Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, May 19, 2024

Let's Dig Into: ArcticMUD

Since my late teens or early twenties, I've looked at text-based video games with a curiosity born of novelty. I was too young to play text-based adventure games during their heyday, so the idea of manually typing out your character's actions was always a strange one to me. It was like some lost artifact of a bygone era, so obscured by layers of electronic sediment that it wasn't even preserved in pop-culture's folk memory of what old school video games were like, what with all the beeps, chirps, joysticks, high scores and such.

Some of the first text-based games were mixes of exploration, puzzle-solving, wry humor, and occasionally bizarre logic, like Zork and Colossal Cave Adventure from the 1970s. They helped birth the adventure game and RPG genres, and their influence continues to be felt to this day, both in the inherited tropes and language of gameplay and in the continuous reference to old early memes like the Grue that have never fully died out in nerd culture.

Multi-User Dungeons/Dimensions/Domains/Detcetera (MUDs for short) are a multiplayer genre of text-based games that branched off from their single-player ancestors in the 1980s when enough nerds who weren't busy playing chess or Roguelikes got together and figured out how to use their college campuses' computer networks for video games. A MUD is basically a series of self-contained rooms that players can guide their avatars through independently of one another, each populated with its own NPCs, tasks, interactive objects, or flavor text. Under the hood, the game world is just a disjointed series of flowcharts, but with care and craft it can be presented as an engrossing, living world that knows how to get your imagination going.

MUDs started off limited to whoever was on a given internal network at an institution, but with the emergence of the Internet they began to catch on wherever someone could afford both a connection and a personal computer. MUDs were, in essence, the first Massively Multiplayer Online Role Playing Games, depending on how strictly you define the word "massively"; dozens, even hundreds of users could be logged onto a MUD at a time, depending on how popular and stable the server was.

MUDs exploded in scope as their popularity grew. The first few were Tolkienesque fantasy or science-fiction in theme, but others soon came along that delved into horror, Westerns, film noir, post-apocalypse, erotica, and just about any other genre people experiment with when a new medium of artistic expression comes along. Many MUDs hosted user-generated content as well, which gave a game's fanbase real influence over the thing they shared an interest in. That bit might be the sharpest differentiation between old MUDs and modern MMOs, because rather than being a customer or consumer of the game, you were often a collaborator with it.

Countless ephemeral clones and spin-offs were born and died according to the whims of fate, community fracture, and occasional license disputes. The '80s and early '90s were a crucible of MUD creativity that is in many ways forever lost to those of us who didn't live to experience it firsthand: like pieces of tectonic plate subducted into the mantle and melted down to their base elements, most of these early games are for all intents and purposes gone forever, but little pieces of them exist everywhere in the bedrock and bones of online communities and gaming culture.

I've dabbled in a handful of MUDs over the years. Most of them were LotR- or D&D-inspired, as well as one Discworld-themed game I could never figure out how to finish character creation in. What they all have in common is that they stood the test of time long enough to appear on my radar, which means 20 or even 30 years in operation. Usually I'd either fail to get very far, or get into the groove until I ran out of easily accessible content to experience before one of the semi-regular server wipes hit, at which point I'd move on. Many of the MUDs I've played owe their existence and rhythms of gameplay to one particular MUD that had an outsized influence among its contemporaries: DikuMUD.

Diku, named for the computer science department at the University of Copenhagen where it was created in 1991, is in many ways the archetypal hack-and-slash MUD. You crawl through dungeons fighting monsters and collecting loot, with or without a party of friends, and it have stats, mechanics, and combat inspired by D&D, although technically the game uses a d100 behind the scenes. Diku was a massive inspiration for 1999's EverQuest, which some of the designers including Brad McQuaid played. It was so inspiring in fact, that there was a brief legal kerfuffle where the folks at Verant/Sony had to swear they didn't outright steal some of Diku's code.

The DikuMUD spinoff I'll be writing about today is ArcticMUD, a 1992 community project based on AD&D and in the Dragonlance setting. I played it fairly regularly between Summer 2022 and Winter 2023 the same way I play most MMOs: solo, and very poorly.

ArcticMUD starts with character creation, which is heavily but not completely based on character creation in AD&D tabletop. You choose from a surprisingly robust roster of species and classes, from kender and minotaurs to dark knights and scouts. Naturally, I rolled a goblin shaman self-insert named Furt.

You also pick your character's alignment, which is slightly different from the classic 9-point spectrum from tabletop. The game accounts for some amount of nuance and variance within the classic alignments, so Lawful Neutral and Neutral Lawful are separate options you can select, for example. I thought I was going cross-eyed the first time I read that. Alignment is limited by class and species, although not to the same extent as some other MUDs, so I considered myself lucky to get away with a Neutral alignment as a goblin. Better off grillpilled than chugging the Takhisis Kool-Aid, I suppose.

Unlike in AD&D, you don't roll your ability scores at character generation. Sure, the game rolls them behind the scenes, but the results are hidden from you at creation in order to discourage people from spending hours rolling and rerolling for the optimal stat array like some of us have done with the first few Baldur's Gate or Icewind Dale games. You have to spend a bit of time playing and getting invested in the character before you can drink a potion that gives you full knowledge of yourself and all your stats.

I was a weirdly slim-buff gobbo.

Arctic actually hides a lot of the inner workings of the game from you. You rarely see a die rolled or referenced in-game, unless you do something like successfully identify a magical weapon at the shop, in which case you'll see the damage range but that's it. You aren't given a clear idea of your AC, saves, or really any statistic beyond the HP and Vitality points displayed down in the corner at all times. You are given even less information for NPCs and monsters, forcing you to approach potential challenges cautiously and with /consideration like in old school EverQuest. You don't even know for sure what your own variable spell effects are, which makes prepping them Fun™.

This constant, deliberate obfuscation of mechanics is part of the game's design philosophy, believe it or not. The designers don't want you to attain full knowledge and mastery of the game or its systems. They want you to always be in a state of guessing, whether those guesses are educated or truly blind. They want players new and old alike to have to feel their way through everything organically and authentically, like the entire game is under an aggressively enforced spoiler warning. They go so far as to delete posts on the forums that reveal too much about the game or one of its secrets- or at least, they did before they deleted the forums entirely a little while ago, apparently because the mods couldn't keep up with the number of spam bots flooding the place. The wiki and other officially-sanctioned gameplay guides are similarly sparse on details.

