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In defence of current-gen game design

September 5th, 2009

I feel frustrated at the moment by the endless cyclical debate on the internet (in this case, a comment on Kotaku) claiming games are creatively plateauxing due to their middle age.  People seem incredibly pent up on the games-as-art debate to the extent that they seem to deride anything that the "it’s just a game" argument could possibly be justified by. 

I want to open this up with a really simple sentiment: I love progressive, narrative driven games, but I sure as hell enjoy playing games that are just a game.  Sometimes I just want to be entertained.

The precise comment on Kotaku (by HarlequinRiot) "The industry needs to rethink what a game can be and use all this amazing technology to make new experiences that may not be so stratified as "this is you, go here, do x, listen to y". Gaming needs it’s Moby Dick or its Brothers Karamazov, as its Citizen Kane’s come every few years." actually struck me as opposing the notion of a "game as a game".  Games have rules and boundaries, a game without a good rule set is just "fucking about", and that’s why these kinds of games are either experimental or don’t exist - they most certainly don’t make money. 

I don’t always need a new experience.  I actually believe that amidst all these calls for innovation and change, that gaming is in the midst of a renaissance of innovation.  The industry is old enough now to learn from the successes of the past, while incrementing in small steps every year.  It’s really a shame to suggest that just because the core gameplay mechanic of two games are the same that they haven’t innovated in subtle ways that will be gathered into the collective unconsciousness of game development.  The simplest examples of this in action are the incremental games - look at any yearly sports title or Halo title or Unreal title, and you’ll notice little innovation year on year, but over 3 or 5 years there’s no way you can argue that you’re playing the same game.  I think people drastically undersell the innovation in game design that happens every day.

On Michael Abbots Brainy Gamer confab (part 2) posted yesterday (which I’d strongly recommend), one of the participants was strongly arguing the point of authorial intent and influence over a game property, implying that regardless of agenda, that a controlling authorial voice on a game imparts part of their world view on a product.  While I agree this is unavoidable in narrative works (especially in the likes of books and cinema), I honestly believe it’s a stretch to state that the guys that made Trials HD or Rocket Riot somehow accidently imprinted their world view on their products.  Even if the product is an inadvertent result of personal ideals, the strict confines of a game system oppose accidental messages in game design.

When the games that gain critical acclaim are generally none of the things that the critics seem to desire, it certainly shines a light on the critics themselves.  You can’t celebrate Super Smash Brothers Brawl or Trials HD, while complaining that a games like GTA4 or Gears of War is thematically simple, and then in the same breath complain that games aren’t progressive or sophisticated enough.  Doing so is pretty much the height of hypocrisy.  If you send these kinds of mixed messages to the people who write games without realising that there’s a natural path of development that must be travelled to get the medium to where you’d love it to be.  Games like GTA4 and Gears, even Bioshock, might not be "all you want them to be" but they are progressive thinking games that try to push both technology and storytelling forwards, even if their respective stories suck.

Likewise, it’s unfair to say that games aren’t sophisticated because they ape cinema, when actually, the most successful and celebrated "intelligent games" do so by emulating cinema and books.  Nobody seems to have a clear vision of what they think "sophistication" in games should really be.  Sophistication is often seen as production values by the mainstream gaming-media when really, the sophistication of the games rules and systems are a "purer" sign of an progressive game. 

I love narrative in games, but you can’t criticise a game for aping the conventions of cinema to achieve a strong narrative without stopping to realise that they only reason they ape that ape these conventions is because they’re effective, you can’t have your narrative without it.  This is especially noticeable when games attempt to forgo book / cinema narrative conventions in exchange for something more game oriented, when this happens you end up with Braid.  I loved Braid and I thought that it was fairly unique from a story perspective but flawed in the telling. The way it told its story played right into game mechanics, and as a result, the story came across as fragmented and confusing to the majority of players because the game mechanics used to present the story don’t naturally lend themselves to story telling.  When backed up by the authors refusal give anyone the answer, much of the message was lost. Regardless of authorial intention, if lots of your audience don’t understand the story or narrative you’re trying to convey, you’ve failed as a storyteller and end up being accused of pretention for doing something "different".

A more recent example of "emergent storytelling" would be the well reviewed "The Path".  I enjoyed playing the path, but honestly, it utterly fails as a game.  It’s a terrible game.  Interesting and thought provoking as an experience, but an horrible game.  The controls are awful (practically digital, PS1 era 3d game controls), the interface is counter intuitive and the tasks are deliberately obtuse.  I still enjoyed it and rate it highly, but it failed at being a quality game while succeeding as being a quality experience. 

