domain of sword lizard & rpg pervert "sraëka-lillian". i made Cataphract OI, LanVodis, and other rpg maker 2000 studies



kylelabriola
@kylelabriola

It's an exciting day when another dev, especially an indie dev, is able to publish their very own "feature-length" RPG. Chained Echoes, Virgo Versus the Zodiac, Bug Fables, Crystal Project, etc. have all been cool projects to see make it across the finish line and into our living rooms. It should go without saying that I'm immensely impressed by, proud of, and happy for any developer who manages to see their vision for a game like this all the way to completion and into the players' hands.

The latest success story in this lineage is Sea of Stars by Sabotage Studio, a kickstarted RPG with a for-the-fans-by-the-fans ethos. By all accounts, it seems to be doing quite well financially and in the hearts of many of its players. It attempts to combine the best parts of Chrono Trigger, Super Mario RPG, and various other "RPG classics" into one modern-retro blend.

Unfortunately, it doesn't work for me. And despite the fact that I had zero hype or expectation before going into this one, I've never felt more disappointed and let down by a game by the time it ended than I have with Sea of Stars.

As it stands, I would mostly recommend Sea of Stars for folks who haven't played "the old RPG classics" themselves, may be new to the RPG genre, and/or may not hold story as a high priority for them when they play RPGs. Those are all completely valid, and I think the game is worth the purchase if that sounds like you.

For everyone else, maybe not so much.

FULL SPOILERS for Sea of Stars below.


The overwhelming feeling I get from Sea of Stars...

...is that the writing wasn't a high priority.

Much love is dedicated to the visuals, the sound, and making the combat streamlined + easy-to-understand. I cannot understate how beautiful the art and animations are. The character portraits, lush environments, and little moments of character acting and cool magic effects are truly astounding. It has some of my favorite pixel art in any indie game, I think.

I don't know much about programming games, but the game feels good: I didn't notice much in terms of bugs, and everything operates pretty smoothly and how you would expect it to work. It's no small feat to get Chrono Trigger-style "battling on the overworld" to work, and to get all those attack minigames working. I'm sure it was no small feat to pull off the overworld mechanics such as the grappling hook. There's a whole side game you can play in the tavern. The team really came together and put out a polished project, something that I'd easily believe was made by a AAA studio on the Playstation 2 or the Gameboy Advance.

The writing does not feel like it was given the same attention and love.

I'm hesitant to say critical things about indie games. Partially because I'm worried the creator will see the mean thing that I said, and I don't want to hurt their feelings. It's also because I'm a indie game dev myself (and a writer too lol), and I know how incredibly difficult it is to make something. It's a miracle that Sea of Stars was finished at all, as it is a miracle that any video game is finished and published to the public. I'm happy for the team that they were able to make this dream project of theirs.

But it does truly make me sad when people pay artists to make great art, pay composers to make great music, pay programmers to put great games together, and don't pay writers to come to the team and put together a great story.

In a genre that isn't built on story, like a platformer or a shmup, this doesn't bother me. But I feel like there is an inherent pitch that an RPG has an interesting story to unfold. Sea of Stars has a narrator at the beginning who LITERALLY hypes up the twisting tale of woe and conflict we're about to embark on. This is something that we're going to be spending hours and hours of our free time with, usually with the expectation that the story and the characters are leading us somewhere.

If you're making an RPG in this style, you're promising a thought-out story.

Taking the reader on an adventure

Things didn't start out on a high note. I was very skeptical about the opening of Sea of Stars. As mentioned, we get an omniscient narrator in a spooky chair talking about how the twisting and turning of timelines have made for a complicated web of an adventure. Then, we're given a short tutorial section, then a lengthy flashback chapter that takes about 30 minutes. A lot of time is spent watching our protagonists' childhoods, where we get another combat tutorial (???) and a bunch of lore about Zenith Academy and Solstice Warriors.

It didn't seem like a good sign that the two leads, Valere and Zale, are not given individual personalities. Instead, they are interchangably and generically "good people" who "fight evil" (what constitutes good and evil in this world, and how we should feel about it, isn't explored) and are just largely agreeable to things going on. In a sense, they don't serve any different purpose than a silent protagonist does, and part of me kind of wishes they just made them silent protags anyway. They do not change or grow in any way by the end of the story.

In this world, children who had the bad luck to be born on a certain day of the year are destined (read: forced) to become child soldiers who train for battle constantly for 10 years straight, isolated from the rest of society. When they're finally allowed to emerge and socialize with their friends and neighbors again, they're shunted off into the world to "kill demons and protect humanity." A lot of hay is made about this and the relationship between the protagonists and their stern mentor.

Sadly, none of this really ends up mattering, and the game doesn't have much else to say or explore about these themes, which I mistakenly thought would be the central themes of the game.

The game doesn't really have central themes, or "character arcs" in the way you might assume it would based on other games in this genre.

