Showing posts with label meta-criticism. Show all posts
Showing posts with label meta-criticism. Show all posts

Thursday, September 4, 2014

I Am Andrew Carnegie

I.

I surveyed the land, then built my home exactly where I pleased: just far enough away from the railroad station and center of government, but close enough to them for easy access. Right on the river, with a nice view. Knocked down some old-growth trees and local flora to do it, but the land was mine to command.

Then I expanded the mansion, until the gaudy gold-plated curiosity became the centerpiece of the town.

I put down sidewalks where I wished, then razed them, then put them somewhere else. I added landscaping, cut down trees, planted strange and foreign orchards in their stead. I financed the expansion of a museum, then filled it from my own personal collections of art, antiquities, and hunting trophies.

Eventually, I built monuments to the greatness I had achieved, and even made clear my full ownership over everyone and everything I surveyed by redesigning the town hall to my satisfaction.

I exist to build, to buy, to expand. To be is to consume: I partake solely of the natural resources; I clean out the shops. I spend and save and spend and resell and give, strategically, knowing I will receive tokens in return.

I rule: not through election, but through the power of my pocketbook. The world is mine to command, because I have wealth and privilege. But I must do so lightly, and with compassion. With great wealth comes great responsibility, and my fortune is not for me alone. I spend it helping to better the lot of the working classes, to add art and music to our town. I pay for renovations, and bring in public goods and services.

In Animal Crossing: New Leaf, Nintendo has created the perfect capitalism simulator. Or perhaps a simulator of capitalism as perfection. It is the ideal game for the 19th century.

I rule the town of Villains -- or properly, I suppose, New Villains. The first is but a rust-belt ruin waiting hopelessly for young blood that will never come, languishing away without industry or income on an Animal Crossing: Wild World cartridge I misplaced in 2012.

For 243 days, I have dominated. I have built a paradise of unfettered but benevolent capitalism, one fruit, fish, and bug at a time.

I am Andrew Carnegie.

I am John D. Rockefeller, J.P. Morgan, Cornelius Vanderbilt.

I am that which founded and which underlies the 20th and 21st centuries, both for good and for ill.

II.

I believe in public art.

DC is a woefully impersonalized city. Planned and regulated from the start, and required to support its residents without any support for them, it lacks in personality.

But it still has a soul.

Its soul is money and greed and power and craven climbing but sometimes, sometimes, its soul sings.

There was a jazz trumpeter, a good one, busking his heart out at the Metro station this morning.

It's 2014. I pay for my morning coffee with my phone. I never have cash.

I found my reserve parking meter quarters, put them into his case, and used them to hold down a $1 bill that kept trying to fly away.

He couldn’t chase it. He was playing.

There are many buskers. I need to carry more cash.

III.

I support somewhere between 5 and 10 people on Patreon. I forget how many. The number just keeps going up anyway. I will continue to do so for as long as I have a salary and budget with room for discretionary spending. I am duty-bound to pass along my privilege and good fortune where I can.

I hate Patreon.

I hate deciding which of my talented friends and peers deserves $2 for hard work well-done and which of them deserves $0.50. I hate deciding that I shouldn’t support friends who are popular, because I have less-popular friends who need the money more. I cringe at the thought that anyone might feel they owe me anything in their work, or that they owe me any work at all.

I would like to buy a magazine. When I buy a magazine I do not have to decide what percentage of my $5 goes to the cover story and what percentage goes to two other shorter but no less important features and what percentage goes to opinion columnists and what percentage goes to photographers and artists and editors and layout artists and and and and and.

The magazines aren’t on Patreon.

They’re on Kickstarter. Same problem. Different tools.

I hand over my credit card number. If people whose work I believe in are going to be forced to busk hat in hand, when the world won’t pay them honest salaries for honest (so raw, so honest, so good) work, then by god I will be their patron.

At least I don’t need cash.

IV.

A pop culture journalist writing about the events of the past terrible month wrote to me this week to ask why I left gaming journalism.

In the course of conversation, I told him that one of the things “they” never tell you when you’re growing up is that leaving a job can be every bit as much of a relief, if not more so, than getting one.

My reasons were deeply personal and somewhat accidental.

My reasons were completely impersonal and utterly systemic.

I’m not sure my reasons matter.

V.

The fight destroys careers and lives and jobs.

The fight is for careers and lives and jobs.

VI.

I am not Andrew Carnegie. But his is the role I play.

Thursday, December 1, 2011

The Golden Days

It's a balmy spring day in New England, almost certainly in 1988.  It's late April, probably; the air smells of mud and grass and growing things and we unruly kids have been sent to go play outside.  I'm at Tommy's house, on the next street over from mine, and some other kids -- one each of our two neighborhood Matts, Brians, and Corys, and Brendan (my later first crush) -- are there too.

We're on the swing set, playing Ghostbusters until we get bored and someone announces we should play pirates instead.  I pick up a well-balanced stick and give my mightiest "ARRRR," until one of the boys says: "No, you're the princess.  Girls can't be pirates!  We need to rescue you."

I hit him with my stick for a while and claim it's "fencing."  Eventually a truce is reached and a compromise made: I'm the Princess Pirate.  Childhood harmony temporarily restored, we take to our "ship" with gusto.

You know what "princess pirate" gets you by the time you grow up?

(Not even close to the most risqué costume image I could have chosen.)
Also sometime around 1988, these friends started to get NES systems as Christmas and birthday gifts.  (I got mine in very late 1993.)  One day, I asked for a turn at Mario after one of the boys botched a jump and had to restart his level.  It was a no -- but rather than "it's my turn still" I got, "Do girls even play Nintendo?"

Well, this girl would have.  And years later, when I could buy my friend's used NES for $25 with my saved-up babysitting money, I did.

This past month has seen a lot of social justice talk in the broader, mainstream game-sphere.  Kotaku, whether through a desire purely for pageviews or through a desire actually to engage with the world-that-is, has (re-)published must-read, knockout pieces by Denis Farr, Leigh Alexander, and Mattie Brice that collectively have stirred up nearly all of the bottom-feeding muck and slime to be found in the gamer community.  On top of all that, this week writer Tom Bissell is in the news, first for having been offhandedly sexist for no reason and second for having issued one of the better public apologies I've ever read.

