Moving Pixels

The PopMatters Multimedia Blog

Banana Pepper Martinis 

27 May 2008

Zarathustran Analytics in Video Games, Part 8: The Factions of Gaming

L.B. Jeffries offers an analysis of the various constituencies of gamers, and how the attitudes of those groups can reflect the Zarathustran Analytics approach.

I once attended an art lecture that took on the very unpopular topic of criticizing a well-liked work of art. The pieces consisted of a series of photographs, all taken from a medical journal depicting slaves that had just arrived in America. Lines of poetry were inscribed in each photo as the artist decried the anonymity and inhuman appearance depicted by the journal’s photography. The criticism that the lecturer was offering was that historically the poetry was all utter fiction. The journal hadn’t made these people anonymous at all. Their names, tribes, and even the history of those tribes were listed and often seriously conflicted with the poems themselves. Needless to say, people tended to get pretty pissed at this lecture. Why criticize a work of art because of history? It’s beautiful and evocative, why criticize it for something like accuracy? What was the point of looking at art with a historical mindset?
That kind of discussion is relevant these days in video games because people are becoming very conscious of the demographics and factions within the medium. The casual audience, hardcore gamers, and ex-core players are all becoming distinct opinions that get thrown around video game forums. Yet not everyone is happy about these labels. Jim Sterling at Destructoid posted an interesting column that bemoaned the artificial labels of ‘casual’ and ‘hardcore’. He points out that people certainly play both kinds of games and it does a huge disservice to label a game as meant for one particular audience or another. And he’s right, it’s dumb to call these things audience labels because they aren’t. We all play a huge variety of games and those games often borrow liberally from countless others. What the terms casual or hardcore really signify isn’t an identity, they’re a philosophy. They are ways of thinking about the purpose of video games and what we expect from them.

How, then, do we define these philosophies if not by their consumers?

L.B. Jeffries

Banana Pepper Martinis 

20 May 2008

Zarathustran Analytics in Video Games, Part 7: Application of Forms

In part 7 of L.B. Jeffries' series, the previously-defined classification system is applied to a few well-known games

So with all these definitions, variables, and conflicting goals for what games should be, what is the role of the Zarathustran process? How does it work? Essentially, you’re analyzing the experience of the game itself. The important shift that critics must be aware of is that they are no longer judging the game by just one single element. How do the plot, player input, and game design work together to make the experience? Although a game may be extremely cutscene heavy, should this plot device work well to create a powerful experience then that isn’t a flaw. If a game has strange controls, do those ultimately improve the game or make the player feel like they have less input? The application is to see these things as means rather than ends in video games.
With that in mind, we’ll go through the process a few times. One of the more interesting examples of a player’s input facilitating an experience is Gunstar Heroes. The game’s a first person experience, despite the heavy elements of third person setting. It makes this shift by putting the emphasis on the game design of power-ups. You have two power-up slots and one of them is set for the duration of playtime. The second can be picked up during a level and will change the way your gun works. There’s a pretty impressive array of strategies as a result of this that lets the player truly individualize his own approach to the game. Whereas one may prefer the weak but auto-targeting attack, another might opt for the light saber combination. What it adds to the experience itself is that the player-input gives two kinds of positive feedback because you’re relying on strategy and reflexes. You don’t beat Gunstar Heroes, you figure it out. And as a result, the game design features a remarkable shift in connection that improves it.

L.B. Jeffries

— PopMatters sponsor —

Banana Pepper Martinis 

13 May 2008

Zarathustran Analytics in Video Games, Part 6: Accomodating Nonconformity

In the sixth installment of the Zarathustran Analytics series, L.B. Jeffries explores those games that fall outside the boundaries set by his guidelines.

As any classification system necessitates, there are exceptions to the four basic categories being used in the Zarathustran Analytics. Going beyond the mere nitpicks of innovative games that strike careful balances or parallels, it is important to identify the games that specifically lack one of the three variables. When analyzing a video game by its experience rather than game design or player input, one might conclude that a game that does not feature all three variables isn’t really a video game. You don’t classify them this way to be belittling, though, you do it because these games create a different experience and should be judged by different criteria. Why criticize a game for not having a story when it wasn’t created with that in mind to begin with? Why criticize a lack of options when they would have served no purpose? There needs to be room for purists in the medium of video games and the exceptions to the four forms addresses that.
The most obvious place to start is with games that don’t have plots. Note the difference between that and not caring about the plot for a moment. There are plenty of games where the plot is entirely forgettable or the plot is one sentence long. Save the princess. Get to the end of the level. Or at the very core: beat the game. I contend that the goal of winning is in and of itself a story in a game. It has a beginning, middle, and end. The game may consist of nothing more than jumping off platforms or wanting to be “The Guy”, but that’s simply an incredibly small story. It has finality and the player puts in all the details. That doesn’t always make it a good story, but it definitely should be considered one.

