Rather Infrequent Open Thread
I’ll be traveling for much of today, since it actually takes a damn long time to get from Louisville to Edmonton. So in the meantime, talk amongst yourselves!
Should games even bother trying to tell a meaningful story?
Kyle Orland at Ars Technica echoes the musings of David Jaffe:
For decades now, large parts of the game industry have been striving to create games that are more meaningful — games that can speak to the human condition and tell an impactful story that’s deeper than “remember when I shot that guy?” At a DICE Summit presentation today, Twisted Metal designer David Jaffe made an impassioned argument that such efforts have been misguided, and a huge waste of the industry’s time and resources.
Jaffe led off by clarifying that he wasn’t against all kinds of storytelling in games — he had lots of respect for titles like Batman: Arkham City and Skyrim that allow for highly personal, player-created stories that can be as deep as a good novel. He also wasn’t arguing for a return to the Atari 2600 days, where graphics were abstract and most titles didn’t have identifiable characters or environments at all.
But Jaffe did argue vociferously against “games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer’s narrative.” Because no matter how hard we want to fight it, Jaffe said, games just aren’t meant for this kind of storytelling.
Jaffe went on to compare depictions of D-Day in movies to depictions of it in games, and argues that the game player will always experience it in a way that prevents him from fully contemplating the deeper significance of the event. And to be fair, he has a point there, I think. Games will almost always have the player thinking about objectives to complete at least as often as they will make him think about the meaning of the events he is participating in and witnessing, which arguably makes for diluted meaning.
But one wonders if Jaffe’s scope is perhaps too limited — his focus seems to be mostly on AAA titles, and then only on particular types thereof. Within that limited scope, he probably has a point: can we expect Twisted Metal to tell a moving, meaningful, deeply philosophical tale? Probably not.
But what about a game like To The Moom, which despite its short length has reduced everyone I know who has played it to tears? Is that a game that fails to reach its full potential as a vehicle for delivering a meaningful story?
(hat tip: Infinitron Dragon)
In-game romances have officially nuked the fridge.
On Valentine’s Day, RIFT — yes, the MMORPG — set a Guinness World Record for the most in-game marriages in one day:
21,879 marriages took place on February 14, starting at 9am PST. Marriage was introduced in Rift’s seventh major update, Carnival of the Ascended. Each participating player earned a unique in-game title, “The Avowed,” and quite possibly a nagging significant other.
I…yeah, no, I just won’t comment on this any further.
No Mutants Allowed has posted the first in a three-part document set from the lead designer of the original Fallout, R. Scott Campbell. It purports to detail the genesis of the game that eventually became known as Fallout, and is evidently quite lengthy. Give it a read, if Fallout is one of your areas of high interest!
Canada wants warrantless Internet spying!
And if you don’t like it, you support child pornography…or…something.
The legislation would require service providers to provide law enforcement with IP addresses, e-mail addresses, phone numbers, and other information on demand.
The bill would also “require ISPs and cellular phone companies to install equipment for real-time surveillance and create new police powers designed to obtain access to the surveillance data.”
Members of the opposition have vowed to fight the legislation. More than 80,000 people have signed an online petition opposing the bill.
Challenged by an opposition member about the proposal, public safety minister Vic Toews cited child pornography as a justification for the bill. Opponents of the legislation “can either stand with us or with the child pornographers,” he said.
Le sigh.
Gaming isn’t the problem in your marriage.
Doing fun things by yourself, in which your spouse does not share, is:
The study explains in its intro that marital satisfaction is “lower for those [couples] with high concentrations of individual leisure activities.” That is, doing fun stuff in general without your spouse will lead to fights and unrest.
This study doesn’t prove that gaming, specifically, is to blame for your relationship problems. Couples where one member spends too much time fishing, shopping, drinking, or even volunteering at soup kitchens and building houses for the homeless on his or her own have been shown to experience marital difficulty, just like couples where one person games and the other doesn’t. Since the study doesn’t compare gaming to other leisure activities, it only confirms that gaming makes your spouse angry, like everything else you might do and enjoy alone.
There is one ray of light: while the study found that a married person’s “satisfaction with online gaming” was a predictor of a discontent, the amount of time spent playing games was not.
And if your wife or husband just happens to be a gamer like you, well…heck, you could start up parallel RIFT accounts!
A research team led by the Electronic Frontier Foundation (EFF) recently broke the code behind tiny tracking dots that some color laser printers secretly hide in every document.
The U.S. Secret Service admitted that the tracking information is part of a deal struck with selected color laser printer manufacturers, ostensibly to identify counterfeiters. However, the nature of the private information encoded in each document was not previously known.
“We’ve found that the dots from at least one line of printers encode the date and time your document was printed, as well as the serial number of the printer,” said EFF Staff Technologist Seth David Schoen.
I’d ask if they’re kidding me, but I already know they aren’t. At a previous job, we had a Xerox Phaser-class printer, and I remember my boss at the time wondering what the little series of yellow dots that appeared on every image was. At the time, I didn’t have an answer, and neither did Google…but now we know.