Naturally, there's a lot of push-back.  Any discussion of gamers who are female, any kind of queer, any race other than white, or indeed any other non-dominant population tends to kick up a fuss.  Some of it just goes under the heading of trolls, or "haters gonna hate."  But what's most disappointing and frustrating to me is when gamers who could, in theory, be allies say: "Why don't we just talk about the games?  Whatever happened to having game sites just be about games already?"

A selection of Kotaku comments

It's not necessarily done as an intentional derailing tactic (though it is above), but the effect is just the same.  In short, it tells a whole set of players that our experiences don't matter.

For clarification from Dennis, see below.

Because for many of us out there who aren't the "right" sort of gamer?  It has never, ever been "just" about the games.  From age seven, in second grade, when the boys in my class asserted that girls don't play Nintendo.  To age seventeen, in high school, when despite using a girly alias and telling everyone I was a girl, the guys all called me "he" when I won science-fiction trivia games.  To twenty-seven, when I started to understand that just because my Lone Wanderer looked female, didn't mean the game's design treated her that way.

"Can we just play the video games?"  Sure.  As soon as conscious and unconscious sexism vanish from the stories, the art, and the reviews.

Culture exists, and we all must live in it.  Our culture means that if you're the girl at the party, you might have a really hard time getting the guys to let you in on GoldenEye.  It means that if you're the girl behind the counter at the GameStop, you have to deal with a constant level of leering and commentary that your male co-workers never get.  And if you're the girl, it means that any time you try to talk about the uphill battle, you're going to get smacked right back down.

The end result is exhaustion.  Swimming upstream against culture is tiring.  And journalist Tracey Lien is right: it's not just one incident, or just one joke.  It's every last one of them.  For many of us, life is a pile of these.  There are no "simpler days" to go back to.

Bingo.

source
The ability never to be alienated by the games we play or by the people who play them is the very core of privilege.  Bust out that p-word and gamers get riotous, but there's no way around it.  Despite all of the crap that's been handed to me over the last three decades, I have privilege by the metric ton.  I'm as white as white can be, identify perfectly well with the sex and gender I was born with, and have almost exclusively heterosexual attractions.  In those senses, I'm pretty thoroughly represented in game worlds, plots, narratives, and characters.  Further, I have two good hands, two good eyes, and two good ears -- so I'm pretty thoroughly catered to in terms of game mechanics, audio-visual design, and control schemes.  For a number of my friends and peers?  The layers of crap to deal with just never end.

The golden days of everyone being able to "just play a game," if any such days exist, are ahead of us still, not lying dormant in some sepia-tinted past.  They are the same as the golden days of all our other pop culture and pop art: lying in a society that's come to terms with understanding sex, gender, race, and a whole lot more.


Wednesday, September 21, 2011

Win, Lose, or Fail

A bunch of gaming writers have recently cycled back around to one of the most foundational questions of our art.  No matter what perspective each of us prefers, no matter which lens each of us uses, down at the bottom there's a single question even more important than the perennial argument of "Are games art?"

Our core issue is this: what are video games?

Michael Abbott over at The Brainy Gamer launched this most recent salvo with Games Aren't Clocks:

I say it's time to let go of our preoccupation with gameplay as the primary criterion upon which to evaluate a game's merits. It's time to stop fetishizing mechanics as the defining aspect of game design. Designers must be free to arrange their priorities as they wish - and, increasingly, they are. Critics, too, must be nimble and open-minded enough to consider gameplay as one among many other useful criteria on which to judge a game's quality and aspirations.

This caused a nearly instant rejoinder from journalist Dennis Scimeca at his personal blog, Punching Snakes, in which he asserted that actually, Games ARE Clocks:

Video games can afford to suffer some modicum of technical errors and still be playable – we routinely look past the regularly-scheduled bugs in Bethesda titles all the time without letting them ruin our fun – but if their mechanics are so broken so as to preclude play? Without play, there is no game, at which point nothing else matters.

I think the salient aspect of Abbott’s post starts midway through, when he expresses his frustration with the term “video game.” Rather than trying to redefine what the term means, in order to fit everything inside the same, comfortable box, however, I think we need new language entirely.

A few paragraphs later, he continues:

I might argue that The Sims has never been a video game, for the same lack of victory conditions. It is a simulation, a digital sandbox, and winning or losing has nothing to do with it. When competition ceases to be part of the equation, I think an object’s definition as a game should immediately be called into question. We don’t do this because even if we determined that “video game” no longer works as a descriptor, we have no fallback positions or options available.

It's an interesting debate, to me, because I think that in their own ways, both gentlemen are quite right.  Games are more than the sum of their mechanics, to many of us, and the word "game" is also loaded with connotations that may not apply to our modern interactive narratives.

Where I've gotten caught up, though, is in this idea of "winning" and "losing."  I don't think they've been the right terms to discuss game completion for a very long time.  BioShock isn't chess,  Plants vs Zombies isn't basketball, and Tetris isn't poker.  How do you decide if you're "winning" the character arc of Mass Effect, Fallout: New Vegas, or Fable III?

At its most basic, a game is something playable.  Whether it's got a story or not, no matter the genre, system, or type, a game is something that requires player input.  You, the consumer, are in some way integral to this experience.  Whether you push one button or speak a word into a microphone, whether you wave your arms at a motion sensor or deliberately hold still when you could act -- a game requires you to contribute.  That's the sum total of the agreement on our current definition of "gaming," and really that's quite a low bar.  Small wonder, then, that we keep looping through these arguments.
We don't just have a win / lose dichotomy anymore.  We do have completion and backlog; we have sandbox and short story.  But every title I can think of -- every title I've ever played and a thousand more I haven't -- has either a failure state or a success metric, and some have both.  Our metrics aren't necessarily competitive, and they might be imposed by the player rather than intrinsically by the game.  There are little successes and big ones, game-ending failures and completely surmountable ones, but every pixellated problem I've ever pounced on has at least one or the other.


