Results tagged “controversy” from Softcore Gamer

Greatly Exaggerated

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Brenda Braithwaite posted a very eloquent eulogy for the text parser as a method by which players can interact with games.

I am regrettably forced to announce the death of the text parser. It is a death that I suffer with great sadness and fond memories of its life. I am not sure exactly when it died.

It's really very nicely written, so you ought to visit her site and read the whole thing. I started to write a reply in the comments under her post, but it turns out I have a lot to say on the subject, so I moved it here. For anyone interested, here is my response:

I can't help but wonder what brought on this sudden funereal outburst. Did something happen that causes you to suddenly toll the death knell for text-based games? I'm especially curious because it seems a bit premature - or, at least, somewhat misleading.

All your points stand, and you have presented them beautifully. Text parsing was once the dominant modes of player interaction - at least within certain genres - and now it is not. I do not expect it will ever reclaim that position. The modes that replaced it are, frankly, more evolved. They are better suited to the things that are typically demanded of a user interface, and more accessible to a wider audience. These facts are unlikely to change.

But I hope you're willing to recognize that there is more to gaming than the mainstream. The fact is, today there is a vibrant community of text-based game designers producing interactive fiction. It's not mainstream, but that hardly makes it irrelevant. Modern IF frequently pushes against boundaries that most designers ignore: emotion and conversation models, narrative voice, dynamic plot, emotional agency. Games like Galatea, Photopia, Floatpoint, The Baron, Violet - these are games that all aspiring designers should play, not because they represent the dominant form, but because they demonstrate mechanics and techniques that are commonly absent from the traditional corpus.

I would argue, although this comes down to little more than guessing at future trends, that IF has the potential to be relevant outside the relatively small circle of designers and design-enthusiasts, as well. The audience for games is expanding, and I believe that when all is said and done, it won't be a simple bifurcation of the market into casual and hardcore camps. Art games - experimental games - are now getting more exposure than has ever before been possible. I would place your Mechanic is the Message series firmly in this category, along with a number of the interactive fiction pieces produced in the last five years. I believe the audience for this sort of game is growing, and will eventually establish itself as a significant segment of the games market.

(And Twitter may not be able to revive the popularity of textual interaction as we remember it, but I am far from convinced that we won't see a new sort of text-based game that enjoys success through modern technological trends. These phenomena are simply too new for the possibilities to have been thoroughly tested.)

But that, really, is neither here nor there. My point is that, although the text parser may have passed its heyday some time ago, it's hardly fair to call out its death while talented and hardworking designers are busy iterating against important design problems in precisely that format. To do so suggests that the work being done in interactive fiction today is irrelevant - merely a throwback to the glory days of text adventure games. Nothing is farther from the truth.

In All Seriousness

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colossus.pngI've been having some serious trouble formulating a response to this post over at HardCasual. A couple days ago they called out me and the rest of the blogosphere for the way we've handled You Have to Burn the Rope. HardCasual's point is that YHTBTR is a "smart" game, like Passage, and that games journalists are making it out to be merely "clever," by which they seem to mean "good only for a cheap laugh." I've been reading HardCasual for a couple weeks now, and I like it a lot, but something about this rubbed me the wrong way. I do agree, though, that YHTBTR is worth a bit of deeper analysis.

Aside from being funny, what, exactly, is YHTBTR saying? It's an almost perfect example of a classic action-adventure puzzle of the sort you might find in a Zelda game. It's simple, but its simplicity shouldn't be overestimated. Under normal circumstances, a player would naturally spend a couple minutes jumping around bullets and throwing axes before he or she figured out how to beat the Grinning Colossus. The point, of course, is that these aren't normal circumstances, and the game takes every available opportunity to point out the solution to the puzzle ahead of time. Knowing the solution removes all - well, almost all; there's still some platforming that requires twitch-play - the challenge from the game.

