Friday, March 16, 2012

Negative Emotions

 (This essay contains vague spoilers for the Mass Effect series, but I will try to keep them extremely vague because I hate spoilers and Bruce Willis is your father)

As soon as the final sequences began to unfold in Mass Effect 1, I knew there was something special and groundbreaking about this series. For perhaps the first time in a videogame, I was completely invested in the narrative in a way that I have not been in any film or book. It wasn't that I really wanted to win the game, I literally felt like I needed to complete my mission for the sake of the galaxy. In truth I could have loaded a save had things gone awry, but somehow that thought was shunted from my mind by the game's narrative.

I'm not the first to point this out, but narrative in games is more than just the "plot" and cutscenes and dialogue, it's inextricably intertwined with everything the player does and experiences. Every ladder the player climbs and every henchman the player guns down is adding to the story that the player experiences, whether the developers intend it or not. The problem is that we (both the developers and the players) are focusing on the wrong things.

Near the conclusion of Mass Effect 3, something happened that opened my eyes to a problem endemic to our medium. Through my own negligence (I was eating fish sticks), I allowed one of my Avatar's most trusted friends to be brutally executed during a quick-time event. My initial reaction was anger, shock, horror and guilt, and I immediately considered exiting the game and replaying that sequence. Then it hit me: I and every other gamer I know has been trained to consume games in a way that is antithetical to real drama. My friend had just been gunned down in front of me and I had had the opportunity to save them, and the emotions I should have been feeling were anger, shock, horror and guilt, yet I was automatically annoyed at the game and automatically considering a reset.

The problem is that, for a long time now, games have been too good to us. I don't mean this in terms of their difficulty, I mean that games have almost universally been trying to evoke positive emotions in us: excitement, curiosity, power, satisfaction. It's gotten so pervasive that whenever we feel a negative emotion during play, we instinctively attribute it to some flaw in the design. Plenty of games try to evoke negative emotions during cutscenes and through dialogue (sadness, hopelessness, regret), but because they aren't echoed in the game's mechanics, they come across as hollow. Why is the movie The Road so much more depressing than the also post-apocalyptic game Gears of War? Because Gears of War is really about shooting things. The same themes of loss and despair are present in the "story," but they aren't being evoked via gameplay, which creates a disconnect with the protagonists. I'm not here to bash Gears of War, I actually really like its game mechanics, this is a problem with virtually every videogame I've ever played. Even most "art" games fail to effectively tie their themes to their core mechanics, though some do manage to effectively evoke boredom.

Some games have successfully evoked feelings of fear and helplessness, which is why I think the horror genre has been so effective (until recent years when they started giving us sufficient firepower and frequent enough savepoints to mostly eliminate these negative feelings). Silent Hill wasn't scary because of its graphics or music, it was scary because its presentational elements complemented its game mechanics to evoke a sense of dread and confusion.

Unfortunately we haven't stumbled upon the formulas for evoking most of the negative emotions utilized in other media, and I don't imagine that figuring out how to make the player feel unhappy during play is at the top of most developers' priorities, yet I believe that the substantial resources being put towards voice actors, character models and writing are mostly going to be in vain until we start to figure out the gameplay side. Though these things look nice in a trailer and help game stories look superficially more like film stories, they are ultimately red herrings distracting us from the real barrier standing in the way of artistic (and entertainment) aspiration.

There is one negative emotion players have accepted over the years: Frustration (though this too is slowly being expunged). Gamers are willing to replay the same section many times over in order to achieve victory. The frustration of defeat serves a purpose since it makes success all the sweeter, and the possibility of failure is necessary in most games, even if the player never actually sees a "game over" or "retry" screen. The problem is that we have grown so accustomed to retrying things, we feel entitled to it. Yet this convention of retrying everything until success has become gaming's life-support system; it is the only type of punishment we seem to be okay with, yet it is ultimately one of the primary things that is holding game narrative back.

Imagine a game of Romeo & Juliet. Failing to stop Romeo from imbibing the poison, the player laments that he will have to replay the whole mission. Or, alternatively, Romeo croaks in the final cutscene, and the player wonders what the point was of retrying the final bossfight with Paris so many times if Romeo was just going to die anyway.

