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.

Distilled to a purer substance

Have you ever played a game where the minigames or secondary goals were more exciting and compelling than the rest of the entire game?

It doesn’t happen often, but it happens. Through extensive research (asking my friends), I’ve found that this varies in a highly personal way. I had a friend in high school who could never get enough of KOTOR’s Pazaak, which I hated. Whenever I played that minigame I was just dicking around with extra credits, but he had a real strategy and everything! Gosh! And while I absolutely adored the underground mining game in Pokemon Diamond and Pearl, I know a number of people who thought it was incredibly stupid. Kent loves scanning planets in Mass Effect 2; I’ve only done it for maybe twenty minutes, and I find it dull. On the other hand, I found hunting for arrowheads in Psychonauts to be pretty entertaining—I mean, I spent as long a time amassing a grossly enormous fortune in that game as I spent trying to beat the Meat Circus level. And Meat Circus is a crazy.

Why do we do this? I suppose if the satisfaction we get from doing ‘trivial’ and secondary tasks in games is high enough, and if the effort it would take to ‘play the game properly’ is too excessive, we’ll all just sit around and do the trivial stuff instead.  Which sounds a bit cold and mathematical, but there you go. It’s not too much of a mystery why these things happen. I could wax philosophical about the nature of these appealing little secondary games, but they’re not really so mysterious either: they’ve got highly appealing sunk effort/returned reward ratios. And all that jazz.

I think the real question is: why don’t we have games for these trivial things, if we enjoy them so much? Why do they need to be secondary? I mean, narrative, pretty pictures, and man-shooting are clearly no longer the hallowed characteristics of ‘real successful games.’ What if we could take these big-name games and reduce them down to their secondary objectives– what if my friend could have a game of just Pazaak? What if I could take all the games where I’ve ever been distracted by a crazy secondary objective and imagine new, ridiculous games out of them?

Er, I can imagine that. Here they go.

Oblivion becomes: Herbalist Adventure

The most compelling thing about Oblivion is the alchemy.

Yes. I actually believe this. Out of the nearly 100 hours I have spent playing Oblivion in the past year, about 50 of those must have been spent entirely on collecting and combining plants, herbs, fruits, and bits of dead foes into potions. I don’t think I’ve ever gone past the bit in the story where you’re on the snowy mountain where the Blades are at. I did that part only once. All the rest of my characters are soft, pasty fellows with ridiculously good alchemy levels and backpacks full to bursting with every possible kind of plant. I once camped out in the basement of a townhouse, hidden in the shadows while the occupants ate dinner mere inches from my face, waiting for them to leave so I could steal their potatoes and make potions of shield out of them. It was my most epic heist ever, even beyond the Thieves’ guild!

Furthermore, I don’t even use the potions I make: I just carry them around. There’s a character from a famous Jack London short story who hoards insane quantities of food: he basically sleeps on a mattress of biscuits. See, I imagine my Oblivion characters sleeping in glass nests made up of glimmering bottles. The moonlight on the bottles, the strange cordials and elixirs sloshing about with the tiny movements of sleep, and all that. I mean, he’s got to protect them somehow. And it’s picturesque, no?

Herbalist Adventure would be my favorite game of all time. You’d be practically helpless: a weakling lost in a VAST world (let’s make it much bigger than Oblivion; make this a Just Cause-sized world, a huge thing with a million different kinds of plants). Your only skill: the ability to turn flowers into juices. All combat—what little of it there’d actually be—would be enabled by the crazy cocktail of stimulants and steroids you’d chug before every encounter. See a kobold? DRINK THAT POTION OF STRENGTH! DRINK TWELVE! While you’re at it, drink fifteen potions of shield, a potion of accuracy, a potion of Learn to Swordfight, and a Potion That Gives You a Magic Sword. Boom. All ready to go. You’d spend most of the time just skulking around in the bushes, gathering plants, admiring the scenery, researching and cooking up batches of Magical Buff Stew whenever you find a safe place. You’d cook amazing potions—potions that let you fly or run at a million miles per hour or clone yourself or breathe in lava or eat whole trees or tame bears or summon Panzer tanks or talking whales. But mostly it would be beautiful and calming—mostly it would be zen, my friends. It would be gorgeous.

Pokemon Diamond and Pearl become: Magic Dwarf Crystal Garden Tales

I already mentioned that I adore that mining minigame. I also adore Dwarf Fortress. I also adore Minecraft. It all makes sense: I must secretly want to play a game where you adventure in tunnels and grow crystal gardens. Yes. But not like those silly crystal gardens we used to have in the nineties: those are shit. I mean: great caverns of dagger-sharp gems! You’d have to travel around and water them with magic chemicals or whatever and harvest them later. Like Farmville with its guaranteed success, I suppose—but I wouldn’t have any of that schedule-your-life-to-the-game nonsense.

No, I’d have giant cave spiders or sand worms or goblins instead. So: the Pokemon mining game mixed with survival horror. Occasionally, you’d have to craft weapons out of the gems and protect your farms from the invaders with cunning traps and desperate barricades. Multiplayer play could be a Garden Siege Mode, or something: people would try to invade each other’s magic underground wonderlands with some kind of stealth mechanic.

Yes. Just take the whole Pokemon overworld away. I want my gem gardens and I want my secret bases and I want my capture-the-flag games. I want my silly underground time-wastey tomfoolery, please, but more awesome. Can that happen?

Mass Effect and Mass Effect 2 become: My Alien Girlfriend 1 and 2

Okay, I don’t actually want to play this game. But I know people who would! I remember when ME2 came out, all sorts of people were twittering things like “JUST NAILED ALL THESE ALIEN LADIES, WOOO” and I kept thinking things like “Oh my god, Bioware are such a horrible bunch of dicks! They’ve destroyed love! With a video game!”

