Righting for vidoegaems

or, “Eat a dick, Owen Gleiberman!”

Owen Gleiberman, a “writer” for Entertainment Weekly, just discovered a bit of breaking news from three years ago: the Writers Guild of America actually gives out awards to people who “write” for videogames!

You can imagine his surprise: a union funded by the dues paid by its members would actually open its doors to a multi-billion dollar industry, bestowing honors upon “writers” to encourage storytelling excellence in videogames and also to encourage people to join the union. (You’re not eligible for the award unless you’re a member of the WGA, which even three years later is still relatively rare in the games industry). They actually treat these “writers” as if they were real professionals, almost as if they had real jobs like TV sitcom screenwriters or movie reviewers!

His article — and I use the term generously — focuses on the charming human interest story of li’l Gary Whitta, the screenwriter of The Book of Eli, who in addition to being one of the founders of the cute videogame magazine PC Gamer also “wrote” for videogames like Prey and Gears of War. I sure hope Whitta remembered to put on his big-boy suit when he made it up to the Big Leagues to work in TV and movies!

(Gleiberman, like most highly-paid journalists, investigated the story using Whitta’s wikipedia page. I expected so much more journalistic integrity from the acclaimed writer of “Dumplings of Justice.”)

After being condescending and dismissive of Whitta’s entire career for a paragraph, Gleiberman goes on to break the news:

What I had no idea of, until a press release that literally arrived an hour ago, is that videogame writing has now attained such prominence and prestige that it merits its own award…from the Writers Guild! The WGA nominations for Best Videogame Writing have just been announced: They include Assassin’s Creed I (story by Corey May; script by May, Joshua Rubin, and Jeffry Yohalem), X-Men Origins: Wolverine (script by Marc Guggenheim), and Uncharted 2: Among Thieves (written by Amy Henning). This might be an easy thing to mock, except that it really does make sense.

And you know, actually, Mr. Gleiberman is correct there. The idea that anyone in 2010 could earnestly state that videogame writing only achieved prominence once it merited an award from an organization made up mostly of people who don’t work in videogames — that is a very easy thing to mock.

So easy to mock, in fact, that you needn’t even mention that film criticism is such a widely (albeit unfairly) disregarded and dismissed field that anyone working in film criticism should know full well how ludicrous it is to see his career shown such a lack of respect. No, you can mock it merely by pointing out that the videogame industry has its own organizations with their own awards, and that they don’t need the acknowledgement of unrelated groups to “attain prominence and prestige.”

Or by pointing out that anyone who earned whatever prominence and prestige he has by working at a weekly magazine about pop culture, really should have played at least one videogame by now. Especially if he’s going to use the phrase “videogame writing” as a pejorative:

Why shouldn’t we honor the creators of videogame stories as writers in an entertainment universe where more and more credible Hollywood screenwriters are drawing their aesthetic inspiration from those very same games? And, of course, the standards are shifting even as we speak. Evaluated as a traditional Hollywood screenplay, Avatar, as I have argued on several occasions, is thin, derivative, serviceable, and vaporous. But taken in a different context, as a glorified act of videogame creation, it might well seem downright visionary.

And the frustrating thing about that is that it reveals Gleiberman is so hopelessly out of touch, it deflates any attempts to take it seriously and be offended by it. At least when a real film critic complains about the videogames, he acknowledges his preconceptions, and he demonstrates a real attempt to judge games by what they aspire to do. Gleiberman’s sneering at vapid videogames is so lazy and cliched, he might as well be complaining about the hippity-hop music or the evils of comic books or the dangers of billiards.

Not to mention conclusively proving that he hasn’t played a videogame since Tetris if even that. He uses Avatar as an example of the negative influence videogames have had on Hollywood (when it’s clear that it’s the kind of movie that “gamers” will just love), seemingly unaware that the problem is reversed. It’s because of the influence of James Cameron’s Aliens and Stephen Spielberg’s Saving Private Ryan that videogame players have had to be space marines or had to raid Normandy over and over again for the past twenty years.

Clearly on a roll after his Avatar jab, Gleiberman goes on to point out that he watches real movies, making a weak attempt to disguise his pretentious O What a Cineaste Am I masturbation as a eulogy for Eric Rohmer. And he begins with the supposition “If the videogame mindset represents the most potent threat yet to the rich, classical 20th century ideal of what a screenplay can be….”

The most potent threat to the rich, classical 21st century ideal of what videogame writing (note the lack of sarcastic quotes, you pompous twat) can be is the pretentious sneering of people like Gleiberman, clinging to outdated notions of “high art” and “low art.” Instead of embracing the fact that we’re living in the age of unprecedented access to art and information of all types, available to inspire works of unprecedented richness, depth, scope, and accessibility. (And again: the man works for Entertainment Weekly, the bible of melting-pot pop culture. It boggles the mind).

But even more dangerous than self-satisfied outsiders like Gleiberman are the people within the industry who take attitudes like his seriously. Those self-hating game developers who aspire to other media for recognition and validation, instead of exploring what’s possible in interactive entertainment, simply mimicking what they’ve seen before instead of being truly inspired by it. Or those pretentious and self-serving game developers who assume they have nothing to learn from other media, that vapidity is the property of an entire medium, instead of just being the failing of an individual artist.

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Saying Something

An attempt to inject some reason back into the question of “meaning” in videogames, plus an example of a hugely-popular game that’s already done it.