(If at first you don't succeed, you fail.)

Writing about L. A. Noire and death in gaming back to back started me down the path of contemplating the failure state in general.  I hadn't really given it any thought before, but recently I've started to understand just how important it is.  Coupling the failure state with the success state (and no, they are not necessarily binary opposites) creates pretty much our entire dynamic of gaming.

Depending on the sort of player you are, this is either a total failure, or a smashing success.

While I was starting to muse aloud on this idea on Twitter, Mattie and Line challenged me with The Sims.  That challenge leads to a critical point: player-determined goals are still crucial goals.  Your Sims can fail at their own little lives: going hungry, getting fired, burning the house down, or getting dumped by SimSpouse.  But it is common to play the game aiming for maximum drama in SimLives -- so, the argument runs, those aren't failure states at all.  They're successes.  That's all well and good, but the players who want SimHouse to burn down still have failure conditions available: the scenario in which the house, in fact, does not burn down.  The standard failure and success metrics, as envisioned by the designers, might be reversed but there are still measurable goals present, waiting to be accomplished. 

To a certain extent, most success goals can be said to be player-determined.  What's true success in Peggle: beating the story mode, or going back for an Ace and a 100% on every level?  What's good enough in Tetris: getting to level 10?  Beating your own old high score?  Beating someone else's?  What's a successful play-through of Mass Effect: paragon, renegade, or somewhere in between?

Even in Minecraft, the most popular sandbox to come along in gaming since die were first rolled for stat sheets, there are successes and failures.  Both wear many faces, of course.  But success can look like this:

Image source: http://www.kevblog.co.uk/how-to-build-a-hollow-sphere-in-minecraft/

And failure can look (comically) like this:



Creation and destruction are player goals, rather than creator goals, but the game itself is still a set of tools that enables the player to achieve those goals (building a nice house, which is the sum of many smaller goals) or fail in them (committing accidental arson while installing the fireplace).

A huge amount of our gaming, though, is deliberately narrative.  Most of the games that I play certainly are.  This year alone has seen me in Fable III, Portal 2, Enslaved: Odyssey to the West, Fallout: New Vegas, Bastion, L.A. Noire, both Mass Effect titles, and another dozen or two that I can't immediately call to mind.  These are all cinematic stories, designed with beginnings, middles, and ends; the mechanics of their telling are a vehicle to carry us from plot point to plot point, mainly via weaponry.

Stories don't have failure conditions, but they do have endings.  Story-based games often have clear fail states, though, and that's the game over screen.  Your character has died, or the setback you face is so adverse there can be no overcoming it.  Game over, mission failed, you suck at shooting bad guys so your planet is destroyed.  Go back to a save point and try again.

Of course, sometimes they're just kidding about "game over."

But a game like Mass Effect doesn't need to rely as heavily on the fail states (though the game over screen most certainly exists), because its relying on the player input to define the character.  We care about keeping Shepard alive in the face of certain doom, but we tend to care more about whether she aims for diplomatic solutions, or shoots a guy in the face.  A failure state in Mass Effect 2 doesn't look like the game over screen given to the player if a mission goes bad; it looks like being unable to keep one of your crew members loyal, or like being unable to keep one in line.  We're playing to achieve the successes, in whichever form we feel they take, rather than to avoid the failures.

Most narrative games don't take the "define this character for yourself" trajectory that BioWare titles are famous for, of course, but they still rely on that delicate combination of success and failure.  If you're playing Phoenix Wright, the game is completely on rails.  But it has fail states: you can press the wrong statement or present the wrong evidence.  You need to have a decent understanding of what's going on in order to make correct accusations and put the evidence together properly.  And you can get it wrong to the point of seeing a "game over" screen.  (Unless you're me, and save compulsively, and reload if you're doing badly.)  Success in meeting goals -- finding evidence, correctly questioning a witness, or surviving a cross-examination -- will advance the story to the next set of goals. 

Purple's the evil one.
My most beloved games of old literally do not have a fail state.  The classic LucasArts SCUMM-engine adventure games -- Monkey Island 1 and 2; Day of the Tentacle, Loom, and more -- were revolutionary in that the player literally could not get permanently stuck or die.  (As compared to the Sierra adventure games of the era, which were death-happy, or to older games like Zork, where you could waste hours playing on past the point where you'd already screwed yourself over.)  Rather than ending with failure, the games rely on continued success.  These stories have natural bottlenecks built in: the narrative will not continue until you figure out what Bernard should do with that hamster or how Guybrush can use the rubber chicken with a pulley in the middle.  There are items that need to be found, contraptions that need to be built, and discussions that need to be had in order for the player to progress.

In a sense, these games -- of which you could easily argue L.A. Noire is the most recent descendant -- are very proactive.  Reliance on cut-scenes is very low and mainly, non-playable sequences are just showing the consequences of whatever action the player just took.  The absence of a game over screen may remove a certain kind of tension from the story, but it also removes a major source of potential frustration for the player.

With all of this said, it's true that not every game has a visible set of goals, or any available success or failure metrics.  There are titles out there that deliberately subvert the very idea of success and failure states; this is where I would say the avant-garde of gaming truly lies.  From one point of view, The Stanley Parable has six failure states.  From another point of view, it has six success states.  What it actually has are six conclusions and ways to reach them, the ultimate meanings of which are left to the player.  None are particularly desirable (at least, of the ones I saw); nor is any one better or worse than the others.  An existential crisis in every box!

The Path is another art game that subverts the idea of success and failure states.  There are six player characters; each girl has a starting point and is told to go to an ending point via the given path.  The game, such as it is, happens in the experiences along the way; the journey is the destination and the destination is incidental.  Grandmother's house is more of a concept than a crucial place to be.

One of six sisters finding maturity, sexuality, and experiential horror between home and Grandmother's.

The avant-garde exists deliberately to undermine the tropes and tools of our media.  That's what it's for, and I have long thought gaming would truly come into its own as an art form when a thriving independent and avant-garde scene could generate new ideas that would, in time, filter into mainstream development.  Film history and the histories of other arts have evolved along this path, and evolving technology and the ubiquity of distribution venues (i.e. the internet) have now made the production and release of art games common.

