Posted August 22, 2011
I simply don't get it.
Do the developers not want people to play this game? It's like the game refuses to be enjoyed.
The Set-up
First of all: the set up process. Go to GOG, buy game, be asked to download 9 separate parts? What? Uh okay, I guess I'll have to use this GOG downloader? I wait for ages.... Yay! It finally says 2 minutes remaining. I'll just go make myself a snack and get ready for some awesome RPG fun! Oh wait, it now says it needs to combine and verify the download first. How long is this going to take? Who knows? The program clearly doesn't.
So I go off and do something else, check back on the GOG downloader and notice that it's actually completed. That's odd, I'm pretty sure I told it to begin installing immediately and yet nothing happened. Guess I'll launch the install manually? No wait, it actually did start installing, and decided to put the window-with-no-titlebar behind everything else, where I can't see it.
Oh look. It's verifying the data *again*. Right after the GOG downloader already did. Really guys? Was it that hard to add a /noverify pass-through here? I press "Skip", confirm that I actually want it to skip, and it decides to start verifying again. WTF? Skip again. And now wait an unspecified amount of time for the game to actually install. And then, after it is super-super-serious about the installation really really being done, it adds one more step: ACTIVATION! From the people who put "NO DRM!!!" on all their sales material.
Is this really so hard to grok? The purpose of a progress bar is to convey how long a process is going to take, and how much work has been completed. If you throw up a series of progress bars to a user without any context about what else is going to happen, the progress bar is useless. You may as well put a little spinner on there and say "Who the fuck knows?", because that's how much useful information you're conveying. The delivery and installation process of Witcher 2 is completely broken from this point of view.
Look at how Steam does this: Click install. Wait for download to complete. Press play.
The Launch
So after waiting about three times as long as expected, the game has finally ended up on my hard drive in a 'playable' form. Let's try it out!
Oh look it's a logo sequence for GOG.com.... and an identical one for nVidia.... and an identical one for all the tech..... and another identical one.... and another identical one. Wow. Could you show any more contempt for the gamer? You're not even pretending to make these logo sequences interesting. And I have to skip each one separately every time I start the game, forcing me to hear the same half second of audio 5 times?
Jeez. And oh, it runs like shit. Because the game decided that 1920x1200 is an excellent resolution for a laptop GPU. So now I have to go tweak all the settings. Unfortunately, I have to sit through 10 minutes of slide-show dialogue before I get to an interactive section, i.e. the part where I can actually verify if the game is playable at these settings.
The Opening
5 restarts and 25 logo skips later I've finally found some settings that work somewhat fluidly. Unfortunately, I've had to turn down the resolution, so most of the on screen text is now barely readable. Appparently someone still hasn't heard of gamma-correct font anti-aliasing. Nice job.
So I sit through a bunch of dialog that talks about events I have never heard of, and mentions people I have no idea who they are. Is this supposed to be engaging? How can you give your main character amnesia and then expect the player to know what's going on at the same time?
But fine, it's time to move on and get some fighting in. Better take a quick look at the combat system.
What do these cryptically named spells do? Oh, it only tells you when you cast it. In the middle of combat, in tiny font. What, would it've been too low brow to give your spells actual descriptive names? Was it really that important for you to paste completely meaningless names onto something the player is expected to switch between rapidly? Yeah we couldn't possibly just have a "Fireball" and "Shield" spell here. What do you think this is, WoW?
But fine, I can deal with writers jerking off to their own world building. At least the icons are sort of memorable. Let's go fight! And immediately die!
WTF?
The Combat
I should clarify, I have no problem with a swordfighting mechanic that's actually somewhat realistic and doesn't involve soldiers lining up orderly while you dispense with each henchman in sequence. It sounds great on paper.
But this is just retarded. At first, I thought the controls were just completely broken, because the character refused to block half the time. Then I realize, the spells use the same resource bar as blocking. How does this make any sense? So far, everyone's treated me with total mistrust and disdain because I'm some sort of powerful, dangerous wizard, but if I actually try to do anything more than parlor tricks, the guy apparently needs an instant breather to recover. Do you not want people to use magic at all?
So the block mechanic is out, and doesn't absorb all damage anyway, so I guess I should evade instead? Only, this Witcher—who supposedly sword-fights so effectively that you can't even 'see the blade'—gets stuck on literally everything. Objects have giant invisible bounding boxes that stick out half a meter in each direction. It makes you fight in cluttered dungeons, where the tiniest ledge is an impenetrable barrier that you must walk around. And then there's the targeting mechanic, which jumps around more than a rabbit on speed. And which insists on targeting the second row of guys, rather than the first row of people who are ACTUALLY SWINGING AT ME.
WTF is wrong with these people? Did they never play the Prince of Persias? Assassin's Creed?