L.B. Jeffries

Banana Pepper Martinis 

6 May 2008

Zarathustran Analytics in Video Games, Part 5: The Four Forms

L.B. Jeffries continues the Zarathustran Analytics series, putting together his pillars of game design and calling for sense in classification.

The establishment of a critical language eventually calls for laying out a couple of basic terms for describing experiences in games. At the moment, people mostly define a game by what kind of game design it is. ‘real-time strategy’, ‘first-person shooter’, or ‘role playing game’ dominate the lexicon of video games. The first problem is that these game designs have all borrowed from each other so much that now all games contain elements of them. Mass Effect has strategy and first-person shooting elements, the FPS gimmick of silent protagonists who never talk clearly flirts with role-play, etc. Second, they’re discussed as if they were exclusive activities. All aspects of a game involve strategy, a player operating in the first person (in varying ways), and the game’s camera changing location all the time. Finally, it tends to be reductive of the games themselves to group them by one feature alone should they excel in other ways. As video games start moving away from these initial identities the question arises...how do we start identifying the experience of a game?
Eric Wolpaw (the writer of Portal) has described a game as consisting of a delta of player input, plot, and game design that comes together to form the game experience. It’s a good analogy because just as when a triangle that has one large side forces the other two to conform, so too do games twist their attributes in response to one another. So in order to divide these different definitions, it’s best to just identify which part of the delta of narrative, player, or game is the foundation while the other two rest upon it. As far as the terminology goes, rather than re-invent the wheel it’s best to just rip it off something else: books. Out of all cultural forms of art, the act of imagining what people look, sound, and act like while reading somewhat resembles player input in video games. Besides, the narrative terms for how a book engages you (first-person, third, etc.) are already used in video games to describe their own methods of engagement anyways. FPS, remember?

L.B. Jeffries

— PopMatters sponsor —

Banana Pepper Martinis 

29 April 2008

Zarathustran Analytics in Video Games, Part 4: Player Input via the Silent Protagonist

The Zarathustruan Analytics series continues with L.B. Jeffries' thoughts on player input.

Part of the reason this analytical method is named after Nietzsche’s Thus Spoke Zarathustra is to do justice to the individualized nature of player input, to put aside judging a game purely by the game play or plot and go beyond that to analyzing the actual experience of a game itself. The problem is...although critics are quite capable of analyzing their own experience from playing a game, it is not quite so easy to apply that analysis to others. Indeed, this critical method is more an approach to assessing the experience creating methods in a game rather than the individual experience itself. The player input, then, is literally your connection to the game because it keeps you interested and playing. To that end, when critically judging player input, you are looking at how the game and story react to your input and the impact this has on the overall experience. Rather than go into the huge variety of ways games do this, we’ll do an analysis of one of the more controversial player input methods that’s prevalent in games today and use it to highlight the requirements of player input itself.
There has been a great deal of criticism over the silent protagonist in video games recently and for good reason: they’re suddenly everywhere. Out of the top ranking games of 2007, almost all of them involve playing characters who don’t speak. Gordon Freeman from Half-Life never utters a word. Master Chief hardly speaks, and Link does little more than grunt. It’s tempting to dismiss the feature as simply a cop-out on the part of the creators, and yet there are certainly games that have used the device effectively. Why does the connection of not letting a player’s character speak work in some games and in others supposedly break-down?

L.B. Jeffries

Banana Pepper Martinis 

22 April 2008

Zarathustran Analytics in Video Games, Part 3: Plotting the Plot

In part 3 of L.B. Jeffries' series, he takes a look at the role that plot plays in our gaming experiences.

Continuing with our outlining of the three variables of a video game (player input, plot, and game design), we next come to the question of how to assess the story in a game. Rather than indulge in the mass sea of back story and plots at surface value, let’s talk about what the story in a game actually is: stuff you have minimal control over. You can’t change the back story. You have a limited number of choices concerning the plot’s outcome. You generally don’t get to pick who you associate with. The story in a video game is where player input finds meaning, and yet it is the very thing you cannot affect.
At the 2008 Game Developer’s Conference, during Ken Levine’s lecture about plot in games, an audience member stood up and complained that they hadn’t wanted to kill Andrew Ryan in Bioshock. Disregarding the fact that killing Ryan was a brilliant commentary on extremist ideologies and questioning authority, it begs the greater question of whether or not this was even a problem. Bioshock would’ve been a much weaker game if it hadn’t been for that scene, and Ken Levine himself has admitted that after the third act the game’s story pretty much goes downhill. So given that the Andrew Ryan uncontrollable sequence was the best part of Bioshock in terms of the story, what are you supposed to say to someone who didn’t like it? At what point do you stop and say, “No, this is what you should be doing and if you don’t like it then stop playing”? What are the merits of forcing a player to do something in video games because that’s what the story says to do?

L.B. Jeffries

— PopMatters sponsor —