What's interesting to me is what that leaves you with: this super-simple, ultra-short, minimally challenging game is a perfect test case for an experiment about the relationship between difficulty, accomplishment, and fun. I've played YHTBTR a dozen times now, despite the fact that there is very little reason to do so. One play-through is almost exactly like another; it's impossible to lose, and no significant way to win with style. There's no emotional build, and likewise no significant narrative arc. The credits song is catchy, but I've already got it as an MP3, so that isn't a great motivator. The only good incentive, as far as I can make it out, is an emotional burst associated with winning, even in the absence of a challenge.

Possibly I'm reading my own reaction all wrong. It's conceivable that the real attractor to this game is the relatively high production value. Certainly, YHTBTR is well polished. Its graphics are solid, its interface is very well designed, and its self-aware sense of irony is downright charming. But it seems to me that there is something about burning that rope; maybe not a feeling of accomplishment, exactly, but a sense of satisfaction, or at least completion, that provides some sort of positive reinforcement. Something which indicates that - or rather, reinforces my belief that - at least for some gamers, myself included, a game can impart a sense of joy that is unrelated to its difficulty.

Is this what Kian Bashiri was trying to way with his game? I don't know; maybe not. It's what I got out of the game. If you're interested in the author's intentions, there's an interview with him over at IndieGames that's worth checking out.

The problem I have with HardCasual on this issue, aside from the pretentious tone that they adopted and the fact that they seemed to spend more energy complaining about the blogosphere's reaction to the game than on their own analysis of it, is that the production of FAQ files and video walkthroughs is not counterproductive to the message of YHTBTR. In fact, from my perspective, it's an excellent demonstration of the game's lesson. Creating elaborate guides for this game simply reinforces the central point that the puzzle is not a significant challenge, and doing it with the evident joy expressed on blogs like Rock, Paper, Shotgun or my own supports the thesis that a game without a significant challenge can still be fun. I think the fact that these fan-creations were so quickly aggregated on the YHTBTR homepage is further evidence that, far from detracting from the game, these artifacts are very much in keeping with what the game is trying to accomplish.

Games Rock

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jacks.pngLast week, RJ Layton posted a scathing editorial on the relationship between movies and games - not about the generally terrible results of making movies based on games or games based on movies, but rather about the use of cut-scenes, full-motion video, and non-interactive segments in game design, as well as the apparent cinephilic mentality of game designers. The post has already generated quite a bit of discussion: a response from Jamie Antonisse, a follow-up in which RJ speaks to a specific example of this phenomenon, and my own bizarre romp through rhetorical fallacy. As entertaining as it was to draw analogies to body image and substance abuse into the conversation, I feel like I have more serious things to add. A lot of them, actually, and maybe I'll get to some more of them eventually, but today I'm going to concentrate on one important point: emotion.

RJ and Jamie both bring up emotion, its role in storytelling, and its devilishly cinematic associations. I'd like to focus a little more closely on this complex relationship between emotion, film, and games. RJ seems to be of the opinion that a game which focuses on story and emotion, or at least one that markets itself around those terms, is likely to have hold cinematic qualities in esteem; in his words, "controllers with no player holding them, some pretty music, and a close-up of the a character’s face." Which isn't to say that games are devoid of admirable content with emotional significance. RJ illustrates this point with exemplars like the sense of triumph that comes with beating Punch-Out!! or the sense of pride that comes with managing urban growth in SimCity. Jamie echoes this by describing sadness and bemusement as "filmic" emotions, which are better expressed in movies than games, in contrast to other emotions like triumph and frustration, which are better expressed in games than movies.

I think, as far as the exploration of emotion in games goes, Jamie strikes gold with this point, but he doesn't delve as far into it as I'd like. I would similarly organize emotions around two categories, passive (or filmic) and agency-based. Passive emotions are a response to some external stimulus. Agency-based emotions, alternatively, are a response to first-party actions. Passive emotions cover a broad range and include simple emotions like joy, sorrow, and horror; relational emotions like love and jealousy are more complex passive emotions. Agency-based emotions include triumph, remorse, and pride. These emotions imply a previous action on the part of the person experiencing the emotion.