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Over on his blog, my pretentious and dim colleague Sean Vanaman wrote a post claiming that videogames, like anything else, need to first decide what it is they’re about. It’s a similar sentiment to what Chris Remo posted last November on the Idle Thumbs blog and later revised and expanded on Gamasutra as “Looking for Meaning in Games”. And Chris’s posts were inspired in part by a keynote address by Chris Hecker advising game developers to first take a step back and ask themselves: “why am I doing this?”

It’s not a brand-new topic, and we’re going to be seeing more and more of it. In fact, all of the academic or esoteric or tedious and rambling essays about storytelling, or emergent narrative, or authorial control, or world building — even the ones I disagree with — are all basically getting at the same question: how can we push games forward as a medium?

The Great Debate That Shouldn’t Be

“Pushing games forward as a medium” seems like one of those vague, completely innocuous goals that absolutely nobody could object to. But thanks to the symbiotic (parasitic?) relationship between videogames and the internet, even a goal like that can become bafflingly contentious.

Even taking into account all the varying opinions on how to do that, exactly, there are the people insisting that it’s not even a good idea. “Games are an entirely new thing that operate on an entirely new set of rules.” (Or alternatively, that games predate traditional media and therefore aren’t subject to the same rules). That all leads to a rejection of any mention of Hollywood, followed by comments about “redefining the nature of ‘fun’” and then to a claim as ludicrous as “games are not media.”

Except the problem with that is that games are media. You can go on panels and stamp your feet and insist that the inherent beauty of game design has been corrupted by movies and comics and television, and that everything we need to know we can learn from Chess and Go. That doesn’t change the fact that people have been using games to tell stories ever since Colossal Cave Adventure back in 1976, and people have been buying those games since a few years afterwards. Telling them that they’re doing it all wrong, that the answer is all in enabling the player, or building virtual worlds, or the perennial “if you want to tell stories, you should be making movies, not games:” none of that changes the basic fact that there are plenty of us who want to make and want to play games that “work” like traditional media. It doesn’t add to or promote meaningful discussion; it’s noise. It’s the equivalent of the old joke about the guy who goes to the doctor and says “it hurts when I do this” and the doctor replies “then don’t do that,” except it’s not funny.

On top of that, whenever you talk about “meaning” in videogames, there’s always an outcry from the folks who insist that games don’t need to mean anything. I believe that that’s partly because trying to “redefine the nature of fun” and “develop new models of meaning” so often results in attempts that are dry, tedious, pretentious, and/or amateurish. If they result in anything at all, instead of just existing as pontifications on a blog or message board somewhere. That leads to the response, “what’s wrong with just being fun?”

And the answer is that there’s nothing wrong with that. And “meaning” shouldn’t have to take the form of a tedious high-concept game, or writing that seems pulled straight from a high school poetry journal. But even if it’s not particularly profound, there has to be something else, something that’s currently missing. There are plenty of us who are tired of seeing a medium with the potential of interactive entertainment keep getting relegated to just a “diversion” or “hobby.” As Chris Remo puts it:

[Games] do the “fun” thing well, and they frequently give me a lot to think about, but they rarely speak to me the same way a wonderful novel, film, or album does. I don’t as frequently feel that I’ve genuinely realized something about myself or my world in the same way I do when I read Umberto Eco’s The Name of the Rose, watch “Mad Men,” or listen to The Who’s Quadrophenia.

I’d name-check different works of art, but I’m all on board with the sentiment. I’ve spent hours and hours playing games, and those moments of connection are few and far between. I’ve spent hours playing excellent games that do everything they set out to do, and yet I walk away feeling like I haven’t really accomplished anything, or learned anything. I’ve seen games that come so close to getting it right, but then stumble in one way or another. There’s nothing wrong with a “diversion,” but there has to be a way to make something more.

Intent

Chris ends his post with the conclusion “Intent seems like a great first step,” and I’d agree. I’d disagree with Sean that the question is “what is this game about?” since that’s too easily confused with a plot or story. Is Super Mario Bros “about” a plumber trying to save a princess? Plus it starts to break down when you try to apply it to games that have a consistent vision but don’t try to tell a story: to use Sean’s example, what is Team Fortress 2 about? Or Bejeweled?

The Chris Hecker talk referenced by Chris Remo’s article pulls the question back to “Why are you making this game?” That’s got its own problems, since that’s too easily answered with “because my company is paying me to” or “because the last one made a buttload of money.” That’s not just being flippant, either: that’s a mindset that’s pervasive at game companies, especially as the self-proclaimed “AAA” franchises price themselves out of the range of original IP. It’s also a question that’s so easily-answered a developer can be placated into thinking he’s solved the problem without doing anything. “Why am I making another match-three puzzle game? Because they’re fun, they’re accessible, and this one has [RPG elements/bombs/a wise-cracking companion/tits].”

I think the two questions developers should be asking themselves are:

  1. What am I trying to say?
  2. Why am I using a game to say it, instead of some other medium?

It’s still not perfect: what is Plants vs Zombies trying to say? But I think it’s pretty close. And I prefer it because it emphasizes a key point that’s not getting enough attention: videogames, like all media, are a form of communication.

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Dream Game

You too can support a game in development.

My friend Heather Logas (formerly a designer at Telltale Games) is working on a new project, and she’s asking folks to spread the word and to help back the development. More information about the project is on the Kickstarter site, which lets people donate to help development of projects they’re interested in.

