Results tagged “linearity” from Softcore Gamer
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.
Alright, usually I have no compunctions about spoiling a game when I
attempt to dissect, analyze, or even just comment on it. Especially if
the game, like Photopia, is ten years old. But this situation is
different, because I know there are people out there who don't get as
much vitamin IF as they should, and because the game in question is so
overwhelmingly about narrative experience that spoilers would ruin it
completely. That said, Adam Cadre's Photopia does touch on a number of
themes that I'd like to talk about in greater depth. Which makes for a
dilemma.So here's what I'm going to do: today, I'm going to recommend that you go play Photopia. If that's not enough to make you actually do it, then let me mention that the game comes well recommended. It won the 1998 Interactive Fiction Competition and has recently been favorably reviewed by both Play This Thing! and Rock, Paper, Shotgun. Go ahead and read those reviews if you need convincing, they won't spoil anything either.
Photopia is interactive fiction, light on the interactive. The story is extremely linear, and although it does contain a couple puzzles, they're simple and pretty straightforward. There should be little of the adventure-game-style frustration that often accompanies this kind of game, although it is text-based so you will have to work with a parser. The other thing I'll say about it is that it's only about forty-five minutes long, and it's worthwhile to find yourself a little block of time to play through the whole thing. I played it over the course of two days, and I wish now that the experience had been uninterrupted. Oh, and also, I want to repeat RPS's advice: when the time comes, for God's sake, talk to Alley about astrophysics.
After you've had a chance to play the game, I'll talk some more about the specific things it sparked for me. So here's your warning: sometime in the future, subsequent entries on this blog will contain Photopia spoilers. And you will be much better off, as a reader of this blog and as a human being, if you've played the game before that time comes. You have been warned!
ETA: PTT! has links to the game and relevant interpreters, so go there for the download.
Happy new year, everyone! I've been on vacation for the past couple
weeks, but now I'm back in L.A., trying to overcome this holiday
inertia. And you know what that means: obligatory end-of-the-year post!
Er, admittedly, a couple weeks late. Nonetheless! With a little prompting from Ethan Kennerly, I'm going to run down the
list of favorite moments from gaming in 2007.10. Super Mario Galaxy - I lent my Wii to a friend for the end of the year, so the only Mario Galaxy I got to play was an extended romp following Thanksgiving dinner at Jamie's. I'm not sure that I'm ready to accept the proposition that it's as much fun as Mario 64 was, but it is fun. Long-jumping off of a platform and into orbit around it is one of the more satisfying things I've ever done in a game. But that isn't why Mario Galaxy gets a favorite-moment mention. I love collective play - when many people connect with each other over the shared experience of a game as it's being played - but I don't get nearly enough opportunities to play games in the environment you need to achieve it. The night I played Mario Galaxy, however, I was playing with a room full of happy, friendly, and turkey-stuffed people sharing the experience. A collective intake of breath accompanied every near-suicide as I attempted to navigate the Sweet Sweet Galaxy, and only by our collective force of will, and Jamie's cat-like reflexes as my P2, did Mario clear that last platform to safety. I think it was one of the few times this year that I got to feel the sublime sensation of shared play; certainly it was one of the most fun.
9. Bioshock - I still haven't played enough of Bioshock to give it a proper review, but I've played more of it than I had when I reviewed it the first time. And I have to admit, there's a lot to like about this game. It deserves a spot on this list just for the absolutely stellar atmosphere and environmental design. As for a favorite moment, well, on several occasions through the game I've experienced a quiet awe as, after clearing an area of zombie-like Splicers, I had a chance to walk around and take it all in. Perhaps my favorite such instance occurs before Splicers even enter the picture when, upon entering the lighthouse at the start of the game, I found a space somehow cavernous and claustrophobic, beautifully and lovingly and richly decorated, yet disquietingly empty. The air was filled by that haunting music, and I felt like I was looking in on something that had once been grand, and was forsaken.
