Quantcast

Call for Papers: PopMatters Celebrates The Jam in Massive Special Section

Friday, Jul 31, 2009
A look at an experiment that makes a family of Sims homeless in The Sims 3.

The Sims 3, like all the Sim games and really anything by Will Wright, is a playground in which we can make our own stories. Sometimes we try to keep thing realistic, but the potential for insanity is never far away. The Sims has always been a great source for over-the-top melodrama befitting the worst daytime soap, but it’s also a source of far more serious stories.


One that stands out is the blog “Alice and Kev.” Alice and Kev are homeless Sims. Kev is described as “…mean-spirited, quick to anger, and inappropriate. He also dislikes children, and he’s insane. He’s basically the worst Dad in the world.” His daughter Alice “…has a kind heart, but suffers from clumsiness and low self-esteem.” Each blog post is a snapshot of their daily lives, and while some are humorous, there’s an undercurrent of sadness running through the entire blog. Reading about the hardships Alice faces while trying to go to school and dealing with a father who hates her is frighteningly realistic, and seeing the joy she gets out of simple things like a good meal and a bed are both heartwarming and heartbreaking. Kev provides some comic relief with his haphazard attempts at love, but it’s also hard not to feel sorry for him when his attempts constantly fail, and the drama returns when he comes back “home” and takes his anger out on Alice. It’s a captivating story in its own right, but this premise has been done before with The Sims 2 and can be reproduced by anyone who has the game, what really makes “Alice and Kev” unique is its presentation.


Its blog reads like a documentary. Its creator, Robin Burkinshaw, takes himself out of the story as much as possible. He doesn’t mention himself in the writing unless he’s talking about a specific aspect of the game, such as personality traits or life goals. He doesn’t even exert much control over Alice and Kev, or at least that’s how it seems. Of course he must exert some control over them, and the fact that this story may be purposefully constructed is always in the back of the reader’s mind. At one point Kev starts walking and doesn’t stop, wandering the open land for a couple days before returning home. A commenter points out that Sims don’t normally do this, and it’s entirely possible that Robin made Kev go away so Alice could have a chance to bond with a neighbor. But exactly how much control Robin exerts over the Sims is irrelevant, it’s how much control he’s perceived to exert that matters. And since he doesn’t mention himself much in each post, his presence is easily forgotten.


By removing himself, the player, from the story, Robin has switched the focus to the characters. The blog becomes a story about the Sims, not of someone playing The Sims. This makes it more appealing because it seems as if this story doesn’t have an author. Even though it’s clearly a straight narrative, since the characters are the focus and the player is (almost) nowhere to be seen, events feel natural, spontaneous, and unpredictable. There’s an authenticity to their actions: Even though they may just be AI, the AI is making these decisions on its own. The possibilities of what these Sims might do, free from any player input, is just as fascinating as the actual story of their lives. 


The blog is on hiatus now, but there are more than enough posts already written to introduce new readers and make them care. No matter what comes next, “Alice and Kev” has proved itself to be a unique kind of story: Part game, part documentary, Robin has turned the open world of The Sims 3 into a directed social commentary. I don’t know when the posts will resume again, but I know I’ll be watching closely.


Tagged as: the sims 3
Friday, Jul 24, 2009
A look at an experiment that makes death permanent in Far Cry 2.

“…meaning does not come from playing a game… it comes from playing WITH a game. It is the manipulation not only of the actors in the game that is meaningful, but the manipulation of the game itself.”
-Clint Hocking


Ben Abraham over at SLRC started an experiment with Far Cry 2 that has since been picked up and repeated by other bloggers. The experiment: Play Far Cry 2 on normal difficulty and stop when you die. You only have one life. Death is permanent.


Ben’s posts, and those by others who have taken up the experiment, read like a normal game of Far Cry 2. The introduction and the tutorial always play out the same, and while everyone’s first mission is different, what happens to them isn’t all that different than what happened to me when I played the game: They get in a shootout and kill a lot of people. That’s essentially every mission in Far Cry 2. So what makes this experiment so interesting? Why am I compelled to read each post, and why are others compelled to take up the challenge of Permanent Death? Clint Hocking, in his post about the experiment, suggests that people don’t actually care about the individual narratives being related to them, they don’t really care what happens to Ben Abraham or his avatar, they care about what can happen. “The reason I think people are paying attention is because Ben is playing with the game. He is manipulating the game itself…It is not the combination of Far Cry 2 + authored narrative irreversibility that is making the permadeath experiment meaningful to Ben and to others, it is the fact that he is able to manipulate the game to create this experiment that is bringing meaning.”


