I remember the exact moment I realized that the things I did "counted." It was the spring of 1996 and I was sitting in my 8th grade French class. My teacher was describing my upcoming French final and reminded the class that, due to the peculiarities of New York State's education system, this was a High School Test and my grade would appear on my High School Transcript. "Shit!" I thought, "If I fuck this up I won't get into college!" I don't know why it hit me so hard. For one thing, due to other New York peculiarities, the Math final I had taken the previous year had also been a High School Test and that grade already appeared on my High School Transcript. That French test seemed important, though (I got a 98, by the way, sufficiently un-fucked up to permit my admission to a State University). If my life ever became interesting enough to warrant a biography, the above would be a good opening scene.* It also helps to explain my love of video games and why I hate competitive multiplayer.
Wednesday, December 16, 2009
An Ode To The Reset Button
I remember the exact moment I realized that the things I did "counted." It was the spring of 1996 and I was sitting in my 8th grade French class. My teacher was describing my upcoming French final and reminded the class that, due to the peculiarities of New York State's education system, this was a High School Test and my grade would appear on my High School Transcript. "Shit!" I thought, "If I fuck this up I won't get into college!" I don't know why it hit me so hard. For one thing, due to other New York peculiarities, the Math final I had taken the previous year had also been a High School Test and that grade already appeared on my High School Transcript. That French test seemed important, though (I got a 98, by the way, sufficiently un-fucked up to permit my admission to a State University). If my life ever became interesting enough to warrant a biography, the above would be a good opening scene.* It also helps to explain my love of video games and why I hate competitive multiplayer.
Saturday, December 12, 2009
GAMER WITH BOOOOBZ ALERT!!!!!!!!!!111
I assume that was the reaction Kotaku was going for. There certainly aren't any new ideas in the article, or even mention of any games released within the last five years. I don't think "hey, try talking to people," is groundbreaking dating advice, and consider me unimpressed by the timely, salient, in-no-way-awkward Charles Kettering reference. Maybe I'm a tough audience.
Kotaku is easy to pick on sometimes, but they produce some good stuff. Totillo is great. Leigh Alexander is great. Crecente himself is usually really good. Tim Rogers rubs some people the wrong way, but at the very least he's a unique voice. The other writers there put out interesting things too, like the recent article about the obsessive achievement hunter. Hell, even this celebrity thing they're doing isn't necessarily a terrible idea. I thought the Chunk one was pretty funny.
That's why shit like Raven Alexis's Guide to Cliched Understanding Of Women and Gamers is so frustrating. Kotaku gets so many page-views that the editors there have an opportunity to really change the discussion about video games. A discussion, by the way, that has degraded to the degree that the first hit on a Google image search for "boobs" links you to GameTrailers.com (seriously, try it). Kotaku seizes that opportunity sometimes, but then those articles get lost in a sea of rehashed press releases "improved" by the addition of pirate/boob/LOL-of-the-moment jokes, exhaustive outlines each and every instance of cleavage at each and every vaguely game related conference, and OMG LOOK BIKINI COSPLAY!!!
I have nothing against boobs. In fact, I think they're great. But if games are really important, if they really are worth spending time thinking about, and if they're worth talking about, then they're worth talking about seriously. "Comparing The Boobs and Butts of Bayonetta" is not serious talk. It's weird and misogynous and ensures that video games will forever be considered the playthings of children.
There are plenty of women who write about video games, just look for them. Reading Alex Raymond, led me happily to The Border House. Leigh Alexander writes well about video games for more websites and publications than I can count. Play Like A Girl is a great blog, and there are many others. There are new voices straining to be heard everyday. Most of them will say things that are far more interesting than "people at LAN parties often eat pizza and drink red bull."
Thursday, December 3, 2009
Game Law
Lawyers and judges must rely on precedent when making legal arguments and rendering legal decisions. Once courts decide a law has a certain meaning, that law will always have the same meaning. Courts may refine things around the edges as they go along, but there's a core idea that doesn't change. This, I think, would be welcome news to Michael Abbott.