Assuming something does leak out and become common knowledge, even just through in-game player word-of-mouth, that thing won't stay the same for very long. Arctic does a yearly server wipe in which all characters are deleted, like many MUDs do to prevent too many characters accumulating at the very top of the game's content and ruining the ecosystem. Years before Diablo II was doing seasonal ladders, MUDs were coming up with their own multiplayer refresh mechanics.

But Arctic takes it a step farther by remixing pieces of itself with every wipe, changing small aspects like how a quest works or where to find a particular item. When I started playing for example, one wing of a low-level dungeon commonly recommended to newbies was completely sealed off and inaccessible, meaning I had to go elsewhere while it was under construction. This significantly altered the roadmap of my early playing experience, and pushed me into different areas at weird times.

I've never seen anything quite like this before or since playing Arctic. The game is in a state of perpetual New Game Plus, by and for the small handful of regular users who still play the game after 32 years in operation. The tiny trickle of tourists and new players like myself are expected to just kind of go along with it, or perhaps we're not really considered at all. It's a certain kind of charming to me, I suppose.

Gameplay begins with your newly-created character zipping down from the heavens into a city of your choosing, which for newbies is usually the town of Solace, forever frozen in time immediately before the events of Dragons of Autumn Twilight. The game has a day/night cycle, but technically it's always the morning before the imperfect reunion of the Companions. You can even find Tanis Half-Elven moping around in the Inn of the Last Home, while Tika serves up some drinks and Otik's spiced potatoes nearby.

You're walked through a brief tutorial by an NPC who teaches you the basics of the game and guides you through Solace. Solace is a city that really needs a guide, even after the first few levels, because it is a very vertical and sometimes disorienting starting city, replete with multi-level vallenwood tree buildings and aerial walkways between them. I almost always had a .png of the official site's map up in the background while I was playing. After you've gotten your bearings as well as you can, you're encouraged to head down to the dump where you can muck about in the sewers for your first few levels killing vermin, but otherwise the game takes its hands off and leaves you to get lost in the world.

And it is a dang big world to get lost in. Huge areas of the continent of Ansalon have been rendered in-game, and I can only say that they didn't recreate the entire world because I couldn't personally reach every area during my relatively brief time with the game. You can spend hours wandering in any direction, and you're bound to run into towns and dungeons (as well as a few maddening dead ends or loops) along the way. You don't have to hoof it everywhere, though: an all-terrain caravan added in one of the content updates in 2004 regularly makes the rounds through every major city in the world for a reasonable fare. There are many ferries connecting the coastal and riverine areas of the world, too. It's faster than walking, and safer. As long as you don't say anything about the upholstery.

I read this just as we hit some rapids and I thought I was
being transported straight into "The Most Dangerous Game".

My personal journey saw me wandering around in the forest beyond Solace once I outgrew the sewers a few levels in. Mostly animals and a few of my larger cousins turned to banditry could be found out there, as well as some very random touches of personality that the game threw in. For example, every sign that isn't a big official road sign between cities tries to simulate the scrawl of an inexpert hand by using mixed caps, which leads to warnings like this:

I can't not read this in the mocking Spongebob meme voice.

Other times, looking more closely at a bit of wildlife will reward you with a surprisingly competent bit of ASCII artwork in a game that is otherwise completely devoid of visuals.


After I wandered too far out and got overwhelmed a few times, I made my way back to Solace and ground the sewers again until I made up my loss of XP and gear, which gets left behind on your corpse when you die, also very EQ-style. It was around this time that I actually met another living soul.

Sure, I'd seen a handful of other players in town or in the /who list, but up to this point I'd never interacted with any of them. They were all seasoned veterans doing their own circles and their own things by my guess, and even though there's a chat channel specifically designed for them to help newbies out, I felt too intimidated to approach.


But eventually at the surprisingly easy-to-reach level of 16, someone named Hippy reached out to me in PMs. They asked me what I was up to and inadvertently offered some good advice when they found out I was new. Turns out I was playing my class all wrong. Shocking, I know!

Or maybe you could be generous and say I was playing hardmode. To start off, my alignment put me at a disadvantage. You get more XP for killing creatures of your opposite alignment, because character alignment is mostly expressed through violence and magic in this game. Being neutral, my goblin was essentially running around with a permanent XP gain penalty compared to everybody else... also a lot like EQ. Wow, learning that tidbit really opened my eyes to a lot of things here.

I don't really begrudge that part, though. I couldn't start off good as a goblin, but I wouldn't have wanted to go evil either. Especially once I learned that a lot of what constitutes evil character XP grinding is just slaughtering townsfolk wholesale.

Butchering them into meat was just for fun, apparently.

The other major inefficiency was in my loadout.

Up to this point I had been spending all of my steel coins on whatever weapons and armor I could afford off of either basic vendors or the shared market auction house style thing which I currently forget the name of. Sometimes I'd live long enough to turn a profit on those pieces and sell them in favor of upgrades, but usually I'd lose them from death or forgetting to repair.

Shamans don't need weapons, though. They can make their own, as the other player explained. I was aware of the Bone Shape spell they were talking about, which creates a club, staff, bow, or arrows out of the bones of a slain creature (even if the creature doesn't have bones, amusingly). But because of the paucity of details given by spell descriptions and the very low level I had tried the spell at, I assumed that the weapons created by the spell were low-damage and completely nonmagical; weapons of last resort to be quickly replaced by 'real' weapons.

I was very wrong. The weapons made from Bone Shape scale with caster level, and actually outclassed anything I could buy with my half-empty wallet. What's more, the weapons' power stacks with the Ancestral Blessing spell that buffs a weapon with scaling hit rate, saving throw and healing bonuses, and a chance to make extra attacks every swing. In essence I had an uber-Shillelagh sitting in my back pocket at all times, and all I needed to cast it was to have a dead centipede handy. This was on top of a plethora of other self-buff spells I hadn't been taking full advantage of, because I was spending most of my memorization slots on healing and status effect cure spells for when my weakness inevitably caused a fight to drag on too long.

This was that moment of mechanical satisfaction that I was waiting for. The synergy hit, and what followed was one heck of a dopamine rush. Which is ironic, because I can't write any accurate description of my next few levels of gameplay in a way that doesn't come off as incredibly boring and grindy.

What I did was make my way into the higher-level dungeon located in Solace; a burned-down school filled with the restless ghosts of the students and teachers who died there, only visible and hittable with the aid of magic items or spell effects- spells my shaman just so happened to have, but which I couldn't really do much with before I had the DPS for the task.

