Disco Elysium: Skill Checks, Conversations, and Thoughts

26C13FBC5B4788AB5E27C81EB67BAFCE0BA6118D (2560×1440)

It's rare that that the first game by a developer receives the recognition that ZA/UM earned with Disco Elysium. Their 2019 game won multiple honors from The Game Awards, and the third best critical score on Metacritic (It's rarer still that I play a game which released only six months ago).

This strange and enthralling game is built around a unique role playing system. Before beginning Disco Elysium the player allocates twelve points into the four Attributes of Intellect, Psyche, Physique, and Motorics. Each Attribute is divided into six Skills, like Conceptualization, Authority, Pain Threshold, and Savoir Faire. Each Skill starts with the value of its Attribute. For example, if the protagonist has four Intellect, the six Skills associated with Intellect also have a value of four. As the character levels up the player add points to the Skills, but only up to double their original value. Using the same example as before, the player could improve their Visual Calculus (an Intelligence Skill) from four to a maximum of eight.

Game play revolves around skill checks. Everything requires a skill check: looking at things, talking to peopling, and even fighting. Disco Elysium doesn't require any player skill, except to read dialogue and make decisions. There are two types of skill checks. A few are red skill checks, which can only be attempted once. Most are white skill checks. The player can reattempt a failed white skill check. To retry a failed check, the player must put a point into the relevant skill. For this reason, one should only only improve a skill to reattempt a skill check. The character levels up often, with an abundance of points to allocate across the course of the game. During an average playthrough one will earn thirty-five to forty levels.
CF0F0967A26E629D90CE224DDBD1F5FCE83D74D8 (2560×1440)
Disco Elysium isn't actually limited to two skill checks types. It includes another type, buried into the dialogues, a core element. The player controls as an amnesiac cop, and in his recovering state, his skills speak to him. His best friends were Visual Calculus (which explained crime scenes) and Encyclopedia (which made him the smartest person in any situation). Disco Elysium constantly makes tons of secret, passive checks against the twenty-four skills. It doesn't tell the player it is doing this. It barely hints at it, but successful checks introduce voices into the dialogue, as the skills speak to the protagonist. This may sound insignificant, but the voices lead to additional dialogue choices. For example, Drama tells the player if another person is lying, which allows the player to proceed accordingly. These skill checks are woven so seamlessly its possible players don't even realize why they occur. It also means a player doesn't know what they are missing until they improve a skill. For example, a protagonist with a Perception skill of one is metaphorically blind to the world. With just one additional point added, the player sees areas outlined in yellow, and can click on them to inspect the scene. This adds a huge amount of replayability to Disco Elysium, because it the number of Skill points, while large, limit the player, making it impossible to complete every test in one playthrough.

An additional facet to the Skill system is clothing. Disco Elysium includes over fifty articles of clothing (shoes, pants, gloves, shirts, ties, jackets, glasses, and hats). Most articles of clothing boost a Skill by one with a corresponding trade-off in a different Skill. It's impossible to find every piece of clothing, but most players will locate about 75% of the clothing in the game. While these garments seems helpful at first, they eventually become a burden. Every Skill check requires exiting a conversation, swapping on the best items, and re-initiating the conversation. It isn't difficult to switch clothes, but scrolling through the overwhelming pile of sweaters, scarves, eyewear, and boots becomes exhausting. Most players will wear a preferred outfit, but change to have the best chance at succeeding at Skill checks. Since these clothing items are scattered about the district of Martinaise, it's likely the player will not always have something to wear for each Skill check.

Skill checks function as follows. A dialogue option informs the player of which skill is being tested, for example, Rhetoric. Disco Elysium adds the character's Rhetoric skill and the Attribute associated with the Skill, Intellect. If the protagonist's Intellect is four, and Rhetoric is five, the value is nine. The game rolls two six sided dice (hereafter referred to as 2d6) and compares the numbers. To succeed on the check, the player must roll equal to or less than the value. So a three would be a success, and a ten a failure. One quirk is that all rolls of two fail, and all rolls of twelve succeed, regardless of the character's skill.

The difficulty of these checks can't be underestimated, and Disco Elysium never pulls any punches. Failing specific skill checks deals physical or mental damage to the protagonist. If the player built a character with only one point in Endurance, or Violation, it is possible to die early and often. My hero died in the first five minutes, from a heart attack, as he tried to recover his Horrific Necktie from the ceiling fan. And died two more times until I finally succeeded in pulling it down! Be warned, Disco Elysium doesn't autosave often enough, so be sure to do it yourself.
0652B725E022A2DAD3AACCBCC2AE608C62F8810C (2560×1440)
The points earned by leveling up can also be spent in one's Thought Cabinet. This collection of thoughts are the ideological underpinnings of the protagonist. The character begins with three open slots, and no available thoughts. But certain situations and actions will lead to ideas. Unlocking an additional spot in the Thought Cabinet costs one point, and removing an idea also costs a point, but adding new ideas is free. The thought system was underwhelming. It's possible to have up to twelve thoughts, but most players will install six or seven, The fifty thoughts have obscure names (Apricot Chewing Gum Scented One, Guillaume le Million, and Wompty-Dompty Dom Centre), and even more obtuse descriptions. It's difficult to know what the Thoughts refer to, and impossible to know what bonuses or detrimental effects will follow. Maybe the opacity of the effects is the point, but the obscurity of the belief is frustrating. Even their effects were negligible, and it wasn't possible to notice if they impacted dialogue like the passive Skill checks.

These skill checks don't take place in a vacuum. Both active and passive skill checks take place in conversation, whether internally or with other people, and it isn't wrong to say that the dialogue is like phenomenal literature, drawing forth the inner souls of the characters for the player to explore. It expands the player's perception of the world, and features excellent voice acting by the characters, the ancient reptilian brain, the limbic system, mirrors, skills, and that Horrific Necktie. But for all its strengths dialogue suffers from two flaws. First, the player is offered many dialogue options, and each one delivers a sliver of Experience, in addition to information. Ninety-five percent of dialogue options are safe, that is, they have no ill effects. The player can be rude without suffering any consequences: the result of being an amnesiac police officer in a semi-police state. But five percent, or even less, of dialogue options are landmines. The opposing speaker ends the conversation and won't talk any more. Since nearly all of the dialogue options are safe, and since they earn the player additional Skill points there's a strong incentive to try every option. The incredibly rare conversation enders are a dagger in the player and the system. The dialogue in Disco Elysium also suffers from glitches. I frequently found myself stuck in a conversation with either no dialogue options at all, or with no choice which would end the discussion. Fortunately, it was possible to save the game, and load the file to free the player from the problem.
7A8326336CF43080DEC04993994604BE3C4900E3 (2560×1440)
We've barely discussed the plot, the world, the characters, or the themes of Disco Elysium. That's for next week.

Recent:

Relevant:

Comments