Favorite Parts of FTL
Posted: Mon Dec 10, 2012 10:41 am
1) Music
2) Sprites
It's too bad that the gameplay itself is so terrible. Nothing interesting about cheap deaths, random store inventory, a ridiculously hard boss who breaks game rules (an old game convention that should have died out long ago,) not to mention the extraordinarily worthless tutorial.
The defenses I keep hearing for this game are same three tired (and vacuous) arguments over and over:
1) Trial & Error fixes everything
2) Luck is fun ("sometimes it just doesn't go your way")
3) You're not using the correct research/ units/ weapons etc.
I'll address them in order. First, there are no continues. You can't save-load your way to victory (at least, not without save scumming). Trial and error might give you a general idea for what weapons are available, but that doesn't fix an enemy ship randomly breaching your O2 and Medic Bay at the same time.
Next, luck is fun in Las Vegas; it should be a minimal part of a game that is purported to be "strategic." I hear the same delusion repeated in various forms:
"If you get free parts in the first 5 sectors the game is easy!"
"Well, sometimes you get fires in three rooms simultaneously, but only sometimes!"
"If you meet lots of slavers you'll have a full team for free!"
etc.
The meta-argument here is: a perfect set of random events will let you win. I don't think I need to explain why this is not fun. Maybe if you're a huge fan of Yahtzee! but I grew out of that when I was 8 years old. Sure, you could, in theory, just try the same "optimal strategy" a few dozen times until you get lucky. I've seen several forum threads talking about how stupendous that is, as if doing the same thing over and over with no real control of the outcome is awesome. Sounds like glorified gambling to me, and at least the drinks are free in Vegas.
Lastly, the "I am so smart" argument. Some games--even rogue-likes--have lots of randomness mitigated by strategy. Examples include Diablo 2, Dark Gate, DoomRL, heck even Elder Signs:Omens or Minecraft could make the list depending on how much leeway you give the genre. Whichever examples you choose, the important point is that these games have strong correlation between a good plan/strategy/character build/etc. and victory. In other words, if you have a good strategy, you're significantly more likely to win those games than if you do not.
The (admittedly anecdotal) evidence shows that FTL doesn't have much connection between the supposed strategy component and actual completion of the game. The best ratio I've seen was around 26 runs /1 victory on Normal. (If you've got a better ratio, please share the screenshot...) Assuming this was using a "good strategy" that's pretty terrible. My amateur ratio (including all of the restarts and achievement grinding) was about 37/1. If the difference between an optimal choice making system and a mediocre one is 1% that tells me that your choices don't make a meaningful difference. This "strategy" of making the right choices is an illusion. (delusion?) But you know what? Even if one stipulates, for the sake of argument, that there is a "perfect strategy" (always boarding, using the ion cannon exploit, [insert your fan favorite here],) that means that the other options available to you are "viable" in appearance only. In other words, the choices are illusions.
It's a shame. The game is cheap, and it superficially appealed to many of my preferences: indie, difficult, good music, strategic. I was ready to give this game all kinds of chances; I set the bar pretty low. And it still couldn't meet those meager expectations.
2) Sprites
It's too bad that the gameplay itself is so terrible. Nothing interesting about cheap deaths, random store inventory, a ridiculously hard boss who breaks game rules (an old game convention that should have died out long ago,) not to mention the extraordinarily worthless tutorial.
The defenses I keep hearing for this game are same three tired (and vacuous) arguments over and over:
1) Trial & Error fixes everything
2) Luck is fun ("sometimes it just doesn't go your way")
3) You're not using the correct research/ units/ weapons etc.
I'll address them in order. First, there are no continues. You can't save-load your way to victory (at least, not without save scumming). Trial and error might give you a general idea for what weapons are available, but that doesn't fix an enemy ship randomly breaching your O2 and Medic Bay at the same time.
Next, luck is fun in Las Vegas; it should be a minimal part of a game that is purported to be "strategic." I hear the same delusion repeated in various forms:
"If you get free parts in the first 5 sectors the game is easy!"
"Well, sometimes you get fires in three rooms simultaneously, but only sometimes!"
"If you meet lots of slavers you'll have a full team for free!"
etc.
The meta-argument here is: a perfect set of random events will let you win. I don't think I need to explain why this is not fun. Maybe if you're a huge fan of Yahtzee! but I grew out of that when I was 8 years old. Sure, you could, in theory, just try the same "optimal strategy" a few dozen times until you get lucky. I've seen several forum threads talking about how stupendous that is, as if doing the same thing over and over with no real control of the outcome is awesome. Sounds like glorified gambling to me, and at least the drinks are free in Vegas.
Lastly, the "I am so smart" argument. Some games--even rogue-likes--have lots of randomness mitigated by strategy. Examples include Diablo 2, Dark Gate, DoomRL, heck even Elder Signs:Omens or Minecraft could make the list depending on how much leeway you give the genre. Whichever examples you choose, the important point is that these games have strong correlation between a good plan/strategy/character build/etc. and victory. In other words, if you have a good strategy, you're significantly more likely to win those games than if you do not.
The (admittedly anecdotal) evidence shows that FTL doesn't have much connection between the supposed strategy component and actual completion of the game. The best ratio I've seen was around 26 runs /1 victory on Normal. (If you've got a better ratio, please share the screenshot...) Assuming this was using a "good strategy" that's pretty terrible. My amateur ratio (including all of the restarts and achievement grinding) was about 37/1. If the difference between an optimal choice making system and a mediocre one is 1% that tells me that your choices don't make a meaningful difference. This "strategy" of making the right choices is an illusion. (delusion?) But you know what? Even if one stipulates, for the sake of argument, that there is a "perfect strategy" (always boarding, using the ion cannon exploit, [insert your fan favorite here],) that means that the other options available to you are "viable" in appearance only. In other words, the choices are illusions.
It's a shame. The game is cheap, and it superficially appealed to many of my preferences: indie, difficult, good music, strategic. I was ready to give this game all kinds of chances; I set the bar pretty low. And it still couldn't meet those meager expectations.