Enduring Oblivion

When I was a little kid, every trip to the mall was a potential trip to the arcade.  A five-dollar bill clutched tightly in hand, my brother and I would rush into that flashing cavern, fidgeting in anticipation while twenty quarters clattered into the coin-machine dish.  My favorite games were Tekken, Time Crisis, and The Simpsons, but I rarely chose to play those games.  Instead I would thumb my quarters into skee-ball machines and sport simulators, not because I liked these games, but because these games gave me tickets.  The tickets were key.  You could exchange them for prizes.  Maybe my brother had more fun when we were there, blowing all of his quarters on Time Crisis, but I was the one with the brand new Chinese Finger Trap, and wasn’t that the important thing?

I’m on my third character in The Elder Scrolls IV: Oblivion.  I promised myself that this time I would just have fun, but it was a promise that I couldn’t keep.  As I write these words there is a rubber band strapped to my Xbox controller, forcing my character to swim into a stone wall, endlessly pumping his arms but never going anywhere.  Once an hour a message flashes across the screen: “Your Athletics Skill has increased.”  I’m a hundred hours into the game and I’ve barely played it at all.

When you start out in The Elder Scrolls III: Morrowind you’re a shadow of what you will one day become.  The path from the poor harbor of Seyda Neen to the bustling city of Balmora is grueling and dangerous; you’re so weak that any battle could end in death.  I remember getting lost in the hills with no idea where I was going – just somewhere, anywhere.  I staggered from fight to fight, growing in confidence and skill.  By the end of the game I was slicing up enemies like loaves of bread.  Morrowind made me feel like a hero, but Oblivion makes me feel like a muscular man who never leaves the gym.

Or a metaphor: Oblivion is a creepy man who wants to hold my hand. The game begins with a tutorial in a cave.  “Here’s how to stab things.  Here’s how to shoot a bow.  Isn’t it cool how when you shoot that bucket it reacts realistically?” asks Oblivion, pulling me along, gripping my hand a little too tightly.  “Now,” he says, bending onto a knee.  “Now it’s time to pick what you want to be good at!  How about sneaking?  We had fun practicing sneaking, didn’t we?”  I fall for his ruse, picking a bunch of useful skills as my majors.  Thirty hours in, I die in the same necromancer-infested cave a dozen times over before I quit the game in confused frustration.

 

It turns out that the enemies in Oblivion, unlike those in Morrowind, level up with you.  If you don’t carefully pick your major skills and plan out each level efficiently, even relatively weak enemies can quickly overwhelm you, and there is nothing that you can do to fix it short of cranking down the game’s difficulty.  If you select major skills that you actually plan to use, you will accumulate meager attribute bonuses and become weaker relative to all of the enemies in the game.  The Oblivion wiki suggests that you should only pick major skills that you don’t intend to use, and then intentionally grind those skills when you actually decide to level.  In short, Oblivion tricks you into making stupid decisions and then it punishes you for them.

My second character is an exercise in misery.  Grinding is boring and my first character just finished these quests.  I sink hours into endlessly, pointlessly tapping the same button on my keyboard, before finally giving up.  The game just isn’t fun anymore, and other games are calling my name.

Two years later, after buying an Xbox360, I find a copy of Oblivion for ten bucks.  I remember that I never finished it and, on a whim, take it home to start a new character.  “This time,” I tell myself, “this time I’ll just have fun.  I won’t worry about my Endurance level, and if worst comes to worst I can always lower the difficulty.”  As I make my way through the tutorial cave for the third time, though, I remember what it was like to fail.  I hate the private humiliation of being beaten by a game.  I’ve never played on easy, and goddamn it I’m not going to start now.  I skewer a final squealing rat and once more it’s time to choose my major skills.  I sigh as I select Speechcraft, Security, Hand-to-Hand, becoming a master of all things useless.

“Well,” I think, “if I’m going to do this again I might as well go all the way.”  I grab an empty notebook and write “1)” in the top left-hand corner to indicate my character’s level.  I fill it with my skill and attribute values, and I mark each marginal upgrade with a tally.  The skills that I actually plan to use – Blade, Heavy Armor, Block, Destruction, etc. – are pitifully underdeveloped, so I decide to just grind those for a little while before I start the actual game.  Twenty-four levels later my book is filled with scrawled pages of numbers, tallies and skill names.  I’ve used my pen nearly as much as my controller.

Maybe playing the game isn’t just about trudging through dungeons and saving the world; maybe it’s also a process of discovering the rules of the system and outsmarting them.  It has become that way for me, but I can’t help feeling like I’ve opened a door that I wasn’t supposed to know about and now I’m tinkering behind the scenes.  Back here the bandits and minotaurs are just sad cardboard cutouts, and I realize that they aren’t my enemies at all.  I’m playing against the developers.  Isn’t this a step away from being a role-playing game?  Scribbling on stat sheets and keeping track of skill levels hardly makes me feel like a battlemage.

The odd thing is that for some reason I’m still actually enjoying myself.  I didn’t think that trailing rats through the Imperial sewers in order to level my Heavy Armor skill was my idea of fun.  There’s something about the grind that keeps me coming back for more, and game designers know it.  World of Warcraft, one of the most successful video games ever made, is practically nothing but grinding.  Almost every JRPG that I’ve played requires me to perform the same repetitive, mindless tasks for hours, just so that I can move into the next area or kill the next boss.  And yet these are the games that I love.

