Intelligent Design: Persona 4 and Capitalizing on Familiarity
Article
Abstract: My time spent playing Persona
4 built a multifaceted familiarity that fuels my passion for more. Too
often in gaming, sequels and spin-offs of beloved franchises are created for
one sole purpose: to gouge the pockets of devoted fans. Atlas’s work in expanding Persona 4’s game universe, however, is
quite the opposite. Persona 4 Q: Shadow
of the Labyrinth, Persona 4 Arena
and Persona 4 Dancing All Night all
pay homage to the beloved Persona 4
while being great games in their own right. Atlas’s approach to capitalizing on
familiarity should serve as the model for the industry.
I miss hanging out with my
friends in Inaba. This summer I spent a year making friends, solving crimes,
and accepting my true self in a small town in the Japanese countryside. I still
remember the jokes I shared with the goofy Yosuke, the heart to hearts with
Yukiko, and my budding romance with the pop star turned high school student
Rise. With one game, one playthrough, I became a lifelong fan of Persona 4.
Persona 4 Golden on the Playstation Vita was some of the best
80 hours I’ve spent gaming this year. If you haven’t already, you can check out
my
review in which the praise is heaped on pretty heavy. I was a little
skeptical coming into the experience. It had been a long time since I played a
more traditional JRPG, tropes and turn-based combat and all. But Persona 4 converted me fast. The
experience is rich, engaging, and distinct. There was just so much the game did
right: writing, character development, aesthetics, social simulation, early to
learn but difficult to master combat, dungeon crawling, and plenty more. In the
months since playing it, one aspect has stuck with me the longest. What Persona 4 did so well that it left a
profound impact on how I think about games. And that’s how it builds
familiarity.
Everything about Persona 4’s design works to build your
connection with the world. Persona 4 Golden is one of the few games in which
the long time it take to complete is thoughtfully incorporated into your
experience. Many JRPGs are long because, well, JRPGs are expected to be long.
There’s grinding and sidequests and meandering around the world map. The
stories are long and build upon themselves, but often involve a series of
twists and turns to keep the heroes moving from one location to the next. Persona 4’s length is laid out from the
very beginning—you’ll be spending a year in Inaba. As you work your way through
the game day by day its world becomes more clearly in focus. You become
immersed. The game feels long because a year is a long time. You change and
learn and grow a lot over the course of 365 days. Persona 4 smartly uses this length to draw you in and keep you
there.
The familiarity that Persona 4 creates as a result of its
length is multifaceted. As you might expect, you develop a strong familiarity
with the game’s systems. Building S-Links, fusing personas, pulling off all-out
attacks. You also gain a deep understanding of your surrounding world &
geography. By the end of the game I could navigate the streets of Inaba and the
winding hallways of Yasogami High with my eyes closed. The familiarity extends
to your party, your core group of friends within the game. As I wrote in my
review, the closeness I felt with the game’s characters transcended what I
usually experience with fictional characters. Kanji and Naoto and Teddy and
Chie now feel like old friends. The dozens of hours I spent playing Persona 4 Golden also led to a deep
closeness with the smaller aspects of the game. The voices the sounds the
music. It ranges from main theme songs all the way down to the tiny bleeps and
bloops of in-game menus. Persona 4
has worked its way into my consciousness in a way that I never expected, and in
a way that fueled my desire for more.
I’m certainly not alone in
wanting as much Persona 4 as
possible. Ever since it’s original 2008 release on the PlayStation 2, the game
has had a vocal legion of fans craving more of Yu Narukami and his Inaba crew. Atlas,
the development studio, was well aware of this demand. The fans asked and Atlas
delivered. Persona 4 has had three
spin-off games: Persona Q: Shadow of the
Labyrinth, Persona 4 Arena and Persona 4 Dancing All Night. It’s easy
to be skeptical of these derivative titles: so often you come across cheap
‘cash ins’ in the video game industry. I’m sure you can all think of examples
where an IP has been used to justify a downright awful game. Like, say, any
non-Naughty Dog Crash Bandicoot or
essentially any Sonic the Hedgehog
game after the initial two or three on the Sega Genesis. The Persona 4 spin-off games, however, are
fantastic. Atlas knew they could capitalize on this familiarity. They avoided
releasing fan-exploitative cash grab titles by not violating one principal
rule: don’t release a bad game. The spin-offs pay great homage to the source
material while still being great standalone games. Let me briefly go through
how Atlas accomplished this feat, and why they should serve as inspiration for
any company hoping to use an IP in new ways.
