See. The big advance in FFX, as far as the series goes, is in narrative and all that it relates to. The game system underneath is just the same as always — one that leads you to dissect it in such a way as you do; to think about its characters and overall world in Pokemon terms. Some of the relative sophistication is dulled by holding back and masking the player’s involvement with Game, lowering the relationship between player and character to trainer and racing pony.
That ain’t a healthy relationship. It’s akin to the horce-race coverage of local elections that you will see on the news. The point isn’t who’s ahead, and what numbers they can come up with; the point is the issues at stake, that have a broad or specific effect upon us, upon our world.
What is required here is a whole shift of our frame of reference, of our expectations.
The question is, what specifically or generally might illustrate a place to shift it.
As far as the relationship of a character and his world, I like the image of Shenmue, crossed with the likes of Elder Scrolls or Fable. On a level.
How, then — to take that as-is, for the moment — to integrate this with a game system, game world like those in FFXII? What else would be required? To strip away the mask that numbers and statistics and superimposed gimmicks present, and to put yourself in the position of the characters you control and face, what is missing? This is a subtle question; it deals with psychology more than anything. What do we need, to make our lives meaningful, comfortable, believable? What is real, what is false, on an internal level, and why?
The challenge is to come up with some framework which will allow the player to directly channel whatever the answers might be, without the architecture getting in the way, emotionally. This is not a matter of simply taking away the superficial elements that you happen to enjoy, but to be rid of the very reasons why you would want to prop yourself up with them. I’m pretty sure, were such a thing to exist, you would have no reason to lament the loss of the system; rather, when presented with the alternative, you would be wondering why you had been leaning on it for so long.
Me, I don’t have the answers. I’m just watching.
Thing is: if you go back to the origin of these systems, the pen-and-paper RPG, and you play the game correctly, the stats stand in for abstract or complex ideas: how much damage a person can take before dying, and how likely he is to hit a monster; values and properties that would otherwise be difficult to keep track of. The purpose of these statistics is to enable everyone concerned to deal with complex situations and conflicts, which might arise during play. The intended focus is upon the interaction amongst the players: upon picking a role, and thinking within it and within the world presented to you by the narrator — the DM. An RPG is about exploring an alternate life. The rules do not dictate; they empower.
This is, of course, not how people always play it; for many people, the organizational system — a tool which exists to make the experience easier to manage — has become confused with the game itelf, transforming the system into a bureaucratic trap, and the process of playing an unhealthy exercise in tunnel-vision. And that’s the whole problem we’re discussing.
These systems are a convenience; they only exist, in principle, to enhance the core ideals at stake in the experience. If the systems are no longer doing their job correctly, then let’s find a new structure that will work with contemporary technology to address those ideals; that will be a tool instead of a distraction, once more.
The question is raised: “If, however, you remove all of the systems that people have come to associate with the RPG, will a game still be recognizable as such?”
I think so. Again, it all depends on burrowing back down to the essence of what an RPG is trying to illustrate. If it’s there, people will feel it.
A decent comparative model might be our definitions for different genres of fiction: tragedy, comedy, farce. Each of these has a specific definition, which tends to be tied to a certain combination of defined human emotions and certain models of human behavior, desire, and ambition. The colors can be combined in any way you desire, clearly; such is the manner of life.
Nevertheless, there are certain keys to the RPG which are not present in the shooter, in the (closely-related) adventure game, in the platformer. There are certain real human traits that these genres exist to placate, stir, or simply acknowledge. It might be helpful to dig up what these are, if we are to do much of human meaning with this medium. Then we can build with them.
Actually.
I think I have hit upon why videogames remain an immature form of expression: the focus remains generally upon the method of execution rather than the underlying themes.
In other media, genres are generally classified in terms of what they have to say about life. In videogames, genres tend to be broken down by the actual game mechanics — by the process, rather than the goal. This is rather a shortsighted approach, akin to the way one sees life as a child.
I think this is something to revise, someday.
[For more discussion, see this thread.]
(July 30th, 2004 @ 6:19am)
The message I get from Confessions of a Dangerous Mind is: “Hey, we’re making a movie and we’re totally basing it on a Charlie Kaufman script. Isn’t that trippy? Isn’t that cool?”
The message I get from the supplementary material is “Oh my god, George Clooney is such a great director! He has, like, ideas and stuff! He doesn’t even give himself more takes than the other actors!”
I am sure this is all true.
(July 27th, 2004 @ 11:54pm)
The success music in Excitebike is oddly touching.
This seems to come mostly from the interval between notes three and four. Or perhaps it’s just the leap up to the third note, and the need to resolve that somewhere. Yet, what an unusual place to resolve.
To then resolve that measure into the syncopated riff of measure two — well. There’s something going on here.
After that point, Hip Tanaka just winds the piece up into a crisp, early-NES victory burble. That part is disposable.
The first part, though:
There is some sense of victory, or weak recognition of joy — yet it comes through a conflicted filter. Even winning is not enough to heal the deep emotional wounds our heroic racer has faced. Now it is time for him to walk off into fate and the sunset, his mission complete. We will never see him again — though sometimes, when the smell of nitro arrives on a summer breeze, we shall remember.
Someone remix it for me, please, and bring this quality out.
(July 27th, 2004 @ 2:26pm)
Jesus, Megaman 3 is hard.
…
Despite the uninspiring music and level design, and second-class boss design, I might have a higher estimation of the game were I able to beat a level or two. Maybe once, in fourteen years.
A criticism often levied against the second game — indeed the only frequent one I hear — is that it is too easy. Usually it’s the hardcore assholes who lay the claim, although other, less hardcore, sometimes not-at-all-assholes sometimes agree. I have always found the US version of the game at just the right level: tough enough to hold my attention, while forgiving enough that I can play the damned thing.
As regards the follow-up, I just don’t understand the appeal here. Were the game itself rewarding enough to drive me through the frustration, that would be fine. Megaman III, though, makes me feel even worse than when I play Ninja Gaiden III. At least the latter game is such a bizarre failure that I am compelled by a dark curiosity. Megaman III isn’t so charming as to be poor. It’s just dull. Way too dull to be way too hard. It seems to expect me to bring my own baggage: to play it, and like it, just because I played and liked its predecessor.
Then, I have never enjoyed Streets of Rage II as much as the first game. I feel Sonic 2 loses a lot of the appeal of the original. I don’t enjoy King of Fighters 2000 or ’97 nearly as much as the chapters to which they are mere upgrades. Perhaps the game is just too polished for my tastes. Perhaps the implicit inertia in its design and execution offends me on some level that I cannot justify in rational terms.
Or perhaps I’m just not hardcore enough.
I guess I can live with that.