Doodle Champion Island Games
This review is a bit of a departure, since the Doodle Champion Island Games
is a video game, rather than a tabletop RPG. It's a free-to-play
in-browser game made in a collaboration between Google and Studio 4°C.
The release of the game coincided with the start of the Tokyo 2020 Olympics,
and the game itself casts the player as an aspiring athlete who travels
to an island of champions to test her prowess. The game art reminds me
of the 16-bit pixel art from the SNES era, and features very brief cut
scenes with anime-style animation at key moments. The reason I've chosen
this to review though is that it's a fun little sandbox, and there are
some elements to it that I think are worth pointing out.
The
setting of the game is the eponymous Champion Island, which has a
vaguely asterisk-shaped eight-legged map. The first "leg" is the dock
where the player character, Lucky the Cat, arrives on her boat. Each of
the other seven legs is home to one of the island's seven champions and
others who live in that area. There are rugby-playing oni, a tengu who
loves table tennis, a skateboarding tanuki, and an owl sitting atop the
climbing mountain. There are beaches, a volcanic peninsula, and a bamboo
forest, and the cosmopolitan Tanooki City which has the largest and
most diverse group of residents on the island. At the center of the
island are statues depicting the champions and trails - marked by signs
and helpful NPCs - that lead to each leg of the island.
The
ostensible goal of the game is to challenge each of the seven champions
in their chosen sport and best them, winning a scroll and your likeness
on the appropriate statue at the center of the island. But the arenas,
marked by red gates, are all right at the entrance to their respective
legs. You have to go only a little further in to each leg to find the
dojo for that sport, where you can meet the champion and get advice
about how to play. If all you do is go to the seven arenas and win the
seven sports, the game is quite quick, and a little disappointing.
There's an animated cut-scene the first time you challenge the champion,
showing off their prowess, that reminds me of the animations in Mega Man.
There's another after you win the match to show them graciously passing
you the scroll of victory. Although they're not combat, these are boss
fights, but these contests are much less than half the game.
The
real pleasures here are exploration and interaction. The island is
beautifully drawn, and it has secrets to discover. Not every place can
be accessed initially. There are four teams with clubhouses hidden on
the island. If you join one, you can get inside their clubhouse, but you
can only choose one. The NPCs vary greatly in terms of their dialogue.
Some basically serve as signposts to tell you where you are or where a
path leads. Some give you a glimpse of their inner lives. All over the
island are kappas who just say "Kappa!", but there's one intelligent kappa who gives you a little speech about loneliness. And some NPCs can give you quests.
The
way they do this is by telling you about a problem they're having. If
you want, you can volunteer to help, and they'll tell you how. Some
quests are fairly simple, like the royal arrow collector who wants help
picking up arrows, or the grandfather who wants help catching up to his
granddaughter who keeps jogging ahead. Other quests require you to go
visit a specific other person - maybe you met them once already,
remember them, and can go back, or maybe the quest gives you a reason to
go meet them. In a few cases, you'll go back and forth several times
before you're done. Some quests unlock new parts of the island, in
particular, more difficult versions of the sports, with matches that are
longer or have higher scoring requirements and opponents who play
harder. And interestingly, some quests are nested. Finding enough
driftwood to help the artist make a statue, for example, requires you to
find the hidden beach, the bakery, and the hot springs, along with
several others. You can earn trophies, kept in a trophy house near the
center of the island, for helping people, but the real incentive is the
satisfaction of figuring something out and putting it right. If I could
make one change to the game, I'd remove the trophies, though I suppose
they are a staple of contemporary video games.
I made a comparison to Mega Man earlier, but unlike that game, where you can visit the levels in any order, but they're much easier if you find and complete the secret correct order, nothing in Champion Island
pushes you to visit the legs in any particular order, or to finish
everything in one before visiting another. In fact the nature of the
quests encourages you to wander, explore, and revisit. In both video
game terms and in D&D terms, the game is level-less. Nothing
is too hard to try it first, and nothing gets easier simply because
you've been playing for awhile. You the player might get better,
especially at the sports, but Lucky the Cat never gets faster or
stronger. It creates a radical openness that I'm not sure you can really
replicate in any D&D-like game where characters level up and get stronger over time.
The other difference between Champion Island
and other sandbox adventuring sites is that there's no combat. You
never have to fight anyone - there are no guard blocking off certain
areas, no guardians protecting treasure, no dragons to slay, no
wandering monsters harrying you just for existing within the space. I'm
not sure the game could remain so open if you did have to fight.
The closest analog to combat are the sport-matches where compete against
the champions. But like everything else, these are totally optional. I
called them boss fights earlier, and perhaps it would be fair to say that these are the closest things to dragons to slay
- you want to win the scroll and earn your face on the statues, I
guess, but the main reason to play the sports is for the enjoyment of
the activity itself, the excitement of competition. In certain versions
and editions of D&D, combat is like this, a kind of
mini-game, the way the sports are. It may advance a goal, but players
also seek it out and spend time on it because they find it enjoyable.
It's a contest with clear conditions of victory and loss, it has its own
distinct rhythm, and it uses rules that aren't necessarily part of the
rest of the game. In most versions of D&D, combat is really the only mini-game, while Champion Island has seven.
The
quests are one area where the game could be made more complex and more
interesting, although probably at the cost of its generous, forgiving
tone. There's no real way to fail a quest in this game. Some NPCs need
to be convinced of this or there, but there's no way to accidentally or
intentionally turn them against the thing you're supposed to convince
them of. You can always try again. Quests might be uncompleted, but
they'll never be uncompletable. The tabletop setting doesn't really lend
itself to unlimited tries though, or to NPCs who'll happily repeat your
last conversation every time you leave the room and reenter it.
Although it contradicts the tone of this game, consequences for failure
would make succeeding at the quests feel more meaningful.
This post originally appeared on Bones of Contention.
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