What's weird about this is that the game dedicates a lot of time and effort to cutscenes and dialogue, but I can't tell what the author wants us to take away from the game.

Attempts are made to endear us to characters, to make us chuckle, or "surprise us." But the game constantly feels like it's undercutting itself. It undercuts itself by undo-ing sad things that happen, setting up threads that don't get paid off, implying that there's a deeper complexity out there somewhere (a multiverse tie-in with their other game The Messenger and apparently a 4th-wall-breaking ARG), and having characters literally just walk out of the story when they don't feel like being around anymore.

To me, it is literally unclear when the story is meant to be taken seriously and when everything is "just a joke." The game fails to set itself up as a comedic RPG, in the vein of Paper Mario, Super Mario RPG, and Mario & Luigi. Instead, it seems to be taking its overall lore and story quite seriously, and we're meant to take it seriously too. Thus, we're meant to get emotionally invested, which makes it feel more like a slap in the face when the game's end credits start rolling and it feels like the devs didn't keep up their half of the "emotional investment" bargain.

I know that it's not easy

I hate saying things like this. I hate being mean. But I've never rolled credits on a game that made me feel this crazy before, I just have to get the thoughts out somewhere. Above all else, the game felt like a cautionary tale about my own writing. I, by happenstance, also work as a writer on an indie game that has a lot of eyeballs on it and I feel a responsibility about hopefully delivering a good narrative by the time we finish it.

There's two big reasons I feel a growing responsibility as a writer.

One is that the programmers, level designers, musicians, and artists who work on our game are making something so incredible that I don't want to let them down. I worry a lot about people saying "the writing is the worst part of the game", which is exactly what I'm saying about Sea of Stars right now. I don't want to be the weak link in a chain of creators who spent years of their lives making something polished, fun, and resonant. I don't want writing flaws to be a glaring stain on something that is otherwise really enjoyable, because that glaring stain can drag the player's entire experience down.

Two is that once we launched in Early Access, I started to realize how much players liked the characters and have HIGH HOPES that the plot will resolve and that plot threads will be addressed and that the game will have a satisfying ending. And seeing that hope build in real time, seeing the fanart and the fanfics and the emotional investment people put into the characters, makes me realize that I can't just type whatever I want into the doc and be complacent that it'll work out just fine. In some way, shape, or form...you want to do right by the audience that is connecting with these characters.

Writing is just like art and music. It takes thought, it takes planning, it takes brainstorming, it takes revision, it takes heart and soul, and it takes collaboration.

Writing is like programming, too. It takes time and effort and knowledge and lots and lots of "bugfixing."

It's not something to be taken lightly. It's not something to "leave to the end." It's not something to "bang out in a day." Just because typing words on a keyboard into dialogue boxes takes less physical effort than making an art asset, and thus is the quickest and cheapest asset (by a mile) to insert into your indie game doesn't mean you should actually treat it as the quickest, cheapest, easiest department of the team.

These are the things that I want to take seriously because I don't want to let our players down. I want to work hard. I don't want players to hit the final credits after the full 1.0 launch and say "That's it? That was...basically a slap to the face."

Because that's how I felt when Sea of Stars ended.

This can't be right...right?

I don't know what to say. I'm posting this here because I just want to get these thoughts out. I know that there is a risk of being a grumpy, overly-critical internet user who rants about things for easy clicks and attention. I know that it is easier to shit on a piece of art than it is to make one. I don't want to do that.

I just want to get this out there because it saddens me to think how "writing" is not treated as a priority in the same way as "programming" in the world of game development.

And because of that, the constant returning feeling of playing the game wasn't joy, or curiosity, or engagement, or a feeling of laughter. Instead, my most constant refrain was...

I don't think you're allowed to do that...

  • Hyping up that the protagonists have a complicated, traumatic relationship with their best friend and that the best friend might have mixed feelings about them...and then not exploring that at all?

  • Using a genuinely fun and endearing party member as a way to charm the audience and then blatantly use them to tug at heart strings, and then undo'ing those consequences...twice?

  • Having a magical character give the party a prophecy of the future that not-so-subtly tells you what is going to occur later in the plot...three times?

  • Implying a complexity or interesting backstory to the villain and then not exploring that whatsoever...possibly because that will explored in some other piece of media and thus this game can't have lasting consequences?

  • Having central characters who have clear emotional, thematic, and moral ambiguities to them literally just walk out of the story when, I guess, they're not relevant anymore?

  • Making a purposefully (???) abrupt and unsatisfying final boss fight and ending so that you can nudge players into reloading their save, doing a bunch of overly strict and tedious requirements in order to access the "true ending", which is also abrupt and unsatisfying?

  • Making the true ending not any emotionally, narratively, or thematically different than the neutral ending despite all the extra effort it takes??