8. Trauma Center: Second Opinion - I don't know why I love Trauma Center the way I do - it's much too hard for me, and that usually turns me off right out of the gate. But there's something entrancing about it, especially at the early levels, when I know that I can succeed as long as I don't screw up, and that knowledge makes me work furiously to finish before the patient flatlines. My favorite moment comes when Derek shouts, in one of the only bits of voice acting in the whole game, "I will save this patient!" It's cheesy, maybe, but the character's frank determination is infectious. And it's refreshing to play a game where success involves saving lives, rather than taking them.
7. Sam & Max: Season One - I was vaguely aware of Sam & Max, as a franchise and as a modern episodic game, before I picked up Season One this summer. I didn't realize that I would get quite such a kick out of it. After too long, this was my return to adventure gaming, and it was easy to remember why I loved the genre. The games are witty and clever but simple; the lack of complex or abstract puzzles puts the focus squarely on the story, which is fun and funny and nicely compact. Playing six 2 to 3 hour games made me realize that, while marathon games like Oblivion have their place, short games can be an incredible joy. My favorite moment was getting thrown into an old-school text adventure in the episode Reality 2.0. I'm just that much of a geek.
6. The Legend of Zelda: Phantom Hourglass - You may remember that I was a little skeptical about Phantom Hourglass in the days leading up to its release. Drawing a path for your boomerang would be cool, no questions asked, but the whole concept of drawing on your map seemed a little gimmicky to me, and I was afraid it would bring down the whole game. Boy, was I mistaken. Phantom Hourglass is fun, although due to the onslaught of games this holiday season I haven't gotten to play as much as I'd have liked, but my favorite part by far was the dawning realization that I had seriously underestimated how developers could use that little gimmick to add innovation and depth to the play mechanics. For as many times as I've talked about data as content and information as currency, I had to play the game to understand how well treating information as a prize could work.
5. Once Upon a Time - I played Once Upon a Time for the first time during the week after Christmas, with my sister, while we were snowed in up in the mountains. I was extremely pleased to see how simple the game is, and how much fun it was to play. It falls into an odd and delightful cooperative-competitive category, where each player is ostensibly trying to win in a zero-sum fashion, but really everybody's goal is just to keep the story going. My favorite moment was when Captain Bart, the king-cum-pirate, instructed his lover to poison the kindly old woman who had cooked them nothing but potatoes every day. That's the kind of plot twist you just don't see in many of your commercial games.
4. Elite Beat Agents - Rhythm games have always held a strange appeal to me. I'm terrible at them, which is what makes it so strange. Also, I tend to get bored relatively quickly. I have a Dance Dance Revolution: Mario Mix mat gathering dust from the brief period when I was bursting with excitement about that game. Ditto the bongos from Donkey Kong Jungle Beat. In fact, the only rhythm game that has stayed consistently fun since the time I got it is Guitar Hero II, which I guess is what I love so much about Guitar Hero. I got tired of Elite Beat Agents pretty quickly, too, but damn was that game fantastic while I was playing it. I absolutely love the idea of people being able to overcome any problem with a little luck, perseverance, and the support of a team of snazzy male cheerleaders dancing to pop hits. The wonderful, cheery absurdity of the story was like, well, music to me. Favorite moment: Cheering on a parrot in a scuba helmet to the tune of Y.M.C.A. Also, the phrase "Agents are GO!"
3. Mass Effect - Mass Effect was, by far, my most anticipated game of the year. And it lived up to it's promise as a worthy successor to Knights of the Old Republic, which is one of my favorite games of all time. Certainly, the game isn't perfect, but most of its problems boil down to the fact that some of the secondary systems aren't as well designed or polished as the rest of the game. In other words, it's important to continually stress how not-perfect the game is because it's really so damn good. As with KOTOR before it, I'm partial to the romantic subplot in Mass Effect. I guess that my favorite moment of the game was when I ultimately turned down Kaiden's advances in favor of pursuing Liara. I'm used to any romance in a game like this being linear, if optional. Having to make a choice, and follow through with it by explicitly rejecting a character that I had rather gotten to like over the course of the game, was emotionally potent, especially because the characters and situations were so well presented.
