<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Za/Um - vo.rs</title><link>https://vo.rs/tags/za/um/</link><description>Latest from the Za/Um desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Wed, 17 Jan 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/za/um/" rel="self" type="application/rss+xml"/><item><title>Disco Elysium: The RPG Where the Only Combat Is With Yourself</title><link>https://vo.rs/respawn/disco-elysium-the-rpg-where-the-only-combat-is-with-yourself/</link><description>&lt;![CDATA[<p>Every role-playing game I loaded off tape as a kid had the same secret: the character sheet was a list of ways to hurt things. Strength was for hitting. Dexterity was for hitting first. Intelligence was for hitting at range with a fireball. The numbers described a weapons platform with a name on it.</p><p>Disco Elysium takes the sheet, keeps all twenty-four numbers, and removes the thing they were for. There is no combat system. Nothing to swing at, no initiative order, no HP bar on a monster. And the sheet is<em>more</em> dangerous than any of its ancestors, because ZA/UM worked out that if your stats aren&rsquo;t fighting the world, they can fight you.</p><p>Released 15 October 2019 on PC, expanded into The Final Cut in March 2021 with full voice acting and a run of political vision quests, then onto PlayStation, Switch and Xbox — it took four awards at that year&rsquo;s Game Awards, including Best RPG and Best Narrative. Four years on, nothing has caught it, and the reason is structural.</p><h2 id="the-premise-briefly">The premise, briefly</h2><p>You wake up in a trashed hostel room in Martinaise, a rotting district of a city called Revachol that lost a revolution decades ago and has been paying for it since. You have no name, no memory, and a body that has clearly been in a fight with a week. There&rsquo;s a man hanging from a tree in the courtyard behind the hostel. You are, it emerges, the detective assigned to that.</p><p>Your partner is Lieutenant Kim Kitsuragi, who is competent, patient, and watching. Kim&rsquo;s presence is the finest piece of characterisation in the medium&rsquo;s last decade for a single mechanical reason I&rsquo;ll get to.</p><p>You have four days.</p><h2 id="the-sheet-talks-back">The sheet talks back</h2><p>Four attributes — Intellect, Psyche, Physique, Motorics — with six skills apiece. Twenty-four.</p><p>And each of the twenty-four is a<strong>voice</strong>. They interrupt. Logic offers a deduction. Inland Empire tells you the necktie is speaking. Electrochemistry wants you to find out what&rsquo;s in the fridge and drink it. Shivers reports what the city itself is doing three streets away. Half Light is convinced everyone in the room is about to kill you. Volition tries to hold the whole lot together and mostly fails.</p><p>Here&rsquo;s the design move, and it&rsquo;s the one everything else hangs off:<strong>investing in a skill makes it louder</strong>. Points don&rsquo;t buy competence, they buy<em>presence</em>. Put six points in Inland Empire and you are a man who receives visions and cannot tell whether they&rsquo;re true, because the game will keep handing you visions and never confirm them. Put six in Electrochemistry and you will be offered a drink in every conversation, by yourself, from inside your own skull. A high number in a normal RPG means you succeed more. A high number here means that part of you<em>wins the argument more often</em>, and some of those arguments should be lost.</p><p>That reframes the build entirely. You are not optimising a tool. You are choosing which of your own tendencies gets a megaphone, and then living in the room with it. It&rsquo;s the only stat system I&rsquo;ve played where the min-maxer&rsquo;s instinct — dump everything into the good number — reliably produces a<em>worse life</em>.</p><p>The failure design finishes the job. Skill checks are 2d6 with modifiers, and they come in two colours: white checks, which you can retry once something about you or the world has changed, and red checks, which resolve once and stay resolved. A red check failed is a door closed forever, and Disco Elysium&rsquo;s whole reputation rests on those doors being more interesting from the outside. Failing to open a fridge in this game generates a better forty minutes than succeeding at most quests elsewhere.</p><h2 id="morale-is-a-health-bar">Morale is a health bar</h2><p>The bit I don&rsquo;t think gets enough credit: there are two damage tracks. Health, which the world takes off you, and<strong>Morale</strong>, which<em>ideas</em> take off you.</p><p>Be humiliated in a conversation and Morale drops. Have a memory surface that you weren&rsquo;t ready for and Morale drops. Run out of Morale and the game ends — you are dead, in the full and final sense, having been killed by a thought.</p><p>That single system does more thematic work than every grimdark narrative in the genre put together, because it makes the abstraction<em>literal at the mechanics level</em>. This is a game about a man held together with string, and the string has a number, and you can watch the number go down while somebody is being unkind to you about your jacket. You heal it with cigarettes, with a drink, with a small act of self-mythology — each of which is a bad long-term idea that the systems reward in the short term, which is the most honest model of self-destruction anybody has shipped.</p><p>And Kim. Kim is a mechanic. He is standing next to you during almost every conversation, he reacts, and the game tracks how he&rsquo;s reading you. There&rsquo;s no visible approval meter to game — you just have a colleague, and you can feel him deciding. That absence of a bar is why he works. Every RPG companion since Baldur&rsquo;s Gate has been a slot machine you feed dialogue options into for a romance payout. Kim is a person whose respect you can lose without a notification.</p><h2 id="the-ancestors">The ancestors</h2><p>Planescape: Torment (1999) is the acknowledged parent and the comparison everyone reaches for, and it&rsquo;s fair: a text-first RPG about an amnesiac, where the great question is what can change the nature of a man. Torment had combat, and Torment&rsquo;s combat was the worst thing about it — a Infinity Engine obligation bolted to a novel. Disco Elysium is what you get when a studio finally has the nerve to cut the obligation.