  • Having the final villain, the most evil and fucked up entity imaginable who has caused immense pain and suffering throughout the multiverse literally just STAND UP AND WALK AWAY at the end of the story with no conversation or closure???

I don't know if you're allowed to do that...

(you can't skip lunch, guys...........you just can't)

There are a lot of AAA RPGs with stories that don't land, or may even be annoying or offensive. The strange difference that I've found between those, and this game, is that those RPGs usually at least have SOMETHING going on in its writing, even if you personally find that something to be distasteful or uninteresting. In Sea of Stars, for me, the problem feels more that there's a lack. Like a book with pages that are missing. I can find Final Fantasy 16 flippant or find Trails from Zero anime tropey, but the writers of those games at least seem to have something they're trying to communicate and land on.

For RPGs like that, it feels like the writing has a target audience. The goal might be for the game to "feel like you're watching an anime" or "feel like you're watching Game of Thrones" or "feel like you're playing Dungeons and Dragons." Whether that clicks with you is ultimately up to you.

For this game...it can't seem to decide what it's going for exactly.

Instead, it takes pages from RPGs that came earlier, and asks "wouldn't it be cool if we did that too?"

A lot of times, indie games can't excel in every area because they don't have the budget, the team size, or the connections with talented peers to focus on every area. That's completely understandable.

I'm disappointed because Sabotage Studio DOES have the budget, the team size, and the connections in the industry to focus on every area. And they chose to make a feature-length game in a genre that is famous for its writing and its memorable stories.

By the time the game was done, I realized they weren't interested in putting the time and budget into making that happen.


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in reply to @kylelabriola's post:

Great post that gets at all the problems I had with the writing in the game. You nailed it with the idea that it doesn't seem to have a "purpose" to its writing.

i didn't actually play the game so i can't comment on most of this (other than to say "whoof that does sound bad"), but i just wanted to note that i did download the demo and found it immediately off-putting that it made a big deal of letting me choose which protag would lead the party, gave each protag a little description, and then put in brackets (by the way you can change it and it doesn’t affect the story)

why even bother, then...? couldn’t this have been a simple toggle after you started the game, like “remember you can press “START” to change which character leads the party”?

it’s a small thing, but when that’s the first impression shared with a new player, it’s concerning

(what little i played of the actual demo was also concerning. they literally put in things like "after some adventures, they went to..." and "I will use it to [REDACTED FOR SPOILERS]." like... was there not a better way of presenting this. it may as well have said "you're not here for the story right. come run around in this pretty landscape." which i could have possibly been okay with if it was lampshaded as comedy! but it wasn't...?)

yeah it's weird. it's really much more like Pokemon asking you to "choose a gender" at the start, but it's different here because both characters are the protagonists anyway? It's not like a different story, different perspective, or anything, and doesn't seem to have a difference on how cutscenes play out. It's literally just whoever is walking at the front of the line in the overworld, which is something that many other RPGs have let you switch in the menu.

like you, I don't want to dunk. also like you, the flaws are so egregiously bad that to pretend the game is an 89/100 and worthy of comparison to Chrono Trigger is insane

it's a bad story, poorly written, with lousy pacing and non-dimensional characters. it doesn't even hit the level of the most generic trope-filled JRPGs, because it lacks enough conviction to even just be fine

It's really fascinating to me how it compares to other JRPGs that are not praised for their writing. Like Fire Emblem Engage or, like, Hyperdimension Neptunia or something, and countless anime-style ones that are really tropey. But those games are determined to be a very specific type of thing, which I can respect in their conviction.

the thing is, Fire Emblem Engage and Hyperdimension Neptunia both at least knew what they were and how to accomplish those goals. even if the writing wasn't deep or emotional, I think the writers and localizers for those projects understood what they were making and why. Sea of Stars... not so lucky

I haven't played the game but I appreciate your analysis and framing ("I know that it is easier to shit on a piece of art than it is to make one. I don't want to do that." etc)

The whole post -- and particularly the "wouldn't it be cool if we did that too?" comment -- reminds of this video essay: https://www.youtube.com/watch?v=81fdKWOHrdE (hbomberguy analyzing RWBY in a similar way; 2.5 hours (!))

i've been watching a streamer play bits of it, and the writing for the singular scenes i've seen function well enough. they have a sort of casual tone about them, the way that The Messenger did, but less dump-y than The Messenger was. like, the npc in TM would just talk for awhile and sometimes it was funny but it just went on and on, as one might do in a casual conversation. so it's weird that the dialogues in Sea of Stars are shorter, even when more characters are involved in scenes.

instead the dialogue seems like it has one purpose: to direct you to the next town, dungeon, boss, etc, and nothing else. all the writing i've seen seems to follow the general vibe of, "we need to go to to get in order to . we might run into , who is a <enemy/elemental archetype>." but that's all it does! whenever a character starts to say something that could be character arc-y, another character speaks up to say something like "yeah we knew" or "oh you don't have to worry about that, we trust you" and the matter is settled and the conversation ends there so that you can go to the next place to get the next thing to fight the next boss. it is as if someone told their writer(s?) that all the good character stuff you want from an RPG is needless exposition—and as we all know, Exposition is Bad Writing™—and so they only say enough to suggest something, but then throw up a "this road is closed" sign to keep you on track.

maybe the writer is a BIG fan of jj abrams?