Aside from deliberately subversive arguable non-game experiences like The Stanley Parable (see Line Hollis for links to and reviews of more obscure art games than you can imagine), I don't think I've ever played any interactive digital experience in the "game" category that didn't have either some kind of failure or some kind of success built in.  Even the visual poem Flower partakes: you can't really fail (I was dreadful at using the motion controls, but as I recall you just keep trying, except perhaps for the stormy level), but as with a classic adventure game, you do need actively to succeed to continue.

If a game had absolutely no success metrics or failure states in any form, whether intentional or untentional, direct or subverted, dictated or player-driven, would it still be a game?  Maybe, in the same way Andy Warhol's Empire is still a film.

So, after all of this, we come back around to Dennis and to Michael.  As much as I think Dennis is wrong to assert that these digital experiences we all enjoy aren't "games," he's also right.  That is: we have to use the existing vocabulary for the time being, even if only to transition away from it as our discussion evolves.  We've only got so many words right now, and we -- players, critics, and designers -- need to be on the same plane to communicate.

But is "video game" really the right term for the transcendent, new immersive-media experience Michael seems to covet?  As long as those experiences have discrete goals, and as long as player input determines the failure or success of those goals, I think we can use the words we have.  We have a while yet to revisit our lexicon; I hope we've decided what to call the experience before we get to the point where the Holodeck actually shoots back.

Monday, September 12, 2011

Hardcore Scrabble

I tend toward perfectionism, I admit, and toward completionism.  These are (especially together) nearly as often failings as they are virtues.  Still, we all have our own issues and despite my drive toward achievement I tend to shy away from competitive games; I don't like to get into contests that I have no chance of winning.

It's not that I need to win all the time; rather, it's an awareness of my weaknesses.  I'm an overweight asthmatic with a bad knee; I wouldn't enter footrace unless I planned for some reason to place last.  I do enter trivia contests, because at least there I have a chance to rise or fall on my own merits.

This means there's a genre of gaming I tend not to tackle.  I stick to single-player games, whether narrative or competitive, or occasionally to cooperative multiplayer games.  I don't want to put myself in an us-vs-them situation either on my own merits or as the weakest link of a team.  Competition is, of course, easiest with the gaming partner who lives with you, but I'm particularly adverse to competing against my spouse.  It's a level of marital discord that I simply don't need.

But speaking of my spouse, thanks to deals on sites like Groupon and LivingSocial, we manage to get away once or twice a year on little, inexpensive-but-lovely B&B trips in the region.  (There are rather a lot of picturesque country getaways within a 3-hour drive of Washington, DC.)  We take these trips as a time to unplug, but sometimes find ourselves with some quiet afternoon or evening time to fill.

As it turns out, nearly every B&B on Earth seems to have a Scrabble set somewhere.

Not a euphemism: we play Scrabble on vacation.

 Here's the thing I like about playing Scrabble with my husband: we're both terrible at it.

I'm great at thinking of words, but without the right tiles in hand or the right spaces on the board on which to put them, it doesn't matter.  Meanwhile, his strategic sense is better than mine, but I have an unerring ability to steal exactly the letter he was going to build from on his next turn.

We're both awful.  And we're matched 2-2-1 over the last year's worth of trips, from Labor Day weekend 2010 to Labor Day weekend 2011.  And we both stay awful, and thus the games, while competitive, remain fun and not hostile.

Here's the thing about gaming: we really are all designed to overlearn the system.  It's just how games and players work: we look at a system and then we dismantle and master it.  And it's something each of us does methodically (though methods vary), up until the point where the pleasure wears off.

That "splort" is so damn satisfying.
When the pleasure wears off, some of us quit.  I don't tend to play Fruit Ninja much on my phone anymore, because I reached a mastery plateau: incremental increases in high score take far too much play time, and suck the fun out of the attempt, making it instead a grim, pulp-covered death march to the next "correct" move.  Others double down and find a new pleasure, in the competition itself.  When you've mastered the game, you no longer derive joy from your own high scores -- pssh, of course you're awesome! -- but from knowing your score beats others.

When the going gets tough, some of us go for a walk outside and some of us plan to become national champion.  It takes all sorts.

When we talk about "casual" gamers vs "core gamers," I don't actually think we mean the type of game each camp enjoys.  There are Boggle and Scrabble players who will absolutely school you, and who make it their mission to do so.  Somewhere out there, there's someone who's gotten a 100% and an Ace on every level of Peggle and Peggle Nights.  In EQ2, there are folks out there who are so hardcore into the crafting system (and just the crafting system) that they know more about it than the dev team does.  And no matter who you are, someone out there is way more into (and better at) Wii Tennis than you.  Meanwhile, there are folks who play Call of Duty once or twice a month for fun, gamers who pop into World of Warcraft occasionally just to chat with buddies, and players who don't care about their KTD ratio in Halo or Counter-Strike.

When we collectively talk about gamers and gaming, though, we tend to separate the "casual" and "core" gamers by their preferred genre.  There's a definite dismissive attitude ingrained in the culture: "Mom's not a real gamer, she just plays Facebook games."  And yet, what if she plays them consistantly, constantly, to a point of true mastery?  And of course, even a competitive PvP game isn't really good sport if girls are winning.

From my point of view, I think one of the biggest challenges we have in talking about gaming and gamer populations comes from our whole really being made of two halves.  This is where the constant (and somewhat exhasting) ludonarrative debate comes from, among critics and writers.  In short: when we talk about games, are we talking about their rules and forms of mastery, or about the stories they tell?  Both, or neither?

Seriously, more time on animation than on fighting.
On the one hand, we have a physical challenge, one that can be mastered and set aside.  But in our biggest games, the skill or reflex mastery comes paired with a narrative that has to run its course regardless of the player's level of accomplishment.  For the first half of Divinity II, the fights are too challenging; for the last third, they're far too easy.  When starting a Japanese-style party-based RPG like Chrono Cross, fights begin as an elaborate process that you can have difficulty learning -- but then, aside from bosses, descend into farce, taking up your time with repetitive intro and outro animations and fanfares.

