Saturday, September 18, 2021

General RPG Populaces Are Dumb as Hell

A fairly common component of the RPG genre is the puzzle.  While not as ubiquitous as battles, you’re nonetheless almost guaranteed, at some point, to encounter some mild brainteaser to solve while traversing a dungeon.  There are crates to push into the correct spots, switches to pull, passwords to infer from clues, gaps to (somehow) cross with whips and monkey arms, tiles to move into place, ice to slide on, connected floor panels to turn the correct color, golden rings to rotate while tearing your hair out of your skull at how unintuitively designed they are, card sequences to memorize, items to combine into the right tool, walls to lay bombs in front of, riddles to solve, enemies to kill or spare in designated order, piano keys to play in a specific order, mazes to navigate, and so, so much more.  Hell, even combat in an RPG often has a puzzle element, as you’re expected to ascertain bosses’ weaknesses and conceive strategies to deal with new circumstances and scenarios.  Yes, puzzles of all forms are everywhere to be found in RPGs, and if there is 1 thing that can be gleaned from their existence, it is this:

Everyone who lives in an RPG world is a frickin’ moron.

I mean, take a moment and LOOK at the level of difficulty for most RPG puzzles.  These are not exactly stumpers, more often than not.  The majority of switch-flipping puzzles’ solution just involves backtracking until you find a door that’s opened now.  Most mazes are single-tiered and half the relative size of the ones made for childrens’ activity books.  Quite often, if you have a grasp on which colors mix together to form other colors, you know the answer to at least 1 puzzle you’re gonna encounter in the game.  Half the time the solution to crate-pushing puzzles is just being able to understand the concept of height--they’re less complicated than the tests we administer to monkeys to see if they can figure out how to stack stuff high enough to reach a banana, and the monkeys ace those things.

Can you distinguish shapes?  If you can, a good 10% of RPG puzzles are going to be utterly defenseless against your mental might.

And yet these fundamentally facile puzzles are considered, by countless ancient temple-building civilizations in RPG worlds, not to mention quite a few organizations in the present, to be adequate defenses for all their most important places and stuff.  And keep in mind, the extinct cultures that build dungeons in RPGs are usually the smartest ones, known for all their lost knowledge and wisdom.  The lauded Ancients who had mastered science and magic are also the ones that designed a door and key both clearly marked with the same symbol, and then considered the door secure enough if its key sat prominently on a glowing pedestal 2 rooms away.

And the ancient temple-builders were actually right. That’s the thing! These temples with their Fisher-Price puzzles are left safely undisturbed for centuries at a time by any intruder!  Until some adventurer who’s uncommonly clever (by comparison, that is) comes along, these dungeons and towers and so on are just largely left alone, because not a single visitor ever thought to move a statue a few paces to the right so that the room is symmetrical.  I mean, you’d think by mere chance someone with OCD would happen along at some point or other and open the dungeon entrance just by accident, but nope.

There’s a sealed temple in Pokemon Generation 8 whose clue for entrance, written on the outside, directs the reader to “walk together with a living crystal of snow.”  Basically, if you approach with a Cryogonal following you, it’ll let you in.  Even assuming a reader somehow didn’t know what a Cryogonal was and couldn’t on his/her own infer, while living in the Pokemon world, that a living crystal of snow might be some kind of Pokemon, Cryogonal are indigenous to the area surrounding the temple! Anyone looking to get into the temple has already SEEN the damn Cryogonal merely during the act of arriving there!  And yet somehow, by the time the game’s protagonist gets there, who knows how many years after the temple’s creation, the place is still locked up tighter than Bobby Kotick's ass clenches at the word "ethical."  How is this possible?  The only explanation has to be that the people of the Pokemon world--or at least the Galar Region--are basically all knuckle-dragging dipshits.  Considering that this is the land that idolizes Leon, it’s not exactly at odds with the canon.

And make no mistake, it’s not just low-energy yawn-fests like Pokemon Generation 8 that have these infantile puzzles.  Genuinely great RPGs are filled to the brim with’em, too.  A bunch of the locked doors you find in Horizon 0 Dawn, for example, have pass codes that are invisible to the naked eye...but brightly displayed in neon holograms to anyone looking at them with a Focus device.  For context, at the time these holo-locks were created, that’d basically be like writing your password down in invisible ink that reveals itself if you hold your cell-phone up to it, or really just anywhere in the same room.  Great security system if you’re trying to keep a pathetic Luddite like myself out of your secret base!  Maybe not so great if your intent is to bar access to any of the remaining 95% of the planet’s population, though.

Okay, look, every now and then, yes, you will get an RPG that has a few genuinely difficult puzzles that bar passage, which take a goodly amount of thought and intelligence to pass through.*  Maybe not so much that it seems likely that no one in over 100 years has managed to solve it, but still more legitimate a security measure than a rotating panel puzzle that anyone could brute-force their way through because it has less than 100 total possible combinations.  However, worlds like that of Alundra 1, with these actually challenging brainteasers, are relatively few in number.

