Resident Evil, But They're in Space!

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Over the past few nights I’ve been playing Dead Space, the new sci-fi horror shooter from EA. It’s an extremely well-made and entertaining game, and I’m enjoying it a lot. I want to make that clear up front, because I spend the rest of this post complaining about it. And I’m even going to go so far as to unfairly single it out as an example of everything that’s wrong with the current state of storytelling in games.

At least from what I’ve seen so far — I’ve finished three of twelve levels — Dead Space is the perfect title for this game, because it’s the only combination of words that could possibly be more generic than SciFi Horror Videogame. It says nothing about the game and leaves no lasting impression, and it has the added benefit of being indistinguishable from a billion other videogame and movie titles, from Freespace to Dead Rising.

In Dead Space, you play as an engineer for some futuristic mega-corporation, separated from your group and making your way through a derelict sci-fi shooter haunted by the memory of past videogames, as you’re attacked by wave after wave of cliches. Bodies of victims are littered about the ship, their last warnings scrawled on the walls in blood, right next to alien, demonic-looking runes. You walk from one darkened room to the next, surrounded by flickering lights, audio and video logs, locked doors that need to be unlocked, health and ammo pick-ups, bodies hanging from hooks, lockers to search, ironically cheerful corporate advertisements, glass-walled rooms that show a survivor being attacked in a gruesome fashion, medical centers containing the zombified remains of the sinister scientists who knowingly took advantage of the situation, and monsters leaping out of air ducts at ostensibly unpredictable moments.

The cliches pile up so high so quickly that I was surprised just how entrenched and downright complex sci-fi horror cliches have gotten. I don’t play that many shooters (mostly because I’m terrible at them) or see that many horror movies, and yet everything I’ve seen in this game is recognizable several times over. At its core, it’s like an attempt to cross System Shock 2 with DOOM 3 (which was itself an attempt to cross System Shock 2 with DOOM). Toss in some Resident Evil and Half-Life 2, along with some smaller elements of Deus Ex, Halo, and Gears of War, and put your main character in a big suit vaguely reminiscent of the Big Daddies in BioShock. Now, Dead Space has been in production for at least two years, probably much longer, so I’m not suggesting at all that they “ripped off” those recent games. That’d be like complaining that the Sci Fi Channel Original Movie Tsetse Fly Rampage rips off the movies Mantis Attack, Night of the Snails, and Koalapocalypse*; it’s not necessarily that they’re stealing from each other, but that they’re all coming from the same source.

The game has outstanding production values: fantastic visuals, perfect sound design, extremely clear and well-thought-out level design, good controls, great balance, and terrific effects work (riding a tram through a cavernous engine compartment surrounded in fog as you hear howls and moans echoing all around you is a particularly cool moment). But it’s all in the service of a setting and story so distractingly uninspired and unoriginal, I have to wonder if the lack of innovation was intentional. I’m reminded of a quote from the EverQuest guys at a CGDC, explaining that the reason they chose such obvious fantasy cliches for that game was because they didn’t want to “confuse” or “overwhelm” players. But even in the rare cases where the game shows true originality and not just polish or attention to detail, the way they’re used just pulls the game back into generic shooter territory.
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Forty Years of Banging the Crap Out of Things

Taiko no TetsujinAnother year means another post from me imploring people to see the San Francisco Taiko Dojo’s Concert in Berkeley in November. This year is the 40th Anniversary Show, so it should be a pretty big deal. I’m especially looking forward to it because I missed last year’s concert in Berkeley as well as the past two years’ Cherry Blossom festivals.

The SF Taiko Dojo has a bunch of older videos online to give you a rough idea of what you can expect from the shows. Below is video of a performance from 2002 (this is the younger performers’ “Rising Stars” group, but they’re still excellent and this is the most recent video I can find):

But it’s no exaggeration at all to say you have to be there to appreciate it. It’s only tangentially like a music concert; as you can see in the video, it’s as much about movement and choreography as it is about music, but what you can’t see in the video is that it’s also about having the wind knocked out of you. At the risk of sounding like a Marin County Earth Child: there’s an energy that fills the entire hall and pulls everyone in the audience up into the performance. It’s less like a concert and more like the climax of Raiders of the Lost Ark (without actual face-melting).

