Persona 3

EDT791: Follow-up on Persona 3

Ten hours in to Persona 3, I felt like I had picked a truly special game to study for this class. Atlus had melded a dating / relationship simulator, a genre I thought I'd venture in to, and a role-playing game into what felt like a fresh, new experience. Up to that point, the game's story and premise was, well... weird, but I like challenging narrative in my entertainment. So, a tale of quirky J-pop teenagers mixing night-time demon hunting with day-time high school romance wasn't so much a problem as a challenge. The mechanics of actually playing the game were quite strong. The battle system was rock solid, quick and deep, and the relationship simulator's integration with character's abilities was a fun and interesting take on genre conventions. At the ten hour mark, I felt I had played enough to get into all the fine details of the gameplay: managing relationships, equipping my characters, traveling to Tartarus at night to battle demons, and gathering and raising Personas to help me in battle. I could see only one potential, but major, flaw in the game: level design.

Tartarus is essentially the inverse of an enormous dungeon. It contains what seem to be dozens, maybe hundreds, of floors that change each time you enter. The designers attempt to explain this away in the context of the story, but it essentially means that each floor you enter is randomly generated. As I worked my way through the first several floors of gray-walled corridors, occasionally fighting monsters or picking up treasure, I figured that once I reached the foretold 20th-floor boss, I would be on to more interesting environs. After spending several days in game-time (many hours of my real-life time) entering the dungeon, battling until my characters were too weak to continue, then coming back the next night, I finally gained enough strength to beat the boss and moved on up to... slightly creepier, randomly generated, gray corridors.

Luckily, up until this point, the game had held my attention with the excellently designed battle system. Running through Tartarus wasn't exactly interesting, but fighting the monsters and leveling up my characters was fun enough to keep me going. However, after that 20th floor boss, each night that I entered Tartarus felt more and more like work. I kept at it, though, setting my eyes on the next prize: the 40th floor. But, you guessed it - nothing changed after that, either. In fact, the artwork used to render the corridors was exactly the same. It hadn't changed at all by the 50th floor, either - which was at about twenty-eight hours of my play time.

The complete lack of progression and reward for your journey through Tartarus is echoed in the rest of the game's design. I worked my way through entire relationship chains, but nothing interesting ever happened. My friend who had a crush on a teacher didn't end up running away with her. She had a boyfriend and, for some strange reason, didn't dig on teenage boys. Shocking. Essentially, the entire game revolves around visiting the exact same locations (school, the dorms or town shops, and Tartarus), while doing the exact same things (relationship building and battling in grey corridors).

I really wanted to like Persona 3. Atlus did so much right with it, and took a pretty big risk by essentially throwing a dating sim into a hardcore RPG. It's just missing so much in way of content and level design. Worse yet, in a painful twist and what feels like a way to make up for the lack of content, the designers have made progression through the game excruciatingly time consuming. Maybe the levels in Tartarus do get interesting at some point. Who knows? After twenty-eight hours of repeating essentially the exact same dungeon over and over, I'm not willing to give it the time to find out.

EDT791: My "Dear John" Letter

Dear Persona 3,

I want to like you. I did like you... and maybe I still do. I just don't think you want me to like you any more.

Throughout our first ten hours together, you guided me through experiences I never dreamed I would enjoy. You showed me how to have a relationship, and even how to make my relationships with others stronger. We would sit in my living room and talk until the early morning about everything from love to death to psychology. I felt like I barely had to do a thing and you would shower your affection upon me through gifts and attention. It was a special time I'll not soon forget.

But, somehow, things have changed. It happened slowly and without notice, but now, twenty-five hours into it, I suddenly realize that somehow we've fallen into an inescapable rut. Our relationship feels like work; like a routine. You take me to the same places again and again, and we haven't done anything new in weeks. I feel like the only time I ever have any fun with you is when we're in school. Even then we're just doing the same things we've always done.

All you ever want to do at night is take me to that boring tower with its monotonous gray corridors, and there's nothing to do there but walk around and ride the elevator. Does that sound like something I want to do? Worse yet is that you don't ever reciprocate for the effort I put into our relationship. I work for hours to do something nice for you, only to have you shun me and ask me to work twice as long. Then, when I've finally made you happy, my only reward is an hour of fun followed by a relapse into our routine again.

Maybe one day we'll run into each other again, and we can hang out for a while as friends. I might even enjoy going back to the tower occasionally, for old time's sake. But I just can't commit to this relationship any more. I will never look at another game in the same way again, and I thank you for that. There are a lot of other gamers out there who will love you for what you are - but I'm just not one of them.

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