For whatever reason, Oblivion takes the monotony to a whole new level.  Here’s a glimpse of how I’ve spent my 100+ hours of game time.  For a while I just summoned the same skeleton over and over again, killing him each time with a rusty dagger.  That was leveling my Blade skill.  Before that I literally pressed the right bumper over 3000 times, while jumping up and down.  That was leveling my Restoration and Acrobatics skills simultaneously, because hey, I wouldn’t want to waste time.

One of the biggest accusations thrown at gaming is that it’s a waste of time. We’re taught from a young age (at least I was) that time is our most valuable possession, and how you choose to “spend” your time is one of the most important decisions that you can make.  Time is to actions as money is to merchandise: you can convert it into anything.  Gaming is a double evil because it consumes your money and your time.  At least that’s the common assumption.  As a result, games have to prove to us that they’re worth our time by making us feel productive.  I think that this is one of the key reasons for the success and proliferation of grinding.  Every time a skill level flashes on the screen it reminds us that we’re achieving something.  It makes us feel good about what we’re doing.  Dozens of tiny rewards keep us interested, and the big rewards on the horizon keep us going.

Oblivion is a skee-ball machine.  I don’t play it for the experience of playing it.  I play it for the tickets.

A Palmful of Guilt

The sun rises around 6 am and that’s when it starts to come full force.  Something about the hazy pink morning light strikes the perfect chord of misery.  The mouse in my hand is a palmful of guilt, guilt, guilt, and my fingers clatter on the keys like the legs of a spider.

It’s Final Fantasy XI and I’m 15.  I’ve turned off the volume and stuffed a towel along the bottom of my door so that my parents don’t know I’m still awake.  The door swings open and the silence of my father’s eyes makes my chest implode.  His shadow circumscribes me and the light from the hallway gives him a sort of halo.  “What are you doing?”  He asks because he wants me to say it.  I remain silent, too ashamed to even form the words.  My father sighs, deeply.  My eyebrows furrow into my head.  I want to melt into the floor.  “Turn the game off.”  On the screen my warrior has lost agro and the monster has killed my party.  Profanity tumbles through the chatbox.  /quit.  “We’ll talk about this when you get home from school.  The bus leaves in half an hour.”  He tries to shut the door behind him but it’s caught on the towel so he just walks away.

It’s World of Warcraft and I’m 18.  My roommate rolls over in bed.  Class in two hours.  I have a headset on and my friends are laughing because we’re winning in 3v3 arena.  “This is my last one,” I type.  “Gotta get ready for Greek class.”  We lose and they want to keep going but I tell them to have a good night and I log out.  I crack my neck and Brenton mutters something in his sleep.  In the shower I bow my head and close my eyes and feel the hot water washing down my body; I try to imagine it as a sort of baptism, a sort of cleansing, and I can still feel the guilt in my chest because I won’t be ready for the test at 8 am, because we lost that last game.  My friends are online and sometimes the booming solitary feeling of gaming overwhelms me even when I can hear them talking in my ears.  I can still hear them talking when I lie down for just a quick nap and I sleep straight through the test.

It’s Digital: A Love Story and I’m 21.  My girlfriend is sleeping on the bed behind me, illuminated in the blue glow of the screen.  Soft chiptunes pop hiss and crackle in my ears, and that purple-pink haze washes through the window, onto the desk, onto my keyboard.  The computer tells me, “I know what it’s like to be lonely, believe me.”  The computer tells me, “I think I’m in love with you.”  I turn around.  Ellie is so quiet when she sleeps, but as though she can feel my gaze, she rustles, she opens her eyes and she looks at me.  “Come to bed,” she says.

“In a minute, I’m almost done.”

PAX Indie Showcase

Nestled in the center of PAX East’s enormous expo floor, between AAA game demos and hardware booths, were two low rows of tables crowded with widescreen monitors and laptops. This was the Boston Indie Showcase, a collection of six games from Boston-area independent developers, selected from a pile of submissions. Their prize was exhibition space, and our prize was the chance to see these games, one of them—Fire Hose Games’ Slam Bolt Scrappers—for the first time.

While Showcase winners Waker, Dearth, and AaaaaAAaaaAAAaaAAAAaAAAAA!!!– A Reckless Disregard for Gravity have all been available for some time, Meigakure and Slam Bolt Scrappers are still in production. Meanwhile, Turba was available for only hard-copy purchase during the show, but had its online release on Saturday, April 4th. These games run quite a gamut of genres and styles—Dearth and Waker are incredibly slick student flash games from the MIT Gambit Labs, while Turba, Slam Bolt Scrappers, and Aaaaa! were developed by small production teams. Meigakure, on the other hand, is the result of Marc Ten Bosch’s individual labor. It was also an Excellence in Design finalist at the IGF this year.

The crowds were thick and the lines were long, so we split up to focus on different games and get the closest possible look at each. I focused on Meigakure, Slam Bolt Scrappers, and Waker, while Laura tackled Dearth, Aaaaa!, and Turba. Here’s what we found…

Miegakure, Marc Ten Bosch

The PAX-East show floor is filled with bodies.  I huddle over an unfamiliar keyboard.  My head hurts, my stomach aches, and I do not know how to get the little man on the screen to the glowing Japanese gate.  I feel stupid and I glance around to see if anyone is watching me, judging me.  I have to fight the urge to stand up and leave—to move on to the next game so that no one discovers my intellectual ineptitude.  And then suddenly I know what to do—my forehead lifts with a flash of insight.  I shift some cubes around, I change dimensions and I’ve solved it!  Three hops and I am Rocky at the top of the stairs, I am Kasparov whispering ‘check mate’ to Deep Junior.  My imaginary onlookers mutter in awe.