In crafting a narrative experience, cinema can utilize the whole extensive range of passive emotions. It's no surprise that movies have become adept at using these emotions to tell stories. After all, storytelling in film - or at least the contemporary incarnation of the medium - is based entirely around building emotion to a cathartic point. But no matter how a movie presents its story, it is still an instance of a passive medium, and as such it's limited by the distinction between emotions. The narrative of the film has no direct access to any of the agency-based emotions.

Let me stay on this for just a moment, because even though it follows logically, I think it might be a controversial point. Jamie mentions, in his post, feeling a sense of triumph in the movie Return of the King. I'm making the claim that a movie cannot make the audience feel triumph, because the feeling of triumph implies an action - specifically, a successful attempt at overcoming an obstacle - as the basis for the emotion. A movie cannot truly inspire an agency-based emotion, but it can use character identification to simulate it. Return of the King, like any good movie, makes the audience identify with one or more characters as, through the course of the story, the characters experience emotions. In this case, the character portrayed in the movie makes a successful attempt to overcome an obstacle, and experiences triumph in response to this action. The audience, if they are identifying with the character, does not feel triumph directly but does feel joy in sympathy with the character's triumph.

Identification is a device that the film industry uses - very effectively - to trick the audience into thinking they are experiencing an agency-based emotion. But in every case, the audience's feeling is once-removed from the emotion in question. The absolute best that a movie can hope for is that the audience becomes so deeply immersed in the film and sympathizes so deeply with a character that they literally forget that they are removed from the action on-screen. If this ever happens, it is exceedingly rare; and if it were to happen, it would involve some sort of hypnosis or delusional psychosis or other strange psychology that I'm not comfortable with. The point is that, in any reasonable example, the experience of a sympathetic response isn't the same as the actual emotion on which it's based.

Access to a complete range of emotions is one of the greatest advantages games, as a medium, have over cinema. Games can inspire any of the passive emotions that movies do by telling a story in a traditional, cinematic sort of fashion. But games have an extended emotional repertoire, and some of the agency-based emotions that are exclusive to the medium pack a serious punch. Triumph, as has been frequently mentioned, is common in games. Shame is used in Guitar Hero through the boos and jeers of the audience before the player fails a song. Honor and remorse are employed by Bioshock in its touted rescue/harvest mechanic. Humility is a component of the excellent work of interactive fiction, The Baron (on which I will spend more time in the future). Frustration is part of the emotional range of any of the multitude of games that are purposefully difficult.

My personal favorite example of agency-based emotion, because it effected me so strongly when I experienced it, is the use of regret and self-loathing in KOTOR, when the player feels compelled by his or her allegiance to the dark side to betray two of the protagonist's companions. This experience demonstrated to me that the power of effectively-used agency-based emotions can absolutely dwarf that of passive emotions. At the moment, the video game industry has not matured to the point that these emotions are being used to their full potential. But story in games is being continually explored and expanded, both by independent game designers and mainstream games. The effect that interactivity has on emotion will be developed and refined until games regularly deliver the same level of emotional narrative that cinema is used to. At which point, the ability to tap directly into the full set of agency-based emotions will give interactive media greater affective power than passive media has ever had.
bioshock.pngGame|Life reports that developer David Braben is claiming Bioshock and Halo 3 aren't next-gen games. Obviously this is an incendiary comment intended to stir up controversy and draw attention to Braben's upcoming "techno thriller" The Outsider, which I had never heard of before now. So, congratulations, Mr. Braben, mission accomplished.

Braben can make this statement because he's not using the generally accepted definition of "next-gen." According to his own definition, games "must give the player the chance to change the story beyond simply following a good or evil path" in order to qualify. I consider this an admirable proposition, in some sense - certainly, I agree with him that Bioshock and Halo 3 represent a traditionally linear sort of game design, which results in a fundamentally predictable narrative experience. This has advantages and disadvantages over a nonlinear system, such as can be found in, for example, Second Life, Civilization or Animal Crossing. I also agree with Braben that the industry could stand to see more exploration and innovation in the nonlinear game space. But the fact remains that, while Braben might consider this the criteria for creating a next generation game, no one else does.

