Results tagged “genre” from Softcore Gamer
Let me give a little bit of background. My long-term goal is to get my parents into gaming. I started on this a couple years ago, when it became clear that gaming is more than just a hobby, it's a career. At that point, it became important that the people close to me "get" games and why they're so important to me. Both my parents have been incredibly supportive, and even interested to engage in conversations about games and game design. But neither of them are gamers, so they don't have the opportunity to know the things we talk about first-hand.
I started with board games. The past two years, I've gotten board games for everyone in my family at Christmas, and then we've played them together afterward. Carcassonne, Apples to Apples, Settlers of Catan, Lost Cities, Pandemic - some of them have have gone over better than others, but they've started to give us a set of common experiences that allow us to talk about games differently, more meaningfully, and with a shared language.
So this year, I decided to raise the bar and try for some digital games. One of the major barriers I've encountered is the perception (derived from Pac-Man) that games are fluff without substance - repetitive activities designed to pass the time rather than tell a meaningful story. My parents are busy people with lots of hobbies. They aren't looking to kill time. The traditional route for incoming inexperienced gamers - Bejeweled, Snood, Diner Dash - isn't going to do it for them. They want complex, mature, interesting stories, and they want them right away.
So interactive fiction seemed like an obvious choice. Modern IF is on the cutting edge of interactive storytelling. There's no complicated interface to come to terms with, no twitch gaming to worry about. For the most part, games are short - designed to play in under two hours. It's also about as unlike Pac-Man as you can get, which might help toss those preconceptions out the window. To be honest, I picked Violet because I had played it recently and liked it so much, and because it seemed to make sense. It's a touching story told in a beautiful narrative voice, without robots or spaceships or violence. It's simple; you don't need to draw maps or navigate conversation trees. It only took me 45 minutes to play. It has a built-in hint system. It won the IF Competition. It seemed like a great idea.
It wasn't a great idea. It was a terrible idea. My mother and I spent almost two hours going through a sixth of the game, and eventually quit in hopeless frustration. She made a heroic effort, but she didn't connect with the game even a little bit. She was confused. She was discouraged. She wasn't having fun.
In retrospect, it's obvious that jumping into Violet this way wouldn't turn out well. I thought that the lack of interface would make the game more accessible, and it did, but it couldn't make up for all the things she was expected to know a priori in order to properly relate to the game. I expected some of this; we had a couple conversations beforehand about how text input works and what to expect from the parser. But I obviously didn't put enough thought into it, because I substantially underestimated the amount of pre-existing knowledge required to play this game.
Here are some examples of what I'm talking about. These are very basic concepts that we take for granted the player already understands. There are probably others that apply, as well.
- Progressive Examination of Scenery - Look at everything. Start by examining your surroundings; then examine every object mentioned in that description. Keep doing this until you're confident that you've examined everything that's visible. Do this first, before you do anything else.
- Implied Significance of Objects - Everything has a purpose. If you find a key, expect that there will be a locked door later on. If the author tells you there's a wad of chewed-up gum in the trash bin, expect that gum to be vitally important to the story later on.
- Kleptomania - A corellary to the Implied Significance of Objects: take anything that isn't nailed down. If you find something that is nailed down, keep your eye open for a way to pry it loose. You're going to need it before you're done.
- Puzzle Recognition - Understand the formal elements of the puzzle that underlie the narrative elements applied to it. In Violet, for example, the underlying structure of the puzzle involves eliminating all the distractions so that you can finish your writing. That's why you aren't permitted to just buckle down, ignore distractions and write the damn thousand words.
- Implicit Reward in Multipart Puzzles - Sometimes, especially in adventure games and especially in locked-room puzzle games, you have to do a lot of things in order to accomplish a goal. It isn't obvious that you're making significant progress toward your goal by doing these things, especially if the game doesn't give you points for each thing you do, unless you realize that, in this type of game, doing things is progress.
- False Dead Ends - In an adventure game, when you think you've discovered the solution to a problem, your first attempt at implementing that solution might fail. This doesn't necessarily mean that you're on the wrong track. The solution you identified might be correct, but maybe you need to do something else before it will work, or have something else, or approach something in a slightly different way. Don't lose interest in a potential solution just because your first attempt didn't work out.
