5.
Ogre Battle
Derandomized combat, obfuscation
through complexity, character acquisition, and the Chaos Frame ending
spoiling mechanism
Published and developed by
Quest
Designed by Hiroshi Minagawa
Reason for inclusion:
This is a game that nearly
everyone has to resort to a FAQ to play at some point. While the player
is progressing through the game, the game is also keeping score in an
obscure way. After finishing the last level, the score directly indicates
which ending the player receives. But it's hard to keep the score up,
and it's never explained exactly how it changes...
The game:
Ogre Battle is a game
that's interesting for many reasons. It's a Japanese RPG that still
takes a fairly simulationist approach to the play, and that's reason
enough for examination all by itself. It's a decent challenge and has
a strong strategic (as opposed to tactical) component, moves along in
real time, and even has a strong economic component. But when a fight
begins the player is largely left out of it. His characters decide for
themselves what to do.
About those characters... They
each have a stat called Alignment that maps generally to the D&D
usage of the term: high alignment numbers, going up to 100, mean Lawful,
and low alignment, down to 0, means Chaotic. The player will typically
have many parties on the field at once, and each one has its own alignment
value. Defeating darker enemies like vampires raises alignment, and
lighter enemies like clerics lowers it. There are other things that
modify alignment too, but once it gets close to its limits on either
end of the scale it becomes more difficult to change it back. Character
advancement often depends on alignment.
Now, there are other things
to note here. When characters that are low in alignment take over one
of the game's town bases, the game says the town is captured.
If the same town is taken over by a high-alignment unit, the message
says the town is liberated. These are very important messages,
for the game also keeps track of another stat, this one describing the
player. It is Reputation, and while character Alignment is an easy-to-read
number, Reputation is never reported directly except through a very
small bar. Here is a primary rule governing Reputation: capturing towns
lowers it, while liberating them raises it!
A number of other things also
affect Reputation, and tellingly, they do it in a way that makes the
game more difficult if the player is trying to keep it high. Beating
enemies with characters of much greater level than them (more than two
levels difference) lowers reputation, while doing so with characters
of less difference, or even of lower level, raises it. As game time
passes on a given map, the player earns income from the towns he's taken
over. Money carries over from map to map, but income resets. This might
inspire some players to dally on a map and build funds, but hanging
along too long lowers reputation.
So why is reputation important?
Ah, that makes the game even more mysterious. In addition to characters
joining up or not depending on player reputation (generally undocumented
opportunities), reputation directly affects the ending the player receives
after winning the game. A really low reputation will give the player
a bad ending; in one, the player's character becomes a new tyrant who
gets assassinated by one of the characters in his group.
Of course, none of this is
explained to the player except in the manual, and there but vaguely.
Design lesson:
The player's actions throughout
the game are put into an algorithmic blender, and at the end that value
(among other things) selects the final outcome of the story. The result
is that Ogre Battle is actually scored, just as much as
Pac-Man or Rogue, but the player isn't told that score with
any degree of fidelity. The N64 sequel takes this even further: the
player doesn't even get that bar telling what his reputation score is.
Links:
GameFAQs has a nice mechanics
FAQ on Ogre Battle that provides a more fleshed-out description
of the Chaos Frame system.