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Worlds Are Colliding!: The Convergence of Film and Games

by Eric-Jon Rössel Waugh

This year’s final IGDA San Francisco/Bay Area Chapter meeting – held Tuesday, the sixth of December at the Sony Metreon’s Action Theater in San Francisco – featured three representatives from Industrial Light + Magic and two from LucasArts. The assembled personages spent an hour discussing how, thanks to their new joint facility in San Francisco’s Presidio district, they can share resources more easily than before.

( Continue reading at GamaSutra )



The Method

So.

* Zelda 1 and 2.
* Dragon Quest in general.
* Riven.
* Shadow of the Colossus.
* Metroid II.
* Half-Life 2.
* Phantasy Star II.
* Metal Gear Solid 3, in particular.
* Lost in Blue.
* OutRun.

There is a common thread to all of these. It has to do with the gameworld, and the player’s method of interaction with it.

Stacking boxes to make your own path or eating the parrot in Half-Life and Metal Gear are the same as the magic wand in Zelda 1 or the structures in Wanda that serve no apparent purpose except to look at them, climb on them, stand on them, ponder about them. Building a spear in Lost in Blue is the same as gaining that level or buying that copper sword in Dragon Warrior, as finding a heart container or a boomerang in Zelda, as making that leap of logic in Riven, about that device halfway across the island.

The technique names in Phantasy Star are the same as the number system in Riven, as the clues in Zelda, as the Erdrick lore is in Dragon Warrior, as the artifacts are in Lost in Blue. And these are the same as the boxes and the parrot and the spear and the boomerang.

These are all different approaches toward the same, or similar, ideals. Player progression relies on personal growth and curiosity. Within its own laws, the gameworld is responsive to nearly all actions allowed the player. There is a strong focus on trial and error. On exploration on both the micro and macro levels. On pushing the limits of the gameworld to see what happens, and maybe being punished half the time. On intuitive leaps of reasoning, within the given laws. On patience. On innate appreciation of the intangible within a greater scheme.

The laws and structure of the gameworld are a framework filled with an open question. Rote progression is never a problem, and yet the purpose never particularly lies in the plot. Or in completion. Any story, any imposed goals are simply excuses. MacGuffins. They’re there to get you out the door. To give you an anchor, a point of reference. Maybe a path to walk down. The real joy, the really important material, comes in the unimportant treasures of providence provided by the player’s presence in the gameworld, by interfering as an outsider in a self-contained system.

The player, as Link in the first Zelda in particular, is not particularly meant to traverse Hyrule. He has no weapon. He has no defense. He has no health. There is no path specifically laid out for him, and yet there is a certain logic to be exploited — inconsistently, though consistently enough. At no point does the game call for the boomerang, or the wand. The game can probably be beaten without the sword, if the player is so inclined. Yet the tools are there to be made use of.

The world of Riven is alien to the player, and presents a barrier at every turn — and yet there is a logic behind it all; a reason why everything is where and as it is. As an outsider this lack of familiarity is an initial barrier. Later that same outside perspective and status puts the player in a rarified position. The simple joys of Riven come again from a whimsical turn of that same relationship with the gameworld — from sitting on a sun-baked stone stairwell, listening to the birds and the insects and the surf below. Imagining the coolness of the shadows and the moss on the stones. Appreciating what would go unappreciated were the player to belong here. Finding one’s own treasure in a broader system.

And yet none of these games are wholly open. Unlike Morrowind or Fallout or Baldur’s Gate, there is a clear and immediate structure. There is a limit to the options available to the player. The rules and the logic of the worlds are all simple and compact. There are only so many actions. There are only so many items. There are only so wide a world, so many levels, so many set pieces, so much of a variance in direction. There is a specific ultimate task before the player, a specific direction to move in. Save the princess. Learn about these Biomonsters. Figure out what’s going on in this world. Defeat the Metroids. Survive and maybe escape. Defeat the Colossi.

The secret to success in all cases is in understanding the reasoning of the gameworld, and the method of understanding — as in life — is experimentation. It is in the quirks, the exceptions, the trivialities — that with no clear explanation — that the searching mind finds the most wonder and curiosity. And it is in these quirks that such a mind imbues the most meaning, specifically for their lack of meaning, their lack of purpose. Their lack of structure, and all it implies about the gameworld and the player’s presence within it.

It is in these imperfections that we find beauty and we find reality. In which humanity and therefore something we identify as truth shows itself. In which we see hints of a structure or a randomness beyond our comprehension, that is greater than us, that is greater than our mission and yet that leads us to our fate. It is here that we find significance, that we find meaning, that we find verification for our continued efforts.