Some of these are specific to interactive fiction, or locked-room puzzles, or adventure games. But the phenomenon is pretty universal. And as far as I can tell, there is a direct relationship between the the barriers to entry for playing a game and its potential for complexity and substance. Bejeweled, Snood, and Diner Dash are accessible, but not that interesting. That makes sense, at least to some extent. Games have developed a language - a set of common references, understood meanings, and shared expectations. By building on these building blocks, developers can create experiences that are more complex, more subtle, and more satisfying.
Complex, subtle, and satisfying in terms of gameplay, at least. But is it necessarily true that games as a storytelling media are restricted in this way? Is it possible to create a complex, subtle and satisfying interactive narrative that is accessible to people who, like my parents, have no experience with digital games to build off of?
I suspect that Violet was a particularly bad choice for the introductory work of interactive fiction. Next time I get to spend time with my parents, I'm going to try again with Photopia or The Baron - other favorites with strong narratives that are at least a little less puzzle-oriented. That might help - they might prove to be the right balance of substance and accessibility. But this issue is certainly something that I'm going to be devoting some thought to in the coming months.
"Interesting Interactions" is a term that Jamie Antonisse coined last year - or, anyway, one that he used that I haven't heard anywhere else - and it's something that has stuck with me for a long time. It's a description of what modern mainstream video games don't do well. He was talking about Bioshock in the original context, but it's an industry-wide issue. And it's something that I come back to a lot when, for example, I read this article about the survival horror genre on Sexy Videogameland.
Leigh Alexander has had survival horror on the mind the last few days, which makes sense, I suppose, since she's been playing Silent Hill: Homecoming. I never really got into survival horror, as a genre, in games or cinema. I played a bit of Fatal Frame on the Xbox, and it was interesting, but it didn't really stick with me. I do love Shawn of the Dead, but that's really less a zombie movie than a romantic comedy with zombies. I did just buy a copy of Last Night on Earth, the board game, which I am super excited about trying out. But with few exceptions, survival horror is just not really my cup of tea.
So I didn't get particularly excited about Leigh's initial post about Silent Hill. (Although I admit I perked up a bit at the part where she talks about redefining genre labels, for survival horror games and role-playing games.) And I haven't even read her review of the game on Kotaku. But her follow-up today did catch my eye. Apparently, Leigh attributed some of the mechanics of the survival horror games of the early nineties more to technical limitations than deliberate design decisions, which inspired a response from producer John Tynes, of Microsoft Game Studios. Mostly, Tynes addresses this particular issue, stating that 3rd-person combat is a hard problem, but not for any technical reason. "We weren’t waiting for better chips to enable third-person action; we just had to keep iterating from game to game until we got somewhere that worked."
The really good stuff comes at the end, though:
The fundamental problem here is that videogames have not evolved past combat as their primary form of interaction. The branching-tree dialogues of the BioWare games is the only popular alternative route we’ve found to deliver meaty, game-defining (and game-filling) interaction. The evolution of the survival horror games towards a more action-oriented approach is for that reason: you can solve environmental puzzles, or you can have long, rambling conversations with agenda-defined NPCs, or you can kill things. I would posit that survival horror is not enhanced by long branching conversations with NPCs, so that leaves puzzles and combat. That’s all we’ve got so far in our toolbox for these kinds of games.
That, of course, is embarrassing. There are experiments in other directions, as with Fahrenheit/Indigo Prophecy. But for now, what console games do well is killing things, and when you look at the survival horror genre, it’s clear that its biggest weakness – without stepping outside the problem set they’ve defined – is in crappy combat. They’ve solved that now, and in the process have exposed the real failure: we don’t know how to make moody, atmospheric games that last 10-20 hours without stuffing them full of killing things. We have to step outside of the initial problem set of survival horror and ask how we can give players meaningful, game-filling interaction in a moody, suspenseful environment without resorting to combat. We have a long way to go.
I think this is a great quote. And I agree with Tynes: violence is old hat. For whatever reason - because it's simple, because it's intrinsically high-stakes, or because it's a form of fantasy fulfillment - combat is the form of conflict resolution that modern games have focused on, more than any other. We've collectively put a lot of cycles into the problem, we've gone through a lot of iterations on various approaches, and we've come up with some great solutions. That's fantastic. But it's not enough. Conflict is broader than violence; drama is more subtle.