'Cos it seems the combat requires exactly the sort of seamless stringing together of moves that those games revolved around, but instead of making that easy, it punishes you mercilessly by queuing up long moves and executing them even when they no longer make sense. You'd think the Witcher would know that lunging ahead into a newly formed circle of swordsmen isn't the best tactic. But it seems I have either the choice of mashing the buttons and having half the moves be completely suicidal, or taking my time and getting slashed to bits while I retarget.
I must be missing something here. It must be my fault. Some obvious mechanic that would keep me from dying all the time.
Hey look! I think I actually was able to read that tip! It said press "I" to go into the inventory. Let's try that... WHAT THE FUCK? Did I accidentally enter the Eve Online stock market instead? What's with all these recipes cluttering up the UI? Does this mean crafting is essential to the game? Who knows. I know I've picked up 5 cartloads of random stuff, but I can't tell which recipes I can actually make. So I click around some more looking for something recognizable: ah, potions! I know how those work. And I could definitely use a health boost and some immunity here.
So..... how do I use them? Click. Fail. Drag. Fail. Click click click. Fail. In frustration, I Google for instructions and find out you have to press "Meditate" to take a potion. And you can't take potions during combat. You have to anticipate.
So, the game expects me to be clairvoyant now? How am I supposed to know what's around the corner? Especially when the story consists of disjointed episodes that begin and end right in the middle of action?
I Get It Now
I think I understand now. The game is so controller snappingly frustrating that you have to play every section a dozen times anyway! And you will definitely memorize the entire game this way, because the developers apparently don't understand the purpose of "Skip".
You see, "Skip" is not a feature that exists so frothing Xbox-fanboys can get through a game without being exposed to a reading level that would make them uncomfortable. It exists because in-game storytelling loses its cinematic and emotional impact when it's repeated more than once. So when I press "Skip", that doesn't mean "Skip this one line of dialog and then force me to watch your elaborate camera pan anyway and then make me skip 10 more things". It means "Skip to the next section where I'm in control again". You need to accurately understand user intent, not just lazily force them to hammer the skip button in frustration.
And here we come to the final insult the game throws at you. It's subtle, but telling. In modern games, when you die, the game simply reloads. It recognizes that death is generally an undesirable outcome and that you will generally just want to retry.
Not so in Witcher: it actually asks you if you want to reload! And it doesn't even select the "Yes" button by default!
I guess this is the one usability insight that the developers actually got right. This game is so frustrating, that after a couple deaths, you'll simply want to quit and throw it away.
Do the developers not want people to play this game? It's like the game refuses to be enjoyed.
The Set-up
First of all: the set up process. Go to GOG, buy game, be asked to download 9 separate parts? What? Uh okay, I guess I'll have to use this GOG downloader? I wait for ages.... Yay! It finally says 2 minutes remaining. I'll just go make myself a snack and get ready for some awesome RPG fun! Oh wait, it now says it needs to combine and verify the download first. How long is this going to take? Who knows? The program clearly doesn't.
So I go off and do something else, check back on the GOG downloader and notice that it's actually completed. That's odd, I'm pretty sure I told it to begin installing immediately and yet nothing happened. Guess I'll launch the install manually? No wait, it actually did start installing, and decided to put the window-with-no-titlebar behind everything else, where I can't see it.
Oh look. It's verifying the data *again*. Right after the GOG downloader already did. Really guys? Was it that hard to add a /noverify pass-through here? I press "Skip", confirm that I actually want it to skip, and it decides to start verifying again. WTF? Skip again. And now wait an unspecified amount of time for the game to actually install. And then, after it is super-super-serious about the installation really really being done, it adds one more step: ACTIVATION! From the people who put "NO DRM!!!" on all their sales material.
Is this really so hard to grok? The purpose of a progress bar is to convey how long a process is going to take, and how much work has been completed. If you throw up a series of progress bars to a user without any context about what else is going to happen, the progress bar is useless. You may as well put a little spinner on there and say "Who the fuck knows?", because that's how much useful information you're conveying. The delivery and installation process of Witcher 2 is completely broken from this point of view.
Look at how Steam does this: Click install. Wait for download to complete. Press play.
The Launch
So after waiting about three times as long as expected, the game has finally ended up on my hard drive in a 'playable' form. Let's try it out!
Oh look it's a logo sequence for GOG.com.... and an identical one for nVidia.... and an identical one for all the tech..... and another identical one.... and another identical one. Wow. Could you show any more contempt for the gamer? You're not even pretending to make these logo sequences interesting. And I have to skip each one separately every time I start the game, forcing me to hear the same half second of audio 5 times?
Jeez. And oh, it runs like shit. Because the game decided that 1920x1200 is an excellent resolution for a laptop GPU. So now I have to go tweak all the settings. Unfortunately, I have to sit through 10 minutes of slide-show dialogue before I get to an interactive section, i.e. the part where I can actually verify if the game is playable at these settings.