The result of the experiment is a new experience, one similar to what it would be otherwise, but given a deeper meaning due to the player’s own conscious manipulation of the game. By adding his own rules to the game, Ben ceases to be just a player. He’s now a director of his experience in addition to being an actor in it, and yet he’s still subservient to the whims of the emergent gameplay. His role as player is changed, but he’s still very much a player. He is, as Clint Hocking said, not just playing the game but playing with the game.


Adding a self-imposed permanent death to the game also gives us a unique look at the game’s themes of violence. Far Cry 2 stacks a lot of odds against the player: We’re up against respawning enemies at nearly every intersection of roads, a sickness that can incapacitate us in the middle of a fight, guns that jam, a limited amount of “health packs,” sparse save points, and a landscape filled with people whose only purpose is to kill us. Death is easy, yet because this is a video game death is also easy to ignore. The sparse save points may force us to replay certain sections of the game, but in the end, no matter what happens, we can always just reload a save. I’d wager that most gamers have come to see death in game as more of an annoyance than as something to be feared. So by making death permanent, it suddenly has relevance.


Ben’s thoughts during his first fight are telling, “I was still stepping out of the car when the first bullets started pinging off the bonnet. I remember thinking ‘this is it – my first firefight’ and the feeling of danger threatened to overwhelm me. Certainly, the mixture of exhilaration and jitters proved to pose more of a threat to my survival than did the enemy soldiers.” The encounters that were once annoying are now frightening. The level of violence in the game (which is actually quite normal for a FPS game) is more apparent than it was before, when we took our infinite live for granted.


But what’s more important thematically than the new found fear of death is that it doesn’t last. In Ben’s fourth post he writes, “I must admit that the fear of dying has more or less completely disappeared by this point. The worry and hesitancy with which I approached the earlier missions has atrophied to the point where I am confident enough to take out an assassination target head on, using explosives. I’m regularly flirting with danger now, and it remains to be seen whether I will get burnt.”


L.B. Jeffries, in an essay on Far Cry 2, explores how the player’s journey is similar to Kurtz’s experience in Africa in Joseph Conrad’s Heart of Darkness: “When Marlow is puzzling over Kurtz’s descent into darkness, he attributes it to what the dangers of the wilderness brought out in him. Kurtz’s European education and refinement are cast aside in the Congo, leading him to discover that he was capable of things he didn’t know beforehand…In other words, by making the game design so brutally hostile, the game is putting you through the same experience as Kurtz.”


What I find so fascinating about the Permanent Death experiment is that it changes how this transformation occurs for anyone who takes up the challenge. Any fan of first-person shooters who starts a game of Far Cry 2 begins the game as The Jackal, the antagonist of the story. Not literally, but The Jackal, as an arms dealer, embodies a cavalier attitude towards death and violence, the same cavalier attitude all gamers feel for death and violence in games. Our journey through Africa is then meant to expose us for who we really are, that we are just as much the enemy as The Jackal is. But for those who take up the experiment, they begin from a different place. The permanence of death snaps them out of that cavalier attitude, and they begin the game as frightened people just struggling to stay alive. Their journey is then meant to change them, to turn them into merciless killers and then expose them for what they’ve become. By changing the rules of the game Ben Abraham hasn’t actually changed the game or its meaning, but how the two are experienced. The journey is different but the end is always the same. We all become The Jackal.


Tagged as: far cry 2
Friday, Jul 17, 2009
These old games represent the eventual result of certain modern trends in gaming.

I started my gaming with the Playstation and Nintendo 64, so I completely missed the “golden age” of adventure games. I have a few memories of laughing at Sam and Max Hit the Road, and I vaguely remember enjoying one of the King’s Quest games, but that’s about it. Until recently. I was happy to find Indiana Jones and the Fate of Atlantis as an unlockable bonus in the newest Indy game, and I bought the updated Broken Sword: Shadow of the Templars after hearing such good things about. After playing both, I am now unabashedly in love with the genre. As I look back at my time with both games, I realized that these old games represent the eventual result of certain modern trends in gaming.