Those of us who live in the Bay Area are really lucky to have the chance to see regular performances from the SF Taiko Dojo. (And if anybody else out there is planning on seeing the show, let me know!)

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Le Monde de Goo

fistythumb.jpgI already wrote praising “World of Goo” on here when the game was still in pre-order/preview status. Now that the game is available, and I’ve seen past the first chapter, I feel obliged to talk about it some more. Everything I said last time still stands, but there’s more.

I’m still not halfway through, and I’ve already had several “wow” moments. Moments where the game makes just the right unexpected twist or throws out an unexpected surprise. And it’s got the kind of reward only the best puzzle games can provide, where all the pieces fall into place and you’re suddenly left feeling extremely clever.

I’m kind of reluctant to mention that it’s an “indie” game, since you could complete the entire thing without ever catching on that it was made by a two-man team instead of the “research and development” arm of some much larger studio. With indie comics, games, and music, we’re accustomed to sacrificing a bit of the polish and presentation in favor of depth and innovation; the best thing about “World of Goo” is that you get all the imagination and the professional presentation.

To me, this is exactly the potential and appeal of “indie” games: taking a central concept (in this case, physics-based puzzles) and exploring all the different places that concept can lead. Focusing not on what’s going to generate the most sales, and not on what’s going to make the developer seem smart, but on what’s fun and interesting. My favorite aspect of the game is the “World of Goo Corporation” area, that ingeniously combines a free-play area with the worldwide leaderboard. Like everything else in the game, it’s a novel way of presenting all of the stuff we’re used to seeing, but in an unconventional way.

If there’s any justice in the world, the 2D Boys will make a ton of money off this game, with enough left over to fund future projects. The game’s getting universal praise, and while I’m not willing to be as effusive as some of these reviews, I wouldn’t hesitate to recommend it to anybody. It’s available on Windows, Mac and Linux (soon), and WiiWare, so there’s no excuse not to buy a copy. Seriously, I think fans of games in general should feel obligated to support the company, even if for some reason they’re not interested in the game.

If you buy only six downloadable games this year (the other five, of course, being Strong Bad’s Cool Game for Attractive People), then one of them should be “World of Goo”.

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Literacy 2008: Book 8: The Graveyard Book

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The Graveyard Book by Neil Gaiman

Synopsis
The Jungle Book for goth kids.

No, the Real Synopsis
After his family is killed, a toddler wanders into the neighboring graveyard. He’s taken in by the residents, raised as one of their own, and taught the ways of the dead.

Pros
Genius concept, interesting and endearing characters, great pacing. Crammed full of clever touches and imagination. Occasional passages that are just perfect, such as a stranger describing the boy: “He smelled like a shed. His hair was long and shaggy, and he seemed extremely grave.”

Cons
Occasionally reminds the reader that this is a young adult book — the villain revealing the entire back story at the climax, deus ex machinas coming right after the young hero has proven himself and learned a valuable lesson, etc. A climactic point in one of the stories is the hero re-enacting the oldest adventure game puzzle there is, which kind of ruined the story. The ending is tough to take if you’re feeling childless or if you’re separated from your family, and especially tough if you’re both.

Verdict
My favorite non-Sandman Neil Gaiman story; I think he might be at his best when he’s reinventing.

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Exhuming McCarthy

charliemccarthy.jpgOver the past couple of days, there’s been a good bit of attention towards the change in tone of the presidential campaign, more specifically, the McCain campaign. “McCain Denounces Pitchfork-Wavers”, announces the Time Magazine blog. And “Obama Thanks McCain for Admonishing Reporters”.