The big red flag to me was a few hours in when the game introduces an NPC whose dialogue was all jokes ragging on tired JRPG tropes, in a game that is leaning so hard in to ham-fistedly playing tired JRPG tropes straight as an arrow without doing anything new or transformative with them. If you're going to be lazy that's fine I guess but maybe don't remind me repeatedly how lazy you're being.

I think so! I think your intuition and passion for telling a specific story (emphasis on "story", not just a string of characters and events that happen) to your player will get you really far.

I think another thing is that you really need to be your own Editor (or, ask someone for feedback.) Not to be mean to Sea of Stars, but it has big "I thought of a bunch of ideas and put them all in the game" kind of energy, instead of revising or trimming ideas that might no longer be relevant to the story they're telling. You can always save ideas for another story, or put them in optional lore content.

I got the "True" Ending and... Yeah, i agree the writing is the weak point of the game. I do feel like (having played through NES And SNES RPGs over the last year and a half) SNES-level writing isn't that good in the first place.

it's a cold comfort, sure, but... I think a SNES-style RPG can easily succeed with subpar writing. I don't go to that type of game for the stellar writing because nothing can compare to my nostalgia-tinged recollections of Chrono Trigger (that's why Chrono Trigger will probably never be dislodged from its position as most important game to me.)

I still placed Sea of stars pretty high on my ranking list. And I think with time, I'll soften even more on the game, since i will mainly remember the cool moments over the bits that felt meh.

This felt like a nice meal of whatever comfort food you find most comforting (For me i would say home-cooked lasagna).

It's not gonna win Michelin stars but it's enjoyable and comforting.

Basically, I think I liked this game more than many because i didn't come to a retro-style game for modern-style writing. The ending still is Awful, though. I certainly felt that slap in the face too.

Yeah I agree that SoS is great for gameplay/art/comfort food etc. I think that's definitely what it is. Like you said, home-cooked lasagna.

My only complaint about the gameplay is that I feel like, over time, the breaking-elemental-weakness system feels a little constraining because of how it forces you to use certain moves.

i'm like 20 years late to this post but i wanted to thank you for writing this!! i haven't played this game, but i still found myself connecting with the part about your growing worries as a writer, and the specific highlights about the ending & weak points of the story... idk this is probably weird lol, I just felt like re-examining and putting in more time to pinpoint the themes/direction of my own projects after I read it. Excellent Freaking Post

For years I tried to get a job writing on a game development team. I assumed that so many games had poor or minimal writing only because game devs were unable to find writers, so I figured my chances of being hired were pretty good. Wouldn’t game devs look forward to having a real writer on hand? Imagine my shock when I looked at one website after another, and almost never saw any demand for writers. Game devs look for artists, level designers, musicians, programmers, and so on - but not writers! And it always seemed so odd to me, because obviously you can’t make art, music, and functional code without specialists. But then why would they leave something as important as storytelling to chance? Why run that risk? Most writers are desperate and will work for pennies, or even just “exposure”. But the fact is, they’re not even wanted!
I’ve asked around and heard some of the strangest reasoning why this is the case. One idea is that artists and level designers and all those other people stay in touch with each other during development, but a writer would be out of the loop. And it’s like, okay, what? Why would they be out of the loop? Does a writer go down into his bunker and cut off any form of communication so he can write the story? As absurd as this sounds, this is a common belief! It only sounds ridiculous because I’m saying it out loud!
Another goofball idea is, well… a writer wouldn’t understand video games, or how to write for video games. Again, this is just completely bonkers. I can only imagine that game devs think of writers as existing only in publishing houses, maybe chained to 1950s style typewriters. I don’t know, I’m trying to rationalize an idea that isn’t rational. Or maybe they think that a writer can ONLY write books, and if they try to write for a game, they’ll just print a wall of text thousands of pages long, and then be like, “What do you MEAN you can’t make a game out of this?!” which would be quickly followed by, “Look, I don’t even know what the HELL a video game even is! I write BOOKS for a living… not toys for children!”
The situation is absurd but ultimately, it will never, ever be solved. So if any games are going to have good stories, it will have to be because one of the people already on the team just so happens to be gifted at writing as well as coding or visual art or level design or whatever they’re already doing. If you’re a writer and you want to get into game development, go ahead and get used to writing game reviews for free, because that’s as good as it gets for us!

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