It’s an interesting experiment, to break out of the usual publisher model and fund a project directly with the developer. At the site, you can see Heather’s pitch video, read about the game’s set-up, and make a donation. There’s also a description of what you get at each level of contribution, from a backstage pass into the development process to a more collaborative role.

So check it out!

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Best of 2009: Videogames

Making a year-end list for videogames is easier if you don’t feel obligated to finish them all.

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Don’t misunderestimate me: I would be shameless enough to include Tales of Monkey Island on a best-of-year list, except I haven’t played any of them yet. Working on videogames doesn’t leave a lot of time for playing them, especially if you’d have to stay at work if you wanted to play them for free.

The idea of “finishing” a game is long gone (although I did actually finish 4 of the games on this list, which is a first). Here are my favorites of the games I played long enough to form an opinion. iPhone games aren’t included:

1. Batman: Arkham Asylum
It’s a full-on Batman simulator, and it got almost everything right. Looks fantastic, keeps you engaged from start to finish, and most importantly: it got the pacing right, mixing up the brawling and the stealth sections in just the right combination.

2. Plants vs. Zombies
I could still do without the music video, and the last level is more random than strategic, but everything else is about perfect.

3. Flower
It’s a beautiful game, it’s exactly as long as it needs to be, and it says everything it wants to say via game mechanics instead of cutscenes or dialogue. If we’re genuinely serious about elevating videogames as an artistic medium, then we need to be making and supporting games like Flower.

4. Rhythm Heaven
The Fillbots still drive me nuts, but this is one of the best games of the year just for the stink-eye you get from the other guys in the Glee Club.

5. The Beatles Rock Band
Best opening video ever, and it does what the Rock Band games were designed to do: let you appreciate music in a new way.

6. Torchlight
I’d heard the game was like Diablo, but it is Diablo. It’s hard to fault the team — if I’d made one of the best games ever made, I’d probably want to just keep making it, too. I just wish they’d added something new. Still, there’s a reason Diablo is one of the best games ever made.

7. The Sims 3
It’s a great sequel, but as it’s gotten bigger, it’s lost a good bit of what made it so innovative.

8. Anno 1404
This is one of those European city-building games, and it pushed all my buttons. It’s absolutely amazing to look at, it’s got all kinds of depth at the city building level, and the combat isn’t that annoying.

9. Trine
I liked this game when it first came out, but I was never compelled to finish it.

10. Magic: The Gathering – Duels of the Planeswalkers
Apparently the card game was really popular a while back. I never really played it that much, but the Xbox version kind of explains the appeal. The best part is the whole “challenge” section, which reminds you that there’s supposed to be a strategy to the game more than “buy all the cards.”

My honorable mention section has the games I’ve checked out for an hour or so, but won’t be able to finish until midway through 2010 at the earliest.

Dragon Age: Origins
Of all the role-playing games I’ve played, this sure is one of them. It all seems very well made, but the only really novel thing I’ve seen so far is the ludicrous amount of blood that covers everything after every battle. Plus I think I need to start over because my character just looks weird and it’s unnerving.

Uncharted 2: Among Thieves
The first twenty minutes or so are absolutely amazing, and I was completely convinced that this was a game that could live up to the hype. Then it kind of turned into the first Uncharted, with too-obvious puzzling and some pretty uninspired shootouts.

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S & M & XBLA

Buy the game I worked on, won’t you?


In case you missed it: Sam & Max: Beyond Time and Space (formerly known just as “Season Two”) is out now on Xbox Live Arcade. It’s 1600 Microsoft points, which equates to:

  • $20 for the entire season of five episodes
  • $4 per episode (or if you prefer, $2 for the first three and $7 for the two at the end that are especially good)
  • 60 cents per Xbox achievement
  • around 1.1 cents per hour of my life spent working on the season
  • around 0.003 cents per newly-white hair on my head and face
  • around 4 cents per joke
  • around $1.25 per really good joke

As a special bonus: for the people without the Xbox 360s, Telltale is currently selling the PC version of Season Two for $19.95, to make things fair.

No, it’s real! This is a thing that is really happening!

And here’s a bunch of clips they used at PAX!

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Same Bat Time, Same Bat Channel, Same Bat Grappling Hook

Batman: Arkham Asylum is an outstanding game; my biggest problem with it is the same thing I’ve spent hours on here trying to defend.

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Batman: Arkham Asylum deserves every bit of the praise it’s been getting. It’s a terrific game that gets so much right in the first thirty minutes, I was willing to take whatever it threw at me for the rest of the game. And I was compelled to keep playing until I’d finished the story mode, which is a rarity for me these days. Even after I’d been shouting “no fair!” and wanting to break my controller in frustration, I had to keep hitting the “retry” button.

What makes the game work so well is its focus. That may seem like a weird claim to anyone who’s played the game or the demo, since the game has so many disparate components. It’s got a ton of melee combat, but it’s not really a fighting game. It’s got sections where you have to take out a group of bad guys without being spotted, but it’s not really a stealth game. It’s got jumping and maneuvering sections, but it’s not a platformer. It has you tracking down evidence, but it’s not a detective or an adventure game. And it’s got tons of cutscenes and character histories and objectives, but it’s not really a story game, either. More than anything else, the game is a Batman simulator.