A film director can and does control the pacing and delivery of the entirety of his product.  A game designer has more trouble with the pacing.  If a game is strictly, 100% linear with no deviations, it's a niche product: an interactive novel, or the game-film.  The tautness, delivery, and coherence of Heavy Rain varies depending how you play it.  One way it's a thriller; another way, it's slightly disconnected; a third way, it's a drama.  In the end, though, there are a total of four characters and 12 endings, and so David Cage and Quantic Dream are able to shape it to their whims.

There's only one way to play Phoenix Wright: Ace Attorney, and only one way to play Uncharted.  But there are a dozen ways to play Mass Effect.  Can BioWare forsee that I'm going to go search every planet and complete every side quest in the galaxy?  Can they predict which one I will finally skip?

For me, of course, the answer is back up there in the first sentence: I tend toward completionism, and will perform, and try to master, every skill a game sets before me.  Now if you'll excuse me, I have to start a New Game Plus in Bastion.  It has these proving grounds, you see...

Thursday, July 28, 2011

Are games fun?

A couple of months back, Your Critic and another blogger started an e-mail exchange on the subject of "fun" as a measure of success in gaming.  He began: 
"Some people are uncomfortable with "fun" being reason for a hobby and maybe it doesn't need to be a primary driver (I don't think knitters or woodworkers talk about "fun" as much as they talk about fulfillment, creating stuff with their hands, camaraderie, etc but i could be wrong). Ignoring "fun" though, in my opinion that's how we end up with shit like Heavy Rain or The Passage or whatever - games that place "meaning" above "giving people an actual reason to play this" (aka fun). It seems like the people who defend "fun" either end up as trolls or as pure designers talking about practical problems or both, like danc's essay on criticism."
He then moved on to Child of Eden, which a number of folks had been ardently discussing on Twitter.  [I won't be able to play it until the PS3 version is available, so although I appreciate the suggestion, folks, it won't be up on deck here any time soon.]
[I]t's also a legitimately great narrative. Not through the text which is sparse and heavy handed ... but through the actual game mechanics. And I think at some point we get so trapped up in fun / not fun and story / not story that we forget that text is not the only way of telling a story -- level design, enemy design, the basic mechanics are all ways of telling a story and as a bonus they are "game-y" aka not incompatible with "fun". They can set a mood that is both weirdly serious ... without being overly tedious ... unlike other "arthouse" games where the tedium and repetition are "the point" (i am guilty of this!!!) . You can't just go on youtube and watch the cutscenes to get the narrative part of it (like I should have done with Enslaved), you actually have to participate in it to understand it. 
Zach's argument resonated with me for a few reasons.  For one thing, at the time, I was in the middle of Enslaved and he's right about its total failure to use game mechanics in any meaningful way.

He raised a really valid point: those of us who spend a lot of time discussing the various artistic and narrative merits and failures of games often try to avoid "fun" as a measure of success.  For one thing, it's so subjective as to be meaningless: plenty of people seem to think that Mortal Kombat or Gran Turismo or flight sims are fun, and I personally would rather watch paint dry.  And then there's that other, more dangerous angle: the new and growing mainstream understanding of gaming as something not just for boys under 17 is really hard won, and none of us want to encourage a backslide.

So I thought about his e-mail for a little bit, and came to this conclusion:
"I think you're right that "fun" is the wrong metric for discussion -- although it's probably a really good metric for, "Is this worth sixty of my dollars?"  I'd actually remove "fun" and replace it with "pleasurability."  Pleasure comes in many different forms, and sometimes mixed with pain, as it were.  Thus, pleasure to be found in sad or tragic stories, or even in terror (horror films, roller coasters, whatever).  Pleasure comes in conquering a system (something knitters do just as much as gamers) or in solving a problem (gardening, knitting, gaming, woodworking, pretty much everything).  ...  Where do we derive the pleasure from gaming?  Is it from seeing a pre-defined narrative unfold?  Is it from participating in the unfolding of that narrative?  Is it from conflict?  I think the answer to all is "yes" and also "no" and also that there are a hundred more reasons."

Our discussion continued, and meanwhile the wheels in my head kept turning.  I am only one gamer, only one set of preferences.  There are loads of genres and games out there that don't appeal to me in the slightest and yet developers who produce those titles make millions upon millions of dollars annually.  So why do people play them?

So I decided I'd ask people who play games.  All told, across the blog comments, tweets, comments elsewhere, and e-mails, I got about 45 responses.  For the record, I love every single response and I had a phenomenal time reading them, so thank you a hundred times over to everyone who gave me an answer.

First -- there is a sad note running through the comments I saw: an enormous amount of self-doubt and insecurity.  A half-dozen responses explicitly fell along the lines of, "Well, I don't think I count because...," or, "I'm not good enough so..."  To each and every one of you, I lovingly say: bullshit.  Don't let the hardcore loudmouths drive you away from a thing you enjoy.

"Why do you game?" is a more complicated question than it appears at first, and many respondents ran into that wall of complications where they weren't expecting to find it.  Even so, though, the answers very clearly fell into a few distinct categories. The answers broke down into two philosophical areas of thought: "Here's what I like," and, "Here's why I think I do it."  I went all quasi-scientific on this information (my day job has "analyst" in the title, I'm that kind of person), sorting the answers into some rough buckets and tallying the responses.  Nearly everyone had more than one major reason for playing games, but only a small handful of folks gave more than three or four.