A Focus on Memorable Stories and Characters
As games have become more cinematic, more emphasis has been placed on story and characters. Every game wants to tell a good story now, and often the story for a AAA game is hyped up just as much as the graphics or controls. This focus on story and characters is a staple of all the old adventure games. Indiana Jones and the Fate of Atlantis is remembered because it captures the fun peril of the movies, and many titles from LucasArts are loved for their humor and characters.


Broken Sword: Shadow of the Templars is no exception. Some of the most memorable moments come from interacting with other characters. From the snooty sounding British woman who’s only too willing to stick it to “The Man,” to the Middle Eastern boy whose wealth of knowledge comes from memorizing Trivial Pursuit cards, to the American tourist who thinks he’s a spy, everyone we can talk to has a distinct personality. These are not nameless townsfolk who only have a couple sentences worth of dialogue; we can carry on a full and unique conversation with each person we come across. As for the story, it starts off as a murder mystery and slowly grows into a global conspiracy. The ever-growing scope means there are always new twists being introduced, and the mystery plot, with its focus on discovering leads and solving puzzles, makes for an addicting game. Which leads into my next point.


The Games are Driven by Story Not Action
Greg Zeschuk and Ray Muzyka, the founders of BioWare, had a recent interview with gameindustry.biz in which they said, “We talk a certain amount internally about whether you need to have combat as part of the experience…Certainly the core gaming experience, folks that are used to playing games over the last ten years, they want to have those battle moments, and the fighting. But there are different audiences that would maybe just enjoy the story.” Combat is the chief method of interaction in games: These “battle moments,” these short action sequences that test our skill, are strung together one after another until there are enough to keep a player busy for 8-12 hours. This makes for a compelling game since there’s always a new obstacle to overcome, but it’s not very conducive to storytelling, and to hear Greg and Ray talk of it, it sounds like there’s never been an alternative.


Adventure games, almost universally, are driven by story and not “battle moments.” Many adventure games do have combat, but these moments are not the focus of the game. It could be argued that this genre is driven by puzzles instead of story, but players usually get frustrated if the puzzles don’t make sense within the context of the game. The best adventure games integrate their puzzles naturally into the story.


In Broken Sword: Shadow of the Templars, the story is already tailor-made for some abstract puzzles. As a simple mystery the story works well with the gameplay, tracking down leads and asking the right questions to the right people, but it works better as a grand mystery since unraveling a centuries old secret often requires solving some ancient puzzle. The puzzles in Broken Sword compliment the story as each solution revels more of the plot, which leads to another puzzle, and so on. As the player finds clues he’s driven to continue playing, to unravel just a little bit more. The story compels us forwards, and the puzzles add challenge and interactivity to what would otherwise be a movie or novel.


No Death
As games focus more on story, death becomes an impediment to the experience because when the player dies there’s no more story to tell. But when the latest Prince of Persia removed death completely, it was derided by many as being too easy and too short. From that controversy it would seem like gamers still want the possibility of failure. But Prince of Persia was driven by those same old “battle moments.” Sometimes we were battling an enemy, other times the environment, but we were always fighting against some skill-based challenge the game threw at us. By removing death, the possibility of failure, from a game driven by this competition, success became inevitable and therefore worthless.
 
On the other hand, the removal of death in Broken Sword is hardly noticeable. It was only when I was about 10 hours in, and the main character was being held at gunpoint, did I realize I had not yet died in the game. Not only had I not died, but I had never even been in situation where death was possible. Because the game was driven by story and not combat, death would only interfere with the pacing, so it became unnecessary.


Lack of death is, unfortunately, not part of all adventure games, but when the player is allowed to die in such a game it only proves how disruptive death is to the overall experience. I died quite a few times in Indiana Jones and the Fate of Atlantis whenever I was forced to fight guards. Since death wasn’t possible for much of a game, I took a laissez-faire approach to saving, so when death was unexpectedly introduced I ended up having to replay large portions of the game again. It’s always frustrating when a game teaches us to play one way, and then punishes us for playing that way. It’s telling that death was only possible during these moments of combat. Whenever a game resorts to challenges of skill, death/failure must be possible even if it impedes the story. So in a game like the Fate of Atlantis, and other adventure games, and any story driven game, it’s better when those moments are simply removed altogether.


