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"Messiah" games or -- the whole industry is broken

 
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Intentionally Wrong



Joined: 05 Dec 2006

PostPosted: Fri Jan 19, 2007 10:58 am    Post subject: Re: "Messiah" games or -- the whole industry is br    Reply with quote

Hey Broco! That's one hell of a post. I like this trend of industry-critical observations on the way games are failing to improve the status quo. I tried to approach something similar in the moe thread and elsewhere.

I doubt that a single game will be enough to change the industry. I doubt that any game designed with the intention to do so will have any positive effect at all.

Sam Delany quoted another author as saying "Nothing survives in the end, except for brilliant execution." I think this is relevant.

I've got more to say: later.
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Intentionally Wrong



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PostPosted: Sat Jan 20, 2007 6:12 am        Reply with quote

BotageL wrote:
Yes, but choosing not to kill the colossi in SOTC is an equally pointless diversion. The battles to triumph over them is the entire game, as I understand it. I don't know about you guys, but the thrill of exploring an empty world, even a very pretty one, does not last me longer than ten or fifteen minutes at the most. SOTC offers very little actual freedom as to how the player experiences the game, because if you want to finish the hero's quest, there's only one way to do it, and it ain't pacifistic. If you're not playing SOTC because of the narrative, why are you playing it, anyway?


I don't want to be misunderstood. Here's what I wrote originally:

Quote:
Colossus, for all its sweeping vistas, is a very small, personal game: it's a meditation on killing. It gives you the tools and the motivation to perform the act sixteen times. To make the repetition meaningful, it can't be forced, so the player has to choose to go kill another Colossus. For that choice to be meaningful, an alternative must exist: hence, the vast, seamless world, devoid of violence.


So, the choice in SOTC isn't between beating on Colossi and exploring the world pacifistically. The game is structured such that both outcomes are inevitable. Rather, the choice is a question of motivation. If you aren't deliberately out to kill a colossus, it isn't going to happen--but the game's about the killing of colossi, so the game won't progress. At some point, the player will say "I think I'll go kill another one of those things." It could happen the moment the player regains control at the central temple, or it might happen after fifteen minutes of pointless riding. Whatever. The point is, the significance of the killing increases because it is an intentional act the player has initiated.
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Intentionally Wrong



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PostPosted: Sat Jan 20, 2007 6:38 am        Reply with quote

Joe had a very good point, earlier, and it's a point that needs to be reiterated. I'm going to try to expand on it:

Dissatisfaction with the industry is inevitable.

Game creators have different ambitions and different levels of success at achieving those ambitions. Toss a handful of ad hoc scales out--"entertainment value", "artistry", "technical prowess", "absence of flaws", "novelty"... anyone who thinks about games can come up with plenty more. Games can rate high and low on different scales at once; their position on these scales can change as people come to a new understanding of them. By assigning weights to each scale, you can approximate an overall hierarchy.

This seems like a cumbersome process, but we do this subconsciously all the time. The push to establish a pecking order (or canon, if you prefer) is universal. Look at the GameFAQs "Best of" polls or any list thread around here.

You've heard the old phrase, "90% of anything is crap"? That's because people are capable of comparison. When you find a game as focused on evoking an emotional response as Shadow of the Colossus, most games you've played up until now immediately become a little bit worse. For every way a game can be measured, some game does it best. Quality is a social phenomenon.

The quickest way games can improve is for game-makers to focus on doing things better than they have before. For your game, find something no one has done well; then make sure your game does that better than anyone else ever has.
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PostPosted: Sun Jan 21, 2007 10:49 am        Reply with quote

Regarding the perceived rift between narrative and immersion.

My first instinct was to go find similar discussions in the communities for interactive fiction and tabletop roleplaying games and to mine them for quotes which might be relevant. It strikes me now, two hours later, that this is a poor use of time. I would have linked and/or quoted from here, here, and probably here if I didn't found something more interesting in the process.

Responding to Glitch's three approaches:

Immersion is not inherently valuable. To a certain portion of the audience, it is an absolute necessity; other people can do without it. This is true across a variety of media. Some people say never break the fourth wall; others say it's inevitable and must be embraced.

Narrative--that is to say, 'authorial' narrative, of the sort glitch is talking about--is kind of a phantom, anyway. Samuel Delany points out that "story" is not something authors create; they can create a structure and write description and narration and all of the other stuff in books, but the story is what happens in the reader's mind. It only works because of all the associations and resonances the reader has picked up. I say it's the same for games, except with an extra layer of complexity added.

If you decide your game needs immersion, then, you still have some options for controlling the narrative that the player experiences. I think the "assumption" route's probably the best, here--with an understanding of what causes emotions, you can constrain parts of the game to bring those emotions about.

As glitch pointed out, there's always a possibility of failure; this is no less true for less interactive media, though. Interactivity can compound the issue, but that's the whole point: the power of an event is magnified when it's something that might have been avoidable.




Something else: if you want to use videogames to tell compelling stories, this may limit the kinds of stories you can tell. Consider the circumstances of interactive fiction:

An IF game usually starts off with a period of self-examination and reorientation. The player's thrust into a new situation with no idea of who he is supposed to be, nor what he is capable of. Many players, then, start off by examining themselves, checking out everything they're carrying or wearing, looking around the room and generally behaving as if they have no idea who they are or where they came from. It's no coincidence, then, that many works of IF center on unreliable narrators, amnesia, and people who are thrust into an alien environment.

Something similar may be necessary for videogames. Right now, the only real vocabulary for interaction that we've explored is violence. Until we refine the mechanics for more complicated interactions, the only stories games will be good at telling are violent ones.
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Intentionally Wrong



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PostPosted: Mon Jan 22, 2007 7:55 am        Reply with quote

I think those things would help, yes. But I don't think that's the only way, nor do I think that's necessarily the best way forward.

The player's avatar is a unique actor in the gameworld in that it is controlled by something with goals that often conflict with the game's internal goals. Unless a game can find find a way to resolve that conflict, it will need to at least acknowledge the conflict or otherwise explore it.
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PostPosted: Fri Jan 26, 2007 9:02 am        Reply with quote

lolipalooza wrote:
Intentionally Wrong wrote:
The player's avatar is a unique actor in the gameworld in that it is controlled by something with goals that often conflict with the game's internal goals. Unless a game can find find a way to resolve that conflict, it will need to at least acknowledge the conflict or otherwise explore it.

A videogame is a game (brilliant observation, yes). We play it to win, to beat it.


I don't think this is true.

We play some games to beat them, sure. In many cases, achieving a number of victories over the arc of the game is the main point of the game. This might even be true for a majority of the games currently in existence!

"To be challenged" is not the only reason people play games, though. Look at The Sims. Look at World of Sand. Hell, look at the way most people play GTA: sure, they'll try some missions, but mostly they're playing to see what they can do, what kind of effect they can create.

The result of the disconnect I described means that when most people play GTA, their avatar acts in the way that gets the politicians all riled up. Wanton violence and psychopathery! How outrageous! This is an inevitable result of the way the game's structured, though--the real-world deterrents to psychopathic behavior do not exist in the game. At best, they're a miniscule inconvenience if the player's actually attempting to progress through the story; it's ironic that the game appears more punishing as the player's immersion increases. Rather than discouraging violence, this just discourages identification with the portrayed world.
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