Persona Q: Shadow of the Labyrinth (PQ) is something I’ll touch on only
briefly, as I have the least experience with it. PQ is the ultimate wish fulfillment game. It combines the beloved
world and characters from Persona 4
with the ultra-fan-favorite characters from Persona
3. It builds a massive new story for the player to explore. Atlas knows
what they do well: make JRPGs. And that’s what they’ve done here. Except in PQ it’s not just more of the same. An
RPG spin-off that utilized the exact gameplay mechanics from its inspiration
could feel like a cheap cash grab. ‘Hey look, it’s Persona 4 again but now
with more characters!’ This kind of exact copying leads to series/IP fatigue
(see Assassin’s Creed). But that’s
not the case here. PQ ditches the 3rd
person exploration for old-school first-person dungeon crawling like we had in
early western RPGs like Ultima Underworld
or Might & Magic. It’s a mechanic
that plummeted out of popularity, maintained in the fringes of modern gaming
with titles like Etrian Odyssey and Legend of Grimrock. PQ is a meaty, substantive and unique experience for Persona 4 fans and one where the efforts
of the developer show clearly in the final product. Atlas cares not just about
making a new Persona 4 game, but make
a great new game that is connected to Persona
4. The distinction is important.
Persona Q brings something new to the Persona RPG table. It's not just about reliving your time with Persona 4. |
Persona 4 Arena and its sequel, Persona 4 Arena Ultimax (P4AU),
even more clearly show Atlas’s devotion to making Persona 4 spin-offs great. P4AU
is a 2D fighting game featuring characters from both Persona 4 and 3. Atlas, and the Persona
team, get pretty distant from their RPG roots with this one. Designing
fighting game systems is almost certainly nothing like designing social
simulation and turn-based RPG combat. It’s clear that Atlas had a vision for
the game, however, and wanted to make the best possible experience. To
accomplish this, Atlas pulled in probably the best 2D fighting game developers
to make P4AU: Arc System Works. Arc
System Works is responsible for some of the most important 2D ‘anime’ fighters
of the past two decades: Blazblue, Guilty
Gear, & Under Night In-Birth. Their
finesse at creating deep fighting systems, fluid attacks and flashy combos
serve as the foundation for the excellent P4AU.
One of hallmarks of a well-designed fighting game is to build an avid
community: a community that is there to learn the intricacies of the
characters, from frame data to mix-ups to bread and butter combos. P4AU still has that, so much
so that it was featured on stream this year at the biggest
fighting game tournament in the world. P4AU
is a balanced, thoughtful fighter and
an excellent Persona 4 game. Atlas
went beyond the call of duty to provide a lengthy and engaging story mode for
the game that builds upon Persona 4’s
overarching narrative and sheds new light on its protagonists. There were so
many corners Atlas could have cut with P4AU,
but what they delivered excelled on all levels. If you want to make a fighting
game based on your IP, P4AU is the
way to do it.
Persona 4 Arena was the best reviewed fighting game of 2012. Its community is still thriving in 2015. That's impressive. |
Finally the latest Persona 4 spin-off, Persona 4 Dancing All Night (P4D).
The last, and perhaps my favorite of the bunch, P4D is a visual novel slash PSOne-esq rhythm game hybrid that’s
exceedingly fun and brilliantly designed. Atlas tackles the challenge of a new
central gameplay mechanic, and once again succeeds by drawing inspiration from
the past and combining it with engaging RPG-mechanics. In many ways, P4D is the spin-off that’s most
successful at capitalizing on the familiarity built by Persona 4. Everything about your time with the game is brought back
in fun ways. The music, which was supplementary to your time with Persona 4, now serves as the basis for
how you interact with P4D. You know the songs, but now you can fully
engage with them. Playing P4D is like
playing Persona 4 all over again, but
in a smaller (and new) package. It’s a phenomenal feeling that I’ve never
really had before, neither with direct sequels nor spin-offs. P4D, on top of being an excellent Persona 4 game, is also an excellent
rhythm game. It takes cues from best in the genre, like DDR and Bust a Groove,
with great press-and-hold notes, double notes, alternate button record
scratches and a powered-up fever mode. Instead of boring, static or abstract
backgrounds, Atlas put the effort into motion capture to animate realistic and
character-specific dances that happen while you’re playing a song. P4D also works to be a perfect
experience for all levels of skill: bringing in RPG-like systems of item
collection that allow you to perfectly titrate your difficulty level (you can
make notes slower or faster, preserve your life meter longer, extend combos
easier, or make all notes invisible). Atlas also expands upon the idea of what a rhythm game can be by creating a
fully fleshed out visual novel story mode that uses the dancing as both
narrative and gameplay. And, I should mention, Atlas didn’t skimp on the visual
novel aspect either. Character models are animated, every single line of the
game is voice acted, and the story pays great homage to the Persona 4 characters I care about so
deeply. P4D exudes design confidence,
showing that Atlas not only knows its world, but knows how to perfectly expand
upon it. I expected P4D but to be
fun, but not great. Turns out it’s exceptional.
My fiancée and I still cannot get enough of Persona 4 Dancing All Night. It just does everything so well. And it's super fun. |
If every studio put the care into
building upon an IP like Atlas and the Persona
team have done with Persona 4, we’d
live in a much richer game space. Atlas deserves commendation for its
commitment to honoring fans and creating great games that exist for reasons
other than gouging cash from its committed audience. The finesse with which Persona 4’s universe was expanded gives
me all the more confidence in the team to create an awesome Persona 5. I can’t wait.
Dang man, you're making me start to think I should be playing these games. I can't afford to get sucked into another fighting game.
ReplyDeleteYou should be playing these games! Unfortunately, the best way to do so would involve buying a Vita. So you're safe for now.
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