And I do get why, from a developer perspective.  The focal story elements of RPGs may invite an older audience, but gameplay-wise, the genre is a pretty all-ages one, in no small part due to just how many of its combat obstacles can just be overwhelmed by the simple process of level-grinding.  So to have all other elements of the playing process be simplistic baby-stuff, and then suddenly some fiendishly difficult puzzle is gatekeeping the next area of the game from anyone who isn’t thinking about applying to Mensa, would be problematic.  Hell, I’d probably be annoyed if I had to hit Ecosia 5 times per dungeon in every game I played.

Still, there probably is a happy medium between needlessly frustrating stumpers and the ones where the big secret is to put an object on a button so it stays pressed when you move away.  Because as things stand, the IQ of the average NPC in an RPG is probably about the same as their shoe size--or even lower, if Nomura was doing the character designs.













* Ones which aren’t just outright unfairly cryptic, that is.  “Palm trees and 8” can go to hell.

5 comments:

  1. It's more like gamers are dumb, to be honest, and age has little to do with it. I see people complain endlessly about the dungeons' puzzles in Tales of Symphonia, for example (which I like, but many gamers don't seem to care for the little bit of brain work that they ask of players). RPG developers risk alienating their fanbases if they put challenging puzzles into their games.

    As for the fictional creators of puzzles being dumb, I dunno. I guess it depends on the context. I always wonder why anyone would want to solve a block-pushing puzzle in their home or place of work (in this case, the creators of said puzzles are idiotic for even putting the puzzles there in the first place, regardless of how complex the puzzles are). On the other hand, a lot of these RPG dungeon puzzles can involve really complicated and advanced technology, to the point that I find it hard to believe that this older society could have even constructed the puzzles in the first place (although I'm thinking more about the Uncharted games, in this case, than I am about any particular RPG).

    Usually, I'm not that surprised that no one has solved these puzzles before the heroes. Often, dungeons require some rare, magic Macguffin to enter. That's how Aloy enters those old ruins in Horizon--she uses her Focus, a device basically no one else has. I'm not sure whether most of those ruins she enters are supposed to be locked or not; Aloy being a clone of an important scientist from the past plays a role in her ability to access some places, too.

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    1. I've still been thinking of this rant as I've been replaying the Zodiac Age version of Final Fantasy XII. While the puzzles are fairly simple, as they are in most RPGs, it occurs to me that no one has solved the puzzles in centuries mostly due to the monsters and bosses living in the dungeons. You can't use your brain to solve brain-dead puzzles if you're literally dead, and your party in an RPG is usually made up of individuals much stronger than the general populace.

      I know that you usually ignore combat in your posts, although I think it's worth considering in this instance. Not only do the monsters prevent NPCs from going through dungones and solving puzzles, but the combat is usually the challenge for the player that the developers focus on, too.

      Of course, I'd also say that the strength of a typical RPG party relative to NPCs creates another issue: why are NPCs so much weaker than the average party member? Some games have some explanation for why the main party is so strong (i.e., Cloud in Final Fantasy VII is supposedly from SOLDIER), but other games do not. The player's party can usually get strong enough to take on a dungeon just by killing some weak monsters in a forest for five or ten minutes, so why can't most NPCs do the same?

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    2. That's reasonable to an extent, but I'd like t point out that A, in most cases those monsters weren't there from Day 1 so there had to have been at least a decent monster-less grace period between abandonment and infestation, and B, more relevantly, NPCs usually don't seem to have much trouble navigating dungeons on their own with no help whatsoever. I mean, how often has a plot event of a game involved a single, story-significant side character with no combat experience showing up at the center of a dungeon unexpectedly, having made it there entirely on his own with no worse for wear? How often has the party of titanically powerful world-savers been playing catch-up to such an NPC, only making it to the center of the structure after him? Sure, there are plenty of times in which heroes have saved randos in a dungeon from getting eaten by monsters, but I'd estimate I've seen significantly more occasions of plot-relevant bystanders inexplicably navigating their way through a dungeon faster and with less difficulty than the heroes, so the monsters just can't be considered a reliable deterrent in this equation.

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  2. I don't really know, I always thought that idiotic puzles are equivalent to being taken for a fool by the developers, but it's understandable, nobody needs to play another alundra to hit a wall every 4 steps that will stop you for 3 hours.

    Well, it would be difficult and time consuming making a good brain teaser so its preferable to refine a generic anime story (man, anime and generic they're synonyms and refined anime story its a oximoron most of the time x_x) or something.

    what makes me roll my eyes is that the hyper-extinct races of the past (against little more than dumb primates that for some reason either survived them or are their direct involution's) keep their equivalent to atomic bombs in a building protected by nobodys, behind a puzzle that makes no sense and everything covered by most likely, the equivalent of a spaceship with a perpetual energy engine

    It is as if, wandering around your neighborhood hungry, you found a matter replicator and the only thing you would whit it is a sandwich to immediately forget about it none the wiser.

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    1. Hey, there's still plenty of original and good anime being made. The medium's just reached the point that most others have, wherein you have to look slightly past what's the most mainstream to find the stuff that's good. And also stay the holy fuck away from shonen altogether, of course, but that's been true for decades already.

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