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.

Expertise

I have just played my best game of Nethack. My best game of all time. I got to level ten and did almost all of the Gnomish Mines but, while backing up to find the Sobokan, I got trapped between a wolf, a cockatrice, and a giant housecat and was ripped to shreds by them all before I could figure out a way to escape.

Now that I reflect on it, I realize that I had ways to survive. I could have used my pickaxe to dig a hole in the wall and hide inside it, thus limiting the attacks to a single front. Or I could have started zapping all my unidentified wands. Or I could have quaffed that one golden potion I’d found—there’s a chance it might have been a healing potion or a teleport potion. I could have thrown it at an enemy. It might have exploded and killed them (and me?) or paralyzed or confused them. I could have done a number of things. I was so close, really—eminently ‘ascendable’, as NetHack players say. My female dwarven cavewomen could have eventually won the game if I hadn’t screwed up there. A real Nethack expert would have known what to do.

I’m always telling myself that real Nethack experts exist. I honestly believe that there are actual people living in this world—in secrecy, of course, hidden among us under disguise—who have a godly understanding of Nethack and who can actually play it without feeling like a bumbling idiot. I have no evidence for this, but somebody had to write the Nethack Wiki. Those people have to be the geniuses I’m talking about. I mean, they’ve probably actually beaten the game.

You beat the game by ‘ascending’ the character: by travelling to the lowest level of the dungeon and taking the Amulet of Yendor from the High Priest of Moloch. You must then travel to the Astral Plane and offer it to your god, who will grant you immortality, ‘ascending’ you to demigodhood. In order to do this, however, you have to play the game for practically an entire lifetime, learn all the tricks and gambits, master a class and a playstyle, figure out the cost/benefit ratios of practically every risk you could take in the entire game (basically, of every action, since doing almost anything in Nethack could potentially get you killed).

In a way, it reminds me of The Arhkam Horror, a fantastic board-game based on HP Lovecraft’s writings: newbies at Arkham Horror will do everything, and they’ll have a blast. Experienced players will turn almost every risk down—even the ones likely to result in a benefit. They know something us new players don’t. They’re jaded. When they play, it looks like they’re not having any fun, because they’re practically not playing the game. But then they win it, so we all nod sagely and wonder aloud how they got so good.

It also reminds me of people who are really, really good at Civilization IV. They play absurd societies—societies where half the entire culture track gets invented before bronzeworking, societies which leap absurdly from power to power, which manipulate wonders and resources until they’re scarcely similar to real-world civilizations at all. Everything narrows down to the exactness of turns and production-times. The illusion of the game falls apart, and we’re dealing with mister Sid Meyer’s architecture. And it’s fun: that’s what the game is for. You’re supposed to get right on in there with the math and the loopholes and the broken mechanics. It’s satisfying to have that kind of expertise.

There isn’t a way to be an expert at something without surrendering a bit of wonder—without leaving the game-world behind. Not all of it, of course, mind you—just a bit. Enough so that we can peel back the story and get our hands on the numbers that make the game work the way it does. For Pokemon, there’s EV training; for Oblivion, there’s strategic leveling; for other games, like Halo, there’s the ethic behind the whole e-sports scene—three shots to the body, one to the head. Do people really die that way? Of course not, but there has to be some kind of death-math in order for us to master death in Halo, right? For Nethack, it’s the encyclopedic understanding of all game systems: people who can ascend probably know the exact probability that sipping from a fountain will release a water demon, and if they defeat the demon and it grants them a wish, they know they should ask for silver or grey blessed greased +2 dragon scale mail. They know that you can guess the identity of an unknown potion by dropping it in a store to see what the shopkeeper offers them—because they’ve memorized the prices of everything already, and they know what they’re looking for.

I don’t know if this is the way we played games for expertise back in the day, before everything had its own online fan community and its own wiki, complete with number-crunched tables. But it’s kind of the way we play now: collaborating across the internet to rip the clothes off the game and get a look at its inner framework. It’s not bad; it’s just the way expertise works, I think. Being ‘good’ at a game means, most of the time, being an expert at the numbers, not being an expert at ‘enjoying the atmosphere,’ or ‘liking the plot.’ But it’s not like we’re killing the magic: we’re just swapping one kind for another. There’s something incredibly special about the x-ray vision we develop once we begin to look past the outer surface of a game and focus on its inner mathematics. When we learn to do that, we begin to feel powerful and wise. We enter into a kind of secret compact with the developers: we know the neurotically complex work that went into their game—particularly one as complex as Nethack—and we begin to understand it. We understand the game in a new mental language, almost. At any rate, it’s special.

It’s a kind of specialness I rarely feel, though. I’m not the kind of person who gets really really good at games—any games. I think the only one I’ve done this to is Dwarf Fortress, really. I find the process intimidating, and I’m always unwilling to take that mental step out of the gameworld and into the world of the game’s math. Perhaps this is why I run with such an awfully-balanced Dragon Age team, why it took me a whole week to figure out how to beat the Elite Four for the first time, and why the numbers-game focus of raid-level WoW often strikes me as heartless, even though I know that such players regard it as the point of the game. Expertise is the one kind of game-magic I haven’t yet learned to properly appreciate.

Here’s hoping I may, in time. Or I’m never getting anywhere with Nethack.

A bit of argument-killing on my own part, though: this binary is pretty much only the way I see things. People like the Magnasanti guy clearly can see both sides of the coin at once.

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?