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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Fri Jan 19, 2007 7:36 am Post subject: "Messiah" games or -- the whole industry is broken |
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So lately I've been watching a great TV show called The Wire. In a nutshell, it's about the war on drugs in the city of Baltimore; it shows both the perspective of the police and the drug dealers as they go about their business. But the show is actually much broader and more ambitious: in later seasons, it expanded to show many other aspects of the city, such as the school system, the political class and in the final, upcoming season, the local media.
What all these groups have in common is that they are large social systems that are irrevocably, self-sustainingly broken. The gangmembers are trapped in a culture of violence that consumes their young. The police and schools are trained to focus entirely on maximizing statistics (of arrests and test scores, respectively) at the expense of actual results. The political class cares only about accumulating money and good press and not a whit about effective policy. The media is focused on sensationalism and pandering to the audience's existing prejudices.
The thing is (and this is arguably the central thing The Wire is about), in all these dysfunctional institutions there are actually intelligent and well-intentioned individuals trying to change things for the better. Invariably, they fail. A gang leader attempts to introduce a more peaceful, cooperative way of doing business, but his actions look like double-dealing to gangsters with a more traditional mindset, and he is brutally murdered. A few police officers attempt to go after top gang members instead of doing endless, futile street-level rips, but their efforts require ignoring orders and going out of the chain of command, and they are demoted to where they can no longer do "harm". A mayor briefly considers a form of drug legalization to reduce gang violence, but is rapidly beaten down by hysterical bad press. These sound like tragic figures but actually they often appear more clownish -- hopelessly quirky and naive and not knowing what's good for them. The entrenched interests, ideology and incentive structure are much larger than any one person -- crucially, even an individual at the top of the hierarchy like a mayor -- and in their struggle against the great beast of their institution's culture, these people amount to nothing and are crushed.
Now the point of all this, if you haven't caught on yet, is to make an analogy with the videogame industry.
The problem, as many of us here at SB agree, is that games, taken as a whole, are hopelessly immature and unsophisticated. They consist largely of teenage power fantasies, movie tie-in merchandise, children's toys, cheap ways of killing time or glorified porn. The problem is not that they are not "Art" -- that is a useless, loaded term that only leads to sterile squabbling about definitions, and please nobody bring it up from now on. The problem is not either that their audience, demographically speaking, isn't wide enough -- I can't see how just getting more middle-aged people and women playing them would help matters (American Idol is watched by plenty of middle-aged people and women). The problem is that so many of them are idiotic, infantile. They can't be taken seriously. Many people of good taste quickly dismiss them as trash without even making the effort to find the nuggets of gold, and who can blame them?
Now what brought me to write this post is the following comment. In the "moe" thread, Toups wrote (after quite a digression):
| Mister Toups wrote: |
| The problem right now is that no such game exists to be a role model -- to demonstrate that an (nominally) original IP can appeal to its built-in audience while still maintaining artistic excellence. And so in the mean time you have two scenarios: one is well meaning people who want to make a good game but shoehorn it into existing archetypes which are guaranteed to be appealing to the target audience; the other is soulless hacks who are only interested in producing half-baked schlock that sells based on license on image. The former produces games like Gears of War and Asuka Burning Fest, and the latter produces BloodRayne and [insert random gundam shovelware title here]. |
What struck me in this comment is the assumption/hope that there's something that might be done here, that it might be possible to create a single game good enough that it would start pushing the industry off its dismal path. This is a topic I've been thinking regularly about for some time, first because I've been raised on videogames and I care about what they become. And secondly, because it's become a kind of existential problem for me -- I've begun a career in videogames and I want to know what I can do to change things, what my work will amount to in the end. I don't think I've ever participated in any discussions about it here, because I was still gathering data, my opinions weren't settled, and I wasn't sure I had anything to add -- but increasingly my thoughts are tending towards the negative.
Toups continued:
| Mister Toups wrote: |
| As far this messianic game that I've been alluding to, Half Life 2 and Shadow of the Colossus are the two closest things that come to mind, but they both have significant flaws (SotC in its gameplay, HL2 in its narrative). These flaws don't ruin the game and they don't keep them from being great, but a the sort of game I'm thinking about would have to transcend those sorts of problems as well. |
I agree with Toups that these two games rise above most of the rest by quite a height. But compare them with movies instead of games and they suddenly seem middle-of-the-pack. Aside from the gameplay problems Toups alluded to, for a game all about giganticism SotC is in the end rather small and thin. For all the hours it takes to go through it, it has about the content of a short film. Meanwhile, HL2 is like an action sci-fi film with great art direction and a clever script. And in some scenes it's actually cringe-inducing, like the laughable attempt at human drama in Dr. Breen's chamber. Not exactly Fellini, this. And this stuff is (by far) the best we have to offer -- the product of, by industry standards, freakishly talented studios with inspired auteurs that are free from pressure and able to impose their vision on the team.
