Make Me Play Videogames Field Journal: Drained

Far Cry 2 has officially been completed as of about 20 minutes ago; I’d have told you sooner, but I had to wait through a 10-minute unskippable credits scroll before I could quit the game. I’ll be taking a short breather before writing up my thoughts in the usual rambling, incoherent, and likely irrelevant manner.

I’ve already learned a lot about game writing, that’s for sure. Lesson #1: write it down right now. Keep a pad next to the computer. If you have a thought, opinion, or gripe pause the game and write it down instantly. If you are drifting warmly away to sleep and a good point or phrase wafts up out of your gently simmering mind, hop the fuck out of bed and get it on paper. Don’t assume you can remember that stuff. ‘Cause if you’re me you can’t.

The next set of candidates will soon be going up on the site for you to choose between. I won’t be giving the choices away right away because, well, what would be the point of putting them in a separate post, then? However, I will tell you that the theme for MMPVG 2 will be “Among the Ruins”.

-ssr

Make Me Play Video Games Field HQ: What Rough Beast

While my progress in Far Cry 2 has been slow and steady, it is certainly real, and I’ve spent some time thinking about the contestants for the experiments still to come.

That got me wondering why exactly it was that I ever stopped playing FFXII in the first place. Nostalgia, misty memories and a certain amount of remaining franchise goodwill had me seriously thinking that I’d missed out by dropping my controller and abandoning Vaan, Ashe, and Penelo, never returning to their story in the four years since. What made me quit this game that was apparently so full of fond memories for other gamers after only a few hours of play?

And then I stumbled across a post on Gamasutra from last October that brought it all rushing back to me:

An Eternal Recursion of Idiocy

Final Fantasy XII, a game with a fair share of both wildly successful and completely backwards game design, isn’t the first to do this to its players, but it is certainly one of the worst. Specifically, it is the weapon called the Zodiac Spear (specifically, the secret of obtaining it) that is an example of game design that is so mind-numbingly cynical that even reading about it causes me to feel mentally cross-eyed.

Secrets exist to be discovered. Some don’t, but they aren’t intentional, and they range from the merely embarrassing KotOR II to GTA’s multi-million dollar cup of hot coffee. But it isn’t often that a secret is paradoxically meant to be revealed but also impossible to find on a player’s own.

The Zodiac spear was not intended to be discovered through natural play or even unnatural play.

Continue reading Make Me Play Video Games Field HQ: What Rough Beast

Press X to Be A Dick

480_bioshock

Dante’s Inferno is out and plumbing the depths of mediocrity essentially as expected. I’m going to use Dante’s pointless redemption/damnation system as a jumping-off point/excuse to bring up an issue that’s been sloshing around in the back of my gamer consciousness for a while now: games are not depicting morality properly.

Moral choice in games seems to have devolved into either a  tedious form of stat allocation (a la Dante’s Inferno and Infamous), or a way to pad out playing time by offering two sort-of-but-not-really different versions of the story to play through (as perfected by Bioware). Morality is offered as a way to tailor the story to the player’s ideal – “play your way” etc. – but so what? There rarely seem to be any lasting effects as a result of the player’s “moral choices”, so where does morality come into things?

Without any consequences, you don’t have choices to decide between, you merely have selections to make. In which case, who gives a fuck? That’s just a skill tree, they’ve had that forever. Whether you put points into your “be a douchbag” skill by using a menu screen or by shooting 50 babies doesn’t really matter; you’re still using a resource (skill points or choices) to purchase an upgrade. When games like Infamous make you chose between acting bad or good, they aren’t creating a dynamic story with depth and replayability. They’re just creating a skill point allocation system with an incredibly tedious and burdensome UI.

Part of what I think I’m bumping up against here is that there’s a chasm between story and gameplay when it comes to consequences. The story consequences can be completely different from the gameplay consequences; if the story is telling you that doing something would be bad, but the actual rules of the game don’t punish you for being bad, or even treat you the same as if you had made the “good” choice, you get a disconnect between what these two sets of moral systems are telling you. If I were a pointy-headed movie lover who studied film for three years at the University of California, I might call these two sets diegetic morality and mechanical morality. But I won’t.

On the off chance that I’m not explaining myself well, here’s an example. In a Star Wars movie, staying true to the Force and not going over to the Dark Side is a constant struggle with temptation, the failure of which essentially risks both a poisonous addiction and eternal damnation. In a Star Wars game, you stay on the light side if you want telekinesis and you go over to the dark side if you want force lightning.