If the mark of a good puzzle game is a headache followed by cathartic victory, then this is a damned good puzzle game.

Miegakure is a 4-D puzzle platformer.  Trying to explain the game’s mechanics makes me feel like Flatland’s A. Square struggling to describe the third dimension to the baffled 2-D King.  Suffice it to say, you solve puzzles by moving yourself and other objects through different worlds and spaces where several worlds coexist.  It makes you feel like you’re using a muscle you didn’t know that you had.  You don’t fight against the game so much as you struggle against your own mental limitations.

Mark Ten Bosch says that he’s at least a year from shipping.  I think I’ll preorder.

Slam Bolt Scrappers, Fire Hose Games

Tetris is fun and everything, but I’ve always thought that what it really needs is punching.  Fortunately, Firehose Games shares this line of thought: Slam Bolt Scrappers is a team Tetris brawler.    You play as a burly little guy with a funny hat and giant fists.  He uses these fists to punch miniature chubby Cthulhus with aviator hats, an action that is logically rewarded by the acquisition of colorful tetris blocks.  You then use these blocks to build a fort with shields and weapons—you have to destroy the other team’s structures while protecting your own.

Laura and I are the best people in the world at Slam Bolt Scrappers.  I know this because we beat a team that had one of the game designers on it, who was in no way going easy on us, ok?  The game started off really confusing, but as we figured out what was going on it started to be a lot of fun.  It’s fast paced and frenetic, but that fits with the game’s overall absurdity.  The part of our brain that we use to solve spatial puzzles is very different from the part that we use to punch people who are trying to solve spatial puzzles; frequently switching between these two activities leads to a unique and enjoyable experience.

Slam Bolt Scrappers has a lot of personality, but it unfortunately also has its faults.  For one thing, the four characters look so similar that it’s easy to lose track of which one you’re controlling and which ones you’re supposed to be punching.  The screen is so crammed with color, movement and explosions that your eye never knows what to focus on.  The backgrounds are way too sharp and saturated, so they only add to the clutter.

Still, though. Tetris. With punching.

Waker, MIT Gambit

Back in September everyone was talking about an interesting gaming experiment: the MIT GAMBIT lab had created the same game twice—once as a set of abstract actions, and once with a story layered over these actions.  The idea was to see how the presence of narrative affected the player’s experience of the game.

Five months later at PAX East, GAMBIT has removed the story-infused game, Waker, from the context of its abstract companion piece, Woosh.  This lack of context didn’t do Waker any favors, though, because Waker’s story feels like it was pasted over a finished game.

It begins with a long voiceover that tells me I have to save a little girl from being trapped in her dream.   I then proceed to the actual game and it has no relationship to this plot whatsoever.  The platforming is competent and sometimes even clever, but what does hopping around on little platforms have to do with saving a sleeping girl?  Why does it say “Wisp obtained!” whenever I clear a stage?  After each level I’m fed a little piece of voiceover, but I can skip even these by just walking off of the screen.

As an experiment, Waker and Woosh were intriguing.  On its own, though, Waker is just another decent platformer with a poorly implemented story.

Dearth, MIT Gambit

Dearth is unusual. Set in a desert landscape inhabited by tribal beings with fish for heads, its play focuses on enemy creatures which look uncomfortably like hairy water-balloons filled with sweat. They’ll chase you and your AI (or human) partner, and if you stop moving for even a moment with one of these animals on your tail, it will start to kill you. Your job is to keep moving, maneuvering into positions where you can smash your creatures into your partner’s, destroying them. It’s a game about movement, constant movement, but it’s also the kind of enjoyably frustrating puzzle that makes you want to take your hands off the controls and go find some scratch paper. If you do that, however, you’ll die: the game wants you to keep thinking on your feet and compensating for your mistakes on the fly.

In the loud and distracting PAX environment I found it extremely confusing, as did the strangers who played with me. Once I figured out the rules, though, the single-player game became too easy. The two-player game, with its crazily complex maps and the added human variable, is much more interesting. After PAX, I showed this game to some friends in a public space, and as we tried to figure out some of the tougher two-player stages we attracted quite a number of spectators. For a while they crowded around us, calling suggestions over our heads and laughing at our frequent mistakes. When a puzzle game can inspire that kind of moment-by-moment excitement, I’m impressed.

I’d recommend completing the single-player levels quickly, to get an idea of the strategy involved, then quickly finding someone to play with. It’s interesting but unsurprising to me that although Dearth was designed specifically to show off a slick AI implementation, it only really shines when you get another human’s hand on the keyboard with yours, and start solving the puzzles together.

Turba, Binary Takeover

Turba is a rhythm puzzle that uses a grid full of colored blocks. Like many other games based around a block grid, it challenges players to empty the grid by removing groups of like-colored blocks before the screen fills. Unlike other, similar games, it allows players to set the challenge with their own music. The beat of the chosen song controls the rate at which the blocks are added, and clicking with the beat will award more points. A faster song means faster blocks and, thus, higher difficulty.

