Fallen London: Why It Works

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

I found Failbetter Games browser-based adventure game Fallen London via it’s Kickstarted sister game, Sunless Sea, a kind of nautical rogue like of comedy-horror-adventure. I quickly took to Fallen London’s playable-novel style of adventure (in fact, moreso than the brilliant but nerve-wracking Sunless Sea). As I played this game I began to wonder just why I had taken to it so much – enough to get a monthly subscription for extra elements. That’s where this essay comes in.

It’s clear this award-winning browser game has a certain something that compelled me and others. By getting my own thoughts together here I hope to make a small contribution to game analysis, as well as understand my reactions. Fallen London got me thinking about game mechanics in surprising ways, and a good analysis should help me – and others.

So let’s look at Fallen London – and what it does right. Join me, Delicious Friend.

The Basics of Fallen London

In Fallen London you’re a newcomer to the Victorian subterranean city, which was London some thirty years ago until it was stolen below ground by strange forces. Now under control of the mysterious if often friendly Masters of the Bazaar, nominally ruled by the “Traitor Empress” that made a deal with them, it’s a haunted, weird, scary, and wonderful place. Hell is nearby and has an Embassy, living objects come from distant shores of the underground “Unterzee” and previous stolen cities ruins lie around. Also, people are mailing cats.

You walk into this as a newcomer, arrested for some reason (likely just coming there), and upon escaping embark on your own destiny. Poet, spy, mercenary, investigator, and more all are available to you. As you progress you make connections, improve your character, find lodgings, unlock further secrets, and so on. Whatever you do is up to you.

All of this happens with very well-written text and story vignettes that really bring the half-horror half-comedic setting to life. Fallen London, bluntly, is probably better written than most any game and quite a few books, somewhere between Monty Python, Eldritch Horror, and Discworld.

As I analyzed it I was able to find six areas that the game did things right. These traits and mechanics, in combination, produce a marvelous experience.

Let’s take a look.

Fallen London’s Writing Writing: Expressive, Layered, Personal

It’s hard not to go on about the writing in Fallen London. Were it simply a series of novels or a comic series it’d be an epic experience on its own. The fact this writing is couched as a game makes it even more compelling as you live the writing. This excellent wordsmithing succeeds due to three factors:

Writing Comes First. It’s very clear that the writing of Fallen London is meant to be of the highest quality. The tale-telling clearly has come first over all else, bringing you into the setting, but also making the choices and usual actions of an RPG have a particular urgency and life to them. The writing is not just witty and illustrative – it makes your choices feel real, and the choices and plots are well-thought out.

Branching And Combining Stories. Various conditions unlock story options, stories have multiple resolutions with real impact, and the end of one of the tales may lead to several others. This produces clear choices that feel very real – and are often real as they will lock future choices on one hand, while opening others or at lest providing resources to open them.

Parts Of A Whole. Though there are many stories and “storylets” great care has been taken to make them part of a whole. A mysterious squid-faced man handing you a chunk of slimy amber isn’t a random event, but is due to a backstory. A marsh filled with giant mushrooms isn’t just a marsh, but the site of races as people have discovered that running across giant mushrooms is rather sporting. Everything is connected (finding these connections could occupy you quite a bit in the game).

Abstract Characters. One of the most curious elements of Fallen London is most characters are referred to by abstract names – the Wry Functionary, the Knuckle-Scarred Inspector, and so on. Instead of making them distant this abstraction makes them archetypical, giving them life, while also making the experience personal and unique. Everyone may encounter a Sardonic Music-Hall Singer, but it’s their own, personal one.

Attributes And Failure States In Fallen London: Clear, Abstract, Applicable

Representing characters with various numbers is a classic element of role-playing games. Fallen London is no different, but does it with a mix of generality, clarity, and precision.

Distinct Attributes. Characters are represented by four different Attributes – Watchful, Shadowy, Dangerous, and Persuasive. These Attributes affect a character’s chance to succeed at an appropriate task with a simple random “roll,” and a success provides colorful descriptive text as well as various rewards This simplicity makes characters and characters easy to understand – but also distinct depending on how high that Attribute is.