I fervently believe that games can be high art (whatever that means), and that they can attain dramatic weight, but this can't be effectively achieved by laying a story overtop a set of mechanics, no matter how good the story, acting and dialogue might be. In order for a game's narrative to properly draw in the player, the dialogue and thematic elements have to be mirrored in the gameplay. (And vice versa; Bastion does a good job of entwining gameplay and story by having the narrator comment on everything you do, making you feel more like the protagonist rather than an unwanted or vestigial houseguest.) Because good drama requires at least some negative emotion, this means not being afraid to make the player, and not just the protagonist, unhappy, and it also means we the players need to be okay with that. Otherwise we may as well be playing Bejewled with scenes from Goodfellas interspersed between levels.

So what did I think of Mass Effect 3? I absolutely loved it. The series is a firm favorite of mine, and like all good Sci-Fi (but unlike any other games to date) it made me question many things about my own moral code. But unlike Sci-Fi in other media, it also forced me to face my own hypocracy and biases on a few issues. Why did I want to try and give the Krogan race a second chance, yet I did not show the Rachni the same courtesy in ME1? I think it's because the Rachni are creepy and look like bugs. I'm fairly certain I am a specist.

I do feel that one major opportunity was missed however. After a certain fleet was decimated due to some ethically-questionable choices on my part, it left behind a debris field. Like many other such fields scattered throughout the war-torn galaxy, I scanned it looking for raw materials. Sadly there were none present. Only afterwards did I realize what I was doing. Causing the near-annihilation of an entire race and then looting their corpses through sheer force of habit would have been a moment that married story and gameplay perfectly.

Tuesday, February 7, 2012

hundredth post!!!1!!1!ONE!!!

Huh, somehow I managed to write 100 posts. Not sure how that happened.

If I'm going to keep sharing my most intimate thoughts about games here, I feel like there's something I need to disclose. A shameful secret that I've been hiding for years.

                                 I do not like Super Mario Bros. 3.

Again and again I've seen people cite this as their favorite game, or the greatest game ever made. And it's not that I think the game is good but overrated, I genuinely do not care for it.

If you're still here and haven't gone to report me to congress or something, permit me to try and explain myself.

It all started when I was a small boy renting SNES games from the local video rental establishment. One wintry afternoon (I assume, since I grew up in Calgary) I took home a little cartrage called Super Mario All-Stars. It had versions of all the classic Super Mario titles: Super Mario Bros.; Super Mario Bros. 2 aka Doki Doki Panic; Super Mario Bros.: The Lost Levels aka Super Mario Bro. 2; Super Mario World; and... Super Mario Bros. 3.

I loved this collection and rented it several times. I've always had a soft spot for Mario games, what with their inviting graphics, jaunty melodies and refined gameplay, and each of the games in the collection offered something unique for my young mind to devour... except Mario 3. That one just weirded me out for some reason. I had no problem accepting Mario 2 and its odd Arabian theme, but there was something about Mario 3 that just felt wrong or off-brand somehow, like it was clearly the black sheep of the Mario family. 'Oh well,' I remember thinking, 'they can't all be home-runs.' (I guess I thought in baseball analogies back then.)

Flash forward a decade and a half, Al Gore invents the internet, and I find it scattered with people waxing nostalgic about how great Super Mario Bros. 3 was, yet I find myself looking back on it the same way I look back on my first trips to the dentist's office. So what did I miss?

With commendable optimism I grab myself a copy off of Wii Virtual Console and fire it up, eager to see what my younger counterpart missed all those years ago. 'Okay' I thought, 'the music and the graphics still don't appeal to me, but I'm mature enough to look past that now.' A few levels later I feel my enthusiasm start to fade as the game continually finds new ways to irritate me.

'Well the game's over two decades old,' I hear you say. 'Of course it's not going to hold up to modern scrutiny.' Pipe down, Strawman, I'm a retro gamer. I just played through and enjoyed Castlevania 3, and it has a couple of mechanics that are objectively awful. Dated gameplay does not faze me.

To be safe though, I went back a replayed Super Mario World, and for me the difference was like night and day. Where Mario 3 felt weird and frustrating, Mario World easily won me back with its smooth gameplay and inviting presentation. Yes Super Mario World was released later on a better system, but when you throw out claims like "best game of all time" it doesn't mean "best game ever for nine months, going by North American release date."

