Conflicted

Fragile Dreams: Farewell Ruins of the Moon is a new post-apocalyptic RPG for Wii.  The impression I've gathered is that it's very different, is hauntingly beautiful, and that the story is very engaging.  That is enough to make me prick up my ears, though there is also part of me wondering why I keep torturing myself with JRPGs recently.

I don't normally pay a lot of attention to game reviews.  They rarely match up well with my tastes, and the ones claiming to be objective in particular make me laugh.  Reviews are always subjective and individual.  I prefer it when writers make use of their personal perspective rather than trying to hide it behind rigid journalistic style, and that's rarer than I'd like.

But in this case I've found the reviews oddly fascinating.  Some reviewers seem amazingly conflicted, e.g., this review at Destructoid.  It comes across as a wonderful concept dragged down by some absolutely hideous gameplay decisions.  It reminds me how possible it is to both love and hate a game at the some time.

The potential trade-off between story and gameplay is a common enough issue for gaming.  I think it is definitely possible to do both well, but sadly it often doesn't turn out that way.  I tend to seek out different experiences, and this seems like something I'll have to play for myself.  I am well forewarned, though, and expect to find it just as beautiful as the reviewers... and just as frustrating.

I do feel like a bit of a sap for wanting to play this game in spite of full knowledge of its (rather serious) flaws.  Sometimes gameplay decisions are different and not for everyone (such as Heavy Rain's approach), and sometimes they are just plain terrible.

Games don't normally produce such a conflicted response.  For me, the other major example is probably World of Warcraft.  Azeroth had plenty to keep me occupied during the two-years-or-so I spent there.  It has a fascinating lore and exploration.  It was a useful space for social interactions (yes really, it's a big place and you just have to find the friendlier and more mature elements).  There was a strong sense of teamwork and shared achievement.

But there was also plenty to hate.  The people too lazy to construct proper sentences.  The nagging feeling like being a lab rat offered food pellets.  Loot-obsession and learning just how much of a sense of entitlement some people have.  And ongoing commitments that could become like having a second job.

I think it's probably much cooler to act the critic and focus on the negative elements of a game.  Yahtzee certainly seems to do pretty well out of it.  My weakness is probably to go in the other direction, and make excuses for games in defence of the things I love about them.  I'd like to be able to talk about where gaming fascinates and inspires, far more than where it disappoints.

2 Response to "Conflicted"

  1. Wall says:

    I forget which episode of Taco I made mention of Fragile Dreams... may have been Ep 5 Part 1 (yeah...) and of-course we pretty much cut it short. I did however call it 'The worst good game I've ever played".

    I won't go on too much here, chances are you've played it by now and/or have read enough about it. The quick perspective is that there are a lot of really wonderful charms in the game that at times seem easily worth enduring the design flaws, but god - damn - those design flaws can be frustrating. Forget opinions over gameplay mechanics/dynamics, even just doing simple things like navigating menus and managing items etc. It really will depend on how much time and patience you have for doing things that games much older have actually gotten right.

    I do not understand how developers in the modern era can make such horrible missteps; the only things I can think of are a minuscule budget, unreasonably short development time and horribly understaffed team. Actually, that would make it perfectly understandable. Clearly the scope was set unreasonably wide for the resources at hand.

    The worst thing about that is the core theme didn't need that wide scope; I believe it could have made an effective experience without all the traditional trappings - indeed, it would probably have easily been many times better than the product delivered.

    If you aren't sick of it already, you'll notice I have a thing for narrow/small scope games. I bestow upon you an unlimited pile of "shutup about scope, Wall" wildcards which you may play at any moment.

    Unknown says:

    Yes, I remember your comments on this. I haven't played a lot of Fragile Dreams yet. I've been meaning to get back to it.

    I'm not sure how I feel about scope more broadly, but at least sometimes the best ideas are the ones that keep things simple.

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