It’s not a simple clear-contiguous-colors game, though. The one mode I was able to see rewarded the most points only if a player was able to clear groups from each of the four colors simultaneously. Because the player has the ability to swap columns, and because there’s an incentive to hold off cashing in the points until you’ve got a group from all four colors, there’s an interesting risk-reward struggle apparent in each moment of play—should I clear the blocks now, or wait to make a bigger combo? I failed songs several times because the screen filled while I was too busy swapping columns to notice. It’s much faster and more frantic than many other, similar games, and the developers have obviously been thinking about new ways to break puzzle-game tropes and make their game unique.

Perplexingly, the Turba devs were only selling hard copies of their game at PAX. Since then, however, they’ve had their online release, and are now selling downloads from their site, and have made a demo available. They’re also working on moving it to digital distribution hubs like Direct2Drive and Steam.

AaaaaAAaaaAAAaaAAAAaAAAAA!!—A Reckless Disregard for Gravity, Dejobaan Games

This game has been out for quite a while, and anyone interested in indie games has almost certainly heard about it before. Though Dejobaan won’t release sales numbers for it, it’s obviously been incredibly successful: it hit the top five Steam sales during its first week after release.

Kent and I attended a PAX panel titled ‘Indies Will Shoot You in the Knees: Why We Don’t Play Fair’ at which Dejobaan’s winningly enthusiastic Ichiro Lambe asserted, several times, that the game’s success stems from the sheer quantity of personal character that the developers crammed into it. He is absolutely right: as an expression of joyous individuality, it’s a masterpiece. After playing it for the first time, when the alpha came out last year, I felt as though I’d run into an insane genius at a crowded party and enjoyed a fleeting, absurd conversation before losing him in a crowd. Watching Ichiro talk at PAX was a similar experience.

It’s not a game to play alone, really. Play it by yourself, of course, but for every minute you huddle alone with it, promise yourself that you’ll spend another minute showing it to friends, or to your family, or to random strangers on the street. Not only will they think it’s incredible, but they’ll love you to death and assume you’re awesome for liking it. And you will be awesome. The entire game is about celebrating what an awesome, sassy person you are—at any rate, about celebrating the kind of person you become once you start leaping off of floating skyscrapers in a crazy world of neon lights and hilarious graffiti. It’s marvelous.

The Second Person Shooter Podcast // Episode 2: Griefing and Counter-Gaming

2PS Podcast 2

Join us in our second episode as we discuss counter-gaming and spiral into profundity!

Link-Laden Show Notes:

The Second Person Shooter Podcast // Episode 1: Difficult Games

2PS Podcast 1

Here’s to thoughtful discussion and awesome stories!  In our inaugural episode we talk about different types of difficult games and why we enjoy them.  Tune in for:

– Witty banter, sultry tones and a killer chiptune.

– The Mac ‘N Cheese / canned tuna metaphor, and why it doesn’t apply to Demon’s Souls

– Differing opinions on Don’t Look Back

– Killing the things we love a la Edgar Allan Poe

We will be on iTunes as soon as we’re approved — it might be a couple of days.  In the meantime, though, enjoy some embedded goodness and let us know what you think in the comments or at secondpersonshooter@gmail.com.  Don’t hesitate to send us questions, topic suggestions, or weak-kneed fan-mail.

A big thank you to J. Arthur Keenes for letting us use his excellent song.  It’s called “Colour Television”. (The full stop goes on the outside because it’s British spelling.)  Here’s a link to the song: http://8bitcollective.com/music/J.+Arthur+Keenes/Colour+Television/, and here is a link to more of his music: http://8bitcollective.com/members/J.+Arthur+Keenes/.

Magazines, Games and Trees

Magazines. I have them.

One of my favorite panels at PAX East was on “The Death of Print.”  In this panel John Davidson, the Editor of the new GamePro, raised a point that has worried for me for some time.  Print media seems to be at odds with environmentalism.  The UN says that deforestation is “now widely recognized as one of the most critical environmental problems facing the human society today with serious long term economic, social and ecological consequences.”  John shared a startling statistic: if a print magazine sells 30% of the magazines that it prints, this is considered a success.  That means that 70% of magazines are simply thrown away.

Chris Dahlen, the managing editor of Kill Screen, raised the issue of the magazine as artifact.  The problem with an article on the Internet is that you can’t hold it in your hands.  You can’t put it in a box in your attic and find it twenty years later, brushing off a cloud of dust and swelling with nostalgia.

I love books.  I love the way that they smell and the way that they feel on my thumbs and my index fingers.  I love the sound of a page turning and I love lying on a couch with a book on my chest and a lamp behind me.  Flipping through Kill Screen and GamePro on the bus to Boston was a wonderful experience – the writing was uncommonly good and I didn’t have dozens of banners and tabs distracting me.  If print died a part of me would die with it.

Which is why I struggle with this so much.  Sometimes it seems like art and the environment are at odds and I have to choose a side.

The issue is bigger than just print magazines – video games themselves are by nature unsustainable.  Computers and consoles have dangerous toxins in them that are often illegally recycled overseas, posing serious health and environmental risks.  (Read this.)  Playing games consumes lots of energy, and I’ve bought dozens of games, only rarely considering the environmental implications of my purchases.  I care about the planet, but I deeply care about games as well.  I’ve been struggling to reconcile all of this.