The incident in question is a campaign rally in which McCain told his supporters to “be respectful” of Obama, reassuring one man that Obama is nothing to be “afraid” of, and correcting one woman who described Obama as an “Arab.” The shift is being described as the McCain campaign’s backing off from fear-mongering and personal attacks; even Palin has been reined in and is now just calling Obama a baby-killer. Even the most cynical sources are describing it as a good gesture, but performed too late; “McCain Tries to Tame Flames He Earlier Fanned.” My reaction was the same, “thank God; maybe we’re pulling back from the brink, although they shouldn’t have taken it that far in the first place.” (Once again: this is the campaign that compared their opponent to the Antichrist).

So I was surprised that of all the reports on the rally I’ve seen, only one article, in the New York Times mentions this:

But moments later, Mr. McCain, the Republican nominee, renewed his attacks on Mr. Obama for his association with the 1960s radical William Ayers and told the crowd, “Mr. Obama’s political career was launched in Mr. Ayers’ living room.”

Which is odd, because the supposed “connection” to Ayers was already beaten out and invalidated long ago, and the only value it had to the Republican side of the campaign was that they could call Ayers a “terrorist.” Take advantage of the fact that people don’t read past headlines, and you can link “terrorist” and “Muslim” with your “Country First!” slogan, and plant the idea that the first step of Obama’s administration would be to bomb the Pentagon.

I want to believe that McCain’s admonishing the crowd was sincere, if only for this reason: when a woman said “He’s an Arab,” McCain replied with, “No, no ma’am, he’s a good man. A family man.” A gaffe like that would never be pre-scripted. That would indicate it was a case of the old McCain — excuse me, the earlier McCain, the one who said he wouldn’t allow a smear campaign — reasserting himself after seeing first-hand the depths his campaign had reached.

That’s the best case scenario, and it’s still not good. Because it indicates it’s not his campaign, assuming it ever was. He’s trying the underhanded guilt-by-association tactics of Joseph McCarthy, and the say-whatever-I’m-told-to-say tactics of Charlie McCarthy. When Palin goes on the offensive with whatever crap she’s expected to dredge up, you have to feel a little bit of sympathy for her, because she’s an idiot. (I so wanted to believe that she was more than the vapid moron the press was making her out to be, and she repeatedly proved me wrong). A senator with McCain’s experience shouldn’t be parroting back whatever the party tells him to say.

The worse case would be that it’s completely insincere, just another tactic to convince undecided voters that they’re not evil, even as they’ve got their hand in the Big Cookie Jar of Evil, grabbing another Evil Cookie after we’ve already told them not to spoil their Evil Dinner.

I suppose the only thing worse than that would be that they’re completely sincere, and they really believe there’s something to the Ayers connection, and it’s not just code language for “Guys, he’s black and his middle name is Hussein! Are you blind?!?

Holy crap, that’s the scariest thing of all. What if they really do believe everything that they’re saying? Their catch phrase is “Who is Barack Obama?” What if that’s not just an attempt at McCarthy-esque fear-mongering, but they really don’t know?

I’d feel better if they were just plain evil, than that stupid. “Never attribute to stupidity that which can be adequately explained by malice.” Luckily, there’s a lot more evidence of evil: in that New York Times article, McCain’s campaign manager and aides once again reveal themselves to be The Worst Living Americans. John McCain is at his core an honorable man, and it’d be hypocrisy to demonize him just as the GOP has tried to demonize all opposition for years. But seriously, I want to do everything I can to make this an internet meme: Rick Davis and Nicolle Wallace are The Worst Living Americans. They are irredeemably evil, and they should never be allowed to work on anything ever again.

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Sequential Images

I wasn’t aware of The Criterion Contraption blog until the author started commenting on here, and I wish I’d found it years ago. It’s exactly the thing I’ve been looking for.