When I played the demo, I was put off at first by the camera angle: it hovered, Bat-Mite-like, just over Batman’s shoulder, a little too close to be convenient, but too far away to be as immersive as a first-person view. In retrospect, though, that’s the perfect set-up for this game: you’re almost The Batman. You see and do everything he does, but you can’t quite get inside his head. (And for the record, the camera work has the same level of polish as everything else in this game: it felt natural within minutes, and there was only one moment in the entire game where I even noticed the camera at all).

The usual tack for licensed games is to take a cool character and then drop him into an existing game type; for Arkham Asylum, it really feels like they built a game around being Batman. It seems that at every point during the game’s production, the developers asked, What Would Batman Do? They took each of the iconic aspects of the character (and the Rogue’s Gallery) and built a gameplay mechanic out of it.

I’ve read reviews that call out one part or another as being particularly under-developed, but they’re kind of missing the point. One review said that the combat was a little simplistic, the combo system unnecessary, and button-mashing would get you through most of the fights against common thugs. Which would be true, except: You’re Batman. There’s no question he’ll beat up common thugs; he says as much in the game. The only question is how much of a bad-ass he’ll look like as he’s doing it, and that’s where the combo system rewards you. The better your timing and response, the more acrobatic and sophisticated his animations get, until he’s swooping across the room from enemy to enemy, busting heads, doing backflips, pile-drivers, flinging bodies around, and expertly and causally blocking thugs trying to sneak up on him from behind.

You can say the same thing for the “detective” work in the game. The reason this game stands out is because the developers stayed true to the character and remembered that he’s not just a martial arts super-hero. So you spend at least half the game in their special “detective mode,” looking for clues and targets for all the gadgets on your utility belt. But Batman isn’t really a detective; he’s the World’s Greatest Detective. His suit can pick up any kind of evidence, his computer can analyze and synthesize any compound, and he makes wildly improbable deductions to move the story along, just as in the comics. It’s not even “gameplay” as much as character building. That character building is reinforced in the pacing, which always reminds you that Batman doesn’t win based on super powers, or his martial arts skills, or his gadgets; he wins by being smarter than everybody else. He doesn’t act until he’s surveyed the situation and figured out the best possible solution.

And that is exactly where the problems start to creep in. I enjoyed the hell out of the game, and I wouldn’t hesitate to call it the best videogame I’ve played this year. But there are a few pretty significant problems. First is the whole Killer Croc section, which didn’t work for me on any level. I respect the developers’ attempt to change up the gameplay and present something different, but it seems like a decent idea that fell apart during execution. Even if you get past the tedious and repetitive clue-gathering portion of it, it ends with an action sequence that just breaks all the rules of fair play: the villain springs up suddenly, you’re killed instantly if you make one mistake, and you’re forced to run along a fairly narrow platform towards a camera so that you can’t see where you’re going.

The “tedious and repetitive” complaint is my second biggest problem with the game: it belongs squarely in the Bowser school of game design, whose motto is “if it’s fun once, it’s super fun if you do it three times.” You spend almost all of the game traveling from one mini-boss to the next, which in itself isn’t a problem, since so much of the Batman story depends on his fantastic villains. But each of those boss fights requires you to do one semi-clever thing, and then repeat it two more times. And the game’s so obsessed with this structure that even when it does something really novel and interesting, like your first encounter with Scarecrow, it shoots itself in the foot by making you go through the same thing again twice. Three-shot boss fights are a standard structure in games for a reason: they take advantage of the 3-act play structure with a set-up, build-up, and climax built in to each confrontation; and they strike a decent balance between cleverness, skill, and challenge. So its repeated use here doesn’t ruin the game; it just keeps it feeling very gamey and prevents it from becoming a genuinely original experience. (Incidentally, I kept thinking that Batman could’ve avoided half the problems he ran into during this game if he’d just remembered to bring his gas mask).

But the “killed instantly if you make one mistake” complaint leads to my biggest problem with Arkham Asylum. I had a brief discussion about the game with someone on Twitter (Philip Kollar, assuming he doesn’t mind my calling him out), after he complained about the “trial and error” tedium in Arkham Asylum and stealth games in general. I responded that it wasn’t supposed to be a case of trial and error, because you weren’t supposed to die. Instead, it was reinforcing the idea that you should think before you act. If you play the game correctly, I said, then you would have completely surveyed the scene and figured out a plan of attack, before you even get into a situation where you could be killed. It shouldn’t be judged as a stealth game, but as a puzzle game.

Unfortunately, I said all that when I was still early in the game. I’d just finished a section that had you defusing a hostage situation in a locked room. I had tried it once and failed, but then instantly realized where I’d made a mistake. I’d rushed in and tried the most obvious solution, instead of checking around for a better one. For me, it was one of those adventure game moments: I didn’t get the right answer on the first try, but I realized that the right answer was something that I should have been able to figure out, so I was encouraged to jump back in and try again.

The problem is that this situation gets more severe the farther you progress through the game. I still say that it’s a puzzle game, not a stealth game, because you’re never given adequate feedback as to how “stealthy” you’re being (like Thief‘s shadow gauge or the Metal Gear Solid series’s radar and exclamation points). You’re not maneuvering through a combat situation, but trying to figure out the one correct solution to a puzzle. And Arkham Asylum shows just how clumsy and limiting puzzles feel in open-world, free-movement games.