So I started clearing out the rooms of the school again, and again, and again, wielding nothing but a centipede bone staff and presumably wearing only a loincloth, because I began selling every single piece of armor that I could. Once I was finished whacking ghosts and nuking the area's unique enemies (a renegade mage, a pit fiend, and the wraith of the man who caused the whole mess) with a health-leeching spirit blast, I went back to central Solace to deposit all my earnings and occasionally check in with the eccentric shaman class teacher Foghorn for a shot at spell and skill upgrades.

You don't lose money that you have set aside in the bank, and so that's what I began to judge my true success by: an ever-growing bank account that I could eventually invest into something meaningful and more permanent once I reached a high-enough level.

Once I had outleveled the school I struck out west into the wilderness, skirting a lake until I reached an old copper mine filled with kobolds, myconids, rats, giant crawdads, a giant snake, an owlbear, and a very deadly giant spider at the bottom of a hundreds-of-feet-deep pit of no return that is frustratingly easy to accidentally walk off when your mental map of the area is just 1 room off. There I got used to the new rhythms and finally started to use scrolls of recall to cut down on travel, before settling into the grind all over again and soon surpassing 20th level, at which point I began acquiring a secondary advancement resource called Rank Points, used to purchase small permanent boosts separate from character level, yet again like in later expansions of EQ.

In essence I turned a party-centered game about socialization and exploration into the least compelling elements of a roguelite mixed with a dash of sigma grindset.

Yet I was having fun, and every level where I didn't fail my rolls to learn new spells, I gained new tricks that made my cup runeth over with options from moment-to-moment in combat. On top of all of my self-buffs and curses, my shaman could also hex a target, cause fear, enter a berserk rage like a miniature barbarian (pun intended), and bind the spirits of slain foes to myself or my weapon as combat minions/buffs. The only thing that stopped me in combat was my ability to type fast enough.

Which did become a legitimate issue for me, later on.

After a certain point, combat on a caster has so many moving parts, and can involve as many as a dozen participants at once, depending on the dungeon. When this happens the text scrolls very, very quickly and it was easy for me to miss important details like what had died, when a buff ran out, or what special attack an enemy just used. I would often try to cast a healing spell only to realize I had been sitting on my butt for the past few rounds after someone roundhouse kicked me off my feet. And then when I did stand upright again, I'd lose another precious few seconds misspelling the spell shortcut.

The game does have an answer for this, but it's not something I ever brought myself to use.

In most modern programs that run MUDs, there are options to create aliases, highlights, substitutes, and triggers. These are tools to allow you to navigate and respond to the game easier and faster, such as by condensing long typed lines of text into very short macro commands, highlighting or changing the language of important notifications, or just outright automating certain parts of the game by setting the program to run background commands that activate when X event happens.

It's enormously useful for standing up when you're knocked down, resting and preparing spells, and doing busywork like looting corpses after battle. And as long as you're not completely automating your character or turning them into something like a healbot, you don't run afoul of any of Arctic's policies. But it's a hell of a lot of coding for a tourist like me, so I never committed to it, and eventually that led to me hitting a skill ceiling of sorts, where if a battle was too hectic I just couldn't keep up and only pulled through thanks to lucky crits.

I wonder if combat was easier back in the '90s when everyone had dialup and you had more time to think in between ticks?

I also had a few unpleasant run-ins with people who did use all those commands, or at least that's what it looked like to me. Arctic is a server with PvP enabled, although you're discouraged from using it to grief specific players. But out in the world you're always vulnerable to attack from other players, and I was PK'd a few times during a run. Invariably, what would happen was I'd be engaged with a monster when the other person or party entered the room, evaporated me and everything else in the room into a red mist with AoE spells and crushing melee attacks, rapidly looted anything of value, and then moved to the next room like a tornado of death and avarice. Within 10 seconds I'd go from having a handle on a slow, tedious fight to sitting on the menu screen wondering how I'll pay off the new XP debt.

That would usually kill my motivation to pick back up where I'd been, and revenge was as impossible as it was undesirable, so I took frequent breaks and then went off in some other direction instead. I took advantage of the transportation system to find some of the more far-flung areas where I would be the only player-controlled soul for miles. I wandered the Plains of Dust in the shadow of Icewall Glacier, got extremely lost in some mountains, ran from trolls in Thorbardin, visited Pax Therax and other locations from the trilogy, undertook a vision quest with a Qué-Shu shaman, discovered tiny out-of-the-way hamlets that probably exist in one of the other hundreds of Dragonlance novels, and even stumbled upon a war crime or two.

I no longer feel so bad about the kender-skin sofas.

Eventually my wandering in search of secrets stranded me far from home with little to show for it, though I probably could have paid my way back to someplace more familiar thanks to the weirdly globally-connected banking system Krynn has in this game. But by that time it was getting late in the year, and the server wipe was on the way.

Nothing, not your bank account, character, or rank abilities, survive the great reset, so I was faced with the prospect of restarting from scratch, or not at all. I took a lengthy break and picked back up early in 2023, at which point I was able to smooth out my early leveling experience considerably using all that I had learned the first time around- and I finally got to access that part of the sewers that I'd been barred from entering. But I was still enough of a noob to forget that part of the Inn of the Last Home is an anti-magic safe area, so I spent a good fifteen minutes fizzling my hunger spell while angrily shouting "SATIATE!" at the wall- which is weirdly true to life when lunch rolls around and I don't want to spend so much time and effort feeding this carcass of mine.

I ended up focusing on Bridgetown for much of that year though, so I played little beyond that, and in time another wipe came. I've yet to partake in 2024.

I don't know if I'd recommend ArcticMUD to anyone who isn't already pretty into MUDs in general, which I imagine is a pretty small segment of people who read these posts. But my time with it has been entertaining so far, and if you are interested I'd recommend jumping in during one of the occasional special events that they host throughout the year, which often involves unique quests or bonuses to XP and other stuff. Sometimes they're purely focused on in-game lore, other times they commemorate real life events in some way.

Hey, maybe monarchs are good for something!

Tuesday, February 11, 2020

Furt Digs Into Incursion: Halls of the Goblin King

Despite my anxiety toward OSR RPGs and my recent tendency to wilt in the face of choices with meaningful consequences in video games, I am no stranger to the genre which is about as close as you can get to a midpoint between those two: roguelikes.

Sparse in visuals, slow in pace, and startlingly sudden in killing your characters, these semi-randomized permadeath dungeon crawlers have been around for over forty years now. There are plenty of variations on the formula by now, but they generally share a few things in common: you wander through procedurally-generated dungeons in search of an important something on the bottom floor, and when you die you lose nearly everything.