But it’s not true. They haven’t. The universe continues to be not such a terrible place after all. What it needs, though, is a game where this absurd repressed sexual tension can be truly exploited.

What we need is a game where the whole point is for Man-Shepherd to have sex with alien chicks. Apparently, for maximum success, it must actually be Man-Shepherd in the title role. Not a new IP! Either that, or we need a spinoff of Fable 2 where the whole point is to marry people and then have sex with them. Admit it: you have a lady/man/both in every town in that game, don’t you? I’m under the impression that most people do. Is it too tempting? Is that what the deal is? Anyway, clearly we need a western game specifically for this kind of stuff. The Japanese have already got this shit figured out, guys.

Team Fortress 2 becomes: My Hometown Haberdasher

Hats. Whole game is: receiving hats. You run around in a big room with every other online player and trade hats with each other. You can hang out with guys who have the same hats as you. Or maybe you can do a fashion show while wearing a neat hat, or design your own hat? I don’t know. Just hats.

Hats. Whole game is wearing silly hats.

Alternately, we could be talking about a game I suggested in the comments to my last post: a game where you simply customize characters. Like the Spore Creature Creator, the whole point would be to give you extensive control over the appearance of some in-game avatar. People love messing around with that stuff: I hear stories from friends who take forever to design the perfect Sim, or the perfect Fallout character, and so on. Clearly, we need more games which make this obsession with avatar appearance more central– games which transform it from petty fiddling into an actual game mechanic. I remember that a young friend of my family’s used to be hugely into Gaia online, and from what I saw of it, that game seemed to tap into this customization desire pretty well: the whole point was to get points to buy clothes with, I think. So: games like that, but not totally stupid. A MMO character creator crossed with Spore? Can it happen? I think so.

The mechanics of this imaginary game would revolve around this appearance: you’d have to manipulate it to defeat your enemies. The game I suggested in the post comments was a professional wrestling game where the point was to design a stage presence that would resonate with fans. Best resonance would make your agent cast you as the winner in the staged fight: the better you fine-tuned your look and style to your target demographic, the more often you’d be the winner. Look terrible, and you’d be the heel. You’d spend hours in the editor before every match, fiddling with hair and clothes and catch-phrases and things like that. There could be epic campaign modes, people.

Or could we have something like that with just hats, though? Please?

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.

Legible Bodies in Fable II

So I’m running through Bowerstone market having just rescued some slaves from captivity, and I’m feeling pretty awesome and heroic.  A villager yells at me as I pass him: “Hey! Where are you going fatty?”  I stop running and I turn around, shocked.  Did the game just call me fat? Later I’m alone in my house and I unequip all of my clothes.  I examine my character’s body, positioning the camera so that I can get a good look at myself.  Wow, I really have put on some weight, I think.  Must have been all of those pies.

In the smash-hit action RPG Fable II, eating pies or drinking beer will make you gain weight at an alarming rate.  A quick Google search yields a glut of articles that are startlingly reminiscent of those ubiquitous acai berry ads: “Lose Weight Fast in Fable 2 with these three easy steps!”

In almost all video games, the body that you begin with is the body that you end with.  This is not so in Fable II.  Since your digital body is constantly in flux, you are often reminded of the presence of your real, physical body.  While I was playing Fable II I came to identify with my avatar’s body to a greater degree than I would with most games, and this was because I was continually aware of my onscreen and offscreen bodies.  I had a moment where I felt like the “hey fatty” comment was directed at me the player.  It was jarring and uncomfortable.

Even more problematic than the way weight is handled, however, is the character morphing system.

Evil Neutral; skin color is actually related to corruption/purity more than good/evil

For those who aren’t familiar with the game, character morphing is Lionhead’s alternative to a character creation mechanic.  When the game begins, you are only given one choice: male or female.  You are given a generic body.  As the game progresses, though, your character‘s appearance changes based on his or her alignment.  Alignment is based on your actions and rated on two scales: good versus evil and corrupt versus pure.  An evil, corrupt character will have brown skin, bright red scars, prominent horns and green eyes.  A good, pure character will have a light complexion, glowing teeth, blue eyes, blonde hair and a halo.  These are the two extremes.  Combining different levels of corruption and morality can produce many interesting results.  Additionally, as you choose a path for skill development, other physical changes occur.  If you decide to focus on melee attacks and improve your strength, your character becomes more burly and mannish.  Improving your shooting accuracy increases your height, and learning magic causes your character to become covered with glowing blue tattoos.

Good Pure.

What I find most disturbing in all of this is that morality in Fable II is legibly written in the shape and color of the digital body.  Actions and appearance are made synonymous. An evil character looks evil and a good character looks good.    If you appear sinister, it’s because you’ve done terrible things like sacrifice people at the Temple of Shadows.  If you appear pure it’s because you’ve been rescuing slaves and charging your tenants fair prices.  In this game, therefore, judging someone based on their looks is no different from judging them on their actions.

If you are good and pure, you will develop handsome Aryan features.  Brown skin is associated with corruption and demonism.  Light skin is associated with purity. Correct me if I’m wrong, but isn’t this racism?

Evil Corrupt.

In my mind, not only is this game racist, it provides a tacit justification for racism.  I don’t think that the designers of this game intended to make it racist.  This is another iteration of a much older and deeper cultural prejudice—a Western tradition in which angels are white and evil has black skin.   In The Lion King, the evil lion Scar has much darker fur than all of the good lions.  It’s the same sort of thing.

There is no divide between body and self in the Fable II hero; what you look like is who you are.  By equating body and self, Fable II brings the player’s conception of her body to the front of her mind.  It invites you to wonder: what does your body say about your actions and morality?  What character traits are readable in the human form?

Next post: my life as a transsexual lesbian in Albion