It’s fitting that the adventure genre has seen a recent resurgence. From the popularity of the Phoenix Wright: Ace Attorney games, to Telltale Games’ episodic adventures, to the release of the updated The Secret of Monkey Island, to the re-release of many old LucasArts adventure games on Steam, it’s clear that this genre is far from dead. Their user interfaces may be antiquated, their graphics may be terrible, but since these games are driven by their puzzles and stories, they become timeless in a way no shooter can ever be.


Friday, Jul 10, 2009
Does the lack of a head-up display make a game more immersive?

The traditional heads-up display is more and more being treated as an unwanted intrusion on the gameplay experience. Players need the information displayed, but the HUD can sometimes be distracting. Many developers try to do away with it, hoping that will make their game more immersive, and different games take different routes with different results.


Far Cry 2 and Uncharted: Drakes’s Fortune have traditional HUDs, but try to hide them as much as possible. In both games the HUD only appears in certain situations, and then fades out of sight when it’s not needed. Far Cry 2 shows the typical health and ammo, but the health meter only shows up when the player is hurt or uses a syrette to heal, while the ammo only appears when a gun is running low and must be reloaded soon. Uncharted takes things a step further by removing any health meter, instead the bright colors of the forest fade each time Drake is hurt until the screen is black and white, and then the color returns as his health automatically regenerates. The ammo appears whenever the player shoots.


Fading a HUD into and out of view depending on the situation is a fitting compromise for these two games. A HUD, no matter how small it is, attracts the eye, so by removing it until it’s necessary the player is more likely to notice the details in the environments. Since both games have impressive environments, it’s only natural that the player be encouraged as much as possible to admire it, and not spend the game looking at a mini map, health meter, or ammo counter. But this technique doesn’t solve the problem of immersion. The character can’t see the information in the HUD so there’s a clear disconnect between us and them. We can see things they can’t. Even if the information in the HUD is limited to only things the character would know, presenting it in a floating, immovable menu still creates that disconnect.


Dead Space has a simple yet clever way of dealing with its HUD. It takes all the standard elements of a heads-up display and treats them as if they actually exist in the game world. The health meter becomes a glowing tube on Isaac’s spine, and all other relevant information is projected into the world as a hologram in front of the character: Remaining ammo floats above our gun, and the inventory hovers in the air while we select items. When the camera turns the inventory turns as well. It isn’t an immovable menu pasted over the action; it’s part of the world.


Dead Space doesn’t treat the player as separate from the character; we can only see what Isaac sees.  Since the inventory is part of the game world, the game doesn’t pause when we turn on the hologram so there’s no menu for us to retreat to if the action becomes too tense. But this real-time item management is the only tangible effect the loss of a HUD has on the game. The dark ship isn’t suddenly scarier, the art direction and sound add more to the atmosphere than the floating inventory does. While Dead Space removes the traditional HUD all together, that loss doesn’t make the game any more immersive than it would have been otherwise.


Mirror’s Edge, on the other hand, implements a unique HUD, if it can even be called that, in a way that makes the game more immersive and even adds to Faith’s character. Like Dead Space, there are no menus pasted on the screen, though there is an optional reticule to prevent players from getting dizzy. The “HUD” comes in the form of red objects scatted about the environment. These objects point the player in the proper direction to help them navigate though the levels. It’s also worth noting that when Faith picks up a gun there’s no ammo counter, the number of bullets left is unknown to her and to us.


Highlighting the path is more than just a pointer for the player, it’s a visual representation of Faith’s natural path finding ability. We’re literally seeing the world through her eyes, not just seeing what she sees but how she sees it. Instead of just making the HUD a part of the world, we’re seeing things from an individual’s unique perspective. We are Faith. When we take control of her it becomes obvious that she’s a professional Runner. Yes, the game tells us so in a cut scene, but we also get to see that fact for ourselves as she picks a path though the rooftops. Even though we don’t have her talent we see it at work, and we see the results.