</p><p>The deeper ancestor is thirty-nine years old and ran on the machine under my telly.<strong>Ultima IV: Quest of the Avatar</strong>, 1985, C64 among others — the RPG that removed the final boss and replaced him with an ethics exam. Richard Garriott&rsquo;s game watched what you did, tallied it against eight virtues, and the win condition was becoming a particular kind of person. It was clumsy, it was gameable, and it was the first time a computer RPG asserted that the interesting variable was the player&rsquo;s character rather than their arithmetic. Everything Disco Elysium does with the Thought Cabinet — where you internalise an idea over real hours of play, and it changes your stats permanently, sometimes for the worse — is Ultima IV&rsquo;s proposition with forty years of writing craft applied to it.</p><p>The Thought Cabinet deserves its own paragraph, actually. You pick up an idea. It occupies a slot. It<em>cooks</em> — for an hour of play, while you do other things — and then it resolves into a permanent modifier, and you can&rsquo;t easily get rid of it. That&rsquo;s the best model of how convictions actually work that I&rsquo;ve seen in software. You don&rsquo;t decide to believe something. You carry it around until it sets.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The Final Cut&rsquo;s voice acting is magnificent and it slows the game down, and I&rsquo;ve never fully squared that. Disco Elysium is a<em>reading</em> machine — a million-odd words, a prose rhythm that rewards skimming back and forth, an internal monologue that works at the speed your eye moves. Full VO puts a metronome on it. Lenval Brown&rsquo;s narration is extraordinary and it is also a pace limiter on a game whose original virtue was letting you set your own. I&rsquo;d still recommend the Final Cut, and I understand people who hard-disagree.</p><p>The four-day clock is the other tension. The game presents time pressure and then, for long stretches, doesn&rsquo;t actually apply it — you can wander Martinaise indefinitely within a day, and the deadline turns out to be softer than the framing implies. That&rsquo;s a mercy for the player and a small dishonesty in the design.</p><p>And the save button undermines the red checks. ZA/UM built a game where failure is the best content, and then shipped it on platforms where reloading takes four seconds. The design&rsquo;s central bet requires a discipline it can&rsquo;t enforce, and most players will quietly welch on it at least once. I did.</p><p>I&rsquo;ll note the obvious and stop: ZA/UM&rsquo;s ownership has been through the Estonian courts since 2022, and a planned expansion was cancelled alongside layoffs in 2023. That&rsquo;s the public record. What it means for anything after this game is a matter for lawyers, and it doesn&rsquo;t change what&rsquo;s on the disc.</p><h2 id="the-verdict">The verdict</h2><p>Disco Elysium is the most important RPG since Torment, and its importance is almost entirely mechanical rather than literary — which is a strange thing to say about a game with a million words in it. The writing is extraordinary. Plenty of games have extraordinary writing bolted onto a combat engine that resents it. What makes this the one is that ZA/UM turned the character sheet into a psychology, made the damage tracks include your dignity, and then had the nerve to delete the swords.</p><p>You will fail at things. The failures will be the parts you talk about at dinner. That&rsquo;s the design working exactly as specified, and four years on nobody has copied the trick properly, because copying it requires giving up the thing every publisher thinks a game is for.</p><p>Play the Final Cut. Take your time. Let Kim decide about you.</p><p><strong>What to play next:</strong><a href="/respawn/citizen-sleeper-the-dice-as-precarity/">Citizen Sleeper</a>, which takes the &ldquo;your stats are your circumstances&rdquo; idea and makes it a clock;<a href="/respawn/norco-the-southern-gothic-point-and-click/">Norco</a> for the same species of rotting-place writing; and<a href="/respawn/baldurs-gate-3-the-crpg-that-went-mainstream/">Baldur&rsquo;s Gate 3</a> if you want to see what the genre looks like when it keeps the swords and gets everything else right.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Thought Cabinet&rsquo;s cruellest entry is the one that makes the whole system legible: some thoughts are traps. Internalise the wrong conviction and you take a permanent penalty and a permanent identity, and the game charges you skill points to forget it. Nothing warns you. The idea looked good when you picked it up, the way ideas do.</p><p>The political vision quests added in the Final Cut are the sharpest thing in the expanded version and the most misunderstood. Each ideology — communist, fascist, moralist, ultraliberal — will let you commit, reward the commitment with a mechanical bonus, and then show you the sad little end of that road. The quests aren&rsquo;t lectures. They&rsquo;re the game applying the same logic it applies to Electrochemistry: hold a belief loudly enough and you become a man who holds that belief loudly, and there&rsquo;s a scene waiting at the end where you get to look at him.</p><p>The Deserter and the phasmid are where the whole architecture pays out. The case resolves through police work — real, sourced, tedious, sit-down-and-do-the-interviews police work — after fifty hours in which the game has been feeding you visions, hunches and Inland Empire&rsquo;s psychic nonsense. And then the phasmid arrives, and it&rsquo;s<em>real</em>, and the game refuses to say which of your two epistemologies was correct. Both. Neither. Harry gets to keep his string.</p><p>That&rsquo;s the closing argument for the no-combat design. A game with a fight in it would have had to pick a winner. Disco Elysium ends on a man standing in reeds looking at something impossible, having solved the murder by asking questions, with a colleague who has decided about him. There&rsquo;s nothing to hit. There never was.</p>
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