Four Digits

This is the 1,000th post published on Superior Realities. Feels like a bit of a crazy number, but when you consider I’ve had this blog for the lion’s share of a decade now, it feels a bit more reasonable.

My character in Wolcen: Lords of Mayhem.I wanted to do something special for the 1,000th post, but I’m a bit too short on spoons at the moment to go too wild, so I’ve settled on a simple retrospective. I’m going to dig up links to some of my favourite or most memorable posts. I’m not being super thorough or scientific about this, so undoubtedly I’ll be forgetting some good ones, but off the top of my head these are some that feel worth revisiting.

The Trinity Trinity

No less than three posts deconstructing the trinity of traditional group roles in MMORPGs. Put a lot of work and thought into this one.

It’s really funny going back and reading all my hand-wringing about not being a professional game designer now that I am a professional game designer. Admittedly a novice one who is still far from an expert, but still.

Twenty Years

In which I outline the world and story I consider to be my life’s work.

TSW Homebrew

My first foray into tabletop RPG design. I’d really like to work more on this at some point, but it’s hard to justify it when I could be spending the time on paying projects.

Took a reboot of the game for me to earn my purple wings.At the very least I should go back and nerf Exquisite Corpse again. Gods I created a monster with that spell…

Take a Walk on Wyrd Street

Speaking of RPG design…

The Mustering of Azeroth

Not one post, but a massive series covering World of Warcraft: Legion and its myriad class and artifact quests. I still haven’t played WoW since, and it’s starting to feel more and more like this was my way of saying goodbye to the setting.

The Secret World’s Combat Is Fine

I will die on this hill.

World Spectrum: Living for the Future

Always really liked this story. Leha and Alistos are two of my favourite characters to write for.

Efflo, Mexico

Literally just me sharing a YouTube link, but this band is so good I’ll take any opportunity I can to plug them.

On Being Represented

Lana Beniko in Star Wars: The Old Republic.In which I discuss those rare characters in fiction I can see myself reflected in.

Fan Fiction: The Black in the Red

The story of my Templar character in The Secret World, written in the style of the in-game lore entries. I’m pleased with how well I managed to replicate the style. I actually did some lore entries for all my other characters. Maybe I’ll post them one day.

RPGs Versus Progression Games

Probably the piece of game design analysis that I’m most proud of from the history of this blog, maybe my whole career.

Review: We Happy Few

We Happy Few is a stealth/survival game taking place in a dystopic alternate version of 1960s England. In this reality, the Germans occupied Britain during the Second World War, and though the occupation only last a few years, the British were compelled to do terrible things in that time.

The title screen for We Happy Few.To cope with their shared trauma, residents of the village of Wellington Wells turned to Joy, a powerful drug that causes users to forget anything unpleasant, leaving them in a state of mindless euphoria. Being sad is now a crime, and “Downers” are exiled into the wilderness, or disappeared entirely.

That premise intrigued me from the moment I heard it, but stealth has never been my cup of tea, so I wasn’t sure if I’d enjoy We Happy Few or not. I opted to wait until it went on a deep discount on Steam before buying it.

I kind of regret that now. We Happy Few is an amazing game, and I would have happily paid full price if I’d known it would be this good.

WHF’s reliance on stealth was an issue early on. However, the saving grace is that stealth in this game is not mandatory in the sense that being caught will cause a fail state. You just have to fight more if you’re bad at sneaking (like I am). I had to restart the game on a lower difficulty to survive the many, many fights I kept getting myself into, but once I did that I was able to start making real progress and truly enjoying the game.

The combat in WHF is a bit simplistic, but it’s enjoyable enough, and it gets the job done. I was also really surprised by how immersive and enjoyable I found the game’s survival and exploration mechanics to be. We Happy Few stands as one of the very few open world single-player games that I feel actually justifies its open world, rather than using it as a crutch to pad out the game.

The world seen through the lens of Joy in We Happy Few.I was especially impressed by the quality of the side quests in this game. Side quests are usually something I endure more than savour, but in WHF nearly every side quest was interesting or entertaining on at least some level.

My favourite involved a cult of lunatics worshiping a supposedly divine yam. The premise is great, but the execution was better. I was amazed by how elaborate the quest was. They even repurposed a lot of actual pagan prayers for use by the yam cult.