How would one go about creating this "messiah" game? There are a whole bunch of interconnected obstacles here. Let me start by one of the most direct: the role of the game designer. Game designers are sometimes called the game industry equivalent of movie directors. However, game designers are not actually titled "directors" and there's a good reason for that, namely that in most companies they don't actually direct anything. Their role is micromanagement, and big decisions about concept and theme are imposed by the publisher, who has safe cash cows in mind. In this type of environment, the uninspired and derivative is hard to avoid.
This has a large stifling effect, especially considering that it is impossible to make many types of games on limited resources. With a 3d game, to create a simple scene of a person walking, you need to hire a modeler to create the person, a texturer to cover him with skin and clothes, an animator to painstakingly tweak his facial and body movements, and programmers to create, debug and optimize the engine that will display him. The barrier to entry is too high for inspired game designers to easily escape the existing institutional structure.
There's another problem. Assuming the above problem can be bypassed -- and it will, occasionally -- and a good team is given considerable resources and full freedom, what kind of game is likely to be produced? Not as great as we might wish. The root problem is the whole gaming culture everyone was raised in, and the fact that almost nobody from outside that culture is entering the industry. The state of game discussion and criticism is at a very low level compared to that found in other mediums. You have trashy game magazines like IGN which are promotionally oriented, substance-free and written in the style freshman term papers. You have Internet game forums by and large filled with fanboys. You have us and the Gamer's Quarter, but we're obscure and insignificant and anyway the level of discussion could be higher here too. And then you have a handful of academic "ludology" types, from what I've seen concerned more with things like fitting games into rigid category systems than with articulating anything of human interest about them. Game designers read the same stuff you and I do, and it's hard to develop sophisticated ideas when at every step your thought process is influenced by simplistic nonsense.
It's not just the breathtaking shallowness of the discussion, it's that the whole vocabulary used to discuss games is schematic and reductionist. For instance, there's the often-articulated dichotomy between "gameplay" and "graphics", typically alongside the claim that games nowadays are doing too much of the latter and not enough of the former. This is silly. Gameplay is not meaningful without the metaphorical structure provided by the graphics -- imagine, for instance, SMB but with all the sprites replaced by colored squares. Meanwhile, graphics are not attractive simply by being detailed -- their beauty has a lot to do with the way they fit with the themes and atmosphere of the game, which in turn is inextricably tied to the gameplay. A game is a whole: every part reinforces or weakens the others, and it makes no sense to evaluate them separately.
As another example, "immersion". We should be careful not to assume a player is ever truly "immersed" in a game in any real sense. Consider your own thinking and emotions while playing a game. We rarely actually look at a situation through the eyes of the game protagonist -- we are constantly thinking as players, interpreting even realistic-looking environments as obstacle courses and trying to find the optimal method to advance. In a highly dangerous situation, we are perhaps frustrated or exhilarated, not afraid like the protagonist would be. We completely ignore the game universe's code of ethics and the protagonist's priorities, gleefully murdering friendly NPCs and then perhaps reloading the game if this breaks progression. There is a gigantic distance between the player and the game avatar he is supposed to embody. And this is not just a problem with us hardened, too-experienced "gamers" -- I've seen people who almost never play games immediately adopt this attitude.
Instead of simplistic conceptions like this, we need a nuanced, sophisticated discourse. One that considers individual games as they are instead of as members of predetermined categories; one that considers them as wholes instead of as an agglomeration of parts; one that focuses on the human elements of games, the experiences elicited by them, the themes raised. But sophisticated discourse isn't going to appear as long as most games aren't themselves sophisticated enough to deserve it.
So if game designers also think in simplistic terms -- and make no mistake, this kind of vocabulary is found in game design documents -- this is a severe impediment to good games being created. And new people who think in different, more nuanced ways are often repelled by games, and aren't coming in to inject badly needed new kinds of thinking.
And there's yet another problem caused by the poor level of commentary. Let's say a particularly enlightened game designer comes along, overcomes the institutional obstacles, and produces a truly wonderful game. The messiah has arisen! But will he be recognized as such? Will the game sell among the existing, inbred audience? Second, let's say it did sell -- do you think the rest of the industry will become enlightened? Do you think it will raise the bar and many others will start producing games of similar quality? Or perhaps the newly founded religion will perish by syncretism -- others will integrate it into their existing doctrines about games, and miss what makes it good entirely. (See: Myst.)