The premise is that the aforementioned author, Matthew Dessem, is watching the movies of The Criterion Collection in order by spine number, and writing about each one. At the time I’m writing this, he’s finished 88 entries, so there’s only 367 to go! God speed! (Another lesson learned: I had had no idea how many Criterion movies there were.)

So that’s the premise, but the appeal is that the entries are so well-written. There’s no shortage of writing about movies on the internet, but it all tends to fall into one of two categories: shallow reviews of recent movies that say nothing more than “should I see it or not?” or tiresome, over-long, pseudo-academic wankery that says nothing more than “my cinema studies major was not a waste of time, dammit!” (A third category, the tiresome, over-long, shallow synopsis of dated movies no one cares about remains relatively rare but is gaining traction). Basically, I’ve been looking for something in between “thumbs up!” and exegesis.

The entries on Criterion Contraption are perfect examples of how to write about movies on the internet: accessible, comprehensible, intelligent, perceptive, with the right balance of subjectivity and objectivity, well-researched without being mired in obsessive over-interpretation of symbolism, and genuinely funny. Plus, he understands how and when to use a still frame from the movie, or an excerpt from the script, instead of a paragraph to make the point. And best of all: I’m 15 entries in (in reverse order) and I have yet to encounter the phrase mise en scène.

I’d recommend it for anybody who likes movies. Even for movies I’ve seen dozens of times and read about extensively, I’ve seen stuff on that blog I hadn’t noticed before.

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Nostrobamus

Great video from The Jed Report blog, where Obama predicts the McCain/Palin smear campaign.

It’s downright calming if you’re like me, and you’ve been watching both the far-left and far-right get increasingly hysterical, and getting worried that we’ll never be able to climb our way out of this nonsense.

(Link from David Eggers, no, not that one).

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tl;dr;fu

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More proof that ignorance is bliss: I’d been happily reading the internet for at least a year before I knew what “tl;dr” meant. Apparently, it means “too long, didn’t read,” and now it’s got my vote for the absolute worst internet acronym. Ruder than STFU, more arrogant than RTFM, stupider than ROFL, more vapid than ^__^, all combined in five attention-deprived characters. Plus, that should be a comma, not a semicolon.

But still: I do tend to go on a bit, especially when I’m making things up as I go along. So here are my thoughts so far on storytelling in videogames, in convenient list form:

  1. Videogames can and should tell stories. It’s ridiculous that this is even controversial.
  2. Not every game needs to have a story. This should be obvious, but the moment you say “videogames should tell stories,” that’s immediately mis-interpreted as “all videogames should tell stories.”
  3. Stop saying “videogames are young.” It’s a cop-out that comes across as defensive, defeatist and lazy. The medium won’t just automatically mature at a certain age, just like videogame players don’t automatically mature at a certain age.
  4. Games already have their Citizen Kane. It’s called Super Mario 64. Not if you’re looking for validation from movie critics, but if you’re looking for a work that advances its medium as its own thing, just as Citizen Kane advanced cinema. Games already have their Godfather, Singin’ in the Rain, Pulp Fiction, Star Wars, and about a billion Aliens, as well.
  5. Games can learn from movies. Games aren’t movies, but that doesn’t mean they’re completely mutually exclusive. Just because we don’t want super-long cutscenes doesn’t mean we can’t analyze how movies (and comics, and novels, and plays) work and apply that to interactive entertainment. (It also doesn’t mean that Hollywood types who try to get into games are automatically doomed to fail, just that the odds are not in their favor).
  6. Games have an implicit narrative. Humans are natural storytellers, so for all but the most abstract of videogames, we impose our own story, with a beginning (“I skipped the opening cutscene”), middle (“I shot some guys”), and end (“I beat the game.”) Because of this, I claim:
  7. If your game tells a story, then the story should be as important as the gameplay. Don’t treat it as an afterthought, or even “salt” to the real “meat” of the game. When you do, that creates a conflict between the designer’s story and the player’s story, but:
  8. The player’s story is not more important than the designer’s story, and vice versa. As long as there’s a conflict, one of them is going to get diminished in importance. Which just perpetuates the cycle of “videogame stories aren’t important because videogame stories suck because nobody think videogame stories are important.”
  9. Agency is the most important part of interactivity. What separates interactive entertainment from other media is simply that the player is the one who’s driving the experience forward. Contrast “agency” with two other aspects of interactivity:
  10. “Immersion” is too shallow. Even if the player is completely surrounded by a story, it can feel passive and reactive if the story is happening to him, instead of being driven by him. On the other hand:
  11. “Choice” isn’t everything, either. The intention is to give maximum control to the player, but the result means that the player sees a limited part of the available content. So he can choose from several shallow stories instead of experiencing one great story.
  12. No seriously, choice isn’t everything. The above is usually described as a limit of current technology. “As games advance, then we’ll eventually be able to give the player complete control.” That is not the holy grail of videogame design. It’d likely be a cool experience and is definitely worth pursuing. But:
  13. Entertainment is communication. Neither the developer nor the player wants to be left in a vacuum. And:
  14. The communication goes both ways. If the player has complete control, then the developer is squeezed out of the communication, and the player ends up just talking to himself. Therefore:
  15. The best videogame stories are a collaboration between the developer and the player. This is the only part of what I’ve been writing that’s at all novel. (And for all I know, it’s already been said lots o’ times elsewhere).