The amount of effort and research poured into such a silly and ultimately irrelevant side quest is a testament to the passion and devotion of We Happy Few’s developers.

For more of my thoughts on We Happy Few’s open world and survival mechanics, stay tuned to Massively Overpowered for an upcoming MMO Burnout column on the topic.

But while I did largely enjoy the game mechanics and exploration content of We Happy Few, it’s the main story and the themes it raises where this game really shines.

I’m not normally a fan of dystopic fiction, for a variety of reasons. However, We Happy Few aces two things that dystopic stories tend to ignore.

The bucolic splendour of the Garden District in We Happy Few.One is that this is a fairly appealing dystopia. The Joy-fueled haze experienced by the citizens of Wellington Wells may not be quite so brilliantly seductive as the selective memory editing of Remember Me, a similarly powerful dystopic game, but it isn’t too hard to imagine a world where people have been seduced by the promise of eternal happiness. It’s more believable than the openly horrific settings of other dystopias.

The other is that We Happy Few acknowledges something a lot of similar stories ignore: dystopias don’t work.

We Happy Few is less a story of plucky heroes rising up to throw off their shackles as it is that of a broken system collapsing under its own faulty premise. Absolutely every aspect of life in Wellington Wells is falling apart; Joy is poisoning the entire town, literally and figuratively.

There’s this terrible lie that pervades our culture — including our fiction — that evil may be unpleasant, but it gets things done. Efficiency and decency are seen as opposite ends of a spectrum, where one has to be sacrificed in the name of the other.

But that’s not true. We’re told that torture may be wrong, but it yields useful information (it doesn’t). We’re told that strongmen may not be lovable, but they get things done (they don’t).

In reality, oppressive authoritarian regimes are almost invariably riddled with corruption, incompetence, and inefficiency. Justice, equality, and liberal policies almost always lead to better results across all sectors of society.

Townspeople in We Happy Few.And We Happy Few understands this. Wellington Wells isn’t run by evil geniuses. In so much as it has any leadership at all, it’s run by cowards and idiots.

I will also say that a lot of themes of this game resonate with me on a very personal level, having spent much of my life on a rollercoaster of various sedatives and antidepressants, most of which just made things worse for me.

While I acknowledge that drugs do help some people, the way medication is often sold as a cure-all is deeply disturbing to me.

Something that really struck a chord with me is the fact that Joy comes in various tasty flavours — chocolate, vanilla, strawberry, blackberry… I was reminded of a time many years ago where my doctor gave me some free samples of an antipressant. They were chewable and had a delicious mint flavour.

I don’t even think I want to know what they put into those things to make them taste so good. I don’t even like mint, normally.

I’m not shaming people who take antidepressants. If any of them actually worked for me, I’d take them happily. But I think we can all agree something has broken in our system when doctors hand out candy-sweet happy pills to anyone willing to ask for them.

The Jacobean Club is looking a bit worse for wear in We Happy Few.It also struck me that although the core theme of We Happy Few could boil down to “things suck, and there aren’t any easy answers,” I still managed to find it a fairly uplifting game.

One of the many things I’ve dabbled in to try to treat my mental health issues is dialectical behaviour therapy, and WHF is a great lesson in two of DBT’s core principles: validation and radical acceptance. Sometimes you just have to acknowledge that yes, things suck, and it’s okay to feel bad.

Sometimes trying to cheer up — or having others try to cheer you up — isn’t helpful. It can even make things worse. Sometimes you just need to face the fact that things are bad, and there can be a certain relief in that.

I can poke a few holes in We Happy Few’s story here or there — it’s a bit slow-paced, and it doesn’t answer as many questions as I’d like — but its strength far exceeds its weaknesses.

If there’s one place WHF stumbles, it’s the DLC. Even then, none of it is actually bad; it’s just not as good as the main game. The first two DLCs — They Came from Below and Lightbearer — are just jokey side-quests, though they do feature some clever game mechanics.

The final DLC, We All Fall Down, returns to the main story and is all around a lot more enjoyable, though even then it suffers a bit from feeling somewhat disconnected from the events of base game.

Confronting the doctors in We Happy Few.Despite somewhat underwhelming DLC, though, We Happy Few is the most I’ve enjoyed a video game in quite a while.

Overall rating: 9/10