The puzzles here aren’t quite as pre-scripted as they are in an adventure game, since there’s still an underlying system that gives you a little bit of leeway in how you tackle a problem. But that leeway actually makes things worse, here, since it just makes it more glaring when the solution to a problem is use item A on character B. There is exactly one thing you do to take down Bane, just as there is one way to get past the Scarecrow, just as there is one thing that works against Poison Ivy, and so on. This creeps into the melee combat as you get into tougher battles, too: there’s one move that works against guys with knives, and one move that works against guys with tasers.

I’ve spent a good bit of time on this blog defending the concept of “puzzles with exactly one right answer” in games, but there are two aspects of Arkham Asylum that keep it from working well. First is that so much of the game is built on the interaction of different systems, so arbitrary puzzle solutions feel artificial and out of place. If I’m playing a traditional adventure game, my entire interaction with the world is limited to using one object on another object, so it’s implicit that I simply have to find the one key that fits this one lock. But in a game where you can freely roam the environment, and where you’re fighting guys with health bars that gradually get depleted, you’re encouraged to think in terms of systems and influences. It’s more jarring when I’m told that I can easily disarm this guy, but I have to use my “stun” move on this one, and my “backflip” move on this other one; why don’t they all work equally well? And why do I have to use a batarang here, when it seems like this grappling hook gun you just gave me should work just as well? Arkham Asylum does have situations where it sets up a clear cause and effect and leaves the player to make the right deduction: when a wall explodes, it has this effect on bad guys in this range, and here are two ways to take down walls. But it’s also got plenty of “you must use the grappling hook here” moments.

The more pervasive problem is that I hardly ever felt as if I’d made a clever deduction. Whenever I’ve made a defense of puzzles in games, it’s been based on the idea that a well-designed puzzle can feel like a collaboration between the player and the developer. There may be only one right answer, but the point isn’t to enable the player to do whatever he feels like (as in, for example, Scribblenauts); the point is to guide the player to discovering the most clever (or funniest, or most horrific, or most “meaningful”) solution. A system-based game would say: “This is Bane, this is what he does, these are all the tools you have at your disposal, this is the effect of each tool. Have at it; we’ll leave you guys alone for a few minutes and check back in when we notice his HP has dropped to zero.” A puzzle-based game would say: “This is Bane, and you know the absolute coolest way to get rid of him would be to jump on his back and pull out all those tubes. Let’s think of a sequence of arbitrary events that’ll result in a pretty bad-ass cutscene.” (And incidentally, a really cool game would say: “Bane was kind of a lame character, in retrospect. How about you fight Two-Face or the Penguin instead?”)

But the boss fights in Arkham Asylum — and many of the “stealth” sequences, for that matter — try for an uneasy hybrid of the two, and end up having the worst aspects of both with few of the advantages. You get the opening cutscene, you try whatever weapons you’ve been given, you get beaten up, and Batman dies. Over the death cutscene, the game tells you the solution to the puzzle. You hit the retry button, and you try what it told you to do until you get it right. You hardly ever get a chance to try different things (because you’re often in a confined environment and have no way to recharge your health), and even if you do, the most obvious thing might not work. You still get the cool ending cutscene, but you “earned” it not by being clever, but by being persistent enough to keep doing what the game told you to do until you got it right.

Again, Batman: Arkham Asylum is a hell of a lot of fun, even with these problems. I’m even enamored with the game enough to go back in for all the collectibles and “extra” levels, something I’m hardly ever compelled to do. But I couldn’t help thinking how much better it’d be if it’d been able to strike a more comfortable balance between puzzles and systems. I’ve already said that the first Half-Life promised to render the traditional adventure game obsolete, but a decade later, we still don’t have a great example of a game that balances deduction, storytelling, and action. And I’ve said that instead of treating adventure games as an evolutionary dead end, developers should be paying more attention to what adventure game developers have learned about puzzle design, and applying those lessons to games with more sophisticated and complex interfaces. Arkham Asylum shows that there’s still an audience for single-player games that have an emphasis on characterization and cinematic moments, and which don’t fall into any one specific genre like “shooter” or “brawler” or “stealth game.” Even if it doesn’t quite strike that perfect balance, it’s a step in the right direction, and I’ll have a good time just wailing on thugs until somebody manages to make the game that does strike that balance.

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One After 9-9-09

The Beatles Rock Band really is Harmonix’s masterpiece, and should be required for anyone who still doubts the appeal of grown-ups playing with plastic guitars.

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I can tell you the first CD I ever owned: it was the White Album, and I got Abbey Road at the same time, but I opened the White Album first because it was my birthday, and I wanted to hear “Birthday.” It was 1987, and the CD releases of the Beatles catalog were being promoted as A Very Big Deal, with people going on about all the subtle nuances they’d never been able to hear before.

I can also tell you when and where I first bought Revolver: it was at Downtown Records in Athens, GA, around 1991, and I bought it on cassette to listen to in my car, and I was convinced that I’d gotten hold of some super-exclusive collector’s edition with an all-instrumental version of “Taxman” until I realized that it was just that the right speaker on my car stereo had given out again.

I’d only call myself a “moderate” fan of the Beatles — I’ve listened to the White Album and Abbey Road about a billion times since 1987, but there are still plenty of songs by the group that I never heard before tonight — and I can still vividly remember all the details about my first exposure to each of their albums. There are bands I like at least as much — Led Zeppelin and the Pixies, to name two — but I couldn’t tell you anything about the first time I heard Physical Graffiti or where I bought my copy of Surfer Rosa.