I've put several hours into Mario 3 now, just trying to suss out what I find so un-fun about it. My main issue stems from the fact that Mario controls sort of like a freight train and begins moving quite fast once he gets any momentum behind him. Sonic the Hedgehog has a dash attack that allows him to plow right through enemies, but Mario can only defeat enemies by landing on them, which becomes quite a bit more challenging at high velocity. Couple this with a lenient timer and the fact that the levels seem specifically designed to have stuff unexpectedly pop out and kill you, and a slow and cautious approach tends to work a whole lot better. This pretty much kills any flow since as soon as I start to do well, Mario takes off like a bat out of hell and I have to put on the brakes or risk running headlong into some minute projectile, or landing a jump two pixels in front of an enemy. The screen also seems a little reticent to show what's about to hit you.

However I think most of my irritation stems from the level design rather than mechanics themselves. Enemies always seem to be in the most awkward locations, making them difficult to avoid even when they don't catch me by surprise. I'm all for challenge in games, but where I find Super Meat Boy's levels satisfyingly frustrating in an "I can't believe I just did that" sort of way, in Mario 3 I'm usually saying "I can't believe I let that kill me!" I don't think the Meat Boy method of shortening the levels and giving me infinite lives would fix the problem, although it might have prevented a few controller-shaped dents in my wall. The airship levels are pretty rad though.

A lot of the problem is that I just can't get past the presentation. I think it's some sort of uncanny valley type thing. Titles like Super Mario World and Super Mario Galaxy appeal to me because, despite the things that set them apart, they somehow embody that familiar Mario-ness I've come to know and love. Titles like Super Mario Bros. 2, Super Mario RPG, and Yoshi's Island appeal to me because they are so wonderfully unlike anything else in the Mario-verse. But Mario 3 somehow manages to straddle the line and be just familiar-yet-different enough to make me subtly uncomfortable, like it's Hannibal Lector wearing Mario's face or something.

Ultimately, I can't make a very compelling case for my position. The controls are tight for the era, and there are no major flaws present. It's a "death by a thousand cuts" kind if thing. Mario 3 is not a bad game by any stretch, and I'm not trying to suggest that it doesn't deserves its place in gaming history, I'm merely saying that I would rather eat glass than play any more of it.

Thursday, January 12, 2012

Magic Cards With Googly Eyes

I don't know how this took 18 years to happen.

Saturday, January 7, 2012

Pac-....*blam blam blam*....-ing

It seems to be all the rage right now for AAA developers to try and ape the style of Hollywood blockbusters. Games like the Uncharted series are doing so a little more openly, but increasingly almost every big budget title seems to be taking lessons from Hollywood schlock, from the flashy setpieces to the cliché characters and dialogue.

Putting aside the question of whether videogames really ought to be aspiring to be more like Hollywood, for the most part I don't have a problem with this cross-pollination. Peter Jackson's King Kong game was a breath of fresh air, and I had a blast with Uncharted 2. I think there are many elements of blockbusters that work well in a videogame medium. Story structure is one of the things which does not.

Most good action movies follow a basic structure along these lines: You start with a big action scene to get everyone's attention and stifle their ADD; you throw in some scenes to establish the setting and characters, some action to show the heroes in their element, until things start spiraling out of control; put in a couple of quiet scenes to make the characters less one-dimensional; something goes wrong and everything seems hopeless, the heroes get mad at one another; then, when all seems lost, the protagonist gathers everyone and everything together for a final desperate stand and wins the day at the last possible second, using a nugget of wisdom he learned along the way.

Works great for a 90-120 minute move. Now try stretching that formula over an 8-12 hour game. The most ubiquitous method is to pad out the action sequences to ludicrous proportions. Most games make me feel like I'm watching a cut of Die Hard where every time McClain encounters the terrorists, he has to kill hordes of them for 45 minutes before the plot can resume. This can cause a weird disconnect where the Nathan Drake of the cutscenes is a plucky adventurer whereas the Nathan Drake of the fighting sections is a serial murderer. Another common method for addressing the problem is to make the plot so ridiculously convoluted that it takes a whole 12 hours to play out, but most games that go this route don't seem to stir sufficiently and you get lengthy clumps of repetitive action floating in a large bowl of nonsense and exposition.