Other mediums like movies aren’t particularly sustainable either, but movies have been vehicles for change more often than games have.  Documentaries like An Inconvenient Truth and Exporting Harm (topical – a 2002 documentary about electronic waste in China) have been able to profoundly raise public awareness about important issues.  We haven’t had our world-shaking game yet.

A view inside the burn houses where women sit by the fireplaces and cook imported computer parts. Guiyu, China. May 2008 ©2008 Basel Action Network (BAN)

The thing is, I think that we can.  Games are an extremely young medium, and we have a lot of room to grow.  Right now, the primary concern in game design is whether or not the player is having fun.  This isn’t the case in other art forms; many movies, paintings, photographs, novels, and plays are crafted to make the viewer uncomfortable, for instance.  Don’t get me wrong, I’m all for having fun, but why can’t we have other emotional experiences as well?  Why can’t we have a mystery game where we explore a recycling factory in China?

I appreciated John Davidson’s comment because I’m glad to be reminded that other people out there struggle with these things too.  Once a year there’s an exciting festival in New York called Games for Change – it happens in a bit over a month. Unfortunately that’s right before exams, but you should go if you can.  Here at Dartmouth, the tiltfactor lab is focused on game design for social change.  In the coming weeks I’m going to play a few games that are taking risks and pushing the boundaries of what games might be able to be and write about them here.

So those are my thoughts.  I read an article today that deforestation has been on the decline in the past decade – the rate is “remains alarming,” but it’s nice to read good news once in a while.  I have to believe that there is a way for video games and magazines to exist in a healthy world.  What do all of you think about this?

Second Person Shooter at PAX East!

Laura and I are going to be perusing the games, panels, and booths of PAX East for the next few days.  If you’re going to be there, let us know!  Here are a few of the panels we’re excited for:

Storytelling in the World of Interactive Fiction

Text adventures have been quietly experimenting with narrative gaming for thirty years. Five authors from the amateur interactive fiction community discuss the design ideas in their games — reordered storylines, unreliable narrators, deeply responsive NPCs — and how they apply to other kinds of games.

Panelists Include: J. Robinson Wheeler [JRW Digital Media], Robb Sherwin, Aaron Reed, Emily Short, Andrew Plotkin

Indies Will Shoot You In The Knees – Why We Don’t Play Fair

Everyone is talking about Indie games — titles like World of Goo, Braid, and AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity are making press and making money. But they’re fighting against games with $200 million dollar budgets and 100+ person dev teams. How do Indies compete? Three Boston-based Indie developers will check their water-guns at the door and tell you why and how Indie games are kicking more ass, taking more names, and chewing more bubblegum than their AAA rivals. You will hear from the Ichiro Lambe (IGF Finalist Dejobaan Games, Aaaaa!), Scott Macmillan (Macguffin Games, All Heroes Die) and ex-Bungie AI wizard Damián Isla, founder of the new indie Moonshot Games. The panel will be moderated by Eitan Glinert, founder of Fire Hose Games

The Death of Print

It´s no longer a secret: Print is a dying medium. The past few years have been brutal for print media in the game space, but the plummeting sales and editorial team layoffs came to a head in 2009. It´s no surprise many of the key players at those institutions have moved on to web-based ventures, but has the industry as a whole ultimately lost something or gained something? In this 60-minute panel, Russ Pitts, Editor-in-Chief of The Escapist speaks to several journalists who were deeply involved with the events of the past year about the run-up to the decline of print, and the effects on game journalism – and games. Panelists: John Davison, Editor of the new Gamepro Jeff Green, formerly of Games for Windows Magazine, Julian Murdoch, Freelance Writer.

But Thou Must: Choice in Games

Role-playing games need choice to propel the plot and motivate the player. The methods can vary from smoke and mirrors to extreme branching reactivity – what is the right balance to strike in a game? This panel dissects SEGA and Obsidian’s Alpha Protocol, the issues involved with introducing choice into a real-world spy genre, and presenting the consequence to the player – along with the consequences it had for the development team.

Panelists Include: Joseph Bulock [Cinematics Designer, Obsidian Entertainment], Shon Stewart [Lead Cinematics Animator, Obsidian Entertainment], Matt MacLean [Lead Systems Designer, Obsidian Entertainment], Chris Avellone [Lead Designer, Obsidian Entertainment]

Forcing Your Way In & Coming Out On Top: The Game Industry in Rainbow Color

Many of the friends and writers of the GayGamer.net community are a mixture of people that work or have worked in various fields within the gaming industry from big-time producers to lowly QA grunts. We’re back again, with our east coast crew to impart our wisdom of what the industry is like for anyone trying to get a foot in the door as well as what it can be like for someone doesn’t quite fit the status quo. Flynn DeMarco, Chris Schroyer, David Edison, and Helen McWilliams will divulge how we made it into programming, production, marketing, and media, impart war stories we’ve collected from the trenches, discuss the multitude of issues that can arise in the ever expanding ecosystem that is the game industry, and show how the game industry is growing with everyone in mind and in action.

Sequelitis Snake Oil: Quack Medicine for the Video Game Industry

Why do passionate gamers treat the word “sequel” as a pejorative while often bestowing their highest praise upon those very same sequels? This panel will seek to diagnose the video game industry’s purported “sequelitis” and – by way of discussion from thoughtful panelists, including Irrational Games’ Ken Levine; Harmonix’s Dan Teasdale; Giant Bomb’s Jeff Gerstmann; and moderator Chris Grant, from Joystiq – debunk the quack medicine that’s identified video game sequels to be symptomatic of the industry’s creative bankruptcy.