And the reason for that is the Beatles have always been presented as a phenomenon more than as a band. People have been going back and forth on the merits of their music for as long as I’ve been alive: for everyone who claims that they’re the greatest musicians of the 20th century, there’s somebody else who complains that they’re just an overrated pop group that in 2009 have become completely irrelevant. Whatever you think of their music — and personally, I’m closer to the “brilliant composers” end of the spectrum than the “overrated pop band” end — it’s only part of what makes the band such a big deal, still relevant 40 years later. Because the Beatles were talented musicians, ridiculously talented and versatile composers, and innovative geniuses (with George Martin) at audio engineering. But I’d say their real genius was in self-promotion.

The current round of hype is over the release of The Beatles Rock Band and remastered versions of all the Beatles’ albums. There are already CD releases for all the records, plus the red & blue greatest hits compilations, plus the number 1 records compilation, plus the Love remixes. And of course, people don’t really buy CDs anymore, and for the past couple of years, websites have been predicting the imminent release of the entire catalog as downloadables any second now. So the question is what the NPR music blog asked back in April when the remasters were first announced: does anyone other than Baby Boomers and obsessive Beatles fanatics really care?
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The Game of Life

A well-reviewed videogame based on a book by a homophobe sparks a discussion about the intersection of art, commerce, and how to be a good human.

gameoflife.jpg[Note: I've put in corrections to this since I first posted it, because there were several points where I was stating my assumptions as if they were fact. I should've done more research first. While I still feel very strongly about the topic, I've seen some extremely bone-headed and irresponsible allegations being tossed around, and I don't want to be guilty of doing the same thing.]

Yesterday on Gamasutra, Christian Nutt posted a column about the political and social ramifications that come with something as simple as buying the Xbox Live Arcade game Shadow Complex. The issue in particular is that the game is part of an ongoing collaboration with science fiction author, outspoken homophobe, and campaigner against equal rights for homosexuals Orson Scott Card.

Nutt’s column is thoughtful, balanced, personal, and well-written, but I have two problems with it. First is that he frames the discussion using a thread from the videogame message board NeoGAF. He has a reason for this, but the overall result is like attempting to spur a debate on health care reform based on a discussion among riders of a MUNI bus being driven by crap-flinging monkeys: you’ll get a reasonably representative sample of intelligent and idiotic opinions, but they’re presented in a forum run by inept morons who don’t just foster juvenile vapidity, they actually discourage genuine insight.*

But my bigger problem with the column is that I think Nutt goes to too much effort to be even-handed, presenting it as a complex, nuanced issue with valid beliefs on all sides. He has good reason for this, too: his main point isn’t about gay rights, but about the significance of games in society, and the too-quick dismissal that social issues don’t matter because “it’s just a game.” And although it’s an opinion piece, it’s presented on Gamasutra, a website about videogames. It’s not a forum for a debate on same-sex marriage or any other political or social issue, except insofar as games are affected.

Fortunately, this blog doesn’t have any such restriction.
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My Life as a Teenaged Girl

The Square Enix game My Life as a Darklord for WiiWare is actually pretty interesting. As long as you don’t let anybody see you playing it.

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I really liked Square Enix’s launch game for WiiWare, My Life as a King, because I thought it hit exactly the right balance for a downloadable game: complex enough that you could get a good bit of replay value out of it, and scaled down enough so that it still felt more casual and less like a burden. Plus, it was just a clever idea on a couple of levels: a familiar game type (city building) that put a spin on all the Final Fantasy cliches.

So I was intrigued by the latest game in the “series,” My Life as a Darklord. The last thing I need these days is another game to take up my time, and I hadn’t turned on the Wii in about a year, but in a battle with insomnia last night, I went ahead and downloaded the game and played through the first couple of levels. A couple people asked for my impressions, so here they are.

The two things it’s important to know about My Life as a Darklord:

  1. It’s not a city-building game.
  2. It’s very, very, very girly.

But really: what red-blooded, white-bearded man in his late 30′s hasn’t secretly longed to be a 13-year-old Japanese girl? Am I right? Who’s with me, fellas?

I shouldn’t have been as surprised as I was by that: it’s only because we’re so conditioned (at least in the US) to think that guys like games about killing monsters with swords, and girls like games about cooking and reading books and peeing yourself. Even if the guys with swords look a lot like girls, and the “monsters” all have cute marketable plush versions. And there’s a lot of shopping involved. To be fair, I wasn’t able to get far into Final Fantasy X-2 once I realized that so much of the game was based around fashion shows. But My Life as a Darklord is a little more tolerable because there’s no suggestion that they’re taking it seriously.

Still, there are a lot of hearts and rose petals and magical dressers and lady versions of monsters and “Congratulations, Princess!” I look like this but the game treats me like this.

Ignoring all my hang-ups: how’s the actual game? It’s actually pretty neat. Like I said, it’s in no way a city-building game like My Life as a King: instead, you add levels to a tower and populate them with monsters. So it’s literally a tower defense game. It’s funny to imagine that somebody at Square heard that Tower Defense games were all the rage these days, and built a game without understanding what the phrase meant, but dull reality crushes that image. It ends up working much like a standard tower defense game, but oriented vertically and given a Final Fantasy spin.