Continue reading Press X to Be A Dick

Chat Box

Sonic Rob: http://www.destructoid.com/is-heavy-rain-doing-videogames-a-disservice–162102.phtml
Sonic Rob: Jim Sterling raises an interesting point
FyreHaar: he has a good point
FyreHaar: we go on and on about not comparing movies to the books they are based on because the media are so different
FyreHaar: shouldn’t the same be said for movies and video games?
FyreHaar: A short video game is 10 hours
FyreHaar: a ferociously long movie is four hours
FyreHaar: even accounting for fail states and learning curves
FyreHaar: a movie is never going to have the potential for in-depth story telling that a video game does
FyreHaar: and interactivity is the true video game art form
FyreHaar: we are never going to be able to tell the people in the movie what we want them to do
FyreHaar: to feel that intensely personal stake in their actions
FyreHaar: as we do with our RPG characters
FyreHaar: or the idea of playing a game over and over and manipulating the outcomes to see how much depth has been programmed in for us to explore.
FyreHaar: I mean, think about that
FyreHaar: something like DragonAge where they put in all these possible futures
FyreHaar: just in case you want to go there someday
FyreHaar: to see what would happen
FyreHaar: that is so much effort and care about the experience
FyreHaar: a movie is a rail shooter
Sonic Rob: When I see a game that is promising movie levels of “cinematicness”, I don’t feel like it’s a criticism of games
Sonic Rob: I think it’s a criticism of movies, you know?
Sonic Rob: that they are somehow unsatisfying
FyreHaar: I think it’s a camera movement style
FyreHaar: I think it just means they are trying to make it look and feel like a movie
Sonic Rob: a “cinematic game” is a movie with interactivity
Sonic Rob: not a game with lots of cutscenes
FyreHaar: purely stylistic
Sonic Rob: I disagree
Sonic Rob: I think it’s a lot more fundamental
Sonic Rob: hideo kojima doesn’t really care about gameplay much
Sonic Rob: he wants to make a movie
FyreHaar: a really, really long movie
FyreHaar: that he justifies the length of with action bits that other people make for him
Sonic Rob: that is a beard
Sonic Rob: a fig leaf
FyreHaar: for real
FyreHaar: because if there were no game, it would just be another eight season long anime series where the plot is indecipherable to westerners
FyreHaar: and no one would think he was a genius

Sonic Curmudgeon: OnLive, Get Off My Lawn

We see in the news for today that Google is – or is not – planning to become a provider of to-the-home gigabit ethernet just as fast as the computer you use to slack off at work:

Google Inc.‘s plan to provide fiber-to-the-home connections at 1Gbit/sec. speeds — that’s 100 times what most American broadband users now get — will have consumers salivating, but some experts say it’s unlikely that Google will ever become a network carrier that regularly installs and maintains fiber connections.

Instead, the announcement appears to be Google’s way of prodding federal regulators and broadband service providers like AT&T, Verizon and cable companies to do more to expand their broadband push.

The goal Google ultimately has in mind, some believe, is to make sure that networks with fat pipes are available soon, so consumers and businesses can use more bandwidth-intensive Google applications.

Of course, it is not only Google applications that would be able to take advantage of generally fatter pipes into homes. One of the major criticisms of the OnLive concept that got people oh-so-very-excited last year was that it simply wasn’t practical to push full-screen video to customers while also accepting and responding to controller input across a network connection in a timely fashion. A bigger pipe would certainly be a step in the right direction as far as games-on-demand providers would be concerned.

And now, a digression.

I don’t really care for the idea of OnLive. A subscription model is a great deal for the type of player who buys a game for full price at launch, then sells it back to GameStop a week later. Assuming a Netflix level of pricing, this sort of player would save a bucketload with a subscription to a game streaming service. I am not that type of player.

I play a game over a very long period of time, the kind of period that makes it a better deal to buy than to rent. I also quite like owning a physical library of games that I can play without a network connection, that I can return to years later, that I have control over. OnLive is another stab at removing control over a gamer’s library from the gamer.

“So what, Rob”, you reply. “If it isn’t for you, don’t subscribe.” Well, I’ll tell you so what: game companies hate selling us physical discs that they can only charge for one time. It removes their games from their control allowing, for instance, used game sales. They much prefer systems like Steam, which require each player to buy a copy of the game. That’s a lot closer to the legal reality of game purchasing, which is that you don’t actually buy the game at all but rather buy a license to use it. Server-side authentication services like Steam allow publishers a modicum of control over the use of their software, but OnLive takes that to an entirely new level: not only do you have no disc, you don’t even have any software at all. You just have a license to view video of the software running on an entirely separate computer.