It is this which drives us on.



Generation Six?

Toups: I will be confident to know that the Revolution will still be capable of making games that look as good as Wanda, or Resident Evil 4, or even Shenmue.
Toups: I guess I’ve decided that’s about as nice as games ever NEED to look to do what they need to do.
aderack: When the Dreamcast was new, I started to wonder what was next. What the next generation would be — because, you know, we couldn’t continue down this road much further. We’d explored all the options here.
aderack: Current games look adequate to express what they want to express, as you said. That wasn’t true with the PSOne or Saturn.
aderack: There’s… not much more to be explored in this direction.
aderack: So it’s time to focus on another aspect.
aderack: I mean. We had the pre-NES systems. That was one whole thing. Then (what is generally known as) the 8-bit and the 16-bit eras, the latter of which just refines the first. Then the 32/64-bit and 128-bit/whatever current generation, which is the same deal.

I was thinking, with the Dreamcast, maybe the following generation would have something to do with the Internet. And it seems it will! Though not in the sense I was thinking. That’s just a detail.

The Revolution I think will actually be the only next-generation system.
aderack: The other two are just souped-up current-gen systems.
aderack: The thing is. We’re done with visuals.
aderack: Now we need to tackle some of the rest of the picture. As such.
Toups: I mean. A part of me appreciates the need for higher resolution and stuff. The real question is, at what cost?
aderack: That’ll come, though.
aderack: It’s nothing to strive for.
aderack: Who cares! It’ll just happen, whether you try or not.
Toups: Yeah.
Toups: Either way.
Toups: It’s…
Toups: Like… the space race or something.
Toups: Or the arms race — though, I guess… that’s maybe not so inconsequential.
aderack: So we have presentation, and that’s basically perfected — at least to an adequate level. Great! But that’s only one part of the interface.
aderack: The other part has remained the same since 1985.
aderack: Now let’s catch up.



Missed?

ajutla: Wait. Sega is going to port Myst to the PSP? That bothers me on multiple levels.
aderack: What? Where… did you come across this?
ajutla: http://psp.ign.com/articles/670/670041p1.html
aderack: Nuh…

ajutla: Yeah.
aderack: Okay. Were this to be done, why not the DS?
ajutla: I don’t think there can be a space issue. They’d have to shrink down the resolution of the images and things, anyway.
aderack: Imagine Riven for the DS! The bottom screen could be for a notebook. Where you could scribble and jot. Or, I guess, the screens could flip to let you do that. Draw your own map, and leave it on the top screen. Or leave a question or goal there for yourself, like a post-it note. Hit the L button to flip the screens and access your “inventory” (now consisting of TWO objects!). Hit L to flip them back, with the current page exposed. When you write, have a “quill” effect with the pen. For atmosphere. Pressure-sensitive. Will taper out quickly.
ajutla: That would be nice. It would fit, at least. The inventory wouldn’t just be kind of…hanging out there, most of the time. It beats some bonus content in the form of new adventure scenarios.
Toups: What the heck are you two rambling on about?
aderack: Myst for the PSP. For some reason.
Toups: Hm. I’d play it!
aderack: I’d prefer a DS version.
Toups: I’d prefer a DS version of nearly anything these days.l
aderack: Why PSP? It doesn’t make sense. On many levels!
Toups: Wait. They are porting it to the PSP?
aderack: Yes. According to IGN.
Toups: What??

hold on
What?
aderack: Anyway. SEE?! Why the PSP?
Toups: That has to be a typo or something. Like the Cyan PR people are just REALLY out of touch with the console world or something.
aderack: For one, it’s not suited. For two, Sony wouldn’t like it much. For three, it’s a less popular platform (which again is less suited in its audience). Also, it’s being done by… Sega?
Toups: In the same way that your parents called any gaming system an “nintendo”
aderack: And, yes, there’s the “value added content” issue. I wonder if those are the new ages from RealMyst.
ajutla: What did realMyst have? I’ve never played it.
aderack: I don’t know! I never got that far. Terrible interface.
ajutla: I downloaded the demo and kept walking into buttons that I meant to press. Games Developed

PC
Extreme PaintBrawl 2
Hooters Road Trip

PlayStation
Hooters Road Trip

PlayStation Portable
Myst

Web Site: http://www.geocities.com/~hopltresearch/hoplite_home.htm
To be fair, they seem to have moved here; but the homepage there is….uh.
aderack: Hooters Road Trip, eh?
Toups: ….
My mind just shattered.