Dawn of War Dark Crusade: The promise and peril of pacing

The original Warhammer 40,000: Dawn of War came out to rave reviews all the way back in 2004, but I didn’t play it until a few months ago, when I jumped into the Dark Crusade expansion. And I liked it! But it wasn’t perfect. In the process, Dark Crusade showed me how one element of gameplay should work… and how the very same element shouldn’t.

 

By way of background, most of the levels in the Dark Crusade campaign are just ordinary skirmish-style matches against one or more computer opponents. Here, the AI is more or less playing the same game as the human. A few, in contrast, are “stronghold” battles, which are more in line with traditional RTS campaign levels. The stronghold battles are hand-crafted affairs featuring special victory conditions, scripted events tied to particular locations, and more puzzle-like computer opponents.

 

Now, based solely on “ordinary skirmish” vs “hand-crafted affair”, you might think that the stronghold battles offer the superior gameplay experience and that the other campaign levels are just filler. But my experience was Dark Crusade was the complete opposite: I had the most fun with some of the skirmish-type battles, while the strongholds left me groaning. Why?

 

In a word, pacing. By “pacing”, I don’t just mean the game speed, although that is part of it. I mean the structure of a given match, how it unfolds, when it’s most exciting or challenging, and when it’s least.

 

Played on the right map, against multiple computer opponents, the pacing of the ordinary maps* in Dark Crusade was marvellous. If there were two computer players and only one of me, this forced me to quickly locate my foes, and then either successfully rush one, or keep them both bottled up while I out-teched them. If I took too long, either the superior enemy numbers would overwhelm me or else the second computer player would tech up and roll over me with top-tier units while I was still dealing with the first one. The actual speed of the game was also just right: fast enough to have a sense of urgency, fast enough for the match not to take too long, fast enough so that I could replay a stage if I lost. At the same time, it wasn’t so fast that I found it unmanageable, and in particular, it didn’t require me to split my attention amongst 20 different things (and thus it avoided the fate of Company of Heroes, from the same developer, which ended up as an exercise in frustration for me).

 

In contrast, I found that the strongholds fell flat for several reasons. The basic structure of the stronghold mission is that you have to fight off an onslaught in the first 30 seconds, when your forces are at their weakest… but after that the enemy attacks die down to a constant, annoying trickle. The computer players in stronghold missions didn’t build bases, they didn’t tech up, they didn’t come at me in increasing force. But (appropriately enough) they were very well-entrenched. And so, after I survived that initial rush, the strongholds degenerated into (1) maxing out my forces while fending off the continuing trickle, then (2) laboriously rolling over the excessively large maps. To put things another way, the challenge in the normal maps was high and stayed that way throughout the entire 30 minutes, or however long it took me to play; the challenge in the stronghold missions started high, plummeted after 30 seconds, and stayed boringly low for the rest of the loooong maps.

 

All in all, I really liked the Dark Crusade campaign and I walked away from the game thinking, “So that’s what all the fuss was about!” But that was no small thanks to the fact that the campaign has many more ordinary than stronghold missions. The former were tense, exciting, well-paced; the latter too long, too grindy, and an example of the complaints I often hear voiced about RTS campaigns. The combination of the two, I think, makes the Dark Crusade campaign a lesson in the importance of pacing to a strategy game.

 

 

* I only played one skirmish and one comp-stomp game of Dark Crusade, but from what I saw, they lived up to the high standard of the ordinary campaign maps.

Peter’s Rule of the Ridiculous

Black Lagoon is an anime series following the adventures of a crew of modern-day gangsters/guns for hire/pirates, and one very out-of-place Japanese salaryman, as they  battle mob bosses, mercenaries and maniacs. Meanwhile, God Hand is a PS2 brawler about a guy who protects the supernatural power of  the titular limb from hordes of mohawked punks, whip-wielding women, and demons who range from corpulent to alluring to plain monstrous. Other than violence, what on earth could these have in common?

 

The answer is, they are both powered by the same core concept, what I call Peter’s Rule of the Ridiculous: if you’re going to tell a story that is ludicrous, over-the-top or plain silly, not only must you be aware of that, you’d better make very sure that the audience knows you’re aware of that.

 

Note that the Rule of the Ridiculous is not the same as “so bad it’s good”, although it is related to that long and honourable dramatic tradition, hamming it up. “So bad it’s good” is unintentional on the creators’ part, whereas self-awareness is the whole point of the Rule of the Ridiculous. Meanwhile, hamming it up is what happens when the actors, not the writers/directors/creators, are the ones who embrace the ridiculousness.

 

How does the rule apply to Black Lagoon and God Hand? Both take genres that, by definition, stretch believability – action films for Black Lagoon; video games in general, beat ‘em ups more specifically for God Hand – and drag them through the realm of self-parody. Action movies presented us with zombie pirates, whip-wielding Nazi-fighting archaeologists, and martini-quaffing, laser-defying, hit men; games often rely on endowing us with similar Macho McToughguy powers. Black Lagoon’s characters are even more overpowered, but it doesn’t stop there. Its heroes yell, “We’re being chased by an unstoppable killer robot from the future!” and in one episode, go up against an army of supervillains toting not just pistols, not just rifles,  not just swords, but every way to die known to man: flamethrower, chainsaw, minigun, even a kukri-on-a-rope. God Hand, meanwhile, will never have you looking at fight scenes the same way again after the first time you kick a demon in the groin, knock him flat, stomp on his head, and then launch his buddies into the sky, accompanied by an in-game laugh track.

 

In contrast, I can think of a couple of franchises that would have been improved had they run with the Rule of the Ridiculous:

 

  • Exhibit #1 is Warhammer 40,000, where IN THE GRIM DARKNESS OF THE FAR FUTURE, THERE IS ONLY WAR. And that war includes ten-foot tall superhuman space marines, barely-literate space orcs orks, space elves, space dark elves, 50-metre (150-foot) tall mecha piloted by machine-worshippers, demon-summoning cultists, rifts that can swallow up whole space fleets, and somehow managing to survive in all this, human grunts and tankmen led by sword-waving commissars.

 

  • Exhibit #2 is the Mobile Suit Gundam anime franchise, which – in the entries I’ve seen – tends to follow a formula. Whiny teenaged heroes miraculously stumble into command of superweapons! Teenaged heroes repeatedly fight off hordes of enemies! Teenaged heroes barely take a scratch even when fighting veteran soldiers!

 

Are these universes inherently more unbelievable than those of Black Lagoon or God Hand? No. The problem is, they’re presented in so po-faced a fashion that my mind balks at accepting them. And from there, it’s only a short step to dwelling on their flaws. But in God Hand, and in Black Lagoon once it warms up to the Rule, suspension of disbelief never has the chance to become an issue – I’m too busy laughing, exclaiming, “Holy–!” or otherwise being dragged along for the ride.

 

And that’s the beauty of the Rule of the Ridiculous. It takes unpromising or hackneyed raw material, and transforms it into sheer glee, almost like a Philosopher’s Stone for storytellers. It makes Black Lagoon and God Hand memorable rather than generic. It lets creators achieve the cult classic status associated with “so bad it’s good” while skipping the “bad” part. And it can be as simple as exaggerating genre conventions instead of simply playing them straight. Of course, all this is easier said than done. But when the rewards are so great, and the risks (remember, we start with uninspiring source material) so marginal, well, wouldn’t failure to embrace the ham just be a recipe for… ridicule?