In games like Minecraft, you make your own story through gameplay. And yet, I’ve seen people ask: “is it really a game?”
In games like Dear Esther, the game is almost entirely story with minimal interaction (mostly walking and looking around), and people ask: “is it really a game?”
I guess we should all be thankful that this medium is so much more varied than any that has come before it. This allows developers to give us hugely different experiences, and there are games that appeal to almost everyone.
You can watch the video of Jaffe’s keynote here: http://multiplayerblog.mtv.com/2012/02/10/david-jaffe-video-games-and-movies-go-together-like-chocolate-and-tuna-fish/
Jaffe’s rant is a reaction to what he sees as a dangerous trend in many AAA games, which is to deliver the story first and the gameplay second. I’d argue that the worst offenders shouldn’t be considered games at all, much in the way a choose your own adventure book isn’t a game. It’s a bit “gamey” but that’s not what’s important to the developer or the player.
@Andy: I think that the fact that people ask if MineCraft is a game is indicative of the cultural adjustment being made in response to the plague of cinematics-heavy games. The younger generations who don’t know any better are lured in by the visuals and thus define games accordingly.
Is chess a game? Why aren’t there armies of knights on horses swarming as you move a pawn bravely forward into certain doom? Where are the intermittent cut-scenes of crying widows talking about the price of pride and how hard it will be to raise their children with their fathers so needlessly lost at war? Jeeze chess sucks just moving abstract pieces around a monochrome grid. A Hans Zimmer score, Ridley Scott directing and motion capture from Andrew Serkis and Jet Li would probably make it an international institution.
While the adrenaline rush of 1080p explosions going off around you as you proceed toward your goal and people around you dying by the dozen is nice, a real game would let you run away from it all and do something else entirely. Like join the “enemy” by switching uniforms with a corpse and killing your former squad leader. Or escaping the battlefield and sailing the high seas to a country not at war. Cinematics are often just dramatic cover for not being able to do a damn thing other than running forward to your next checkpoint, at which you’ll be presented with a cut-scene setting the stage for your next mad dash to the next checkpoint.
We can argue all day about what games are and what games should be, but if consumers keep buying they’ll keep creating.
“In-game romances have officially nuked the fridge.”
As crazy as that is, I think it’s a very good thing. It shows that people are interested in exploring aspects of games not usually addressed, especially when they are incredibly important and accepted things that occur in real life. More of this, please.
“Canada wants warrantless Internet spying!”
I wonder if the scare tactic of broadly accusing people of supporting child porn if they disagree with you actually worked on anyone listening. What’s really sad is that if you look at the evolution of personal freedom and responsibility in modern democratic republics it’s showing a very clear pattern: we’re losing both. More and more bills like the Patriot Act, DMCA, SOPA, ACTA, PIPA, etc., are being considered, passed and enforced than ever with only the slightest whimper of disapproval or understanding by the common citizen. More personal freedoms are being lost than ever in the history of mankind by law and the increasingly efficient enforcement of it thanks to technology and people’s steadfast refusal to act responsibly.
The deterioration of personal responsibility includes rampage killings, terrorism, cults and religious extremism, genital mutilation, tribal warfare, rape as a weapon, violence as entertainment (animal or human), unjustified belief in entitlements, socialism, communism, fascism, anarchism and other tried and true failed social and economic theories. Seems people are just incapable of learning from the past and too apathetic to avoid being reined in like cattle by their seemingly well-intentioned governments. So fight as we may, post as we may, there is a clear trend of civilizations descending toward warden/prisoner relationships in which the authorities must wield a heavy hand because the prisoners are just too crazy be given freedom.
If people will just stop acting like stupid animals then the governments won’t have an excuse–or be able to use fear-mongering tactics like accusing dissenters of siding with child pornographers–to crack the whip.
Tracking dots on printers is rather old news really, they’ve existed for years upon years now. Even before everyone had a nice laser printer they were in use.
Thanks so much for flashing me on to To The Moon. Such a lovely, lovely tearjerker of an interactive story with just the right amount of cheese, humor, and style. It reminded me a bit of that movie What Dreams May Come. I actually applauded at the end of the game (I think the only other game I’ve applauded after completing it was Ultima V: Lazarus). The only flaw was the lack of challenge in the puzzles, but I suppose the presence of the puzzles was to give the appearance of a game.
Unfortunately, it has no replay value since it’s linear in design, but it achieved what it set out to do: manipulating me emotionally enough to enjoy the experience of playing it and to recommend it to others to experience it as well.
Jaffe makes great points in his address. I would love to see a game that asked gamers to approach or face problems as they would in real life. I realize that some people may be prone to reacting violently to confrontation and that may be their own favored solution, but I’d hate to be forced into having that be the only solution to problems. If I see someone charging at me, I’ll run. I’ll do my best to get the hell away because I don’t want to fight. I don’t want to fight because I don’t like pain. I’d like to gain XP from doing that rather than having to be forced into killing someone. Taking a life is not easy and shouldn’t be portrayed as such in games. It should be very difficult to incapacitate, maim, or kill opponents. Games can never simulate that. Games can never convey the psychological trauma that comes from taking a life just as they can’t simulate the stench of death or the physical effort it takes to stab someone to death. That’s pretty much why games can’t (as much as I really wish they could) address the human condition because they can never have a player stand over an opponent’s lifeless body and say, “What the fuck did I just DO?!”