I'd become at least dimly aware of their existence in the early 2000s thanks to video game pop-cultural osmosis, but I stayed far away from them because it all felt too obtuse and cumbersome for me. Also, I might have been turned off by my completely mistaken impression that the original Rogue was a semi-hard science fiction game.

It wasn't until I was beginning high school that I became interested in giving one a shot. Somehow, I completely stumbled past Rogue, Angband, Nethack, ADOM, and pretty much every other big-name roguelike on the internet with little more than a glance, and wound up picking a fairly obscure title as my first foray into the genre.

The bane of my mid teen years. And my eyeballs.

Incursion: Halls of the Goblin King, released in 2007, is unique among roguelikes for how heavily it is inspired by Dungeons & Dragons. Of course most roguelikes ever since the first have been inspired by D&D and other high fantasy sources to some degree, but (to my knowledge) only Incursion rips mechanics right out of the d20 3rd Edition ruleset.

You pick a species and class combination, choose feats, distribute skill points, and rely upon a whole bunch of simulated die rolls which use the six classic ability scores, plus the addition of a seventh Luck stat. This makes the game a bit more complex than the average roguelike, and even gives you an illusion of control- if you can survive the early levels long enough, you can start to get your own personal character build online.

Since 90% of my experience with D&D has been through building characters to fit concepts, I find that last part very enticing.

The importance of building one's character can lead to the same wonky imbalance as in D&D 3E, of course. Mundane and half-casting classes begin with survivability or some neat tricks, but quickly fall behind with the exception of rogues, who can get by on magic items and backstabs alone. While the game does a surprising job of mitigating the power of wizards, druids are mighty on such a terrifying scale that some guy even wrote a guide on doing literally anything with them and soloing the game handily.

Once inside of the miniature megadungeon, you're faced with many of the classic challenges: monsters, traps, hunger, and your fellow sapient adventurers, who may be friendly, hostile, or completely indifferent to your presence. An unseen town above the dungeon offers you a bit of respite, including an inn to rest at and a store to buy equipment from. You can even choose to retire a character to it permanently, in case you ever decide "screw it" and quit while you're ahead.

The caves are pitch black, and characters without dark or infravision will need a whole lot of torches or other light sources to see what they're doing. Health doesn't regenerate naturally, and sleeping in the dungeon eats through your food while leaving you open to ambush. Stealthy or invisible enemies are common, and it isn't unusual for something out-of-depth to get the jump on you very early in a run. Other than a scattering of eight potions in the first room of the first floor--five healing and three short-range teleports--nothing is guaranteed for you, and anything can be taken away by a successful disarm or sunder check.

Combining these aspects together gives Incursion a surprisingly foreboding, oppressive atmosphere for a game made entirely out of ASCII visuals. When you enter that first room, a text box describes to you the bloody remains of your fellow adventurers strewn about the floor, and you can rest assured that you will join them before long.

But until that time comes, you have the damp, cold solitude of the dungeon halls in which to contemplate how you'll handle your next messy, hectic clash with the dungeon's denizens. Detailed descriptions pop up with each new chamber you discover, giving glimpses into what this ancient mega-structure was once used for.

As with a lot of roguelikes, the plot is pretty bare-bones: you are one of many adventurers who has come to an out-of-the-way cave complex after hearing about an army amassing deep below ground. Your job is to descend to the lowest level of the dungeon and kill the eponymous Goblin King.

No, not that one.

Incursion makes up for this by having the beginnings of rich setting lore. Most of it is front-loaded in the descriptions of races and deities during character creation. The entries can be pieced together to illustrate the fantasy world of Theyra, which has already seen a lot of trouble, but is on the cusp of yet another nasty prophesy coming true. I really like a couple of the snippets of lore provided this way.

One of the gods of Theyra is a being known as Kysul, the Watcher Beneath the Waves. It is an unfathomably vast, tentacled consciousness from a doomed world, capable of shattering sanity with a glimpse of its true form and spawning countless aberrations upon the material plane by mere incident of its existence.

It is unknowable. It is terrifying. It is Lawful Good.

Kysul is a being of limitless, if alien, compassion, and it wants to protect the world which it has adopted as its own. It knows that its appearance is dreadful, and so it conceals itself to mortals, even its own clandestine clergy, which operates with all the trappings of a stereotypical cult but puts the utmost emphasis on ethical conduct, both with regards to doing its work, and with initiating its new members into Kysul's mysteries.

All of the tropes of cosmic, eldritch horror are neatly subverted in this big, slimy teddy bear of a god that just wants to make sure its home world's fate isn't shared by others. Theyra's backstory references some mages starting a war when they made pacts with horrors from beyond the pale. Perhaps Kysul has known their ilk before.

It's still thoroughly alien to the natural order of the game world, however, and both angels and demons count Kysul among their enemies. Lizardfolk, who have their own alien mindset in this world, regard it with some measure of respect and have been known to work alongside Kysul. It also appears to be fond of speaking in antiquated, flowery language, if its cleric intro is anything to go by.

"Seek now thine antediluvian progenitors that in sunken cities for eons have lain."

Another neat couple of details are about the playable orcs, because of course I had to insert my agenda into this article somehow.

The orcs of Theyra are peoples who are just throwing off the yoke of generic, villainous minionhood. They've been bred as stupid, burly slaves for centuries by demons and unscrupulous humans. But they recently initiated a slave revolt in Mohandi, an empire whose lands included the entrance to the goblin caves. The orc rebels freed all of the slaves in Mohandi, "good" races included, and now play a large role in the economy and politics of the formerly expansionist empire from within a number of anarchist communes. They've also developed their own gunpowder weapons, which is an accomplishment not even the technologically advanced but extremely hidebound dwarves of the setting can boast of.

The patron goddess of the orcs is Khasrach, who is also venerated by goblinoids goblin-speaking peoples. She is the Goddess of the Blood, and for good reason. She is fiercely protective of her children, as well as violent and demanding of blood sacrifice. Centuries of her peoples' debasement has twisted her into a vengeful and sometimes savage goddess. The bark she gives at the beginning of the game when you choose to play as one of her faithful pretty well illustrates her general mood:

"Smite now your slave-chains with the primal fire of my wrath!"

Khasrach is basically what you'd get if every orcish mother goddess dumped their chauvinist husband and then decided to help her people seize the means of production.

Presumably after hiring a couple of babysitters.

She isn't locked into this savagery, however. Her profile leaves open the question of whether or not enough change in the outlook of her people could transform her and bring her back to the more levelheaded, spiritual state of being she enjoyed in ancient times.