RPG adventurers head into your tower (it’s implied that they’re coming from the town you were building in the first game) and try to fight their way to the top. The adventurers have different levels and properties based on the standard Final Fantasy job classes and statuses, with a rock-paper-scissors relationship between ranged, melee, and magic attacks. Your monsters also have different abilities and can be leveled up, and the floors you build can give them certain status upgrades. The floors also have “hit points,” and can be destroyed. It’s not an infinitely deep system, but it’s definitely got more than enough complexity to be interesting for the duration of a ten-dollar game.

At this point, Square Enix could slap the “Final Fantasy” name on anything and it’d sell like gangbusters. In fact, I was all prepared to spend $10 on just an “evil” repeat of the first game that I’d already played. So I’m really impressed that they’re not just exploiting that; they really are designing games with an indie game mindset. And then, of course, setting them in the Final Fantasy universe so that they don’t sell like indie games.

And of course, the thematic gimmick here is “cute evil.” It’s not like Overlord, which can’t quite let go of the “cool evil.” It’s more like Disgaea plus Dungeon Keeper plus Yoot’s Tower.

Even if the game weren’t as interesting as it is, I’d still consider it ten dollars well spent, if only to encourage them to keep doing what they’re doing. But I still wish they could do it without making me a princess.

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The Play's the Thing

I jump into the games vs. movies argument again, but this time Hitchock’s got my back.

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Yesterday a discussion about narrative vs. gameplay in videogames broke out on Twitter, and Telltaler Mike Watson consolidated much of it onto a webpage. (Although I’d recommend including the first level of comments that are @replied to, even if the speaker isn’t in the list of “game design notables”).

There are two good things about conducting a discussion like that on Twitter:

  1. It encourages everyone to compress his opinion into a short and simple sound bite, without paragraphs of prevarication meant to sound good but in the end, not really saying anything.
  2. The 140-character limit discourages the use of terms like “ludonarrative dissonance.” (A completely sound and relevant concept which has unfortunately been given the most pretentious-sounding name possible).

What’s bad about conducting a discussion like that on Twitter: everything else. While the lack of supporting arguments keeps everything focused, it also reduces everything to a statement of opinion with nothing indicating why anyone should agree with that opinion. No offense intended to the participants, since that’s the nature of Twitter. But it lets anyone come along and take a simplified opinion out of context and start poking holes in it. Let me demonstrate by doing exactly that:

If you put the narrative in front of the gameplay, you are no longer making a game. You’re making a movie.

That’s from Civ 4 designer Soren Johnson, in response to yet another encapsulation of somebody’s opinion, this one from Denis Dyack. There seems to be a lot of over-simplification and over-reaction on both sides; all of Dyack’s quotes don’t suggest turning videogames into movies, but the synthesis of different art forms that go into making a game. The closest he comes to saying “put narrative in front of gameplay” in the supplied quotes (which, again, are cherry-picked from a longer presentation) is “narrative is going to become more and more dominant, possibly superseding gameplay” (italics mine), and he ends that with “narrative is not the be all and end all.” He’s not advocating narrative at the expense of gameplay; he’s advocating a balance.

Which, at this stage of maturity in the videogame industry, means better narratives in games. And I’m all for that. If you insist that “gameplay” is the only important thing, you can end up with a game that has a terrific cover mechanic, clever and well-balanced weapons, great level design, a good multiplayer mode, and a story that makes me feel stupider every time one of the characters opens his mouth. I still don’t understand why, whenever anyone suggests that a game like Gears of War would be improved by having a better story, it’s met with scorn and long arguments about authorial control. And, of course, the often-repeated claim, “if you want to tell stories, you should make movies.”

I’ve seen and heard that claim made over and over again throughout the last fourteen years, coming from everyone from people writing on message boards, to executives at game companies. And I’ve got four big problems with it:

  1. It’s polarizing. Which makes it perfect for the internet, where everything has to be turned into an either/or proposition. “If you advocate better storytelling in games, you’re saying that gameplay isn’t important. Go back to Hollywood and stop ruining my videogames!” You can try responding, “Hey, relax; I said it had a lot of great mechanics, but I couldn’t enjoy them because of all the dumb-ass homosexual innuendo and having to listen to the fucking ‘Cole Train’,” but you’ll get drowned out, because “games should have a good balance” isn’t controversial enough to make for good internet arguments.
  2. It’s too narrow a definition of what a game is. Basically, it’s whatever type of game the speaker likes. But instead of saying, “I don’t like that type of game,” it’s “That isn’t even a game at all so go back to Hollywood and stop ruining my videogames!
  3. It assumes too much competence on the part of videogame designers. Just because something hasn’t been done well yet doesn’t mean that it can’t be done. It’s true that a game with a great story but lousy gameplay is going to be a lousy game. But it’s every bit as true that no matter how great or novel your gameplay mechanics may be, if you try to incorporate a narrative and don’t appreciate how the narrative and gameplay mechanics work together, you’ll end up with a lousy game. The answer to that isn’t to just throw up your hands and say it can’t be done. The answer is to get better at creating a synthesis of the two.
  4. It confuses the potential of a medium with the definition of the medium. Or in other words, it takes a list of what games can do and says that this is the list of things that all games must do.

And for that last one, I’m going to go back to Hollywood and look at Alfred Hitchock’s movie Rope.

It Begins With a Shriek… It Ends With a Shot!