A full 50% of answers fell into the category I rounded up and called "Goals / Accomplishment / Success."  I decided that the urges to solve problems, accomplish goals, complete quests or missions, or to understand systems were all similar enough to group together.  My own professed desire to feel "clever" while gaming would fall into this bucket, as well as answers like:

  • "The nice thing about puzzle games is that there is an answer, and if you work hard enough, you will find it.  Wish the same could be said of the real world..."  (roleplayinggirl)
  • "This is possibly why I mostly focus on rpgs & mmo type games.  Generally, unless the game is terrible, I get up from a session feeling like I "accomplished" something, even if that something is as mundane as gaining a level or just moving through a story arc."  (Andy)
  • "For some games, it's the feeling that I pulled off something complex, like combos or special moves in fighting games. When I was a wee lad, the shoryuken was a really tricky maneuver, and I still feel a bit smug when I can hit a jumping opponent with it."  (Matt Smyczynski)
A common thread across these answers was the desire to complete actions or solve problems that aren't available in the real world.  Day jobs and kids are far messier than any quest journal, and real problems tend not to be easily solved or to come with a guaranteed reward at the end.  One of the best summaries of the real-world impossibility problem came from this commenter:
I game because life is too short.

I want to be a surgeon, I want to be a plucky lawyer, I want to be a goddamn Space Marine. I want to fly a spaceship and manage an empire and escape from the ruins of an insane corporation and fight the forces of evil. I contain multitudes, as the saying goes, and not all of them are always satisfied with being a sysadmin (which is just a game anyway).

I can't do all those things because, besides the fact that some of them are impossible, there isn't enough time. To be good at something, to really accomplish things in the real world, you have to commit yourself, focus, and iterate. That's its own joy but it takes exclusivity. You can't commit to everything, so I do a few things for real and I want to do more for pretend. 
(timothyalvin)

Following from real-world impossibilities and the desire for problems with actual solutions, a full third (34%) of the answers also specifically called out gaming for escapism, for relaxation, or as a coping technique.  A set of tangible goals, placed in a world (narrative or otherwise) with specific parameters and unbreakable rules does indeed have appeal as a method of dealing with the chaos of life.  Another solid third (32%) mentioned that gaming help them stay in touch with friends and family, and form the basis of a true social connection:
  • "It allows me to cope. I have depression and some unfortunate living situations and gaming has helped me stay afloat. Though it's also a bit of an outlet, since I get really, really into the games and let off some steam."  (ashpanic)
  • "I also like the social aspect of games (even though I'm an introvert!).   I like doing stuff in a team, and enhancing the team."  (Doctor Jay)
  • "I enjoy the social interaction of playing a game you love with other people who also love it, whether it's online or right there in your living room. I do prefer the teamwork aspect (us versus the game) than direct competition (us versus each other), but both are enjoyable. My stepdaughter has lately been chopping me into tiny pieces when we duel with our lightsabers in The Force Unleashed. Rather than being upset by the shame of being pwned by a 13 year-old girl, I couldn't be more proud."  (Doug)
  • "Escapeism during a workday which I play lots of mobile games, plus most of them are fun. Another reason; games are using your brain to think a lot which I like the challenge i.e. Portal, Uncharted. And games are great socializing with people off or online i.e. build friendships. without games my lifestyle would have been different not for the better."  (Joe)

Narrative gaming, though, is clearly where it's at.  Over 40% of the answers cited stories and storytelling, and of those a high number specifically referenced what makes games different from other media.
I've always liked storytelling, and interacting with characters. My dream since I was little is that I can change the world and I matter, and games can fulfill that feeling for me. Because of the immersive nature of games, I think that they can easily rouse feelings, though I especially like it through the narrative. You care about the story and characters more because you are a part of it,  instead of merely observing; the game can't go on without you.  (Galatea)


I like stories, especially grand epics, and I think video games are the perfect medium for telling them because they're interactive rather than passive and fluid rather than static like movies or novels. In some games (Fallout, any BioWare game) I have a role in crafting the characters so I care more about them. In others (Left 4 Dead 2, Arkham Asylum) I have a role in keeping them alive. To my taste, games largely replace the need for adventure/fantasy/action/sci-fi movies and novels.  (RedJenny)

I promised I'd give my own set of answers after I got to hear from everyone else, so here it is:

I like to feel clever.  I truly enjoy solving problems, unraveling mysteries, and feeling like I accomplished something.  So finding a way out of a sticky situation gives me a rush, as does wrapping my head around a complex problem, as in Portal.

I like feeling like a badass.  It's not that I think for a second that I could do what Commander Shepard does; I'm a writer and a gamer and Shepard's physical ability puts most marathoners to shame.  But I love being in her skin for a while.  It's role-playing for a reason; I enjoy peeking into other stories and souls for a while to see what makes those characters tick.  Drama's where it's at, and although I try to keep it out of my own life, I like living vicariously through fictional people.

And last but not least, I'm a sucker for exploration.  Give me a map and I will uncover every nook and cranny it has to offer.  I will climb the mountains around the Capital Wasteland to see where the invisible walls kick in; I will go right to the perimeter of every castle and prowl the walls looking for loose stones; I will explore every wall in every corridor of every mine and dungeon just to be sure I didn't miss something interesting in that last square inch.  (Back when I started playing EQII, the first thing I did with my level 11 Predator was sneak around the entire perimeter of the Commonlands, and take the griffons over the middle.  I died many times, exploring that way, but when the rez points were in a location I hadn't explored yet I considered it a fortuitous shortcut.)

So where does all this leave us with "fun?"  It turns out (to me, unsurprisingly) that players are smart enough to break that one down for themselves.  A scant three (3) people used that word, and the ones who did qualified it.  Enstarstarstar sums it up just the way I would:
because i can, and because it's fun.

or, put slightly longer: i game sometimes to relax, sometimes to be thrilled, sometimes to laugh, sometimes to escape, sometimes to challenge myself, sometimes to compete, sometimes to socialize, sometimes to immerse myself in a story, sometimes to fit myself into a world, sometimes to kill time, sometimes to kill, sometimes to think, sometimes to fly, and sometimes to be a jedi.

it all depends on when, where, why, and with whom.
So say we all.

Wednesday, May 25, 2011

How Portal 2 became a domestic World War 3

I follow #AltDevBlogADay on Twitter.  It's true, I don't understand most of the heavily technical posts or discussions (a coder, I am not), but I do find it fascinating to see what industry and development trends designers are talking about.

And every now and then, there's a true gem that I do understand.