Weird pacing in videogames is definitely not a new problem, but the more we've tried to mimic film conventions, the more it's begun to stand out as something that isn't working. Through their interactive nature (and sketchy Skinnerian techniques) videogame worlds can draw us in better than films can, allowing them to waste our time with hour-long fetch quests, and room after room of identical goons.

And it's our fault. Not just because we put up with it, but because we constantly criticize games for being too short, and commend them for being lengthy. When's the last time someone complained that Casablanca was too short? Do people love The Godfather because it's 3 hours long? I understand wanting to get value for your money, but I'm more concerned with getting value for my time.

Despite the success of Portal and Braid, I don't expect shorter game-length to be embraced anytime soon, so what are some ways of keeping an 8-12 hour experience from dragging? Well, the issue isn't the length itself, but the pacing. So how should a videogame be paced?

Most RPGs, particularly hefty 30+ hour RPGs, are liberally sprinkled with "sidequests," optional missions that distract from the main plot. The fact that these quests have only tangential connection to the main quest is important, because they help break up the action and flesh out the gameworld without having to increase the complexity of the main story. (In JRPGs, sidequest-like sections are often mandatory, but this isn't that important to the issue of pacing, assuming the sidequests are compelling enough that you'll do them regardless.) For the record, I find the pacing in most RPGs even worse than in action games, but the method by which a game like Persona 3 can keep you interested for 100 hours(!) is by providing an overarching plot, with lots of smaller plots strategically sprinkled throughout, similar to the way TV shows generally have an overarching plot with smaller story arcs occupying individual episodes and seasons.

In fact I would argue that TV shows could provide a much better template for videogames than films, at least in terms of pacing and storytelling. The average season of a TV show is comparable in length to the average action game, and both are written with natural stopping points in mind (episodes/levels, though in videogames there is more flexibility). Characters in action/adventure movies have to be drawn in broad strokes, because there isn't time to develop a cast of fully-realized human beings. TV and videogames don't have this restriction. Benjamin Linus (Lost) and Lex Luthor (Smallville) are well-developed and interesting villains who would both come across as completely milquetoast in a summer blockbuster.

The other suggestion I will make is to mix up gameplay better. Most games have two to four different types of activities, be they shooting, platforming, exploring, driving, macrame, etc. I nearly gave up on Mass Effect (one of my all-time favorites) when, right after the first mission, it had me wandering around talking to random NPCs on a space station for literally hours, and my housemate did give up at this point despite my assurances that it got better. It's not that wandering around talking to random NPCs is inherently a boring activity (which it is), but rather that any type of activity has a tendency to become boring after that length of time.

It's also important to recognize that "quiet bits" in action films are not automatically analogous to "quiet bits" in videogames. Having a conversation scene sandwiched between two action sequences is not the same as having a section of backtracking sandwiched in between two action sequences; In the one case, I'm getting to know the characters, in the other, I'm watching a guy walk down a series of hallways. Please embrace the jump-cut, or at least lay dialogue over the backtracking.

I recently purchased the much lauded Deus Ex: Human Revolution, as well as the much reviled Apha Protocol (which was on sale for a single dollar). Alpha Protocol has no shortage of problems: technical glitches, a broken upgrade system, an almost incomprehensible plot, dodgy AI. And yet I've currently put three times as many hours into it as I have into HuRev. Why? Because when I put a couple of hours into Alpha Protocol, I complete a few spy missions, uncover some secrets, make some friends and enemies, and buy some cool spy gear. Most of the time I've put into HuRev so far has involved wandering around talking to random NPCs.

Wednesday, December 21, 2011

Seperating the Goal from the Faff

I noticed the other day, whilst twirling something in one hand and dropping something in the other, that it is our natural tendency to be playful. We have an inherent drive to make things unnecessarily challenge for our own enjoyment, whether it be a child trying to avoid stepping on cracks in the sidewalk, or an office worker trying to bank a crumpled receipt into a trash receptacle rather than walking the three feet. I term this behavior "seeking out unnecessary challenges to amplify our engagement with and enjoyment of otherwise mundane tasks," or "faffing about" for short.