You’ll often see Rope described as “a failed experiment,” even by Hitchcock himself. It’s an adaptation of a stage play; the “experimental” part of it was Hitchcock’s decision to film it as if it were in real-time, a continuous shot playing out over 80 minutes. It’s a series of very long (around 10 minute) takes, with most of the cuts disguised. It tells the story of a pair of students who murder a classmate (in the opening scene) and then throw a dinner party inviting a former teacher and many of the victim’s family and friends, just to see if they can get away with it (they don’t, in the closing scene).

You could make the claim, as Roger Ebert does in this 1984 review, that the movie fails because it’s based on a “gimmick” and it doesn’t use “the usual grammar of camera movement and editing.” Or to translate that into the narrative-in-videogames language, “Hitchcock was no longer making a movie. He was making a stage play.”

I completely disagree with Ebert (and, I suppose, Hitchcock to some degree), because I think the experiment works. It’s unsettling and suspenseful, and it has the sense of cold detachment that’s perfect for a story of a dinner party thrown by Nietzsche-inspired murderers. But most importantly, it’s an adaptation that is completely true to its medium: it could only work as a movie, and it only works as well as it does because it’s a movie.

Although Rope was performed as if it were a stage play, the effect on those of us in the audience is nothing like watching a stage play. Instead, we’re an invisible guest at the party. The camera is far from static; it slowly pans through the room, focusing on certain conversations as if we’re overhearing them, or pieces of set detail as if we’re just noticing them. In a theater, we’d remain detached from the stage, handling the editing work ourselves as we decide what we want to focus on; in the movie, we’re on the stage, and we’re forced to look at what the cinematographer wants us to see. The effect is claustrophobic. We know a murder has been committed, and we’re trapped in the party with the murderers, just waiting for them to be found out.

Ebert says that most of the problems he had with Rope were because it wasn’t filmed like “an ordinary movie.” He says the long takes aren’t necessary, since audiences accept cuts without even thinking about it. He says that alternating between close-ups and medium shots to develop a rhythm of intensity and objectivity. He says that the insistence on continuous takes means that the camera is sometimes focusing on the wrong thing at the wrong time. I say that that misses the point to an astonishing degree, especially astonishing coming from anyone who’d seen The Birds and Psycho.

Hitchcock’s real genius is that he had an innate understanding not only of how movies are made, but of how they’re perceived. He knew all the rules of how to make a horror movie: you use tension-filled music to punctuate terrifying scenes, and you never kill off your lead actress within the first half of a movie. And he knew how and when to break those rules to manipulate the audience’s expectations. The lack of music is a huge part of what makes The Birds so unsettling; we may not notice that the music is missing, but we’re so used to hearing it in movies that we’re put on edge for reasons we can’t quite explain until after the fact. And the lack of edits and “ordinary movie” storytelling is what makes Rope so tense and claustrophobic. Filming it as “an ordinary movie” would’ve put all of the focus on the characters and the plot. And the characters and the plot are macabre but frankly, pretty boring and straightforward.

Playing by the rules

Rope doesn’t take advantage of all the potential of cinema, but it takes the main potential — the ability to move the camera and focus the audience’s attention — and uses the hell out of it. And it builds tension by taking the things audiences expect from cinema — the moments when Ebert wants to be looking over there, or see a close-up of that character — and then denying them. The key is that Hitchcock knew what film can and can’t do well, and used it to his advantage.

Novels have the unique ability to go inside the head of a character and describe his inner thoughts. But books that don’t do that, putting their emphasis on plot or external descriptions instead of internal monologues, are still novels. Stage plays have the unique ability to engage the audience in a way that recorded media can’t. But a play that doesn’t have its characters jump off the stage and talk to audience members is still a play.

Videogames have the unique ability to let the audience take control over the narrative and the cinematography and explore the world at their own pace. But a game doesn’t have to completely relinquish control to the player to still be a game. The question a game developer needs to ask is: does interactivity add something substantial to the experience? If so, then congratulations, you’re making a videogame. If not, then you should make movies.

And some of the greatest moments in games have come about when the game took that control away from the player (BioShock), injected something the player couldn’t have predicted and wouldn’t have caused to happen on his own (Portal), gave the player only an illusion of control (Half-Life 2), or manipulated that sense of control so that the character’s motivations were at odds with the player’s (Shadow of the Colossus). In all of those cases, interactivity was crucial to the experience.

The problem is that we don’t have a perfect example yet. Each one of those games has at least one example of meaningless interactivity, where the story isn’t truly advancing, and the game is just throwing the player a bone to keep him occupied. But instead of focusing on where they fail, it’s more constructive to understand how they succeed: how each one tests the limits of interactivity and linearity and shows what works and doesn’t work. The definition should focus on the potential of interactivity, not the limitations of it.

The whole “games are not movies” argument is particularly silly when you look at what’s going on with every other medium in the context of that “synthesis” that Dyack was trying to talk about. More than ever before, we’re seeing the lines between “high art” and “low art” disappear, replaced with “good art” and “bad art.” We’re surrounded by remixes, mash-ups, adaptations, “re-imaginings,” re-interpretations, both literal and conceptual: one of the most popular television series is a pastiche of philosophy, sci-fi, soap opera, and action; and another popular movie is an adaptation of an attempt to test the literary potential of comic books. Insisting on a narrow definition of a medium is antiquated; we need to stop thinking about what games must do and get back to testing the limits of what they can do.

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