Sounds fun, right?  You can find the full list of panels here.

We will also get a chance to check out the games in the Boston Indie Showcase that PAX selected for the event:

Miegakure (Marc ten Bosch)
AaaaaAAaaa…A Reckless Disregard for Gravity (Dejobaan)
Dearth (MIT Gambit Game Lab)
Waker (MIT Gambit Game Lab)
Turba (Keith Morgado)
Slam Bolt Scrappers (Fire Hose Games)

If there’s anything you’re particularly interested in hearing about, don’t hesitate to leave a comment or drop us an email.  Watch this space for the next week or so for thoughtful coverage of the event.  Hope to see you there!

Becoming Art

Monet, Boulevard des Capucines (1873)

In response to the popularization of the daguerreotype in the mid 1800s, Paul Delaroche famously declared: “from today, painting is dead!”  For the past few centuries, paintings had been coming closer and closer to reality, and suddenly here was a new medium—photography—that seemed to render all of those efforts pointless.  Enter Manet and the impressionists, who stopped trying to precisely mimic reality and instead tried to capture the surreal quality of light and the emotion of a landscape.  Of course, painting was far from dead.  Painters just had to discover what set them apart from other art forms, and they had to capitalize on these differences.  The work of Manet, Monet, Van Gogh or Matisse could never have been made with a camera.

Similarly, when photography was invented it struggled to be perceived as art.  Pictorialists like Demachy and Davidson tried to mimic the efforts of the impressionists in their photographs.  They used techniques like gum bichromate to blur the details of a photo to make it look more like a painting.  The Pictorialists were trying to get photography recognized as an art form by showing how it could be like a medium that already attained artistic recognition.

Ansel Adams, Half Dome, Apple Orchard, Yosemite (1933)

Along came Ansel Adams and friends, who founded Group f/64.  In their manifesto, they stated that they were “striving to define photography as an art form…through purely photographic methods.”  They defined pure photography as “possessing no qualities…derivative of any other art form.”  Instead of trying to make paintings with their cameras they explored the unique capacity of photography to create sharp and accurate images.

Still with me?  Here’s the connection to games: Mass Effect 2 is Demachy and Demon’s Souls is Ansel Adams.  We all want games to be perceived as a medium capable of creating art, but we’ve been trying to get there in different ways.

Demon’s Souls approaches narrative in the exact opposite way that Bioware does.  In Mass Effect 2, the story is told through conversations and journal logs.  The voice acting is stellar.  The writing is great.  The camera sweeps in cinematic motion and all of the visuals are coated in film grain.  Mass Effect 2 tries to hoist itself onto the pedestal of another medium (and it isn’t alone).  It is certainly a great experience, and it’s tons of fun to play, but it doesn’t embrace its identity as a game in the way that Demon’s Souls does. Demon’s Souls demonstrates the unique storytelling capacity of games better than any other game I can think of.  It plays to the strengths of its medium; it isn’t trying to be a book and it isn’t trying to be a movie.

In Demon’s Souls you discover each place’s history without any help from a datalog.  There is a constant sense of mystery as you explore the rich corridors and caverns.  You are always pressing further into the fog, unsure of what one-hit-killer is waiting just beyond your range of vision.  Your clanking armor echoes on the cave walls and you are surrounded by groans and heavy breathing.  The space around you is crowded with shuffling life, but you still feel so lonely huddled in the womb-like dark.

Crowded with shuffling life

Demon’s Souls forces you to absorb its environment.  You trudge through the same spaces over and over again and become intimately familiar with each tunnel and vista.  The game doesn’t give you a map, but after playing it I could draw one.   In a game like Oblivion or Assassin’s Creed, space is repetitive and disposable.  In Demon’s Souls no space is wasted.  The world is big and it’s filled with variety.  You will visit every corner of it.

Everyone agrees: Demon’s Souls is difficult.  This is offset by the best melee combat mechanics that I’ve ever experienced.  The blocking and dodging are intuitive.  You can hear the thwack of flesh when you chop into an enemy with a sword.  The controls are so right that mastering them is a wonderful experience.  The precise manipulation of my digital body gives me a very physical sense of the game.  Each on-screen movement is a natural extension of my thought.

After I kill the first boss in the Boletarian Palace, I am once again in human-form, complete with shiny body and robust health bar.  I wander into the wind-whipped Shrine of Storms.  Imagine my chagrin when a dual-katana-wielding skeleton rolls over to me and dispatches me in a single hit.  “Damn you, rolling skeleton!” I shout at the screen.  I come back for more.  He kills me again.  And again.  I slowly learn the pattern of his attacks: roll, roll, slash, pause, roll, slash.  I hold my shield up to him in a challenge.  I sway and I dodge and then—BAM!—I get him from behind.  Several blows later he lies in a pile of bones at my feet.  But the next rolling skeleton has an archer friend who thwarts my masterful tactics by staggering me at just the wrong time, and I’m dead again.  Fast-forward to a few hours later when I’ve been killed a long ways into the level.  I dodge and hack my way through what used to be grueling battles with ease.  It isn’t because I have a bigger health bar or a more powerful sword.  The game has taught me how to fight, and that is why I love it.