Recreation of the goddess is one aspect of an orcish cultural movement which seeks to rediscover the primeval society and values of their people, pure and free of influence from fiends or other species. This neo-tribal movement is currently vying for political dominance with the more cosmopolitan city orcs and stereotypical/traditionalist marauding orc hordes, and only time will tell who winds up on top and what that means for their people.

Or, actually, time won't tell. The game is actually sort of dead.

Surprise! This was actually a Things I Wish They Did More With post this whole time!

Development of Incursion slowed to a halt a few years after its first unfinished release, and it languished for a while until the creator finally admitted that they were doing other stuff and wouldn't be continuing the project. Fortunately they released the source code for the game, and someone else picked it up long enough in 2014 to patch some bugs up and convert the game to use libtcod instead of an outdated version of Allegro.

I have no idea what those last few words mean, but they feel important.

No one has stepped up to continue proper development of Incursion, though. The game's site has gone down and requires use of the Wayback Machine to access, the wiki is only partly filled out, and the Google Group used by its community hasn't seen any significant activity in the past two years as of this writing. The TVTropes page on the game, of all places, is the best source for information and download links today.

Incursion is effectively dead, and its envisioned full version, Return of the Forsaken, will likely never see realization.

Even so, I reinstalled the game a few days ago to take a couple of unsuccessful stabs at it. Being frozen in time with no end doesn't discourage me from playing as much as it would another game. It was a neat, odd idea that was executed with a lot of hiccups, and that's enough for me to appreciate. I can romp through and die every once in a while without too much worry.

I do wish the game could get a graphical tileset, though.

That little chump wrecked me, by the way.

Tuesday, August 27, 2019

Goblin Brain: Free Range, Dorito-Fed, Organic Gaming Experiences

As some of you may know from my Crypt Cities posts, I am a mild fan of Dark Souls.

I wasn't always one, though. I used to dislike the concept of them quite a bit.

I still might, actually.

Years ago when it was first released, Demons' Souls sailed right past me without my having a clue. A few years later, I heard or saw the name Dark Souls pop up here and there, mostly in relation to this fanboy flame war that I still can't wrap my head around, eight years later.

(Seriously, the Elder Scrolls: Skyrim and Dark Souls are such fundamentally different beasts that it seems like the only common ground on which to pit them against one another was that they were both some form of RPG and they both happened to come out in the year 2011. What was the beef?)

Anyway, I grew dimly aware that Dark Souls was some sort of brutally punishing game with a form of progress loss that was by no means as bad as roguelike permadeath, but still unforgiving. It seemed like the antithesis of fun to me at the time, and I gently avoided it.

A couple of conversations with a peer in community college on the eve of Dark Souls II's release in 2014 got my mildly curious as to what the big deal was since the game had done well enough to earn a sequel. I think I also saw a Game Grumps Steam Train series on DS2 at some point that involved a bunch of commenters getting angry at some ironic "MLG Pro" video thumbnails with swag-hats and Mountain Dew...

But again, it didn't go anywhere.

It wasn't until late in 2015 that I took a more active interest in figuring out what this series was, because the YouTube channel Extra Credits had just started up its new LP project called Side Quest, partly to look at animation and game design, and partly to die a whole bunch. I was familiar with and fond of at least one of the Dans of Extra Credits, and that was my means of bridging the gap now, even if it sounded weird not to hear him pitch-shifted- I thought we just had similar voices.

So I tagged along and witnessed the ruined land of Lordran for the first time. As I watched I grew more interested and wanted to find out what would happen next. But I grew impatient in waiting for episodes to release according to schedule, so I began to peer beyond that playthrough. I started to browse the game's wikis and click on the other DS-related videos I saw on my front page. I had no means to play the game and experiencing it first-hand, so I did so vicariously through others.

Eventually I found ways around my usual lack of resources and gave the first game a shot, first playing to keep up with the progress of the videos I watched using a similar character, but soon overtaking them and forging on ahead. Except I wasn't really forging anything. I was stuck in my newly formed habits, still consulting the wikis and going into each new zone or encounter with as much knowledge as I could reasonably obtain beforehand.

This trend continued into Dark Souls 2 when I tried out Scholar of the First Sin, and repeated again in Dark Souls 3 some years later. The number of hours that I played while unaided and in the dark could probably be counted on both hands. I was also entirely offline for all three experiences.

And in doing so, I think many fans of Dark Souls might feel that I ruined the essence of the game for myself.

A core part of the game to many fans, at least according to the impression I've gotten, is blundering through those experiences naturally, by yourself. To fall for the ambushes until you learn to anticipate them, and then falling for the second one in a row once you've felt an instant of hubris. To not find every treasure chest or hidden room until your second or third playthrough of the game. To either carefully piece together the lore, ignore it entirely, or give up and go watch a VaatiVidya playlist so that you can act like a know-it-all to your friends. Phantoms are free to come and go, but you need to experience the game without the middleman of guides or LPers.

But if I did that, I would die. And dying is an embarrassment to be avoided, at least according to the myriad of "git gud" memes out there. My logic was--still is--if I won't be able to do it perfectly the first time, mastering every challenge while still learning it, in order to impress or at least not coax boos out of a (completely imaginary) crowd of expert spectators, then there was no point to really trying at all. The games stopped being proper games for me, and became more like interactive checklists that I needed to satisfy in order to feel like I had done not-wrong.

When I encountered NPC quest lines in particular, I was faced with the same shattering feeling that I'd get when was faced with morality choices with consequences or quests with multiple endings in more traditional RPGs like Dragon Age- If I didn't get the 100% golden ending for everyone at once, I as a player, as a person, was failing them. I grew physically sick when I thought I had missed a Lucatiel or Siegward of Catarina encounter. It became a reflection of my real-life fears that by not doing perfectly, I was actively damaging the life experiences of everyone around me.

I couldn't just "hold that L" when I was already over max equip load with a Havel's suit of armor made out of other Ls.

But I still wanted to do the video game thing because the areas, spells, and gear were interesting and there were still some forms of positive feedback that I could enjoy and want to return to. So my every strategy was based around the idea of trivializing the challenge the game was designed for. I was shielded up with an over-leveled health bar whenever I wasn't spamming sorceries or using outright exploits to get past non-mundane enemies. I shot Manus almost to death with a longbow from outside his boss arena, and juked the Dragon Rider into falling off of his platform.