I think that sense of collaboration between the people who made the game and the people who played the game is the most important thing in videogame storytelling. I believe that’s the area where games are truly different from other media, and where games have the most potential to improve.

So far, I’ve only got a few sketchy ideas on how to foster that feeling of collaboration, all pretty specific to certain types of games:

  1. Let the player predict what’s going to happen. Horror and suspense movies do this, sometimes without even realizing it. Turn the story over to the player occasionally, so they’re anticipating the story, instead of just reacting to it.
  2. Let the player have multiple goals simultaneously. Or, “make the game less linear.” This isn’t branching, or artificial choice-for-the-sake-of-choice. It’s done in adventure games mostly to give the player something to do while he’s stuck. But in any game, it reinforces the player’s involvement, because it encourages him to think about the game on multiple layers (What am I doing right now? What will I need to do later?), instead of just making him wait for his next batch of instructions.
  3. Make story events a direct result of the player’s actions. Simply put, the story shouldn’t be “I went to the enemy base and then the front door exploded, trapping me inside” but “In order to enter the enemy base, I had to hack into the front door controls, causing it to explode, trapping me inside.”
  4. Overlap the cause and effect loops. This is also “make the game less linear,” more or less. It just means avoid the story “I did this then this then this,” in favor of the story “I did this, which caused that, which caused that, but then this other thing happened because of what I did at the beginning of the game.” This fosters the sense of collaboration, because I’m acting and reacting simultaneously, instead of just doing my thing and triggering a response from the game designer.
  5. Give the player a chance to figure things out. Action games have different pacing requirements than adventure games. But the constant handholding in action games is getting ridiculous: “press this button” in the objectives window, with the button highlighted on the minimap, and a big arrow pointing to it in the game world. Tell the player explicitly what his overall goal is, but let him take some time to figure out exactly how to accomplish that goal. If players are getting stuck in playtests, then add some adaptive system to detect when they’ve taken too long, and be more explicit in pointing the player in the right direction.
  6. Be concise. Learn from my mistakes.

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Towards a More Specific America

The worst thing about you liberals (if I have to pick just one) is the way you’re commandeering our language. With your political correctness, you appropriate words to suit your own political purpose, instead of just saying what they really mean. What happened to using words as they’re supposed to be used, instead of trying to redefine them? Good, solid, American words: Patriot. Maverick. Eltist. Liberal. Madrassa. Folks. Nuclear. Pakistan.

