge of Godot to handle that.

The end result was a scramble of rebasing and not touching that scene to avoid those conflicts, and it sort of rushed things a bit near the end.

The second is the world design itself. I think there’s a lot of room for improvement in the world design, on multiple points. First up, navigation and linearity. DLCBPDS had a large open world, and the player starts right in the middle of it. The player is asked to select a quadrant of the world map, and then travel to a goal within that quadrant. The thing is, in order to keep people from getting too lost, each of the quadrants is separate from the others.

However, in playtests, I routinely saw players go into the wrong zone almost immediately, after which they would have to backtrack the entire way when they realized what happened. Or more often, after I told them.

Simply put, this was a bad design pattern on my part. It made it too easy to get lost, punished getting lost with a painful backtrack. If I was to build this again, I’d want to focus on a linear path, or adding more in-world indicators to really hammer home where the player is supposed to go.

The bigger issue, and the one I need to think about a bit more is level design in games in general. I came into this jam with an intention to make things “Fun.” While I do think the game succeeded in being fun, I’m not sure the fun arose from the world the player navigated. There are some sections people enjoyed, specifically the areas I have mentally labeled “Pit” and “Tower.” But this wasn’t the result of careful design on my part, and more due to trial and error of design. I threw a bunch of different patterns at the wall and saw what stuck.

There were four patterns I threw at the wall, and I want to talk about them briefly. Pit was a large hole that you climb down. Tower was a large hole you climb up. Dungeon was a series of caves with some enemies, and Outskirts was a large empty void I filled with rectangles.

Tower and Pit were the most popular from what I saw, and I think in that order. And that’s because they’re the areas where using the game’s core movement mechanics are the most enjoyable. These areas let the player use the grappling hook to pull themself up, use dash jumps and dodge around outcroppings as they plummet.

But I’d like it if I could make every area that enjoyable. For the next game jam, I think that means I need to study our intended core mechanics better prior to just building things, find the fun moments, and elaborate on them. At the same time, I’d also like to have a more exact understanding of those mechanics, for example exact jump height, exact dash distance. That sort of thing.

Other Bits

I have some other thoughts that aren’t specific to me, but I think are worth noting, and considering for next time.

Our file structure was kind of a mess. Agreeing beforehand on a general unified structure for objects would be a good idea, including things like locations for art assets.

Our coordination has room for improvement. There was a point early on where two people spent time working on the same thing, and someone’s work got thrown out. This was both a waste of time, and also felt shitty.

Repo structure. We tried to do a single main repo, with each person having a fork. This got abandoned almost immediately. I think a single repo that everyone pushes branches and requests to is the way to go for this project. Not as some sort of statement on version control, but because at least a few of us (me) are too incompetent with Git for much else to be worth it.

Builds. Our final build had issues, including crashing on scene changes in certain versions for no clear reason. We needed to build earlier, identify these sorts of things earlier, and either mitigate or be aware of them before there were only two hours left to turn in.

Controls and tutorials. If literally nothing else, we needed to include a tutorial level of some sort. Plastering the controls on every screen we could AND the pause menu wasn’t enough. It was really stupid of me to think that people would just naturally experiment and find the controls.

Conclusion

For a first time jam, I’m actually super proud. We made something, it has at least some fun moments. I wish my contribution was a bit higher effort, but I’m glad it was there at all to be honest. That said, there’s a lot of room for improvement and learning.

I’d also like to thank the folks I worked with for putting up with me and inviting me. It was really fun working with them. Kalloc and Slabity don’t have things I can shill. But Meptl has done some cool stuff, so I’m going to link that here.

So if you’d like to see some neat stuff, maybe check their projects out.

More game reviews at some point in the future, I promise. But most of my weekend was spent making games instead of playing them.

An Ode to Storybook Brawl

It was announced yesterday that Storybook Brawl will be shutting down at the end of the month. It’s interesting. Storybook Brawl wasn’t the game I thought I’d be writing a retrospective of today. I thought that would be Crimesight, which will shortly share a death day with Storybook Brawl.

This won’t be a writeup about the gameplay of Storybook Brawl. If you want that sort of information, perhaps because you’re engaged in some technical equivalent of an archaeological dig, I did a writeup on that here.

Instead, I think it’s worth looking at how we got here, and why. After all, it’s not like Storybook Brawl is an inherent failure. Steam charts show it as having a high of about 500 players a day. And I played the game! Storybook Brawl was fun. I’m going to ripping into another game later today that had less than 60 people play it yesterday. And it’s not going down in under a week.

Storybook Brawl is, like many other games, not going to go down because it was bad game. It was fun. It was fair. It wasn’t gacha oriented garbage. It didn’t sell skimpy bathing outfits for its characters. It likely died because it did one thing, and that one thing probably wasn’t even a bad choice at the time.

See, a while back, Storybook Brawl was sold to a small scrappy financial investments company run by an effective altruist you might have heard of. His name was Sam Bankman-Fried. And his company was called FTX. Well, at least FTX was one of the 50 or so he had set up. I don’t know which one actually bought or managed Storybook Brawl.

Then, as you might or might not know, the whole FTX thing lost 8 billion dollars (give or a take a bit), and stole its users’ money. And the aforementioned Sam might have committed a lot of financial crimes. Oh, and they were a cryptocurrency exchange. I don’t think I mentioned that bit.

When Storybook Brawl sold to FTX, with the implication that NFTs would somehow be added at some point, I was pretty unhappy. These days though, I have a more realistic view of indie game development. Frankly, I can’t blame them for taking the money, even if it might have been tainted. Or stolen. Probably stolen.

For all I know, the FTX deal is what kept Storybook Brawl alive for these last few years, up until this month. Maybe 500 daily active users, and 93% positive reviews isn’t good enough. Maybe making an interesting, novel, and fun game isn’t what you need to do to succeed.

Maybe you need anime girls in skimpy swimsuits distributed from slot machines and marketed to children. Maybe you need to take money from elaborate ponzi schemes, funded by stolen money and the inherent stupidity of crypto.

There was a woman demoing a physical version of a Storybook Brawl card game at PAX Unplugged last year. I have no idea what will happen to it. Maybe it will get a theme change, and shopped around. Maybe it’s as dead as the servers.

It’s hard to tell if Storybook Brawl was another casualty of FTX, or something else. Maybe it was less a victim than a slavering thrall, remaining animate by the money FTX pumped through its veins, and eventually killed by the death of its host.

But it was a good game.