I dreaded ever boss battle, which I thought of as nothing but a roadblock, and a check on my enjoyment of the 'fun' parts of the game, which I can't even define adequately. Ornstein & Smough, the high point of Dark Souls I for countless fans, was an annoying and tedious mess that I quickly forgot all details and emotions of after I got past them on the 11th or 12th try. Meanwhile the almost universally panned Prowling Magus and his Congregation in DS2 was a-okay in my book because of how brief and inoffensive it was.

I never finished a Dark Souls game, not all the way through at least.

My armored lady-knight in DS1 was eventually abandoned after I had burned out on grinding tens of millions of souls from the Phalanx Hollows in the Painted World- I really wanted to have my Elite Knight set on while doing Dark Wood Grain Ring backflips, and that needed a lot of Endurance.

I technically killed the final boss of vanilla DS2 with my greying old lightning cleric, but that was only after I gave up on the DLC zones, so I never saw Aldia and the like. Also I was feeling guilty for enjoying DS2 because at the time the feeling that it was not as good as DS1 was in full swing on the internet.

In DS3 I got to the isolated walkway where I could literally see the room where the Soul of Cinder shows up, and I even circumvented it to enter the arguably harder Dreg Heap and have a shot at getting the fiery scimitar pyromancy catalyst thing that I wanted for my pyromancer. But it just never happened. I never reached any of the endings.

And yet, when I switched to other games in order to get a breather, the feelings carried over with me.

The Banner Saga, one of the first games I ever wanted to back the development of (but lacked the money to), had to be played with a walkthrough handy. I even tried to no avail for hours to get a glitch to work where you could recruit Ekkil while also saving Egil so that no party members had to die in this grim, icy world where people are expected to die.

Multiplayer games of any sort always gave me performance anxiety, but after seeing the way your shame can be immortalized in Dark Souls invasion fail compilations, I just can't. It's impossible to imagine co-op anything, let alone PvP where the options are to lose or ruin another person's fun.

I've been staring at an installed copy of Ashen on my desktop for a few weeks now, after hearing that it was a somewhat less intensive "Dark Souls for people who don't really like Dark Souls".

Maybe I'll get around to it without reading too far ahead? It's hard to say.

Tuesday, January 9, 2018

Furt Digs Into / Things I Wish They Did More With, #3: Goblin Commander: Unleash the Horde.

Betcha saw this one coming a mile away.

Long ago, when I was just a little whelp of... some age that's sufficiently little and whelp-like, I found our entire house bereft of phone, internet, and cable television during one of those rainy spring breaks that flies by too quickly despite offering few opportunities to do anything with it. What's more, my TV was for some reason out of commission at the time, so my technology-addicted self was agonizing over a very long weekend.

My mother, in her infinite mercy, allowed me to drag one of my game systems into my parents' bedroom for part of the day, and even picked up a rental game from Price Chopper (anyone else remember those days?) that she thought I'd like.

This turned out to be a copy of Goblin Commander for the Nintendo Gamecube.

All together, now: WAAAGH!

Of course I immediately threw myself into this game. I had never played any of the Warcraft series at the time, and World of Warcraft was still several months away in late 2003, but somehow I was still drawn to a game all about non-evil goblinoid creatures as if by instinct. Probably because I somehow managed to sympathize with or find a few of the orcs from the Lord of the Rings films charming.

Somehow.

You'll notice I was very quick to mention Warcraft in this post. That is because there are certain massive similarities between the universes, as I later discovered after delving into WoW and its precursors for a decade. I will try to point all of these parallels out after I'm done rambling and waxing nostalgic.

The story starts us off with an introductory historical narrative by a mysterious baritone voice while we are treated to a crawl of the map of the land of Ogriss. The goblins of this world are not a native, evolved species, and were instead created from scratch as servants and laborers by the ambitious human sorcerer Fraziel. Fraziel put the five goblin clans (the mining Stonekrusher, deforesting Hellfire, lightning-channeling Stormbringer, swamp-farming Plaguespitter, and ancient technology-scavenging Nighthorde) to work building a "Great Machine". The goblins dutifully labor toward what Fraziel promised them would be a source of untold power for them all.

Then it gets sabotaged and explodes.

Fraziel dies amid the wreckage.

Grommel, chieftain and head foreman of the Stonekrusher clan, gets framed for Fraziel's murder in his efforts to figure out what the hell happened, causing the other four clans to rise up against him and his people. With picks, hammers, rocks and bullwhips in hand, this motley bunch of miners goes on the offensive to try and uncover the truth before their people are torn apart by war. Grommel also happens to possess the power to transform into a ball of energy that is the literal cursor of the game, so he takes to the air to command his troops for the bulk of the actual game.

Goblin Commander suffers from the same clunkiness that most console-based RTS games experienced up until... well, it's still a thing, really. Unit selection was limited and cursor movement was slow, though base management was fortunately very minimal. Each clan had one or more Shrines on a map from which units would spawn, and where the game's two resources were pooled: gold, and souls. Neutral buildings could occasionally be fought over, including Alchemist shops where one side could obtain magical aid. One of the big draws of the game was that, with enough upgrades, gold, and souls, you could summon your clan's Titan. This massive creature was directly controlled by the player, and was significantly stronger than most units. The Stonekrusher titan is, appropriately enough, a Stone Ogre.

Majestic.

I definitely struggled against the controls a little as I played, but that didn't seem to dampen my enjoyment of the game as a whole. I don't remember it being too terribly long, because I was able to finish it before the end of that long weekend.

As Grommel advances through the locales of Ogriss, defeating the heads of the other clans who oppose him, he absorbs the clans and gains access to their units. This growing confederation of tribes eventually corners the Nighthorde clan, whose leader, Naxus, was the one who sabotaged the Great Machine. As it turns out, the Great Machine was actually a massive weapons factory which was able to produce hundreds of magical bombs capable of stealing the souls of everything killed by them. Fraziel was going to use these bombs to sap all of the soul energy from Ogriss, presumably including his own goblin servants, in order to reshape the world in his image and pave the way of conquest into other worlds through ancient portals called Moongates, which the Nighthorde clan had originally been tasked with unearthing. Naxus wanted this near-omnicidal power for himself however, and so offed Graziel and framed Grommel so that he'd rise to the top.

The game ends deep in the pits of the world, with all of the other goblins, including a traitor faction of Nighthordes, cornering and defeating Naxus. He lights one of the bombs in the caves before legging it through a Moongate however, trying to escape and kill as many of his pursuers as possible. Grommel manages to throw the bomb through the gate behind Naxus, destroying the gate and presumably killing him in an ambiguous Event Horizon-esque moment.

Finally, with his people united under him, Grommel poses on a mountaintop and announces his intention to find a purpose of their own with master and machine now gone.