2. The Baron - The Baron deserves a proper review, and I'm still planning to give it one eventually. For anyone who isn't familiar with it, this is a work of interactive fiction that I found through the Play This Thing! blog last summer. It's a cyclical game, meant to be played more than once, and on the first play-through it's a good example of what the form brings to the table. The game is structured as a short series of encounters, where the overall organization is almost entirely linear, but there are many ways to navigate each individual encounter. The text interface makes me feel more of a sense of freedom in my interaction with the world, and it's worth playing the game just to remember what we lose by using graphical interface systems. There's a moment of realization at the end of the game, however, that imbues the whole experience with an additional layer of meaning. Maybe because I didn't really see it coming, or maybe because of the subject matter of the game, this was one of the most powerful moments I've ever experienced in gaming.
1. Portal - Come on, what's not to love about Portal? I can't even count all the favorite moments that came out of this game: perfecting the double-fling, discovering the graffito-ridden back rooms, Jonathan Coulton's song, reading the history of Aperture Science on aperturescience.com, the cake... Clearly I'm obsessed, but Portal is in many ways a masterpiece of a game. If I have to pick just one favorite moment, though, it's the line, "There was even going to be a party for you. A big party that all your friends were invited to. I invited your best friend the companion cube. Of course, he couldn't come because you murdered him."
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 don't know exactly why I'm so excited about the launch of Valve's
Orange Box today, since I have no personal investment in the Half Life
series and I won't even get to play the thing until later this month,
when I trade the PS2 I've been using back for my 360. But I've been
looking forward to Portal since, well, since the first time I heard
about it. Which is a little ridiculous because, as much as I love to
have a game take advantage of the ethereal nature of virtual worlds to
screw with the laws of physics, there's good chance I'm not going to
love the game itself. I'm trying to steel myself for a hardcore approach to
spacial puzzles (read: platformer) with a killer difficulty curve. Even
so, I can't help get excited about it.But the point is, I've started to get excited about the other games included in this package. I'll finally get my chance to play Half Life 2, for one thing, which is supposed to have been the "Thinking Man's FPS" before Bioshock stole the title away. Episodes One and Two represent a step forward for episodic gaming, a cause to which I have been whole-heartedly converted. I love the style and aesthetic of Team Fortress 2, and by all accounts it's well balanced and a great deal of fun. And, quite frankly, whatever you think of these individual games, you have to admire the whole shebang. The contents display enough variety to appeal to a pretty decent range of tastes, and give everyone a chance to explore something they might not otherwise try.
Maybe more than anything else, this spoiler-free review of Episode Two by John Walker over at Rock, Paper, Shotgun has got me itching to find out what I've been missing all these years. Whether or not you're a Half-Life fan, I'd recommend you check out the article, which heaps all sorts of eloquent praise on the game. John was impressed by its style and polish, among other things. "Better than any FPS before, Episode Two disguises its linearity not by presenting you with false choices, but by making the only path on offer the only path you’d ever want to take. Go back and you’ll realise there is only ever one route. But you still picked it." I'm always impressed by this sort of attention to level design, which is perhaps the keystone to creating an effective narrative experience in a linear game. By definition, linearity limits a player's ability to make choices, which can severely decrease the player's sense of agency. Designing a linear game that doesn't feel linear is an impressive feat, and it allows the game effective use of the entire range of agency-based emotions, from pride to helplessness to regret.
By any measure, it seems the Orange Box is scoring high marks. To make your Orange Day celebrations complete, I'd also like to point out the first Team Fortress 2 machinima that hit yesterday, also brought to you by Rock, Paper, Shotgun. General agreement seems to be that it runs long, but it's elegant and touching and occasionally pretty funny. I have a soft spot in my heart for machinima, probably because I desperately want it to be possible to put together a great film without a huge art budget, and possibly because I love to see what creative people can do with constraints. (My abiding affection for the Red vs. Blue series probably falls in there somewhere, too.) Certainly, TF2 seemed to treat this film well. I haven't played the game, so I don't know how the camera works, but I was personally pretty impressed by some of the cinematography that they pulled off.

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