I don’t think the mere presence of a heads-up display, or lack thereof, affects a game in any meaningful way. More games are finding creative ways to avoid them, but as Dead Space proves, simply presenting a menu in a new way doesn’t make it anything more than a menu. Immersion comes from stepping into the shoes of a character, an idea that Mirror’s Edge embraces to its full extent, and since playing it I can’t help but wonder how other game characters see the world around them.


Friday, Jul 3, 2009
Sometimes play is its own reward.

When starting a new game in Tom Clancy’s EndWar, the player is faced with three options for difficulty: Normal, Expert, and Hardcore. When I saw the choices for the first time I immediately choose Expert because I had been conditioned by numerous games over several years to know that the middle option was always the medium difficulty. Sure it was labeled “Expert” but I knew it was just a label. Before getting into the game proper, the player is encouraged to play through the Prologue, what is essentially a series of tutorials familiarizing the player with the various mission types. I did, and I could not beat the third mission. I lost so fast, so many times that I turned off the game in frustration and didn’t touch it for a month. When I finally went back to it, I started a new game on Normal. I beat the Prologue, I won World War III, and I had a blast doing so. As someone who usually never plays a game on the lowest difficulty setting, it was easy for me to rationalize the switch because the setting was labeled Normal. This was the setting the game was meant to be played on, right? Be that as it may, there’s no denying that I had to switch to lowest difficulty setting in order to get past the third tutorial mission. But I don’t really mind anymore, because I loved conquering Europe and Russia and I’d gladly choose that experience again any day.


Mitch Krpata at Insult Swordfighting wrote a series of posts in which he tried to come up with new words to describe people’s gaming habits since “casual” and “hardcore” are horribly inadequate. He wrote, “Some people play to master a game—to perfect its mechanics, to explore every inch of the game world. Some play to “see the sights”—to hit the high points and not get too caught up in the minutiae. Let’s call these groups ‘Skill Players’ and ‘Tourists.’” There are further subcategories, but for now these two terms effectively describe two distinct (though not mutually exclusive) styles of play. One plays for the experience, the other for the challenge.


These differences in play are exemplified in the blogosphere in people’s reactions to Red Faction: Guerrilla, and the news that New Super Mario Bros. Wii will incorporate Nintendo’s new “demo play.”


Russ Frushtick at the MTV Multiplayer blog and Chris Kohler from Wired’s GameLife blog both write about why they played Red Faction: Guerrilla on the Casual difficulty. Kohler describes what a difference the switch made, “I could absorb far more of the enemies’ bullets, meaning that instead of having to hang back and pick them off from afar, I could run up to the soldiers swinging my sledgehammer, taking all of them out with brutal bashes to the head. I could destroy enemy buildings with impunity, not having to worry that I’d be sniped as I was gleefully reducing a communications tower to splinters.” Frushtick writes about his frustration with the game on Normal, “What did get old was getting shot and dying. Having to run around corners to wait for my health to recharge. Having to take cover and use strategy when all I want to do is rush forward and bash the world in the face with my large hammer. If the difficulty impedes access to the greatest part of a game, just toss the difficulty!” That sentiment more effectively describes the Tourist gamer than any dictionary definition. Sometimes it’s fun to just play.  The mere act of messing around, of shooting and jumping and climbing and smashing and exploring and discovering and dying and doing it all over again, is enough.


But what then, if free play such a good thing, is one to make of Nintendo’s “demo play,” which clearly takes that away from the player. “Demo play” is a kind of help system that would allow players to get past a certain parts of a game by essentially letting the game play itself, and then jumping back in when they’re ready. Reactions by gamers have been mixed, with some supporting it, some indifferent, and some despising it, but the one complaint that caught my attention was the worry that certain players would just watch the game play itself all the way though, treating the game as a movie.


Even if a player watches a game play itself to the end and only jumps in to participate in the final battle, he’s still embracing the very thing that separates games from movies: Interactivity. The player is being given the option of choosing which challenges he’ll face. Skipping certain sections of any game will certainly change the experience for the player, but changes it for the better. For players who find pleasure in watching a game unfold, and not in the challenge of beating it, skipping a hard part only adds to their experience.