The Opening
5 restarts and 25 logo skips later I've finally found some settings that work somewhat fluidly. Unfortunately, I've had to turn down the resolution, so most of the on screen text is now barely readable. Appparently someone still hasn't heard of gamma-correct font anti-aliasing. Nice job.
So I sit through a bunch of dialog that talks about events I have never heard of, and mentions people I have no idea who they are. Is this supposed to be engaging? How can you give your main character amnesia and then expect the player to know what's going on at the same time?
But fine, it's time to move on and get some fighting in. Better take a quick look at the combat system.
What do these cryptically named spells do? Oh, it only tells you when you cast it. In the middle of combat, in tiny font. What, would it've been too low brow to give your spells actual descriptive names? Was it really that important for you to paste completely meaningless names onto something the player is expected to switch between rapidly? Yeah we couldn't possibly just have a "Fireball" and "Shield" spell here. What do you think this is, WoW?
But fine, I can deal with writers jerking off to their own world building. At least the icons are sort of memorable. Let's go fight! And immediately die!
WTF?
The Combat
I should clarify, I have no problem with a swordfighting mechanic that's actually somewhat realistic and doesn't involve soldiers lining up orderly while you dispense with each henchman in sequence. It sounds great on paper.
But this is just retarded. At first, I thought the controls were just completely broken, because the character refused to block half the time. Then I realize, the spells use the same resource bar as blocking. How does this make any sense? So far, everyone's treated me with total mistrust and disdain because I'm some sort of powerful, dangerous wizard, but if I actually try to do anything more than parlor tricks, the guy apparently needs an instant breather to recover. Do you not want people to use magic at all?
So the block mechanic is out, and doesn't absorb all damage anyway, so I guess I should evade instead? Only, this Witcher—who supposedly sword-fights so effectively that you can't even 'see the blade'—gets stuck on literally everything. Objects have giant invisible bounding boxes that stick out half a meter in each direction. It makes you fight in cluttered dungeons, where the tiniest ledge is an impenetrable barrier that you must walk around. And then there's the targeting mechanic, which jumps around more than a rabbit on speed. And which insists on targeting the second row of guys, rather than the first row of people who are ACTUALLY SWINGING AT ME.
WTF is wrong with these people? Did they never play the Prince of Persias? Assassin's Creed?
'Cos it seems the combat requires exactly the sort of seamless stringing together of moves that those games revolved around, but instead of making that easy, it punishes you mercilessly by queuing up long moves and executing them even when they no longer make sense. You'd think the Witcher would know that lunging ahead into a newly formed circle of swordsmen isn't the best tactic. But it seems I have either the choice of mashing the buttons and having half the moves be completely suicidal, or taking my time and getting slashed to bits while I retarget.
I must be missing something here. It must be my fault. Some obvious mechanic that would keep me from dying all the time.
Hey look! I think I actually was able to read that tip! It said press "I" to go into the inventory. Let's try that... WHAT THE FUCK? Did I accidentally enter the Eve Online stock market instead? What's with all these recipes cluttering up the UI? Does this mean crafting is essential to the game? Who knows. I know I've picked up 5 cartloads of random stuff, but I can't tell which recipes I can actually make. So I click around some more looking for something recognizable: ah, potions! I know how those work. And I could definitely use a health boost and some immunity here.
So..... how do I use them? Click. Fail. Drag. Fail. Click click click. Fail. In frustration, I Google for instructions and find out you have to press "Meditate" to take a potion. And you can't take potions during combat. You have to anticipate.
So, the game expects me to be clairvoyant now? How am I supposed to know what's around the corner? Especially when the story consists of disjointed episodes that begin and end right in the middle of action?
I Get It Now
I think I understand now. The game is so controller snappingly frustrating that you have to play every section a dozen times anyway! And you will definitely memorize the entire game this way, because the developers apparently don't understand the purpose of "Skip".
You see, "Skip" is not a feature that exists so frothing Xbox-fanboys can get through a game without being exposed to a reading level that would make them uncomfortable. It exists because in-game storytelling loses its cinematic and emotional impact when it's repeated more than once. So when I press "Skip", that doesn't mean "Skip this one line of dialog and then force me to watch your elaborate camera pan anyway and then make me skip 10 more things". It means "Skip to the next section where I'm in control again". You need to accurately understand user intent, not just lazily force them to hammer the skip button in frustration.
And here we come to the final insult the game throws at you. It's subtle, but telling. In modern games, when you die, the game simply reloads. It recognizes that death is generally an undesirable outcome and that you will generally just want to retry.
Not so in Witcher: it actually asks you if you want to reload! And it doesn't even select the "Yes" button by default!
I guess this is the one usability insight that the developers actually got right. This game is so frustrating, that after a couple deaths, you'll simply want to quit and throw it away.