I think that really sums up a lot of the progressive discussion on videogames - people want something more from their entertainment, but it isn’t games.  Maybe the engineer in me is being pedantic about naming, but I’d much rather "interactive entertainment" for software like "The Path" than "videogame".  Game is a loaded term, and along with it come certain expectations; a set of rules, some gameplay mechanics and a way to progress.  I believe games can be more, I believe games can tell stories, make you feel and make you think, but I don’t think those are required aspects of a good game, games can be "good" outside of those constraints, as an exercise of entertainment through gameplay mechanics.  You can’t criticise a game for being too much like a game, it’s like criticising a book for not being a film.  I really believe that a game can involve art, but if the game "becomes" art?  Well, then you’ve got art that’s art first, game second.  That’s valid expression, but it’s intention is to be art.

On the same podcast there was more talk of the recent debate around Shadow Complex, and the reaction of people towards Orson Scott Cards involvement in regard to his personal politics.  Just a quick note really; the mainstream doesn’t care about your protests.  I really mean that.  You’re telling me that you REALLY think people will boycott Activision because of their (sexist) Sin To Win advertising campaign?  Really?  It’s "just" marketing.  That doesn’t mean I don’t think it was excluding, but what it does mean is that I see sex and inequality used to sell products every single day of the week.  If you stopped buying everything that a person you disagreed with had worked on or had sex used in it’s sales material you would run out of things to buy and games to play pretty quickly.  And that’d be just you, because of the people that know about some perceived protest-able injustice so insignificant, not only will half of them not care, but most of the people that do care will do whatever is most convenient to them when a product comes along that they’re interested in.  This goes doubly for marketing, an industry that frequently abuses both it’s position and people to sell product.

While this may seem like a negative response to the confab podcast, it really isn’t.  I enjoyed listening to it, as I have in the past, and have plenty of respect for all of the people involved, some really interesting thought provoking stuff on the direction of gaming comes out of it and I’m really looking forward to the following 3 episodes.  The Brainy Gamer is still one of my favourite gaming resources on the web and certainly occupies the most prominent position in an interesting discussion.

There are plenty of quality, innovation filled games on the market, many of them produced recently.  As for most of the critics?  Part of the problem and not part of the solution.  It’s all well and good to criticise game design inadequacies, but until you’ve really considered the design of compelling, fun, game systems as part of your argument, I’ll write off your "innovation is dead!" arguments as hot air.

Why We Need Male Dominated Space Marine Action Games

April 7th, 2009

This is a round about response to both Leigh Alexander’s response to Heather Chaplin’s GDC rant session.  It’s worth noting that I wasn’t at GDC and that all my information is second hand, and as such, susceptible to Chinese whispers-style misinformation.  To quote Leigh’s post (as a good source of a direct quote)

‘She argued that medium’s age is not the correct source of blame for the often insultingly juvenile nature of games, the tiresome prevalence of space marines, bikini girls and typified young male power fantasies. Her point: Games aren’t adolescent. Game developers are a bunch of, in her words, "fucking adolescents."’

This is really not a response to Leigh’s post at all, but more to the original subject that it made me aware of. 

I always feel a bit defensive when people imply that the only video games that ever get produced are space marine staring male power-fantasies. 

Just as a case point, lets take a look at the top selling games of last year (via a quick Google search)

Wii Play
Mario Kart Wii
Wii Fit
Super Smash Bros Brawl
Grand Theft Auto IV
Call of Duty: World at War
Gears Of War 2
New Super Mario Bros
Madden NFL 09

It’s difficult to claim that all of those titles fit into that narrow criteria.

There’s often talk of cinema reaching a comparative maturity with the release of Citizen Kane, and The Beatles representing the maturity of pop music by a similar timeframe in their respective mediums development.

I really don’t think that the respective age of the medium is a safe measure to judge it’s maturity.  By the time of Citizen Kane and the Beatles arrived in their respective mediums the supporting technology had plateaued to a degree that allowed for artists to have unencumbered technical freedom in comparison to the respective "technical freedom" that game designers have now.

