The Pathology of Game Design

  • Reading time:18 mins read

Originally published by Next Generation.

As I entered adolescence, my mother decided in her wisdom that I was destined to be an actor. That I showed no particular enthusiasm or indeed talent did not dampen this enterprise for years to follow. One summer, between calls for music videos and hypothetical summer blockbusters, I chanced into a tryout for a hypothetical Blockbuster ad. To the best I can recollect, the company was adding Genesis and Super Nintendo games to its rental library, and to demonstrate the premise was sending out a net for the archetypal game-playing teenager.

Thus I found myself lost across a desk from a pockmarked man with a mustache. When the man asked me to show him my “videogame” acting, I hunched over and concentrated at a spot a few yards ahead of me, miming my button presses with an imagined precision. I knotted my brow, maybe gritted my teeth or moved my lips as if to mutter. You can imagine where the scene goes from here. The director keeps asking for “more”, growing frustrated in proportion to my unease. He wants me to thrash in my chair, slam the buttons like a jackhammer, contort my face, and show him my best Beverly Hills orgasm. I am amazed; he patronizes me; I get to go home. Later I met the man they cast as the teenager; he was in his late twenties and had a habit of performing rude gestures to passers-by.

Fifteen years later, despite what seem obvious advances in technology and design, people don’t really see videogames any differently.

Setting the Standard

  • Reading time:5 mins read

by [name redacted]

Part thirteen of my ongoing culture column; originally published by Next Generation, under the title “The Road to a Universal Platform”. Now, despite my wittering most of these title and spin changes have a minor effect on the article. This one was… regrettable, though, as the article sort of makes the opposite point: though a universal format may be our inevitable destination, the notion is terribly premature. And yet because of the title and the spin, most people jerked their knees in response without actually reading the article. Oh well. Here it all is, as originally framed.

David Jaffe recently came under some criticism for a few statements to consumer website 1UP about his future visions of the game industry. The big headline, repeated across the Internet for a day or two, was “Ten years from now there will be one console”. It was an unguarded comment, following his own nostalgia for the days of rampant console exclusivity. Jaffe expressed annoyance at the current standard of cross-platform development, and wondered if it was coming to the point where the only distinguishing factor from one console to the next would be its first-party software. From there he made the leap that this small distinction might not be enough justification for multiple consoles – therefore, he figured, perhaps we’re on a road to a single universal platform.

There was much tittering in the aisles; a few people made comparisons to Trip Hawkins’ dreams for the 3D0 – a console standard that, much like a VCR or other piece of home electronics, would be licensed out to any manufacturer with the initiative. In fact, that comparison is pretty appropriate in that both Trip and Mr. Jaffe have the same reasonable – and actually rather clever – idea, with the same understandable flaw.

A Slime for All Seasons: Videogames and Classism

  • Reading time:12 mins read

by [name redacted]

Part twelve of my ongoing culture column; originally published by Next Generation, under the title “OPINION: Yuji Horii was Right to Opt for DS”.

You’ve probably heard this Dragon Quest business; in a move surprising to professional analysts everywhere, producer Yuji Horii has decided to go with the most popular piece of dedicated gaming hardware in generations for the next installment of the most important videogame franchise in Japan. If people are bewildered, it’s not due to the apparent rejection of Sony (whose hardware was home to the previous two chapters). After the mediocre performance of the PSP and the bad press regarding the PS3 launch, Sony has become a bit of a punching bag for the industry’s frustrations. Fair or not, losing one more series – however important – hardly seems like news anymore.

So no, what’s confounding isn’t that Horii has changed faction; it’s that he appears to have changed class, abandoning home consoles – in particular, the sure and sanctified ground of the no-longer-next generation systems – for a handheld, commonly seen as the lowest caste of dedicated game hardware.

Lifestyles of the Rich and Stupid

  • Reading time:4 mins read

I don’t consider myself a gamer. Then again, I suppose I don’t “game” so much as I… play videogames, sometimes.

If my distance sounds disingenuous… well, sometimes it is, a little. There is, however, a difference between having something in your life and building your life around that thing. Videogames fascinate me, and I spend a good deal of time thinking about them on an abstract level. I’ve thought enough about them to make some money based on those thoughts. Sometimes I play them, a little, when I’ve nothing better to do. I don’t feel it’s got much, if anything, to do with my personal identity, though. It’s just something that’s there, in my life.

And I think that’s an important distinction. Most videogames currently cater to “gamers” — a label that suggests that they use videogames to give themselves identity on some level. And, well, that just explains everything, doesn’t it. Aversion to change, in particular.

A person doesn’t need to have that ego attachment to enjoy a videogame any more than I need to tattoo Trent Reznor’s name on my thigh to enjoy Nine Inch Nails. Or even to analyze his music on a deeper level, sometimes. Likewise, I don’t need to spend my life in the cinema to enjoy Orson Welles and appreciate the significance of his work.

That is, to an extent, what Nintendo’s going after now: trying to make videogames accessible to people who don’t necessarily want to base their lives around them — which, at present, videogames really aren’t much. The “casual game” sector, and the success of cell phone games, proves that there’s some headway to be made here. I think that whole subsection of the industry is a little misdirected (and frankly a little patronizing), though.