Think about Zelda games. These seem like the kind of refined games that Mr. Abbott would love, and in fact, he has said as much. Twilight Princess in particular seems like an Abbott special. It is a triumph of iteration and refinement sports a metacritic score roughly equal to a healthy human's body temperature. This sounds like a great game to learn lessons from. But what can I say about it? That is, what can I say about it that I couldn't have said about all or most other Zelda games? The series may have added a hook shot, bottles, a horse, and z-targeting, but I still hacked up the same moblins and hunted the same triforce and defeated the same Gannon in Twilight Princess that I did in The Legend of Zelda. (See also, Final Fantasy, Cid, Chocobo, airship, summons, etc.). What new insight does the refinement offer us?
Mr. Abbott later talked about iteration. He related iterartion to rehearsal noting that, "[r]ehearsal is a discovery process wherein doing something again reveals new ideas or information that can be useful in the creation of something we collaboratively build." This is a very important insight. It forces us to comprehend each sequel to a game as a draft. In the first draft, Link has a flute. Later on, someone realizes that it would be much better if Link could actually play the flute, so that gets added to the 5th draft. Someone else realizes that while one hook shot is great, two hook shots would be even better, so that gets added to the 8th draft. Now the similarity between Zeldas makes sense. They're similar because they're reworkings of the same script. But the rehearsal analogy does more than that. It suggests that one way to find the meaning in games is to look at what game-makers are rehearsing. That, in turn, suggests that video games are not artistically driven.
Saying that video games are not artistically driven is different from saying that they are not art (a strange semantic discussion that I have no desire to enter), or that they do not exhibit artistry. But the best games do not draw their value from aesthetics. The best games give you new and better things to do and new and better ways to do them. That's what game designers are rehearsing and perfecting. Video games are not created as art, they are created as pragmatism.
Video games are collections of rules. This, to finally explain my opening sentence, is exactly what written court opinions are. No one would argue that court opinions are driven by artistry. This is true even though some opinions contain excellent writing, and would be true even if each opinion were beautifully illustrated. But a court opinion's meaning can still extend beyond the interpreted statute. Court opinions can be political touchstones and can reflect beautiful or terrible things about society. They do this simply by manipulating rules--by telling people what they can and cannot do. And jurisprudence evolves in the same way games do.
Wednesday, December 2, 2009
Are You Not Entertained?
I think that is where the failure ends, though. So my opinion differs from Anthony Burch in that I think the mission could have been effective exactly as presented if the context around it changed. Burch argues that the scene failed because it prevented him from shooting Makarov and his buddies, that Infinity Ward forced Burch into their narrative. I think this is a non-starter, largely for reasons that Anthony himself cites in his piece. Not every game is a sandbox and, as Burch mentions, Modern Warfare 2 is unabashedly linear. But nor does every game strive to let players extensively role-define the playable character. I've never heard anyone say that the time-limits in Super Mario 3, for example, were poor design choices "because my Mario is an explorer." The playable characters in Modern Warfare are soldiers, actors within a framework where following orders is paramount. That your specially selected, highly skilled, elite soldier follows his General's orders, even when those orders are unambiguously atrocious, enhances the verisimilitude. No Russian's orders might make you uncomfortable. I think they were supposed to. Burch bemoans the lack of choice, but forcing the player to do something can be just as strong a tool for the interactive storyteller as letting the player do something. The problem is that Infinity Ward did nothing to leverage their forced action.