Mike Jungbluth, today, shared a post called, "What does your game believe in?"  It's a fairly lengthy piece (albeit shorter than most of the ones I write here, heh) but has a couple of crucial excerpts:
From the characters that we control, the world they live in, and how the player interacts with each, if the core beliefs are consistent and persistent, that will be felt on an incredibly deep level. In fact, you could even call it the heart and soul of a game. That sort of special x-factor that helps to make a game feel more alive than even a bigger budget game sitting next to it on the shelf.

But like having beliefs in real life, it is a double edge sword. As soon as those beliefs are called into question, your entire reality can become questionable. The deeper or more core to the person or world the belief, the further everything can come crashing down the moment they are betrayed.
And:
Beyond just model sheets and reference for movements, really think about what drives the character forward. What has lead them to the point they are at when the game starts, and where do they draw the line in their world, as to what they believe in. Do their beliefs change or grow as the game progresses?


Do they mind getting their hands dirty or are they reluctant to do so? Both can allow for the same overall gameplay and creation of assets, but being aware of what they believe can make what happens before, during and after all the more meaningful when the animations or dialog matches those beliefs. This goes for not only the character, but the player. In fact, going a step further, this is how we can even begin to color the player’s beliefs, and make them question their own values versus those of the characters in the game.

One thing I love about this article is that, without using the exact words, it basically translates into: "HEY PEOPLE.  WRITE REAL, FULLY FLESHED-OUT, PLAUSIBLE CHARACTERS IN YOUR GAMES."  That's a piece of advice I can most certainly get behind.

It's worth observing, here, that both times I have attended a panel on female characters in gaming (in 2009 and again in 2010, both at PAX East), the conversation around character writing quickly lapses into a festival of complaints.  Our female characters are badly written and one-dimensional, the cry goes -- but someone quickly adds, "And so are the men."  And it's often true.

As the article cited above itself points out: Nathan Drake has all of the depth and consistency of a washcloth.  I love the Uncharted franchise but that's kind of in spite of itself.  Drake is a fun character but Jungbluth is completely correct to observe that cut-scene Drake and player-driven Drake basically have two completely different sets of beliefs and priorities, and I find that sort of writing jarring.

On the other hand, Bioware is renowned for putting breadth and depth into their character writing, and for making plausibly character-driven games.  The Dragon Age and Mass Effect franchises have now become bywords among gamers looking for thoughtful character and narrative design.  And their titles are selling, and selling well, so there's definitely hope for more of this kind of design in the future.

"But wait," you ask.  "What does any of this have to do with Portal 2?"

One of the longest, deepest arguments Your Critic and her spouse have ever had (and we've known each other since 1997) took place during the first week of Portal 2's release.  It happened in slow motion over three days and was, frankly, exhausting.  And what caused this argument?

In its purest form, the fight was over Chell's moral compass and character consistency.  Yes, really.

With some story spoilers for Portal 2: A series of events (chapter 1 - 5) in the game create a situation where your arch-nemesis, the computer GLaDOS, is being stored in and powered by a potato battery.  The beginning of chapter 6 separates Chell and GLaDOS, but at the end of chapter 6 you and your 1.1 volts of spudly evil are reunited, and in order to progress from chapter 6 to chapter 7, the player is required to pick up and then carry the potato.

And what about this angered Your Critic's spouse so?  In his own words

The overarching plot of Portal 1 is really Chell vs. GlaDOS. In Portal 2, GlaDOS is pretty bitter about it, and continues to try to kill Chell in myriad ways.

But then GlaDOS is rendered helpless and stashed in a potato. When you find the potato in 70s Aperture Science, she asks you to take her with you to replace Wheatley before he destroys Aperture Science.

My problem with it: Why in God's name would anyone want to do that?

It makes no sense. Here's the malevolent AI who wants you dead, and she's asking you to help her. The only evidence that you have at that point that Wheatley might destroy Aperture are some distant rumbling sounds. GlaDOS has been a proven schemer and liar so there's not a whole lot of reason given to trust her. She's exceedingly likely to betray you given first opportunity. So why save her? Why bring her back to power? Why would Chell choose to trust her mortal enemy on her word alone?

And even if she's right, what's the worst that happens? Aperture is destroyed, preventing anyone else from falling prey to its malevolent experiments. That doesn't sound so bad to me.

All I wanted to do when I found the potato was destroy it. Hurl it into the abyss. Mash it into a side item and put gravy on it. But the game wouldn't let me. The game forced me as a player to act completely contrary to what I felt anyone would normally act. And I hated it for that.

I did not take this plot development so badly amiss, and many players did not.  But the other gamer in my household exactly encountered the phenomenon about which Jungbluth was writing: a belief dissonance so stark that his preference was to walk away from the PC rather than to complete one of the most acclaimed games of 2011 (and the second installment in the most acclaimed franchise maybe ever).

All of this serves to remind us that good writing in games, needs to be front and center, not secondary.  As this industry, entertainment medium, and art form matures, the real crux of it all is what stories we're telling, and how carefully we're telling them.  Narrative gaming* is just the means, not the end.

*NB: Narrative gaming and non-narrative gaming are still fairly different; the latter is more in line with Tetris or chess or whatnot, and that's a different beast.

Thursday, April 21, 2011

One Year In...

A few days ago I woke up to find the following in my Droid's overnight Twitter alerts:



I was, as you might imagine, ecstatic.  Blog love from a complete stranger, with no mutual friends!  I followed it through and came across the following conversation:


I've left everyone's names off because I genuinely don't intend to call anyone out -- rather, I would like quite sincerely to thank these two gentlemen.  First and foremost, for reading!  It is a writer's greatest pleasure to find that she has an audience.  *bows*  Second, for leading me to this post today.

It's been exactly a year since I first started this blog -- and I'm happy to report that I've moved well beyond Roger Ebert.  I started with him, though, because for between six months and a year I'd been saying to myself, "One of these days, I really need to start writing about games..."  That moment provided impetus to make "someday" become "now," and I was happy to run with it.

I feel that on the one-year anniversary of this blog, I get to do a wee bit of navel gazing -- and I'm going to explain what started me writing critically about games in the first place.