Now there’s all this hullaballoo about John McCain calling Barack Obama “that one” during the presidential debate. What is with you people, thinking that there was something dismissive or disrespectful about that? McCain was just straight-talking, telling it like it is. There were like a million people in that room, and he had to make sure you knew he was talking about Senator Obama, and not one of the other candidates for President.

This is yet another example of the Democrat party running “the fussiest campaign in American history”. In a moment of national crisis, where the economy is on the minds [sic] of every single person, the liberals are trying to make this a campaign about race.

The Republicans, on the other hand, are focused on one thing and one thing only: making this the most specific presidential race possible.

Instead of tackling the issues, the liberals are taking quotes out of context, mocking people’s religious beliefs, and trying to manipulate language.

The Republican Party is having none of that. No vague fear, no uncertainty, no mistrust; just hard, straight, and brutally specific talk. They’re not campaigning against any Barack Obama, it’s Barack Hussein Obama. That’s the kind of honesty, integrity, and specificity I can believe in.

So what if John McCain called a three-million dollar planetarium projector an “overhead projector.” The man’s 72 years old! He’s still getting used to not calling the TV remote a “clicker” and CDs “tapes.” If you liberals are mocking him for his age, your hearts must be as cold as my icebox. How dishonorable. Everybody knew what he was really saying.

(P.S. Sometimes I look back on stuff I’ve written on this blog and just laugh at how naive I was. “Finally an American presidential race that isn’t racist or sexist!” What a dumb-ass!)

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Back off, man. I'm a scientist.

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Previously on Spectre Collie, I made the claim that action-oriented games like shooters and platformers and “action/adventures” haven’t yet lived up to their promise of rendering traditional adventure games obsolete. Conventional wisdom says that adventure games are great stories on top of lousy, illogical, frustrating, and boring gameplay, and therefore

Myth 8: If you could combine the stories and characters of the best adventure games with a style of gameplay that’s actually fun to play, you’d end up with better games.

But conventional wisdom is wrong and dumb. The problem, as usual, is that insistence on that division between “story” and “gameplay.” Whenever I’ve rambled about storytelling in games before, I’ve usually been talking about how purely cinematic storytelling techniques are clumsily grafted onto action games, the host game rejects the donor story, players get frustrated, and people come to the conclusion that storytelling has no place in videogames.

And it goes both ways: the results can be just as bad when a story-driven game is moving along with all the right character developments and plot twists, and then suddenly realizes oh crap we’ve had 15 minutes of solid cutscenes and we need to cram some interactivity in there. The message isn’t “story makes better games,” but “games with stories need to make the story and the game the same thing.” In theory, it should be impossible for an adventure game to have a great story but lousy, illogical gameplay, because a great story is inherently logical — there can be twists and surprises, but nothing that has you asking, “Where the hell did that come from?”

The appeal of adventure games isn’t that they can have complex stories, interesting characters, and detailed environments. For better or worse, those are standard issue in big-budget games these days; games as shallow, story-wise, as Quake and Unreal are now a rarity. The real appeal of adventure games isn’t in telling the player a cool story, it’s allowing the player to collaborate with the team to tell a cool story.

You’ll often hear fiction writers claim that at a certain point in the writing process, their original outline gets thrown out and “the characters decide where to go next.” You get a similar feeling in writing meetings that are going well. The story gains a momentum on its own, pieces fall into place, connections are formed, and new ideas are created. What if those numbers from the numbers station transmission turn out to be winning lottery numbers? What if the bad guy turns out to be the hero’s father?

Adventure games have a spotty record of capturing that feeling; some of my favorites have only one or two instances of its really coming together, and some don’t have it at all. But I’ve never seen it in done in non-adventure games. Games like BioShock and Half-Life 2 can have you immersed in a world and engaged in a story in a way that non-interactive entertainment simply can’t, but still, you’re always reacting to the story, never creating it.

Since I’m usually long on theory but short on actual practical examples, here are some examples from my favorite games to explain what I’m talking about:
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