Tuesday, October 27, 2009
You've Lost, Karma
When I was in elementary school, my teachers always went over the classroom rules on the first day. Every year, the rules were the same: prohibitions on chewing gum and wearing hats and entreaties to stay in my seat and to keep my hands to myself. Don’t punch anyone! In fifth grade, though, everything changed. Instead of presenting “rules,” the teachers presented “rights.” Most of these were silly, just the same rules rephrased in hopelessly vague ways. You have the right to a learning environment free from distraction. Don’t get punched by anyone! I couldn’t grasp the fine points of pedagogical theory that led to this new iteration of the old rules. It didn’t seem like a big deal to me; I wasn’t really given the opportunity to do anything new, even if the teachers told me otherwise. But I was pretty sure that the teachers and the administration could not imagine a school where everyone went around punching each other.
Morality systems in video games make me feel a lot like that fifth grader. Developers sell morality as an innovative new aspect of gaming but deliver something that is just a sloppy rewording of the most persistent rule of video games. It’s a rule that has existed since Space Invaders and has flourished since Doom: In this game, you will engage in combat with increasingly able enemies, so press the fire button until you win. Morality systems arbitrarily highlight some of that combat, but do little else. Several times during the game we will allow you to choose which of two people you’d like to punch or, maybe, whether or not to punch anyone at all! I’m left feeling pretty sure that game developers can only conceive of video games as experiences viewed down the barrel of a gun.
People exist within dozens of rule systems that dictate which behaviors they can engage in and the consequences for deviant behaviors. If I rob a bank, I will go to prison because I violated a rule of law. If I jump out of a plane without a parachute, the rules of physics will make me go splat. Video games are interesting because they can offer new sets of rules to explore and manipulate. That’s what separates video games from other entertainment media. That’s agency. True innovation is something that offers a new kind of agency or changes the way a player experiences an existing kind of agency. Innovation can be as simple as Wolfenstein’s first-person perspective, changing the rules from “shoot everyone before they can kill my guy,” to “shoot everyone before they can kill me,” but it has to be systemic. Morality systems in action games have not yet provided new agency, they have only superimposed themselves onto the same old game mechanics and rule sets. Whether or not these systems are well imagined, well implemented, or internally consistent will be irrelevant until they do something to change the kill-kill-kill rule set of those games.
Bioshock was at the forefront of the morality movement and is an example of why morality systems fail to deliver their promised innovation. Many critics discussed how compelling the Little Sister choice was (is choosing whether or not to kill a little girl really ethically gray?) or whether the developers hedged too much, making the consequences too similar no matter which option the player chose. But all that misses the point. Despite its presentation, the morality system asks the player the same question about Little Sisters that the rest of the gameplay asks about every other living thing you come across: Would you like to kill this? Consider Bioshock’s treatment of Big Daddies. The game structures Big Daddies identically to Little Sisters. Big Daddies are drones conditioned by Rapture’s bad-guys to do a particular job, just like the Little Sisters and even the player’s own character. They won’t attack unless provoked and you could simply skip them. And, hey, if you don’t kill a Big Daddy you won’t get any Adam at all. Now there’s a choice with consequences. Bioshock does not present Big Daddies as parts of the morality system. The decision to kill them is taken for granted. Should players care about the fate of Little Sisters more than the fate of Big Daddies because one looks like a cute little girl and one looks like a weird comic-book villain? Bioshock provides no better explanation. Subsequent morality systems have primarily addressed the same types of combat questions. Would you like to kill Wrex or not? Would you rather kill Ghouls or Tenpenny Tower residents? Would you like to kill all these bad guys and get cool electrical powers, or leave them alone and get different cool electrical powers?
The desire to innovate and to move video games towards cultural relevance is understandable and commendable. But the way to innovate is to take advantage of video games’ unique ability to manipulate rule sets. The Guitar Hero franchise created an entirely new rule set and sold millions of copies without ever asking me how virtuous a drummer I wanted to be. Morality systems that merely allow players to specify the manner and target of combat do not change the rules of action games, they reword them. That’s no more of a leap forward than the “fully destructible environment” was. There is literally nothing in this game that you cannot punch! Change the rules, young man. Change the rules.