Some rolling skeletons in the Shrine of Storms

In order to be widely recognized as a means for artistic expression, games need to explore the unique qualities of their gaminess, just like Manet did with paint and Adams did with a camera.

Demon’s Souls tells a story through the way that the player inhabits the gamespace.  The combat isn’t just a way of getting you to the next cutscene.  This is what ‘gamic’ means.  You don’t have to learn excruciatingly difficult fighting techniques in order to read a book or watch a movie.  I’m thirty hours in and Demon’s Souls has told me an amazing and visceral story in a way that a movie or book could not have done.  Surely this is art.

—-

This certainly won’t be the last thing I write about Demon’s Souls.  I haven’t even mentioned the unique multiplayer component of the game, and there are so many more stories to tell.  I’m also planning on putting my fancy HD PVR to use and recording some nice videos for you to watch!

In the meantime, why not check out my two favorite articles on Demon’s Souls, by Michael Abbott on GameSetWatch and Tom Bissell on Crispy Gamer.

The Heavy Rain won’t wash your hands for you

“ETHAN! WASH YOUR GODDAMN HANDS!” Dan and I yell at the T.V. screen while Ethan helplessly stands in front of the sink, staring blankly into space. “Look, dude, you took a leak. Now you wash your hands.” But no, Ethan is not interested in washing his hands.

Maybe half way through the game, Ethan takes another leak and then he walks to the sink. We are excited to discover a helpful interactive arrow! “It’s about time you washed your hands you stupid idiot,” I mutter, pressing forward with my right thumb. Ethan turns the faucet, cups his hands, fills them with water, and then splashes it all over his face. I can almost taste the blood, urine and fluoride.

You know how when you watch a thriller movie you sometimes want to yell at the characters for being so stupid? With all of the times they split up and wander into abandoned buildings, you’d think that they’d never watched a movie in their whole pointless, empty lives. Heavy Rain seeks to remedy the problem of viewer disconnect by letting you make the decisions. Sometimes it works, and sometimes it doesn’t. Ethan won’t call the cops like I would, and he won’t wash his hands after he goes to the bathroom.

There are a few times, though, when the decisions are chilling and excellent. I played through the entirety of Heavy Rain with my buddy Dan. Dan doesn’t play games at all, but he sat there watching me participate in ‘interactive drama’ for 10 hours. The controller pulses in my hands as I hover over a table littered with sharp objects, preparing to sever the last digit of my pinky. Dan helpfully suggests, “Whatever you do, just don’t use the saw.”

It’s been said about a million times, but the game is incredibly cinematic. I think that this is why Dan was willing to sit there watching me play it for so long. It sometimes feels like it’s made for viewers as much as it is for players. The interactive elements of the game that are there, however, certainly increased my immersion in the game—navigating an electric maze was intense, and the countless quick time fights always had me gripping a sweaty controller.

It’s probably because Heavy Rain tries so hard to be like a movie that I find myself judging it on so harsh a scale. I found the romance subplot entirely unconvincing, for instance—and not only because of the awkward and unnecessary sex scene. I just didn’t believe that those characters could or would fall in love with so little and trite interaction. There were a few plot holes that bugged me, and one or two lines of dialogue felt pretty stale. By gaming standards, though, the plot, script and characters were great. It might be to the game’s credit that after playing the demo I was ready for an interactive version of The Big Sleep.

David Cage said in a recent interview that he has been writing thrillers because working within such a well established genre was convenient. With Indigo Prophecy and Heavy Rain, he was trying to establish a new language, and in order to do that he needed something that was “easy to write.” Whatever problems that it had, Heavy Rain did establish a new way to tell stories. This is its greatest achievement.

And Cage seems prepared to move on. “I think I’m done with thrillers,” he says, and I for one am intrigued to see what other stories he has to tell. I hope that we will look back in ten years at the new masterpieces that Quantic Dreams and other developers have created and say to ourselves, these could not have existed without Heavy Rain.

This isn’t to say that the formula that Heavy Rain has established won’t change. I expect that motion controllers will make things better. I also expect that quick time events will become one way of doing action sequences, not the only way. There have been very mixed reactions to this game, which has prompted interesting conversations. It’s exciting. Here is where I stand: Heavy Rain has many faults, but it is still a fun and important experience. I would recommend it to anyone. But you might want to bring some hand sanitizer.

My Experiences as a Transsexual Lesbian in Albion

I started Fable II as a man, and now I am a woman.  Let me explain.

When you finish the main storyline and buy the castle Fairfax, you are given a short quest to clear your dungeons of bandits.  At the end of the quest you discover a potion that is in a vial shaped suspiciously like a penis.  “This potion will alter the very gender of the man or woman who drinks it,” the potion’s description informs me.  What the hell, I think, why not? I place the phallic glass between my lips and I tip my head back.  A puff of smoke and I emerge a woman.  Obviously the first thing that you do when you get a sex change is to check out the new equipment. I take off all of my clothes.  I’m still muscular and tattooed, but I have a brand new pair of breasts.

Even though I’m a woman, I still look like a man.  I’m taller than everyone on the street.  I’ve got a square jaw and burly arms.  I wonder: what will my wives think?

I have two living wives and one fiancé.  The fiancé was an accident.  She was standing next to my future wife and I proposed to the wrong woman.  As far as I can tell, there is no way to break off the engagement.  She still follows me around sometimes, nagging me about when I’m going to get her a house (you can’t get married without a house).