Attributes Associated With Settings. Various areas of the setting are associated with the activities requiring a given Attribute or Attributes. A monster-haunted area may yield mostly Dangerous tasks, while a street of crime and mysterious couriers may have mostly Shadowy activities. The limited but distinct sets of Attributes in turn allows for easy definition of various areas of the game and the stories within, as well as what one may do there.

Distinct Failure States. Each Attribute has a parallel failure state called a Menace that usually increases if one fails a more severe challenge – for instance failing a Dangerous challenge may result in an increase to Wounds. One can usually guess the probable results of a failure state from the Attribute involved and the descriptive text. The failure states also contain witty descriptions, such as one where spending time with a Vicar raises the Menace of Scandal when said Vicar turns out to be a reporter in disguise who assumes less than pure intentions. Failure is a story.

Unique Results Of Failure States. The Menaces can be treated by specific actions, such as taking Laudanum to deal with the Menace of Nightmares. In addition, if Menaces get too high then the character you play suffers specific effects, such as being imprisoned for having too much Suspicion. Addressing these challenges leads to further stories, making the tale one experiences both appropriate and unique.

Acquired Traits: Linear, Distinct, Multiple

As the character adventures, they make friends, solve cases, advance in the ranks of clubs, and so on. Representing these is done distinct from the attributes in question, often as the result of an action.

Achievements By Simple Numbers. To represent the connections people make, achievements and reputations and so on, there’s simple number scores characters acquire. These represent everything from how good a thief they are to how well-connected they may be to the police. A character may have many of these or only a few – it depends on the activities of the characters. This simple method allows for very complex character differences all with different “piles” of simple numbers.

Reputation As Number. Depending on how a character dresses, their home, and how they comport themselves, they get reputations – Bizarre, Respected, etc. that also have simple number scores, much like Attributes. The items that influence these traits, of course, often have clever and witty descriptions.

Use Of Acquired Traits. Acquired traits open up new story opportunities or may even be used like Attributes in some occasions, such as using one’s Dreaded reputation to threaten someone. Thus these acquired traits become goals, rewards, and tools while just being simple numeric stores. The drive to upgrade them also helps propel some of the game, and may inspire players to upgrade equipment and Attributes.

Progress In Fallen London: Numerical And Relevant

Progress in various ventures in Fallen London is measured by numeric scores, much like the acquired traits.

Progress Is A Number. Progress in almost anything is represented by a simple number score, often raised by challenges against Attributes or exchanging certain items. One may be “Solving a Case” and solve it when one has a score of ten. Or one may be exploring an area and solve it when one has ten points of “Exploring.” These scores are like very temporary Acquired traits, and often reset when a venture is over. These provide clear, simple measurements of progress.

Progress Influences Story. At a certain amount of “points” gained towards knowing a character or group you may unlock options such as starting a romantic relationship. Other scores may increase the challenge, such as solving a case getting harder the further one progresses, with new challenges arising. The score becomes a signal of challenges to come as well as a goal (and a player may feel their heart race as a score climbs . . .)

Negative And Conflicting Progress. These progress scores may, at times be negative or even conflict. One may be trying to outrun a rival, and as “progress” increases the rival is closer. Or one may be trying to keep one score up and another down. A few simple numbers can lead to complex stories and decisions.

Inventory; Abstracted, Related, Storied

Having a large inventory of “stuff” is a time-honored RPG tradition, and Fallen London is no different. However it uses the “adventurer inventory” to cover a wider range of ground, representing possessions far differently.

Everything As Inventory. Anything in one’s possession is portrayed in inventory, but this goes beyond guns or treasures. Possessions can also include knowledge, stories, or insights (each with its own description). One may thus have 1000 Clues or 50 different seafaring stories from their ventures – treated and inventoried no different than 70 pieces of Jade or a mysterious pistol. By treating everything as inventory the game allows a unique way to measure progress and address challenges – one may need to blackmail and enemy, and that story requires 3 Blackmail Materials (which a handy intriguer may have handy).