(I'm reminded of the character Michael Scott from the American version of The Office, who said on his approach to improvisational acting: "What is the most exciting thing that can happen on TV or in movies, or in real-life? Somebody has a gun. That’s why I always start with a gun, because you can’t top it. You just can’t.")
We need to spend some of that energy developing solutions to the unsolved problems, the harder problems: compromise, debate, passive aggression, perseverance, leadership, wit, lateral thinking, personal growth, politics, love. These are all types of conflict resolution that haven't been explored nearly as much as combat. These are all interesting interactions. (And, to be fair, violence isn't the only sort of interaction that's been popular amongst game designers. Economic simulation has also been iterated on quite a lot, as have competitive sports - though combat seems to be explored the most, by a wide margin.)
Just to be clear: there are a lot of game designers out there who have experimented with interesting interactions, in independent games and in mainstream games. People have done great work in these areas, and are continuing to do great work. But we have to remember, as Tynes says, that we still have a long way to go. I'm not calling on anyone to stop putting violence in your games. But keep in mind, when you're designing, that there's a lot more than combat out there. Ask yourself if you're including an interactive element because it's the best thing for the design, or the easiest, most familiar thing for the designer. Sometimes it's good to get reminders about the more interesting interactions, so that we can work on solving those problems, too.
I'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.
This post started out as a review of The Baron
and I had enormous difficulty writing it, for two reasons. First,
because The Baron is a deeply complex game with many interesting
features and powerful thematic elements that I did not want to spoil.
And second, because reviewing games is not really what I'm interested
in doing here. So instead of reviewing The Baron I will simply say,
"The Baron is a deeply complex game with many interesting features and
powerful thematic elements; you should play it," and then address a
couple interesting points about interactive fiction.I am not an expert on interactive fiction. Honestly, although I'm a fan, I have pretty limited experience. I only played a few pieces of IF last year, and of those the only one that provoked the same sort of contemplation as The Baron is Floatpoint. In these two pieces, however, I'm impressed at how well an in medias res approach to storytelling works. In each piece, the player is dropped unceremoniously into a complex and unfamiliar situation. In each, the first order of business is an exploration of the narrative space to answer some fundamental questions: Who am I? Where am I? What is my relationship to this place and to these people? What is my role in the world, and what is my goal? These elements of the story are authored, not left up to the player, but they have to be discovered or inferred by investigation of the game world. Certainly, this is not an approach common to all IF games; nor is it something that is likely to appeal to all players, although I love it when it is done as well as it is in these games. It seems a technique that is much less common in mainstream games, however, and although that may have something to do with the fact that IF is already a niche genre and therefore attracts more niche styles-of-play, I think that text-based games lend themselves more to this sort of technique.
Graphical systems, by their nature, are capable of conveying much more information at a glance than text-based systems. In games, this functionality is largely devoted to representation of space. In the typical 2D or 3D game, at any given time the majority of the player's screen will be filled with some sort of view of the world. Because of the visual nature of this representation, almost all information about the player character's environment is conveyed implicitly. In a 3D game, the player may have to swing the camera around to see things from a different angle, but he or she doesn't have to make an express effort to get an understanding (at least, a basic or superficial understanding) of the composition of the space surrounding the character. In contrast, the explicit exploration of space is one of the common processes by which a player interacts with a text-based system. In order to come to an understanding of environment, the player does have to make this sort of express effort to investigate elements of the scene. At the beginning of The Baron, for example, a basic look command will inform the player that the room contains a table. It's necessary to examine the table to discover that a framed photograph rests on it; it's further necessary to examine the photograph to find out what it depicts. This sort of interaction is not at all unreasonable in a text-based system, but no analogue occurs in a graphical system where the table and photograph are apparent in a cursory inspection.
It seems to me that this sort of spacial exploration runs nicely parallel to the narrative exploration that in medias res storytelling demands. In fact, in many cases the character and general backstory can be folded into the description of space and significant objects (including non-player characters) in the environment. In the case of the photograph on the table, examining the picture could trigger a memory or some other description that relates the character to the world. (This technique is used in The Baron, although not at this particular moment; I believe this sort of "folded-in" discovery is also employed in Floatpoint, along with more explicit exposition.) This makes the process of narrative exploration much more natural - or, at least, piggy-backs it onto a more natural process - to mitigate player confusion and frustration. In our graphical analogue, the player has no reason to explicitly examine the picture, since it is already visible, and therefore there is no place for secondary information to be accessed intuitively.