Glad you enjoyed it. It is without a doubt a masterpiece of game storytelling, lack of replay value nonwithstanding.
The real question, though, isn’t whether it inspired you to clap (though that is awesome). No, the real question is: did it make you cry?
@Kindbud:
“Taking a life is not easy and shouldn’t be portrayed as such in games. It should be very difficult to incapacitate, maim, or kill opponents. Games can never simulate that.”
Games could simulate it on a more human level. Maybe no game has realistically done it and still been fun enough for people to play. It’s not a matter of difficulty settings but a more realistic representation of how people normally act around each other, combined with whatever crazy stuff the plot has in store for everyone. It could be done, maybe it just takes a special kind of crazy to implement it.
“Games can never convey the psychological trauma that comes from taking a life just as they can’t simulate the stench of death or the physical effort it takes to stab someone to death.”
What if a mechanic was implemented that required a “pull out” move after every successful blade attack against something? Once the blade was in you’d have to hit the button again to pull it out of them or possibly get dragged around or have them remove it at their own discretion. It would cause damage and have separate sound effects for each stage of the infliction so the player wouldn’t be able to avoid the emotional consequences of their actions. For dead things like meat there’d be no vocalizations, just the slicing and chopping sounds. Also mortally wounding someone and letting them slink away would make you feel bad if you heard their death scream later in an adjacent room and saw that they’d finally bled out or taken a fatal elixir.
“That’s pretty much why games can’t (as much as I really wish they could) address the human condition because they can never have a player stand over an opponent’s lifeless body and say, “What the fuck did I just DO?!””
Let’s say a game makes it perfectly realistic to hurt people and has plenty of other realistic things to do. Knowing people, many of them would pursue the violent aspects of the gameplay, for fun, because they knew it wasn’t real. A natural curiosity for most of us, but the hard core wouldn’t care how realistic it was because they were already fully comitted after watching things like August Underground’s Mordum and this guy:
http://www.youtube.com/watch?v=agK7CV5tcDo
There would have to be strong mechanics to enable the 99% to stave off the psychopaths. A “chaos” server for the dedicated would probably take care of most of it.
@WtF: Haha, did it make you cry. Someone’s going to play a game like that and beat someone’s ass or kill them. Games with a strong focus toward promoting a single action in the player are the most cunning of propaganda when properly couched. Wing Commander II didn’t make me cry, but I did curse all who were listening and break a keyboard with my fist once. Escort mission, of course.
“The real question, though, isn’t whether it inspired you to clap (though that is awesome). No, the real question is: did it make you cry?”
Of course it did. I went in with that expectation and basically was very open to embracing that sort of sentimentality. I think the unstated follow up question is more important: Why did I cry? And the best answer I can give is the reasons are my own and not because of some obvious triggers (*avoiding giving away spoilers*). I think that’s why I applauded at the end — that and they pulled it off without graphic card melting graphics or VO work. Of course, I also cried a bit when Iolo got his head chopped off in my first playthrough of Ultima V because I refused to give Blackthorn a Word of Power (so I dunno, maybe I’m just a silly marshmallow of guy).
When I think about other media and how they might have affected my sentiments, I think I prefer film to books. One can imagine pain, loss, regret, despair, happiness, etc. while reading a book and the rhythm of the syntax might rumble through the mind to simulate an emotional journey but for me, the beauty of human emotion is in its expression in visual and audible forms. There is so much beauty in the moments when you can see tears start to well up in a person’s eyes or in the bitterness of the sound of sardonic laughter.
I often wonder why people can experience empathy while watching film but cannot experience it to the same extent while playing a game. The only answer I can think of is empathy is a passive process. Empathy requires no objectives to complete just the ability to relate. The deaths of Dupre or some other familiar character in Ultima games or the death of Duncan in Dragon Age: Origins, for example, occur as cutscenes and evoke an emotional response (at least for me they did). Now that I think about it, emotion is just a passive response. The ability to control emotional responses is an active process which is why it feels like a struggle when trying to hold back tears or an angry outburst. If games require action in order to complete objectives, then how can one expect a true passive response from gameplay alone?
If the expectation is to have gamers emotionally connect to the product in order to garner accolades, sales, and word-of-mouth advertising, then perhaps the developers have to perform the necessary evil of stuffing areas of the game with opportunities of eliciting that passive response in order to meet those objectives. Personally, I don’t mind as long as it isn’t worked as a cheap marketing ploy but as a means of effective storytelling.
I don’t normally just forward links, but you could make thousands of dollars a day!!! Just see:
http://www.youtube.com/watch?feature=player_detailpage&v=17-QW-mstu8
Kidding, of course, but holy Zelda I hadn’t heard this performance until tonight. I’d like to hear it with the background instruments taken out. Also funny how the performer holds back a laugh each time a strong note is voiced, as if unusually modest for a performer.