For anyone with a passing knowledge of Warcraft lore, you might have already picked up on the similarities between the goblins here, and the orcs there. Ogriss is essentially Draenor, and the clans of goblins working together toward a great goal are the Horde with less demonic influence. Fraziel is very similar in function to Medivh the corrupted human archmage, or perhaps the orc shaman Ner'zhul with the tragic backstory bits left out. Naxus meanwhile is a power-hungry usurper like Gul'dan, and his Nighthorde clan seems to me to be as sneaky and clandestine as the Shadow Council full of warlocks and their ilk. Even the Moongates leading to other worlds amid unstable explosions resembles the twilight hours of Draenor during the Second War, when orcs who were of the opinion of "Screw this, I'm outta here!" were fleeing a losing battle through portals whose arcane energies were in turn tearing the planet apart.

On the other side of things, Grommel, chieftain of the most orc-like clan by proportions, seems to combine the heroic elements of Orgrim Doomhammer and his successor Thrall, as civil war victors and saviors of their people, respectively. Grommel even wields a hammer in cutscenes similar in size and design to the Doomhammer. His name seems light it could be evocative of Grommash Hellscream at first glance, but he bears no real resemblance to that ambivalent character at all.

All in all, the game was one of those odd titles with middling-to-decent review scores you'd probably only ever find in the store bargain bin. But I had fun with it, which is why I'm always slightly disappointed that it was a very stand-alone title, and that it didn't even get a proper PC port, where I think it could have performed way better overall. Objectively speaking, sales didn't merit the sequel that was planned. The company in charge of making it, the US division of Jaleco Entertainment, moved on to other projects until it seemed to quietly go defunct sometime around 2008. Wherever the property rights are, if they even exist, is a mystery to me.

I'm not counting on it, but maybe someday we'll get another game similar to this out of the quirky indie market.

SOMEDAAAY!

On a more positive note looking forward, there are games somewhat similar to this in concept out there, but different in execution. Possible for the best, really. I regret not helping its Kickstarter, but the game Goblins of Elderstone might someday give me my goblin RTS fix, but this time elaborated into a full-fledged city simulator with more building, worker management, and stupid levels of cuteness.

I don't have another shallow, one-word response
to this picture like the others. I just really like it.
They're really charming little buggers.

Thursday, November 23, 2017

Things I Wish They Did More With, #2: D&D 4E & Video Games.

Hello again, all. Fortunately my long silence since the last post was not due to a freak bus accident, though the height of one of those death-wagons does make it feel like every other vehicle on the road is directly under the wheels when you have the perspective of a window seat. I've been busy with my second-to-last month in the semester, and all that that entails.

EDIT: By the way, I hit 3,000 total blog views earlier this month. You guys are swell. Thanks again for stopping by.

But I've come back to ramble a bit more about another thing that I'm a strange mixture of wistful and grumpy about.

This time, it's D&D 4th Edition.




Hold your cheers and/or righteous indignation a moment, Burrowers. I don't think any system is necessarily better or worse than any other, and I'm not here to spark another skirmish in the Great Edition War (despite the fact that simply acknowledging that the past arguments happened can in fact cause them once over). Though I will be picking slightly at one of the prominent ideas which came up in that debate circa 2008. Specifically, D&D 4E's similarity or lack thereof to certain video games.

It was commonly stated with wildly varying levels of convincing argument that 4th Edition's combat was designed to appeal to the video game crowd. Some even went a step forward and claimed that it was a direct attempt to compete with the MMORPG market, which then as much as now included the monolith that is World of Warcraft. I think that MMO argument is a little silly personally, because they're still too fundamentally different beasts for there to be a clear comparison between 4E and WoW. Unless you widen the conversation to include 4E-derived material, of course.


Hush, you. I'll deal with you separately someday.

I find it odd that besides Neverwinter the MMORPG, the majority of video games released during the high-point of 4th Edition support and popularity were re-releases or enhanced remakes of older games based on older editions, such as Baldur's Gate 1 & 2 or the Neverwinter Nights collection. The sole exception, to my knowledge, is Daggerdale.




Daggerdale was a real-time action RPG and hack-and-slash loosely based off of 4E the same way that Baldur's Gate: Dark Alliance 1 & 2 were based off of 3E. Daggerdale included 4E-esque racial traits and class powers, as well as the Tier system which limited the initial "Heroic" level progression to 10, and would have ascended to level 30 if the game's planned expansions had panned out. They did not, apparently due to the game's poor reception and the subsequent closure of its developer, Bedlam Games.

The fact that Daggerdale (as well as Neverwinter) used real-time combat was a very odd choice to me, when D&D 4E was as tied up in the tactical, map-and-miniatures-based combat as it was at the time. You couldn't abstract combat or separate it from a grid of 5-foot squares in a very satisfactory way, unless you include conceptually similar game systems and pseudo-spinoffs like 13th Age. So why didn't 4th Edition games just go with what seemed to me like the most natural choice for a video game adaptation?

That natural choice--again, to me at least--was the classic Tactics RPG.


Though, probably a little less pixelated.


Both use grid-based movement, operate in turns, have oftentimes byzantine lists of powers and abilities which each character could use and keep track of, etc. Character orientation is often a component of TRPG combat, but that convention could be easily ignored in order to line up with 4E rules, since "facing" has been optional since 3.5E.

With a few considerations, the 4E ruleset could have been applied to a video game wholesale, serving even better to bridge the gap between digital gamer and tabletop gamer (if indeed that was the attempt). This could have produced a very good game for one, as well as potentially smoothed over some of the issues which had been caused by the rocky start of the ill-fated D&D Insider digital platform and subscription method. But trying to answer a bunch of marketing "what if"s is a little too far beyond what I'm capable of, so I'll leave it as one of the great unanswerable questions of the 2000s.

But I can at least plug a spiritual successor game which did an admirable attempt at filling the void left by that edition's peripherals.

Conclave was a TRPG created by the appropriately-named developer 10x10 Room and explicitly styled on classic tabletop campaigns. It included grid-based combat, an interesting story, scaling multiplayer with up to 3 other people, and the occasional out-of-combat plot branching which could be caused by Skill Challenges. I was especially fond of the satyr-like Trow, and the molten golem Forgeborn. Conclave hasn't received anymore content updates since its release however, so the base campaign is all you'll be able to experience. Still, the romp may be worth the $10USD, and the soundtrack was nifty.

Monday, September 25, 2017

Things I Wish They Did More With #1: The Garif of FFXII.