In common understanding, generations are strictly defined and indelibly related to hardware cycles, and games are classified by the cycle during which they're released. For the most part, it's a clear-cut classification. Braben is clearly trying to redefine generations based on something other than hardware; presumably, as artistic movements based on universal design philosophies. Movements are similar to generations in that they're sequentially progressive - each iteration is a reaction to its predecessor. But I don't think that's an accurate description of the way games are developed. First of all, it would be difficult to pin down design philosophies that come anywhere near universal at a given time. There's simply too much variety in the industry. Additionally, even though one could argue that games are designed as reactions to previous games, there generally isn't a stable progression to it. Rather, a game's design is likely to include a number of philosophical precepts, each a response to a different (or, more likely, many different) earlier games.

The best way to classify games uses genres rather than artistic movements. Genres are relatively stable and tend to coexist rather than occur sequentially. Generally, games are well suited to this sort of organization, but certainly there are clusters or sequences of games within some genres that can be classified or analyzed differently - and, for that matter, there are many cases of games that straddle genres, or fuse them, or defy them. Genres are complicated, and a favorite subject of mine, so no doubt the discussion of how genres are differentiated and how games are classified within them will continue to be a common theme of my posts.

While I think all this is fascinating (and maybe that's just me), I suspect that Braben's intention isn't to imply a different sort of classification system for games. I think he's merely trying to use the phrase "next-gen" as a synonym for "cutting-edge" or "avant-garde," or maybe even "buzz-worthy." Which I don't think is particularly accurate, either. The claim that Bioshock and Halo 3 don't push the envelope is simply wrong, even if the envelope they're pushing isn't the same one Braben is interested in. Game design is eminently multi-dimensional, and these games, along with Portal, and others, no doubt, are breaking ground in one particular dimension of it: narrative context.

Certainly this is true of Portal, which hints throughout at the larger world in which the game takes place, and contains just the right amount of mystery to ensure the player is considering the implications of the things they are presented with throughout the course of the game. And that's for new players who are unfamiliar with the Half Life universe - for anyone who has played through that saga, Portal preserves much the same sort of mystery by hinting strongly that it exists within the established universe but being coy with details such as when it takes place and how it influences the larger world. I'd walk on thin ice to talk any more about Bioshock (although I have acquired the game, now, so expect more informed analysis in the future), but my impressions of that game lead me to believe it also invests heavily in the backstory of the setting. Details like the frequently-referenced dancing couple are excellent examples of a focus on creating a rich, detailed atmosphere as a backdrop that continually informs the plot - and may in some cases, I would argue, be a more important component to the narrative experience than the plot is. I'd also make the claim that Halo 3 plays a very strong hand in terms of creating and engaging the audience with a substantial backstory. For the past several years, Microsoft and Bungie have invested an enormous amount of marketing capital into accessories to the Halo franchise: a series of paperback books (that aren't about the main characters of the game), a pair of world-class ARGs (again, detailing events that occur outside the scope of the games), and two incredible television campaigns for Halo 3 (Neill Blomkamp's three part series and the Believe campaign, which are remarkable in that they do not show content from the game or deal directly with the plot or characters from the game). The purpose of all of these products, aside from obviously generating awareness and excitement for the games, has been to expand the Halo universe. I think it's also worth noting that Halo 2 broke from the original's precedent to detail the social and religious organizations of the Covenant, drawing the focus of the narrative away from the simple Space Marine story and instead swinging our attention around to the explore the political landscape of the game world.

Are these games the first in history to include backstories? Of course not. But they raise the stakes, elevating the idea of narrative context and carefully designed atmosphere and its role in game design to a new height, much as Braben is - I can only assume - attempting to do with nonlinearity.

So, to conclude, David Braben's disparagement of Bioshock and Halo 3 is without qualification baseless and completely out of line. I wish it were more unusual for a developer or publisher to make this sort of outrageous claim in an attempt to draw attention to themselves, but the fact of the matter is that it's a common and effective tactic. Certainly it has brought The Outsider to my attention, and I will be curiously following its progress from now on. Any attempts to experiment and break new ground in any aspect of game design is welcome news to me. We'll just have to wait and see if the game can live up to the significant promises its designer has been making.