Going back to my comparison with The Wire -- what is the model I'm trying to elucidate about the game industry's dysfunctionality? In a nutshell, there's a chicken-and-egg, self-sustaining cycle where the quality of the games is never high enough to attract people and commentary with a wide, sophisticated perspective, and the low level of commentary and the too-narrow perspective of the people entering the industry drags down the quality of the games. This is the backbone of the problem, and then what prevents people from slowly chipping away at it is that the genuinely enlightened individuals that do join the industry are either absorbed and crushed by the institutions, are forced into making low-budget indie stuff which isn't among their best ideas, or when they do produce something unique are simply ignored by the rest of the industry. It strikes me as a cycle very difficult to break away from.
(And there's one final problem, possibly the greatest of all, that I haven't yet mentioned because it doesn't tie in to the whole social structure business. I say I want sophisticated games, but I'm not even really sure what I mean by that. I don't have a implementable, detailed game concept that would qualify, nor have I ever seen one. It's clear that games are not-so-great, but it's not so clear how we can do better. I can only say, "I'll know it when I see it." So in one sense, my above, pessimistic-looking argument, is actually predicated on an optimistic assumption -- that great games are possible in the first place. It may be that I personally am clear-sighted enough to diagnose the problem but lack the talent to cure it. But it could also be that there is a fundamental problem with the medium preventing them. If so, I would say it is probably the distance between the player and his game avatar I described earlier. The player can do anything he wants, and this drastically constrains the power of the designer. A game is like a stage play, except one where a random member of the audience is taken onto the stage with no rehearsal to take part in it.)
Apologies for the length, and for being Guardianesque. I just wanted to throw this out there. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Fri Jan 19, 2007 6:25 pm |
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Hey, I'm glad most people seem to like this post. I ended up obsessively spending until 3 AM yesterday writing and rewriting bits of it, but at the end, rereading it with a critical eye, I could see powerful counterarguments that could be made and I wasn't sure it was that great after all. I decided to post it anyway because there were at least bits of it that I was happy with, and even if the general thesis is wrong it's at least interesting to consider. Anyway, the above certainly isn't the be-all-end-all of my thinking about games, it's just a particular viewpoint I decided to explore.
I agree with everyone who's saying I focused too much on movie-like aspects of games as opposed to other sides of them. That's a pitfall I am completely aware of, and I went ahead and stepped right in it anyway. Actually I myself sometimes think that maybe story is something games shouldn't even be striving for, that things like Tetris and Ikaruga -- and while we're at it, chess! -- represent the pinnacle of the medium. The thing is that, when discussing the potential of games, movies are pretty much the whole motivator; comparing games with them is what gives us the feeling that games are somehow lacking, that we need to do better. So the tendency to over-compare with movies can be hard to avoid. (And then there's the argument that games are just maybe not so bad after all, and it's only the inappropriate comparison with movies and the cultural ghetto games currently find themselves in that leads people like me to think along these pessimistic lines.)
The second thing that really bothers me about my post is that my armchair sociology about the movement of people and ideas in the industry is, well, armchair sociology, and I'm not sure it really holds. I'm generalizing, very possibly overgeneralizing, about a huge and complex group based on my narrow knowledge and experience, and although I'm pretty sure some sort of process like what I described is happening, it's probably a lot more complicated than what I'm saying, and maybe not as immutable as I portrayed it. And in the end, what I'm implicitly doing is predicting the future, and that's always a risky and dubious enterprise.
Okay, so anyway, I just attacked my own post so you don't have to. I would've tried to synthesize the counterarguments in the original post but it was getting late and I couldn't think of an elegant way to do it. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Fri Jan 19, 2007 9:27 pm |
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leroyhacker, you make good points and your thinking is actually very much aligned with mine. It's just that the issues you raise didn't come to mind while I was writing all that. It was a sort of outburst in reaction to Toups' comment, quickly molded into a thesis. (Blame the Toups!)
I also often think of games in terms of space and architecture -- I think, in particular, the relationship between overland and levels is frequently crucial. And I would add comic books to your list of mediums to compare to -- another hybrid, ghettoized medium that blossomed into an artistic form only decades after it began to be popular.
I think Bit Generations and Rhythm Tengoku don't get much attention around here mostly because they haven't been released outside of Japan. And actually I really love them: you can see me occasionally raving about Digidrive in the Games You Played Today thread. They didn't occur to me in the context of "great games", though maybe they should've.
SuperWes asked me to consider spending more time fleshing out what I wrote for later publication as an article in the Gamer's Quarter. These would be good topics to address in an expanded version. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Tue Jan 23, 2007 5:19 am |
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| Koji, it's worth noting that games are only unpopular in comparison to movies and television. I remember reading somewhere that the videogame industry is larger by money, and possibly audience as well, than the entire written fiction industry. (I read this in the context of the author decrying how few people read instead of doing silly things like playing games.) I don't have numbers to back it up but it sounds plausible. |
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