Figured I'd break the silence with an odd one this time around, as well as begin a series of occasional out-of-character (out-of-narrative?) posts where I write about what I think of various fantasy thingies.

The premise of this particular series will be to take a look at something that is by itself a very minor part of a larger story, whether it be campaign setting, video game, or film, and then discuss the woeful lack of lore or screen time spent on X.

Or in this case, XII. Because I want to ramble on about something in Final Fantasy 12.

But not this guy.

I never finished this game because my GameFly subscription was about to end and I was out of allowance money for the month, but I spent enough time in the world of Ivalice to find my favorite location, in the form of Bancour. It's an underpopulated region of plains and flatlands which none of the major world powers in Ivalice have taken an interest in, beyond the Henne Mines which are known to contain magic rocks. More on those later. More importantly right now, Bancour was the region within which stretched the Ozmone Plains.

Pictured: Not a geographer's best definition of a plain.

Ignoring for a moment the fact that the "plains" are just as craggy, segmented, and broken up by hills and tiny mountain ranges as any other traversable map in the game, I'm still very fond of this zone. The weather changes from sunny to cloudy to rainy and back periodically, the skybox is simple yet pretty, and the foliage just faintly hints at something of an African savanna belt inspiration. Ruined old structures and strange rock formations jut out of the ground here and there, suggesting that the place has seen a fair share of violent history. It's peaceful, without being empty or boring- assuming you stay the hell away from the Sylphi Entite on your first run through the place. Aeroga hurts on top of Silence and Sleep effects.

At the far edge of the Ozmone Plains rests a fenced-in village built in and around what I never could determine to be either a ditch, or a dried-up riverbed. But given that the land immediately around the village is much drier than that of the surrounding plains, I think there might have been a drought which didn't receive mention in-game. The village was located upon one of the elevated areas of ground, so that it had several levels, several of them connected by wide bridges. This is the village of Jahara.


Within this village are members of a fascinating species named the Garif. The Garif are powerfully built, broad-shouldered with long arms and patches of what might be reddish-brown fur here and there across their bodies. I say "might" because they wear leather and hide clothing in the classically patchy and impractical fashion of all Final Fantasy humanoids, so it is a bit difficult to determine where the clothing ends and the skin begins. They are also tall, taller than adult Humes/humans by about a head, even while they are stand with the ever-present hunches in their backs, possibly caused by their opulent headgear.

Unless those are real horns. Again, it's hard to tell.

The Garif are each given masks imbued with personal and cultural significance at a very young age, and they wear them for their entire lives, only ever removing them when alone, or in private with extremely close or intimate companions. Because of this, and my party's lack of interest in going native and dwelling among the Garif for several years instead of dealing with that Empire of Archadia or whatever the heck it was called, I never got to see what they look like beneath all of that paint and carved bone. The Garif also live sex-segregated, with men and women typically occupying entirely different villages. As such we never see a female Garif, much the same way we don't male Viera.

The Garif seem to organize and orient themselves around a tribal hierarchy of chiefs and sub-chiefs. The Great-Chief and leader of the Jahara Garif is one Uball-ka marked by his truly giant and ornate mask, but underneath him there are also several Low-Chiefs, and at least one current and one retired War-Chief. The former War-Chief had to retire after receiving serious injuries in battle, suggesting that the positions are not held for life. We can only guess at how chiefs are chosen, however. But because the new War-Chief was brother to the old, it wouldn't be far-fetched to speculate that the roles are passed down familially, and sometimes laterally.

To the Garif, the land is sacred. Their religious matters are guided by geomancers, and it is refreshing to say that "-mancer" is more accurately used here than in other fantasy contexts- although I don't doubt that a Garif geomancer could unleash a wicked Quake spell if he had to. Recall the magical rocks I mentioned back at the beginning of this ramble? In Ivalice, those are called Magicite, which are to Ivalice what Dragonshards are to Eberron: multipurpose crystalline objects that can be extracted from the earth and used to power magic, magical technology, or magic-users. The Garif however do not use them as power sources, or as weapons, unlike virtually every other sentient species on the planet. They merely worship these stones, and the gods which they believe them to be representative of.

This is because the Garif are so singularly dedicated to upholding their Old Ways of technological simplicity and closeness to the earth, that they wouldn't manipulate those powers in order to become a major player in the world. They never appear, but there are said to be many tribes of Garif, and all of them united could be a powerful force indeed. But that isn't their way, and no one has been able to convince them differently- not even their own gods, who are otherwise very successful in manipulating people with the promise of power or greatness.

I won't say anymore on that last point in case any of my Burrowers intend to play the game and have a spoiler-free experience. Although that game was released in 2006, so... you might want to get a move-on with that.

The Final Fantasy Wiki, which I've been ruthlessly gutting for every shred of information I can find as I write, includes in its Trivia section the possibility that the Garif may have been based off of the real life, multi-ethnic Garifuna people. I would say that's an extreme stretch, beyond the similarities in the name itself, and the possible West African or Afro-Caribbean influences on Garif personal names such as Kadalu, Sugumu, or Yugelu. Nothing in their material culture or mode of living strikes me as similar, and it is more likely in my mind that it was just a coincidence- the same way I inadvertently named the sadistic healing deity Najis after a state of ritual impurity found in Islamic jurisprudence.

All in all, I think the Garif are fascinating. Which sucks, because everything I've typed thus far is the entirety of what they were used for. They haven't appeared in any subsequent Ivalice-centered games to my knowledge, not even the Tactics series where other species have subsequently been made playable like the rotund and porcine Seeq. Not even the in-game lore-collecting Clan Primer which allows you to gain pages of info on background material and monsters you've fought (including one respawning Garif Adventurer) offers any more insights into the Garif, because after the first rudimentary entry about them the series gets swept up in a completely unrelated fable about a dragon picking a fight with God.

That's all a shame, because I believe that a Garif protagonist, even if he or she were just a one-off party member or traveling NPC, could offer a really different point of view on the fustercluck of a world that they live in.

I can see why they haven't figured more prominently, though. They stand out, physically and culturally, in such a way that doesn't exactly make Final Fantasy hero material, and within the context of Final Fantasy 12's storyline itself, the role of secluded, naturalistic, and vaguely elf-like wise folk was taken up and carried on by Fran's Viera buddies in Eruyt Village.

Still, one of them being in the main cast would have been better than being stuck with Vaan.

You should have died instead of Reks!

*Edit* Wiki link for your perusal.

Also added more on chiefs.

Aaand I forgot to include the Clan Primer bit.