There are a lot of critics that underplay the difficulty of perfectly nailing both concept and execution of a game.  It’s difficult, stuff, even more difficult to make the game work well, be playable and be great.  If you manage artistic integrity and ingenuity on top of that you’ve managed something exceptional. 

It’s no surprise that some of the most celebrated titles in video gaming are often technically flawed "classics" that get lauded for being "near misses".  Taking risks on titles is difficult and expensive on top of the desire to be artistically vibrant.

I certainly don’t think Citizen Kane would have had the budget and resource to be "great" if the camera men were still learning how to use cameras and I really think that we’ve got a way to go before we can expect every game made to be a high concept piece. 

Even after the technology reaches this point (as it has in the film industry) there’ll still be more summer action films / games made than artistic victories.

It’s also worth nothing that in this constant strive for something else, it’s easy to loose the purity and fun of more "pure" game play experiences, including male power fantasies and computerised D&D implementations.  Some people find game mechanics fun, to some people that is the point and it always feels that some critics always call so loudly for something different that they miss some of the point of what we already have.

The artistic indie film vision of influential games is a laudable one, but without the Gear of War’s there just isn’t the ecosystem to support them.  Much like when I watch films, I don’t always want to watch Capote or Chinatown.  Sometimes I want to watch Die Hard, and sometimes I want to watch Star Wars.  And sometimes I’d quite like to watch Twelve Monkeys or Being John Malkovich, but without Star Wars, the framework to support those often loss-leading productions just wouldn’t exist.

I don’t pretend to play at “legitimate game criticism” however I certainly follow the area with more than a casual interest and I’m often very surprised at how the desire for strong artistic games in the “niche of a niche” press seems to forgo the need for any other kind of game. 

The last thing I’d want is for the games press to take a Pitchfork media style pretentious view of the world, reducing anything that isn’t trendy or progressive to dirt.  There’s tonnes of very good games writing out there that I very much enjoy reading and I really hope that people allow at least some games to still be “just games” alongside the more “worthwhile” and “deep” experiences available.

Sony PR.

March 7th, 2007

http://www.engadget.com/2007/03/07/sonys-playstati…

Sony announces “Playstation Home”.

Oh sony oh sony oh sony. No more than a week after you try and threaten the largest gaming blog on the internet (http://kotaku.com/gaming/top/sony-blackballs-kotak…), followed up by a swift backpeddle following public outrage (http://kotaku.com/gaming/sony/sony-and-kotaku-make…), do you go and announce the very service you were trying to keep under wraps by via threat.

Not only did they confirm the rumour last week with some classic corporate mismanagement, but to take such a swift stance on something so imminent really does escape me.

So let me get this straight. An expensive, late, crippled games console, an unlimited number of pr and technical bundles, and yet you still desperately hope that previous market dominance will let you coast through to victory in a technology battle?

Begs belief.

I Hate The Guardian.

March 6th, 2007

Increasingly frustrated by the way in which the media appears to be backing the simplification of complex social situations.

“As proved by the views of those young Mancunians, they’re ["chavs"] occasionally prodded and demonised, but largely left alone. The rest of us - in theory, anyway - can join the meritocracy and acquire the trappings of at least modest success; to paraphrase George Orwell’s 1984, chavs and animals are free.” (http://www.guardian.co.uk/commentisfree/story/0,,2027432,00.html)

Apparently.

Apparently there is no such thing as self determination in the world anymore. Apparently you can’t improve your quality of life. Apparently the parent article is confused and can’t decide if it’s writing about the demonisation of “chavs” or that the proverbial poor buggers need a break. Apparently modern journalism is needless conjecture.

There’s nothing I despise more than frustrating fence sitting articles that scream and shout “oh god oh god” and then refuse to actually work out what exactly is bad.

Stop treating people as though they are an abstract, and for the love of god stop implying that these people “from the undeserving rump too feckless to seize [opportunity]” are helpless and guilt free in their way of life.

Everybody has a degree of choice within the normal parameters of a “civilised living situation”. Everyone can change the direction of their lives and people should not be nannied, leading though to a natural conclusion; people who behave in reprehensible ways have likewise made a choice. Simple conclusions.

I hate the media for implying that social degradation is the fault of the population and not of the individual. Unfortunately, it’s a problem for the population, and apparently, not the individual.

I hate the media for rationalising abhorrent behaviour and creating viable excuses, thus hindering the simple concept of personal responsibility.

But hey, fuck it. Infectious human waste right? sigh.