Most of us faff about a lot in games too. Grand Theft Auto allegedly has missions you can go on, but pretty much all I've ever seen anyone do is aimlessly cruise around listening to the radio, mow down some pedestrians, get in high speed chases, and struggle with the awkward shooting controls while getting gunned down by police. Lather, rinse, repeat. There's nothing wrong with this sort of gameplay any more than there's a problem with strictly goal-oriented gameplay (though I'm hard-pressed to think of a game that doesn't usually involve at least some faffing about). The act of pursuing goals can also be fun and engaging in and of itself. The problems arise when the goals of the game discourage the most entertaining faff.

Imagine a hypothetical fighter. We'll call it Street Kombat. In SK's practice mode, one can try out all sorts of elaborate combos and specials. If this were the only game mode, it would still be moderately entertaining to try out the countless crazy maneuvers that the developers put in. But there's a problem. The developers put so much time into the various special moves that they neglected to properly balance the game. As it turns out, the safest and most effective way to knock out the opponent in SK is to crouch in a corner and repeatedly trip them. This wouldn't be a problem in and of itself, except that the goal of the game happens to be to knock out the opponent. SK's goals have actually made the game less fun.

This is an edge case, and the best solution would presumably be to tweak the game's balance rather than trying to find goals that would make SK's broken fighting system enjoyable. But this issue crops up all the time in (usually) less noticeable ways. Have you ever wanted to explore a level more but couldn't because of a time limit, or horded the ammo for the guns that are most fun to use because you knew you might need it for a boss fight later? When a game's goals discourage players from doing the things they find most enjoyable, there is potentially a problem. (I say "potentially" because sometimes being hamstrung in certain ways can be extremely enjoyable, such as when you have to sneak past some guard or defeat an enemy without using your weapons. Just make sure that whenever you are preventing or discouraging a player from doing something they want to do, you are doing so intentionally and with purpose.)

So if this problem of imposed goals ruining players' fun can crop up in carefully designed systems like games, what happens when we recklessly impose goals and incentives in real-world environments like jobs or schools? There is research that shows that external incentives can erode and supersede our internal motivation (this is known as the Overjustification Effect), but external incentives can also directly discourage us from having fun.

While cooking a meal, have you ever twirled the spatula, juggled an egg, or perhaps stirred along to the song on the radio? What about when you were in a hurry? Would you still cook 'playfully' if you were a high-paid chef in a high-end/high-pressure restaurant?

Goals, particularly challenging ones, can make an activity more engaging and fun, but all too often they can merely prevent us from having fun. Often we faff because the activity is too easy and monotonous. Maybe rather than trying to stop a student from doodling through class, or disallowing humorous emails in the workplace, we could simply let people have fun, or even encourage it, and trust that motivation and productivity will follow. Google recognized this, and they are currently worth about 200 billion dollars. Just saying.

Wednesday, December 7, 2011

Great Game Ideas #1

Skinner Boxing

-A standard boxing game except that your punches only occasionally connect, on a random basis.

-You also have to block at least once every 30 seconds or your coach electrocutes you.



Thursday, November 17, 2011

Drop the SOPA

I don't like to get political on a blog purportedly about games, but this bill seems important, and it's allegedly set to pass before Christmas. SOPA (Stop Online Piracy Act), also known as E-Parasite (Enforcing and Protecting American Rights Against Sites Intent on Theft and Exploitation... way cooler name btw) is a bill intended to help US corporations shut down websites that host copyright-infringing material.

I'll agree that piracy can be damaging, but if you look into some of the wording, SOPA is the equivalent of spraying for termites using napalm. All websites will have to start carefully monitoring everything since they could theoretically get blocked or have their revenue yanked because a user posted some song lyrics or something, and all the added litigation (which will carry no risk for the prosecuting companies, mind you) will likely cost the government tens of millions of dollars. On top of this, downloaders will still be able to easily access pirated material simply by finding the site's IP address, so the affect that SOPA will have on actual piracy will be minimal at best.

If you support any notion of net-neutrality, please contact your local representatives immediately (or if you aren't a U.S. citizen pass this on to people who are) and explain why this bill is important, and why we can't allow it to be rushed through like this.

If you want intelligent, well-reasoned arguments against copyright in general, check out some stuff by Cory Doctorow (who is an advisor in my program at UW, meaning that my degree is cooler than yours).

Sunday, November 13, 2011

4 Things That Suck About Zelda Games

The Legend of Zelda is probably my favorite series of all time, in any medium. With that out of the way, I'd like to point out some lazy design choices that have plagued the franchise since its inception, and will undoubtedly plague Skyward Sword as well.