Maybe I’m alone in this, but I like the more extreme possibilities of “demo play.” As much as I would like to play Mass Effect, BioShock, Assassin’s Creed, Call of Duty 4, or any of the Splinter Cell games again before their sequels come out, I just don’t have the time. I would love to experience those games again in some condensed form, to refresh myself on the stories and characters without having to commit eight to twelve hours to each game. Maybe just a half hour here and there to fight a Big Daddy, assassinate a 12th century politician, or shoot down a helicopter. Just for the fun of it.


Now on PopMatters
'Man to Man' is an Early Talkie that's Not Stagey at All (Short Ends and Leader) [Fri, 4:00 pm]
Calling Out to Carroll...Baker: 'Bridge to the Sun' (Short Ends and Leader) [Fri, 4:00 pm]
Early Summer 2012 New Music Playlist (Mixed Media) [Fri, 12:00 pm]
Paranormal (Radio)Activity: 'Chernobyl Diaries' (Short Ends and Leader) [Fri, 11:00 am]
'Men in Black 3' Looks Back, Again (Reviews) [Fri, 9:20 am]
Poliça: 11 May 2012 - Rochester, NY (Reviews) [Fri, 6:25 am]
'The Witcher 2' Does the Exposition Dump Right (Moving Pixels) [Fri, 6:00 am]
  1. The Top 10 Overplayed Songs You Hate by Artists You Love (Sound Affects)
  2. Beach House: Bloom (Reviews)
  3. Tea with 'Sherlock': Investigating the Investigators (Features)
  4. Sunk? This 'Battleship' Stunk! (Short Ends and Leader)
  5. Top Ten Lost Midwest Punk Singles (Sound Affects)
  6. Tenacious D: Rize of the Fenix (Reviews)
  7. 20 Questions: Kate Bornstein (Features)
  8. 10 Pieces of Cinematic Art That Require Revisiting (Short Ends and Leader)
  9. Like 'Doom', In Heels (Moving Pixels)
  10. Punk Rock's Pet Sounds: An Interview with Bomb the Music Industry! (Features)
  11. Counterbalance No. 82: U2's 'Achtung Baby' (Sound Affects)
  12. She's a Rainbow: A Tribute to Donna Summer (Features)
  13. 'Albatross': A Not-So-Weighty Coming-of-Age Meets Mid-Life-Crisis Film (Reviews)
  14. This Is All There Is: The Boredom of Lessened Expectations (Short Ends and Leader)
  15. Go Goth!: Ranking the Burton/Depp Collaborations (Short Ends and Leader)
  16. We Will Avenge Them Or… Be Avenged?: The Individual in the US Experience (Features)
  17. The Queen and Her Crayons: An Interview With Donna Summer (Features)
  18. Best Coast: The Only Place (Reviews)
  19. The Best Canadian Records of the Year? The Fun Agony of Voting for the Polaris Prize Long List (Sound Affects)
  20. Counterbalance No. 83: The Stooges' 'Fun House' (Sound Affects)
  21. Something’s Wrong with the Black Widow! (Graphic Novelties)
  22. Flash Points: Mommy's Breast, Marriage Equality and Why Chipotle Is King (Features)
  23. Sergio Leone: Something to Do with Death (Columns)
  24. Killer Mike: R.A.P. Music (Reviews)
  25. Sherlock Holmes, Dirk Gently and the Case of the Eccentric Detective (Columns)
  26. Willie Nelson: Heroes (Reviews)
  27. The Cult: Choice of Weapon (Reviews)
  28. Like a Jack London Story on Steroids: 'The Grey' (Reviews)
  29. 'People's Pornography': The Mundanities of Pornography and Surveillance Culture (Reviews)
  30. In Support of Supports (Moving Pixels)
PM Picks
Announcements
Ratings

10 - The Best of the Best

9 - Very Nearly Perfect

8 - Excellent

7 - Damn Good

6 - Good

5 - Average

4 - Unexceptional

3 - Weak

2 - Seriously Flawed

1 - Terrible

© 1999-2012 PopMatters.com. All rights reserved.
PopMatters.com™ and PopMatters™ are trademarks
of PopMatters Media, Inc.

PopMatters is wholly independently owned and operated.
PopMatters is a member of BUZZMEDIA Music, MOG and Guardian Select.