My first wife died in a bandit raid.  My second wife, Ellen, lives in Bowerstone and we have a little girl named Angela.  When I return home my wife greets me with “Oh, honey!  I’m so glad you’re home!”  My kid runs up to me: “Mommy! Mommy!”   It’s actually pretty eerie.  No one comments on my sex change.  The thing is, my wife is straight.  I wonder if she’ll still sleep with me.  In Fable II you have to flirt with your wife before she’ll sleep with you.  So I whip out her favorite gesture: seduce!  She laughs at me “I’m not that desperate!”  Well how about a smooth pick up line.  “Oh please.  Find someone else!”  Apparently her scripted responses are exactly the same as they would have been if we were just two strangers on the street.

My fiancé has a silver ring above her head. My wife has a gold ring above her head. The four people with hearts over their head are in love with me 'cause of my sexy hat.

My third wife is a zombie.  I brought her back from the dead and then got her to marry me, which was probably the most awesome thing I’ve ever done in Fable II.  Her name is Lady Grey.  Unlike my second wife, Lady Grey is bisexual.  How will this affect her response to my sex change?

Lady Grey and our daughter–my second child, Angela–are both ecstatic to see me.  Again no one seems to notice my new body.  I waste no time in propositioning my wife for sex.  Flex, flirt, seduce.  “You make me feel so…feminine!” says my wife.  HA!  Well, I’m on a roll.  Boom, I pop the question.  You? Me? Upstairs?  “Please,” she responds, “be gentle.”  We hit the sack for some unprotected love-making.  Just like we would have if I had been a man.

I’m glad that Fable II provides room for all sorts of different sexual identities.  It seems strange, however, that there is so little difference between the way that people treat a straight man and the way that people treat a transsexual lesbian.  This is obviously not the case in our society.  Maybe that’s okay, though.  Maybe it’s a good thing that in this fantasy world people aren’t judged by their gender or their sexual preferences.  If Fable II is imagining some ideal alternative to our own world, why shouldn’t it sweep discrimination under the rug?

Still, though, I’m convinced that my wife should have some reaction when I get a sex change.  There has been only one time that any NPC has so much as acknowledged my gender swap.  “Hey, didn’t you used to be a man?” asks a random man on the street.  And that’s it.  Otherwise, the game just treats me like a woman.  Who is somehow married to a straight woman.

Let’s count the gender differences that the game does provide: for one thing, men can’t get pregnant.  When you are a pregnant female character and you are starting to show, the game just fast-forwards nine months and then you can leave your kid with your husband.  You can’t get pregnant unless you’re married, you can’t get pregnant with lesbian sex, and you can’t miscarry.

Men can’t have sex with straight men or gay women and women can’t have sex with straight women or gay men.  Men and women look different.

hmm...

If you’re a man and you put on women’s clothes, your “silliness” will increase.  Putting on a man’s clothes as a woman has no different effect.  In fact, my now female character still runs around in male clothing, since it makes me marginally more attractive than wearing a dress would.  The main way that attractiveness is calculated in Fable II is through the clothes that you wear (weight, strength and hairstyle are minor factors).  Generally, posh and expensive clothing makes you more attractive.  Running around topless makes you less attractive, regardless of how you sexy you think you look with your shirt off.  In order to win over the affections of nearly anyone, all you have to do is put on a fancy coat and stand next to them.  There are literally hundreds of characters in love with me in Fable II.  Running through a populated area inevitably leads to an entourage of babbling admirers.

For both men and women, being muscular makes you more attractive and being fat makes you less attractive.

In our society, the “ideal woman” isn’t muscular—she’s thin and toned.  If you want to make your female character look “pretty” in the conventional western sense of the word, you would need to avoid using physical attacks in the game.  I imagine that Lionhead didn’t want the player to feel like having a female character would limit his or her experience of the game.  Thus, in Albion muscles look good on men and women, and a female body-builder would be twenty points more attractive than the digital equivalent of Penelope Cruz or Scarlett Johansson.

Again, I don’t think that there is necessarily anything wrong with this.  But maybe they could have programmed each NPC to find different things attractive.  Maybe some people don’t like muscular men, some love muscular women, and some people love a shirtless guy.  Maybe some people are turned on by ruffled shirts.  Maybe your spouse gets annoyed if you always wear the same clothing.

The more I think about it, though, the more I feel like the big problem here isn’t with Fable.  It’s with games in general.  We just aren’t at a place where we can create anything similar to the feelings that a real relationship would produce.  My wife’s stilted reaction to my sex change is bothersome, but would it really be that much better if she got upset and divorced me?  The game doesn’t attempt to convey the social repercussions of getting a sex change—but does it effectively convey the experience of any relationship?  Not really.  Maybe the real question here is why I’m looking for something like a real relationship in a video game at all.  I guess that I want to play a video game that can make me as attached to an NPC as I was to Aragorn or President Bartlett.  It hasn’t happened yet.

“Why does our society reinforce gender stereotypes?” My daughter randomly asks me.  Is she saying this because she has two mothers?  Would she have said this if I was still a man?  I have no idea.  “Never mind,” she continues, “I’ll just go and play with my dolls.”

This is why I still like Fable II despite its many flaws.  The game doesn’t take itself seriously, so why should we?  It makes me laugh.  It makes me think.  Maybe that’s enough.  You get a pass this time, Molyneux.  But I’m still pissed about the race thing.