4) Combat is way too easy - This is something that has slowly crept in over the years. The original's combat was challenging and intense, and The Adventure of Link had sections that were harder than Goron turds. But as time wore on, the battles became increasingly less challenging. This wouldn't be so bad except that the puzzles have remained fairly devious, causing an odd disconnect. For me the worst was in Wind Waker, which had a couple of puzzles that stumped me for hours, yet common enemies and even most boss fights provided little challenge.

If you disagree, that's fine, but the optimal solution would be to finally institute a difficulty system of some sort. But as previously mentioned, Zelda designers are lazy. Besides, if the combat were too hard, it could completely halt a player's progress and ruin their experience, whereas if it's too easy, the worst that can happen is that they'll futily rant about it on the internet.

3) Heart pieces don't matter - One great thing about Zelda games is that there are tons of secrets hidden everywhere. In Majora's Mask, many of these secrets were masks, some of which actually granted you new abilities (like the "bomb mask" that let you explode your face). However most of these secrets are "heart pieces." Collect four of these, and get an extra heart added to your life bar. Which is all well and good except that every time you complete a dungeon you are granted a "heart container" which immediately increases your life total by a heart, rendering the number of heart pieces you've collected pretty insignificant.

Let's say after 4 dungeons you've found 10 heart pieces. Sounds pretty impressive, except that when you add the 4 heart containers you got automatically to the 3 you started the game with, the extra 2 you got from all that secret hunting aren't exactly game-changing. Of course if you rewarded skilled player's too much, the combat would become more of a breeze to them than it already is. And the easy combat is another reason why heart pieces don't really matter.

2) Rupees really don't matter
- With rare exceptions, you will generally have a full purse. This is because rupees fall out of every enemy, pot and shrub. But it doesn't matter because there is nothing to buy with them, aside from bombs and arrows which fall out of every enemy, pot and shrub. On the rare occasion that you actually need rupees for something quest-specific, it usually costs more than you can hold, meaning that you need to obtain the "bigger purse" mcguffin in order to proceed, rather than actually being faced with a decision about whether you can afford the item, or at least how to go about raising money. Not taking the time to balance an actual money economy is ***drumroll*** lazy.

1) It's Ganon! ...again - Spoiler: the big-bad is nearly always Ganon. This wouldn't be a big deal in and of itself, except that the games always try to spring it on us as a surprise. At this point I would be much more surprised if the twist in Skyward Sword is that it's not Ganon. o.0

But despite these niggling flaws, if you say anything bad about Zelda games in my presence, you will be Gannon-Banned.

Saturday, October 29, 2011

The Unspeakable Thinks You Can Think

Many who know me are aware that I am a fairly avid longtime fan of H.P. Lovecraft and all things Cthulhu Mythos related (Eternal Darkness is one of my favorite games of all time). It dawned on me a while back that his stories of eldritch terror scratch a similar itch for me as another author whom I was wildly into many long years ago named Theodore Geisel, better known to the world as Dr. Seuss.

Both authors deal with strange and fantastical worlds, and both authors like to make up lots of silly words to accentuate the strangeness and fantasticalness.

 Both revel in the bizarre and the unnatural. And both were a little racist.

Granted Lovecraft usually goes for more of a horror angle, but Dr. Seuss can get somewhat creepy too.
"What would I do?" Probably soil myself.

In honor of these literary giants, I've compiled a list of words they made up and turned it into a quiz. Can you tell the difference between Lovecraft and Dr. Seuss?


And apparently I'm not the only one who thinks these two greats should go together. (You won't regret clicking that link. Unless of course you value your sanity.)

Tuesday, September 20, 2011

The Musician as Athlete

Two decades ago, my mom wrote and self-published an extensive book on Musicians' health from the perspective of someone who both plays the Cello and gets injured. If you too are a musician made of delicate human flesh, you're in luck. I recently converted The Musician as Athlete into an ebook which can be purchased through Amazon. If you are instead some sort of inorganic music synthesizer program, you may not find too much of value here, but I personally suggest uploading yourself to the cloud in order to achieve nominal immortality. If you are a non-musical spambot, I would like to discuss a few things with you.