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2 December 2008

ZA Critique: Okami

A breakdown of the merits and missteps of Okami's design.

Over at the Infovore blog, Tom Armitage wrote a very interesting essay about using games to tell stories specific to their medium. Just as a TV series is constructed differently than film in terms of story and ideas, so too should video game plots stick with their specific merits. If all you do is create a game that relies on cutscenes with basic gameplay mixed in-between, then your experience will be little better than a movie with buttons. In order for a video game to be great, it must not only draw influences from other mediums but also make them work in ways that only it can. Stories that involve accomplishment, overcoming obstacles, and other elements of “play” are adept to certain mediums. Capcom’s Okami is an excellent example of this concept in action. Though not without its faults, the game deserves some inspection for using several narrative devices that could only be used in a video game. In any other medium, it simply wouldn’t work to tell the story in Okami.

 

That story is that of being a Sun God who is spreading nature and rejuvenating the landscape. The first time this occurs in a film would be fine, but the numerous times Amaretsu restores a pool, tree, or landscape would quickly get old. In a game, however, with the reward of celestial points and the cutscene in which you see the result of your work, it suffers no feelings of repetitiveness. Healing the land over and over again combines with the sense of accomplishment in a way that allows a narrative that would otherwise be dull for a passive observer. The participation with the celestial brush uses similar elements. Seeing Amaretsu perform a miracle in a T.V. episode would easily become trite after the third or fourth time; in a game the fun of seeing people’s reaction to things changing mystically is always rewarding because it is no longer the miracle we’re looking for, it’s the reaction to what we’ve done. The moment where you must help Susano by inking in the sword slashes for him also explore a relationship that would otherwise not work: having the audience actively enjoy redeeming a fallen hero. The brush lets the player find value in redeeming Susano that would otherwise not be present for an audience. Lord of the Rings could not have had Legolas take all the credit from Aragorn without infuriating some audience members, but because it’s an element of the game design, Okami is able to competently explore such a story. We no longer look for the vindication of our hero getting credit for their actions, we feel the accomplishment of helping the bumbling underdog.

 

Analyzing the plot of a Japanese game can get tricky if it delves deeply into their culture. As a Westerner, I don’t have the understanding and basic knowledge that is necessary to appreciate Okami’s nuance. I picked up on stuff like the Nansō Satomi Hakkenden references, but constantly miss the Kanji tweaks and nuance. I’ve delved into enough anime to at least understand that a lot of complicated stuff is going on just in those tiny details. I doubt the Greek Gods make much sense to someone who hasn’t read about them extensively, so the conundrum is understandable. I also…ah…didn’t finish the game. I got about half-way through and realized I was literally forcing myself to play for the sake of some misguided sense of professionalism. I’m not alone in failing to finish the game—MTV Multiplayer did a stat crunch based off posted hours on the Wii network and deduced that on average, most Okami players go for about 15 hours and then quit. By my clock, I was in Orochi’s dungeon helping make the sacrificial dinner at that point. So whether or not you actually finished the game, let’s talk about why some people have trouble with finishing the game when it’s gorgeous, entertaining, and fun to play. What’s interesting about this is that even though I find prohibitively long games to be annoying, I also still regularly play them. For as much as much as many critics fail to grasp that a video game is not just a movie with buttons, there are still certain elements that can be borrowed from linear mediums with video games. What can be observed here?

 