In the fall of 2004, I was still working on my Film Studies MFA, and that semester I was enrolled in one of my favorite classes.  It was called something like "International City Film," but it was a great course that really looked at how space inside of film and space outside of film worked together, and also talked a lot about the rise in and perceptions of urbanization in the 20th century.  Trust me -- it was much less dry and more interesting than I make it sound.

Near the end of the semester, the professor excitedly brought in a DVD-ROM that would allow us to navigate interactively through the Ambassador Hotel.  He explained what was innovative about it, and how it connected the viewer to the space, and how it worked as experimental art, and some other things.

But what I remember most clearly is that another student and I both raised our hands, and nearly in sync asked, "Um.  Haven't you ever heard of Myst?  This is an old kind of gaming you're talking about..."

And just like that, sitting in Roy Grundmann's class, the connection was made.  I finished up grad school with a thesis on David Lynch films (I know) but sat at my computer the whole time thinking, "games?  It's like a game.  How is it like a game?  Everything applies to games!  Game game game game game game."

But as much as I enjoy writing and talking about games, games haven't always wanted me.  And that's where we come full circle: part of the reason it says "K. Cox" in the sidebar there and not my full name is because of the culture and assumptions out there.  Gender representations in games and gamer culture became a flag for me to wave because it's a flag stapled to my back anyway.  By being here, by talking, by playing -- I'm part of that system and part of that solution.

For what it's worth, the Tweeter up above figured out that Your Critic was a she pretty damn fast after reading other posts, and said so.  I don't exactly hide it!  But I don't go around shouting it from the rooftops, either.  (This blog never has been and never will be themed in pink.)

And all of that is why I write.

Tuesday, March 22, 2011

Beyond the Girl Gamer 1.1: Strength of Character

Beyond the Girl Gamer: Introduction
---------

During the "Females on Female Characters" panel at PAX East this year, something that's bugged me for a very long time came to the forefront.  Over and over, through the years, I've noticed that when we talk about "strong female characters," we don't define the term.  To some people, "strong" means only "butch."  To others, "strong" equates to "violent."  You can guess what I think of these equivalencies.

So when we're asking for a "strong female character," what do we really mean?

I asked some friends and strangers (both near me at PAX and on Twitter): "Who would you pick as an example of a real-life strong woman?" without context.  Who came up?

Hillary Clinton
Julia Child
Condoleezza Rice


Michelle Obama
Lady Gaga














Let's take a moment to notice a few things about these women.  Most of them are well over 30 and many are over 40 or 50 -- or at least were, when they came to public awareness.  (Not all are still with us.)  They are not all white -- although admittedly, not as diverse as would be ideal.  Some are known to be feminine.  Some are not.  But for the moment, the most important facet is this: although most of them are famous for kicking ass in the metaphorical sense, none of them are known for their physical fighting or shooting abilities.

Almost exclusively, these women have been at the center of their own lives, not only playing the hands they are dealt in a passive or reactive sense, but instead determining the courses of their own fates with active, determined steps.  All have contributed to the creation of their own destinies, in the face of obstacles both external and internal.  When made to work within disadvantageous systems, these women have have found ways to force the systems to change around them.  And if that's not strength itself, what is?

We have a tendency to equate propensity toward violence with strength in all video game characters, not just female ones, but it's especially glaring when looking at the women because it seems only women whose defining quality is the ability to shoot from the hip get included in the broader canon.  If you go around asking mainstream gaming (and Google), "Who are the strongest female characters in gaming?" you see:

Samus Aran (Metroid)
Bayonetta (Bayonetta)
Lara Croft (Tomb Raider)
The Boss (Metal Gear Solid 3)

(By the way, and not incidentally, while it took me 30 seconds or less to find the photos I used of the real-life women above, it took me a solid 20 minutes of Google work to come across a usable, forward-facing, non-porno, non-suggestive image of Lara Croft -- and Samus was only marginally easier.)

While gaming in general does not rely exclusively upon violence, a huge category of narrative, fully fleshed-out gaming does.  The competitive multiplayer sphere obviously relies on kills and captures, but despite our general agreement that gaming doesn't cause violence, pretty much every AAA title to come out in recent times either portrays or simulates violence.

All hope, however, is not lost.  Although the heyday of the adventure game has come and gone (and may be coming again, in hybrid titles and new forms), some of our most memorable heroines, to this day, have been known for their stories and problem-solving, not their aim:

Kate Walker (Syberia)

April Ryan (The Longest Journey)

Zoe Castillo (Dreamfall)

This other collection of characters is made of girls and women who can face their fears, and not just the fears of things that go bump in the night: they are strong.  (And I've written about April and Zoe before.)  Female characters who can think through solutions, who can face down systems stacked against them, who can, indeed, clobber a monster if there's no other option: that's how I'm inclined to define strength.

I am aware that there are two glaring absences here.  One is the entire sphere of Japanese-developed gaming.  "What about Lightning and Fang?  What about Yuna, and Terra?"  The answer, I'm afraid, is painfully blunt and dead-end: I almost never enjoy playing JRPGs, and as a result, am most assuredly not an expert in their construction.  I'm a member of and a consumer of primarily Western-generated culture, and I know when to stop talking.  Japanese games are not my forte, and I don't have time to play them all to get caught up for this series.  I think they have a different set of positive portrayal / negative culture problems than Western games do. Not necessarily better or worse, but different.  Not all characters there are violent, even when there's fighting involved, and some are strong.

The other omission I am sure to hear about?  She is called Commander Shepard.  Or she is called a Grey Warden, or Hawke, or the Lone Wanderer, or the Courier.  That's because these women or men are another topic.  The personalities of those characters are driven by the choices and moral preferences of the players; the characters who I have chosen to discuss above are fixed in space and time, as it were.  Their stories are already told and it is merely our job to follow them; their games are as on-rails as it gets.  Looking at the character of player-definable leads is a trickier, and more nuanced task, as no two players are likely to portray the exact same character.

Also I can't talk Mass Effect's supporting cast yet because I haven't finished it, but I have a friend all over that beat.

Next in the series: we look at (ha) the sexualization of female characters.