If they could stop selling discs tomorrow, they would. The choice will be gone as soon as it can be removed, whenever that is.

Is this in itself an awful thing? I am probably overreacting to my gut revulsion. Maybe gaming on demand is as natural as TV on demand. Maybe I’m just being a stick in the mud. Maybe I’m seeing the end of a childish dream: a console under the TV flanked an Alexandrian library of game boxes.

I suppose the big pipe in my living room is a long way off. There’s still time to live the dream.

-ssr

Make Me Play Video Games Field Journal: The Rhythm

I’ve been playing Far Cry 2 for almost three weeks, and I’m solidly at 50% complete according to the taunting little completion reading that appears next to every game save. Here’s hoping my speed of play never comes up in a job interview =P

Part of the problem is that it’s really hard to sit and play this game for more than about two hours. I don’t think this is a problem with my attention span or gluteal fortitude; I’ve played WoW, Madden, and Mass Effect for far, far longer stretches. There’s something about Far Cry 2 that just doesn’t compel me to play for long stretches at a time.

That’s not to say I’m not enjoying it; far from it. It’s like Chinese food: I have a course, get all full, and then get hungry for another serving in a couple of hours. I think part of it is the incredibly free-form structure of the game. In WoW you are at least working towards levelling. In Madden, you are building a win/loss record as you complete the season. Nothing that you do in Far Cry ever really changes anything. Maybe it’s part of allowing the player to do anything at any time, but there’s very little sense of progress over time in Far Cry 2. You complete a mission, and now you can’t do that mission anymore, but everything else is still the same.

It’s really discouraging when that’s all you have to show for an hour or two of time.

-ssr

Chat Box

FyreHaar: she’s approaching a certain age
FyreHaar: and she’s the sexiest dresser in the group
FyreHaar: what should her code name be?
FyreHaar: mutton dressed as lamb??
Sonic Rob: accurate, but clunky
Sonic Rob: “expiration date”?
FyreHaar: nice
FyreHaar: these two expired dates got themselves and a dude kicked out of dickens
Sonic Rob: for what? pubic drunkenness?
Sonic Rob: er
Sonic Rob: pubLic
FyreHaar: they were drunk at 12:15
FyreHaar: like, too drunk to serve
FyreHaar: so they started flirting with this older gentleman
FyreHaar: sent him to the bar to order
FyreHaar: I called him on it
FyreHaar: told him not to pass the drink off
FyreHaar: he did it right in front of my manager
Sonic Rob: nothing worse than a woman who tries the alcohol facelift
FyreHaar: gah
FyreHaar: fucking sad
FyreHaar: kill me if I ever do that
FyreHaar: outside of the privacy of my own home
FyreHaar: hell I don’t act like that now
Sonic Rob: “If I act drunk and flirty, it is as though I am 16 again”
Sonic Rob: “I fear the apathy of men more than I fear the reaper himself”
FyreHaar: IFTAOMMTIFTH!!!
Sonic Rob: LOL
Sonic Rob: that’ll catch on
FyreHaar: it’s like Cthulhu’s little brother
Sonic Rob: fhthagn!
FyreHaar: lol
Sonic Rob: it’s funny
Sonic Rob: praying to Cthulhu sounds a lot like Bill the Cat

Chat Box

FyreHaar: have you realized that Bigelow and Cameron are exes?
Sonic Rob: I have
Sonic Rob: it is a big deal about the Oscars
Sonic Rob: battle of the exes blah blah
FyreHaar: but seriously I hope she wins
FyreHaar: a woman hasn’t won
FyreHaar: only the fourth nod
Sonic Rob: the movie was good
Sonic Rob: Dunno about best movie of the year
Sonic Rob: Cameron may win it simply for dollar signs
Sonic Rob: which would say something about the academy
FyreHaar: it was a towering achievement
FyreHaar: and if LOTR won it makes sense that avatar would win
FyreHaar: they both pushed organizational and technical boundaries
Sonic Rob: it is a powerful bit of technique, granted
Sonic Rob: but the film itself
Sonic Rob: I don’t know
Sonic Rob: there is more to a film than how hard it was to make

Chat Box

Sonic Rob: btw, we may have to start a minor internet war with destructoid
Sonic Rob: they have come out against pie in favor of cake
Sonic Rob: they have called pie “an excuse to make you eat fruit”
Sonic Rob: whereas cake is lauded for its hedonistic and total lack of nutritional value
Sonic Rob: they have obviously never heard of fructose
FyreHaar: fuck cake
FyreHaar: cake is for fatties