Inventory Presents Story Options. An item in your inventory isn’t just something to sell or “spend” for a challenge, be it pearls or an Appaling Secret. Inventory items often provide other story options when you select them, from acquiring other items to opening more stories, to helping you solve mysteries. A single kind of item might open up multiple options, giving you different ways to use them – each with their own descriptive text or substorm. One of my favorite examples is having Appalling Secrets – one option in using them is to try and “forget” a few of them with the hope of reducing Nightmares.

Inventory Converts. Another brilliant innovation in the game is that related items, from treasures to knowledge, can often be traded up in the associated “story options” mentioned. Hints become Clues, Jade can be traded for artifacts, candles traded to a church in return for mysterious salts. “Trading up” and at times “trading down” is required to unlock stories or do tasks, and figuring this out is an interesting challenge that contains its own miniature tales. One of my favorites experiences realizing that treasures I’d gathered in a seafaring venture could be swapped up to get information that in turn I could trade for a map to let me continue my adventures.

Economics: Omnipresent, Clear, Varied, Storied

As noted, some of Fallen London is about swapping various items or literal pieces of knowledge to achieve different goals. The entirety of Fallen London is actually about economics.

Progress Is Transactional. All of the well-written stories in Fallen London are essentially accessed by a transaction. This could be swapping a “move” to achieve something, or as complex as figuring out how to “grind” for information to get a legal document in order to get your hands on some important books. As these transactions are clearly stated and often work in a similar manner, the game is very easy to pick up – but the challenge is figuring how to pull off the transactions. After all you may want to save those Whispered Hints to solve a bigger mystery later, or your need to get your hands on seditious material requires you to choose between stealing from a group of Devils or getting into a fistfight with a book-carrying critic.

Tradeoffs Requiring Thought. The economics of the game also require one to consider tradeoffs. One may reduce the Menace of Nightmares with a good cup of wine, but a drunken night may raise the Menace of Scandal, which is best addressed by spending a few turns going to Church.

And So Our Analysis Of Fallen London Ends

So those are my initial thoughts on what makes Fallen London work. To sum it up I’d say it’s a writing-centric game that uses a series of simple scores and inventory systems in combination to allow for complex tales, and has simple but interesting ways to portray common game mechanics and choices. That is, of course, a simple summary.

Now as for what else we can learn, let me see where my investigations – and you reaction to this essay – take us . . .

– Steve

Curb My Enthusiasm: TF2, Overwatch, PokemonGo, and Work

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

I should be really enthused about games right now.

TF2, which I adore, has added ranking and competition along with smooth new interfaces. Games feel they’re taken a bit more seriously now, as opposed to SwagBag420 dancing around his sentry.

Overwatch, which is amazing, is here. It’s got competitive mode and casual mode and great gameplay.  It’s got a new character coming.

PokemonGo realizes many of my ideas of augmented reality and socialized gaming.  Also it’s Pokemon and it’s highly social.

Except . . . I’m not feeling that enthusiastic about any of them. This is probably a phase, but I realized it said something about me, games, and recreation.

All of these games, for lack of a better word, involve resource and people management. TF2 may require teamwork, but Overwatch’s whole rock-paper-scissors type mechanic means teamwork is overwhelmingly important. PokemonGo is social and can involve various rival gyms and factions – and management.

And lately, busy at work, where I’d probably want to game, I find myself less enthused about two beloved games and one interesting take on the franchise. I should be interested and I’m not.  Then, I realized why.

Because these games are about what I do in real life.

I manage people. I direct resources. I’m used to charging forwad, goal-driven, with a team behind me (or me behind them). Work’s been pretty busy lately, and that in turn means the games that I like to escape with . . . seem a bit to much like what I do for a living.

This is weirder to me as I love games that play to my strengths – especially resource management and planning things. I love games with people. But when I have enough of that at work . . . I don’t want it as much in my games.