This idea of exploration is particularly interesting in The Baron because of the cyclical nature of the game. On the first pass, the player is exploring the physical space and the narrative space, trying to come to an understanding of the environment and the character. Subsequent passes are devoted to exploring the possibility space of user interaction, trying different actions and seeing what the consequences are; because of the cyclical set-up and the thematic focus on motivated action, this sort of exploration of possible actions becomes a central game mechanic over the course of multiple plays-through of the game. Using the process of choosing an action as a game mechanic in this way is another area where I believe the text-based interaction of IF has an advantage over graphical games.
The set of valid options may be just as limited as with a graphical interface, but the set of potentially valid options is larger. Usually, in a graphical interface, there will be a limited number of points of interaction (places to click, for example) and a limited number of types of interaction (items to use, for example). The set of potentially valid options is a combination of interaction types and points. This set may be very large, which could make finding a valid option non-trivial, but it is clearly finite and, moreover, can be easily enumerated. The set of potentially valid options in a text-input interface includes any imperative phrase the player can think of. Even if, depending on the sophistication of the game's text-processing system, this set is severely restricted by practical considerations, it is still usually much harder to enumerate than its graphical counterpart. (Technically, it is just as enumerable, but for the player - who usually doesn't know the extent of the set of valid commands - it is harder to process.) This can makes the player feel like he or she has unlimited options - at least until it becomes apparent the fact that a subset of the potentially valid options will not be understood by the system. This, unfortunately, is another inherent quality of text-based interaction, and I would say it is the major drawback and the reason that text-based games has fallen so far out of favor. And perhaps minimizing that particular player frustration is a reason to avoid text as an interface mechanism, but games like The Baron both prove that great experiences can come out of a text interface and remind us of some of the things we sacrifice when we make graphical games.
1UP has posted a glowing preview
of Super Mario Galaxy, due out this month on the Wii. As 1UP points
out, the esteemed Mario saga is credited with inventing the platforming
genre with the original Super Mario Bros, and then reinventing it with
Super Mario 64. They claim the newest game reinvents the genre yet
again. Early buzz has been overwhelmingly positive, but this article
makes the first mention I've seen that Galaxy may be Game of the Year
material. In a year that includes the breathtaking - albeit over-hyped
- Bioshock, the beloved - what else? - Portal, and the mind-blowingly
fantastic - oh please oh please - Mass Effect, that's saying a lot, and
it's also great news for Mario fans. I've been looking forward to the
game for a while, despite the fact that, well, it's a platformer.Still, as much as I rail against the platforming genre, I absolutely loved Mario 64. How much of that was the novelty of exploring 3D space in a new sort of way? Some of it, certainly - but not all of it, because even today I can play the game and thrill at the experience. It's just a marvelously well-put-together game, and I have fun playing it despite all the jumping around on platforms it asks me to do. So, will Super Mario Galaxy live up to this precedent? I'd hardly dared hope, but with advance reviews as encouraging as this one, it's starting to look like a real possibility.
Game|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.
I'd like to quickly draw your attention to an article by costik over at
Play This Thing about a game called SpaceStationSim. I haven't had a
chance to play the game, but the article's point about how the life sim
has pretty much failed to develop as a genre caught my attention. It's
true. Since the Sims was released in 2000 some of its design elements
have found their way into other games in other genres, but the past
seven years have produced very little in direct competition with that
series. As costik mentions, Playboy Mansion is one counter example. I'd
suggest that the Animal Crossing series contains something along much
the same lines, although arguably it is not the focal point of the
game. And The Movies certainly took a cue from The Sims, but at heart
it is still, apparently like SpaceStationSim, a tycoon game.So what's the deal? After the success of The Sims, why haven't other designers rushed to create new games in the same vein? Is the industry biased against this genre for some reason? Or is it not a genre at all, but just an unusually successful niche game? Is The Sims really such a tour-de-force that there's nothing left to be done to explore or expand the space it inhabits? Or, alternatively, have social-creative MMOs like Second Life exceeded The Sims in all of its unique qualities, effectively subsuming the genre? I have very little experience with The Sims, so in all honesty I can't answer that question; in all honesty, in fact, I have no answers for any of these questions. I suspect, however, that we will see more out of this genre in the future, and for whatever reason it is simply slow to grow into its own.

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