It can be counter-intuitive to contrast two video games to one another, but in Okami’s case putting it next to Twilight Princess yields some interesting results. Chiefly, although Twilight Princess is a much more stereotypical game in terms of art and plot, more people statistically have finished the game. One reason might be what an IGN video review of Okami observed, the dungeons in Okami are much more organic and fluid. There isn’t always a moment where you realize you’re in a dungeon or when you’re interacting with people, the two modes are blurred. In the Moon Temple when you first go inside there are people to talk to and fetch quests to perform instead of the usual dungeon activities. Conversely, just when you’re done collecting the Dog Warriors to enter the Wind Shrine, you find out there are three more scattered all over the landscape. On the surface these don’t seem like problems because they don’t impede gameplay. What they do instead though is chop up the flow of the game. The flow of a video game is the correlation between player expectation in contrast to what the game is giving them. What Twilight Princess delivers in this regard is precisely the feature that the IGN review mentions: everything is clearly labeled and organized in that game. When you enter a dungeon, you’re going to be doing dungeon type things for a set amount of time. Usually an hour or two, with a nice new item to be found, and a big heart container at the end. The precise number of dungeons and their locations are all neatly laid out on the map and whenever I’m done screwing around the huge world, I can roll up to one and create a precise sensation of accomplishment. That doesn’t really exist in Okami. I have no idea how many Cherry Blossom trees I need to go heal, the brushstrokes are granted at seemingly random times, and I was still entering brand new portions of the landscape 15 hours deep. The result is a game where the flow just keeps going and going without me having any real way to stagger my engagement.

 

There are lots of games that utilize mini-episodes in a larger structure: Silent Hill 2 and Call of Duty 4 work in precisely that manner along with countless other games. The difference here is that Okami’s length starts to work against it. The blurred game activities and exploration are elegantly done throughout the game, but the problem is that it’s a steady stream of gameplay instead of organized bursts. That kind of game flow can’t sustain a player for more than…about 15 hours, I guess. What do you do for really long movie? A long book? You do exactly what Twilight Princess did, you break everything up into sections and chapters. You do what Grand Theft Auto does and make each mission take about thirty to fifty minutes before you go back to roaming the setting of the story. This isn’t supposed to be an indictment of Okami, just an exploration of why precisely it didn’t do as well at this as you’d think it would. The setting, story, and art are all perfectly gorgeous but it’s interesting to puzzle over why that still wasn’t enough to keep people playing. It’s easy to write off consumer culture as wanting nothing more than to play games about being a space marine or ultimate badasses. And the countless games that feed into that easy impulse should be criticized for it. For what it’s worth, though, there is a reason people have trouble finishing Okami, and that means they aren’t getting the full experience with it. As those who toiled through and finished the game will attest, the reason I outlined is not a very good one. It is, however, a reason.

L.B. Jeffries

 
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Comments

When I was young, I never really understood why books had chapters. To me, reading was something in which I got lost. Chapters flew by, practically meaningless, and I read until I was tired, and then I’d put the book down wherever I was and come back to it later.

I had the luxury of a relatively clean mental slate. I didn’t want to break my activities into penny-packets, I just wanted to do whatever was fun until it stopped being fun. Now, with professional obligations, a personal life, adult responsibilities, worries, too many books and games on my “to do list”, I start to clutch at these little markers.

But I’m not sure that’s a good thing. It is way too rare now that I get totally absorbed by a book or game. I’m always partly distracted by all the stuff I’m not doing. Thing is, I still believe that most forms of entertainment are at their most satisfying when they basically kidnap my brain and take it somewhere else for awhile.

Your piece makes me think we’re starting to gravitate towards entertainment that accommodates the disjointed and over-scheduled nature of modern life. I understand why that is, and perhaps it is even necessary. But sometimes, it makes me feel like I’m a lab rat hitting the button for my next food-pellet. Do something good, and I get to read a chapter of a book, or play a level of a game.

Would Okami’s design pose such an obstacle “if we had world enough and time”?

Comment by Rob Zacny — December 2, 2008 @ 2:02 pm

I know what you mean about compartmentalized entertainment, hell, this blog is designed to work like a sequence of carefully measured information bursts. With Okami’s case I think it’s not so much length, since I play incredibly long games all the time, so much as the game’s constant stream made it so gauging my participation became impossible.

Considering that games are about audience participation, Okami continually shifted its game design and reward structure. The result is that I personally ended up feeling relieved of control because I can’t predict the function and consequences of my actions. I don’t know when I’m in a temple, I don’t know when I’m about to get a new brush technique, I’m just chugging along to the next objective. It ended up feeling like I was watching a movie more than actively participating in an experience.

That’s not a bad thing, naturally, but it makes the game’s length work against it.