Moreso, a lot of these games feel “workish” anyway. PokemonGo has things constantly happening in the real world. Game wiht a team of friends in TF2 or Overwatch and people will inevitably want to play competitive – and TF2’s casual mode still has its leveling. The games are a bit too close to my job right now, and then a bit too workish anyway.

It’s a strange thing to feel and I’m curious to what happens to my interests anyway. I feel a bit bad as I haven’t gamed with various friends online from anywhere from a month to a week and there’s a strange sense of guilt about it. But really fun things that happen to be like my job – and like work – in all the wrong ways is a new one on me.

I assume as work calms down my mind will change.  Heck I sort of want to force myself to play. But for now I feel like I peered around a corner into some demographic issues that could be explored more.

When are fun thngs too much like other things to be fun? What does tht mean for the audience?

– Steve

No Man’s Sky: Failure To Come Together

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

Sorry this is late.  Busy few weeks, but now I’m back to my pre-release analysis of No Man’s Sky.  After all I love games and i love procedural generation.

We’re counting down to No Man’s Sky’s release in August.  We’re approaching the big release, and once again I’m seeing posts on the Internet asking if it will succeed or fail.  This is not unusual, but it’s time for another round of them apparently.

I’ve speculated on this possible failure before, but often concern’s about NMS focus on this component or that.  From the possible sameness of worlds to uninteresting space travel, there’s concerns about some elements, of the game.  These concerns are legitimate, but often they miss what No Man’s Sky Is about.  There’s a larger picture here for concern.

No Man’s Sky is a game about synergy, as is fairly obvious when you step back and look at the game.  Characters mine to get resources to craft new items to let their spacecraft travel farther.  Their adventures may require them to fight enemies with spacecraft that they hijacked by developing rare hacking chips, chips whose blueprints were found exploring a ruined building.  A strange technology, found in an alien ruin, may let someone survive on a toxic world.  No Man’s Sky is all about things coming together.

This is not surprising as video games are about synergy.  Good controls bring a character to live.  Clever mechanics entice the mind that learns them and influences the game experience.  Music and graphics work together to set the mood.  Good games depend on pieces working in harmony.

For No Man’s Sky, it’s even more dependent on the synergy – that’s really it’s selling point.  Where procedural worlds and exploration and crafting and all come together, the game offers a whole of an experience.  It’s not a game with clear boundaries, which is the point – it’s a supposed seamless exploration experience.  It just happens to be a very big one based on some very, very smart use of math.

This synergy is also where it can fail.

Because No Man’s Sky relies on the parts of the game coming together, there’s several possible modes of failure that can occur.

Poor Synergy: One way the game can fail is if the different parts don’t support each other properly.  Perhaps the ability to acquire resources makes the crafting parts too hard – or too easy.  Straightforward planetary exploration might contrast with hyperkinetic space combat, creating tone shifts that are hard for players to adapt to.  If the parts of the game don’t come together correctly, the game suffers because the synergy of the promise is gone – even if the parts are good.  This may be the biggest synergy risk of NMS because a dev and even a testing team would be unlikely to catch it due to being used to the product.

The Flaw: Another way I can see NMS fail is if one part of the game is done so poorly that drags the rest of the game down.  Planetary exploration is an area I’ve worried about, and if it is poorly done or dull, that diminishes the thrill of the rest of the game.  Truly egregious resource gathering could be another fun-killer as the rest of the game depends on that.  One poor part of the game could drag the rest down – the synergy backfires when one part fails really hard.

The Drudge: NMS also has to make sure that its individual components are good enough to support the game, because though one bad component might drag the game down, so can many mediocre ones.  The game may not fail on its many fronts, but if too many are uninspired or uninteresting, the synergy of them makes the game not good, but dreadfully mediocre.  The synergy of game component’s can be a double-edged swords when many are just uninspired.  I think people may be more forgiving of a game with one big flaw and ambition than one that just kind of plots.

Though I’m sure that Hello Games has thought of this, it’s worth considering for analyzing the game once it’s out, and for analyzing future games of its type.  Synergy is the strength of the gaming art.

It’s also a place where failure can happen, even if the parts are right or mostly right.

– Steve