Comment by L.B. Jeffries — December 2, 2008 @ 4:09 pm

Okami is one of my favourite games. However it’s far from being perfect. I never really felt that it had flow problems any more or less than Twilight Princess did. What I did feel is that it was way, way too long.

It’s broken up into three pretty distinct parts. You have the first segment, with Susano and the Orochi, then you have the second part, with the Ninetails, and then you have the third and final part which eschews the ‘classic’ Japanese folklore for the most part and substitutes it with Ainu-derived stuff.

The game is far too long as a result. They could have split it into three parts and each would have stood on their own reasonably well. The first segment is excellent, well-paced and really fun. The second one isn’t quite as well-pitched, mainly because you don’t have the same well-defined villain any more - the first part had Orochi, where the second part pits you against Ninetails, who doesn’t reveal herself until towards the end. The third part doesn’t resonate anywhere near as well, I think, though a good part of that is that where I’m pretty familiar with most of the stories and so on that the first two thirds of the game reference everywhere, I’m not very well versed with Ainu myth. Where I suspect a lot of Japanese people would have a passing knowledge of the stories referenced there too.

The other major issue, I think, is the combat itself. It gets very repetitive after a while. There’s not a lot of depth to the system, and it never feels anywhere near as rewarding as, say, swordplay with Link in Twilight Princess. Being trapped into a tiny little bubble with some monsters over and over really starts to wear thin, especially when a lot of the monsters are reskins of ones you’ve been fighting for ages, and they all have tricks that make them easy to defeat. Whenever you encounter a new monster, you will have the brush skill that is its achilles heel already. You never really feel like you’re becoming more powerful - that sense of empowerment through the progression of the game is only present in the acquisition of new brush skills that let you into new parts of the environment.

The final flaw is the repetition. Despite being such a huge game, there is a lot of repeated content. Seriously, I loved fighting Orochi the first time. It was a really fun boss fight. At least, it was the first time. By the third time I had to fight the bastard, I was already over it. Forcing you to fight all the bosses again at the end of the game was a terrible decision. At the very least, make the encounters different each time.

I also wonder whether they ended up putting it on the wrong platform. The brush strokes are annoyingly difficult to perform using an analog stick, and the Wiimote isn’t a huge step up. If Okami had been a series of three games on the DS, it would have been incredible - though on the other hand, we would have missed out on the art, which is by far the most appealing part of the game.

Comment by NegativeZero — December 14, 2008 @ 9:19 pm

I certainly see the lack of up-front narrative structure, particularly when I reached the first two boss battles, and my mind was thinking “This feels very end-ish”, followed by mental disorientation when given a new task. I also failed to complete the game (along with non-completion guilt), though I did make it into the snowy areas, if only for a little while.

In my “Why didn’t I finish the game?” analysis, I ended up blaming it on NegativeZero’s second point.  Early in the game, I tried to ‘clear’ areas of the demon scrolls, only to find that they always respawn.  Fair enough, pretty standard.  From that point forward, I found myself entirely avoiding enemies in what I deemed to be ‘not-a-dungeon’ areas.  This, in turn, resulted in me being very under-powered by the time I needed to take on Ninetails.  What followed was a bit of classic grinding of Demon scrolls to get yen to get the better weapons from the merchants.  By the time that was done, I went up north for a little while, eventually turned it off, and never came back.

What it came down to was that there appeared to be a design assumption that I would actively seek out the Demon Scrolls on a regular basis.  On the contrary, aside from the ‘Wanted List’ demons, I felt compelled to avoid the Demon Scrolls.  This mismatch killed it for me.

Not to say that I don’t have other technical nitpicks, like cutscenes without voice-acting which still force you to listen to their entire stream of gibberish, and making me pay to use teleports (yes, I know the mermaid coins were cheap, and plentiful, but I’m miserly, especially when there are alternatives like running for 5 minutes trying to maintain cross-country momentum.) Those just didn’t make me quit playing.  The Demon Scrolls did.

Comment by Geoffrey42 — January 7, 2009 @ 12:35 pm

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