I’m reminded of a recent post by Matt McIrvin about the Wikipedia science community, in particular advanced physics — about how the people editing don’t know how to write at all and keep skewing articles toward the most inclusive, precise, elaborate definitions possible. McIrvin keeps trying to smooth out the language, to make more accessible analogies, and to winnow out the superfluous material so as to make the pages readable and the information comprehensible to someone with, at best, only a slight existing understanding of the material. And even then he often gets complaints from casual readers that the articles are impenetrable.

Addressing this doesn’t necessarily mean dumbing down the material; it just means stepping back and detaching yourself from it enough to understand the context and what’s actually useful. There is a place for insider science writing, and that’s in academic science journals. There is a place for “gamer games”, and the Wii completely supports them. Just as important, though, is making the information available on a certain practical level to anyone who might express an interest.

How often have you handed a controller to, say, a parent who expressed some interest in what you were doing, only for him to hand it back in frustration when he couldn’t make sense of what he was doing; couldn’t coordinate his hands, was overwhelmed with all of the buttons and their seemingly random effects? The interest is there; anyone can be interested in anything. The problem is addressing that interest and drawing it into full-fledged involvement, for the time spent with a videogame — rather than simply assuming an existing level of exposure and a certain set of preconceptions.

Though I have that exposure, I don’t really feel I go into videogames from the perspective of someone looking for a videogame to play; I’m looking for something on a more human level, to maybe contribute something to my life for the time I spend playing. That might be an abstract intellectual observation, as in the game systems of a Treasure game, or it might be emotionally-based, as in Silent Hill. I don’t play videogames simply because they’re videogames, though. I don’t at all care about videogames for their own sake; I’m only interested in what they can do for me. I mostly stick around because I see the potential bubbling away, for them to tell me something really interesting that I didn’t know before.

I think that’s pretty close to the definition of a non-gamer. And I think it’s pretty close to the stance of your housemom or random schmoe. Which is why I think, should videogames come closer to achieving that goal, they will find a much wider audience than they currently do.

“Grown?! What bollocks!”

  • Reading time:2 mins read

The TARDIS is clearly engineered in the original series (just look at it!)

According to Davies in a DWM column, the TARDIS interior can be “skinned” rather like Winamp — which is probably a function of something like a chameleon circuit, I’ll wager to speculate. Though not ever stated before, this seems at least consistent with the established lore — especially given how easily various Time Lords seem to reconfigure the insides at will.

For the rest of your argument — well, uh. There’s nothing to say there’s no element of engineering in TARDIS construction. If anything, a TARDIS seems largely an artificial construct — one that involves a certain controlled organic development, presumably for the most basic architecture and… “spirit”, if you will. Then things get bolted onto that, taking advantage of more overt Time Lord technology, like the chameleon whatsit and the console controls and whatnot.

I don’t see anything particularly far-fetched for a stage of controlled organic engineering, especially given how far ahead Gallifreyan technology is. If anything, it sort of makes sense, given how complex and seemingly random the darned thing is. The Time Lords never seem to have absolute control over the machines — which probably is due in part to their treating them completely as machines (if partially organic ones), under their will. The Doctor seems relatively unique in having come to terms with the apparent sentience of his TARDIS — though even he often forgets that he’s not always so much in control of the thing as giving it general suggestions.

That his TARDIS is so persnickety — so insolubly “broken” — might, and here I’m wildly speculating, be a result of its will having become much stronger than usual for a TARDIS. It’s too spirited, and doesn’t always obey orders just because they were given by its “owner”. Thus, it’s broken. A flaw in its system. Sounds very Time Lordy to me. There are parallels in many other works of fiction, of course. Popular anime in particular (Ghost in the Shell, Eva) keeps coming to mind.

No More E3: Now that’s what I call a duck!

  • Reading time:2 mins read

Wow, yes. This is a good thing! Both Tim and I have been arguing for a while that this circus should have been behind us years ago. That it still existed was a symbol of sorts of the whole inward-tuned wankathon that has been the game industry for a number of years. Sort of an embarassment, really. And it’s not the booth babes that were the problem, either.

It seemed clear that the changes this past year were a sign of desperation: either clean things up and change, or the expo will become completely irrelevent. The industry has actually started to move again, the last couple of years, and E3 really didn’t seem necessary anymore in its current form. The basic conclusion, from the people I’ve talked to, is that E3 really wasn’t any different this year. Maybe a little less annoying — and yet without the most ridiculous excess to distract a person, it became clear just how tedious and ill-conceived the whole thing was. It seemed clear that E3 was on its way down.

That they should have pulled out so abruptly is a surprise, though. Not an unwelcome one, mind! I just expected a more gradual, kicking, screaming, choking death until nobody cared anymore. I’m impressed, frankly. This is one of the more heartening things I’ve heard in a while, in regards to the industry in general — not just the “death” of E3; the boldness in simply pulling the plug like this, rather than clinging. The whole change in attitude that this suggests — well. It’s good! I like it!

Tomb Raider: Legend

  • Reading time:6 mins read

by [name redacted]

Expanded from my weekly column at Next Generation, and posted on the game’s release date.

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. The last few levels were thrown-together and buggy; still, at the time it was Lara and Mario. Lara was your 3D update to Prince of Persia – all atmosphere and exploration. It had a snazzy, strong female lead, when that was unusual. (At the time, I had a friend who wouldn’t stop complaining that the character was female. He couldn’t understand why they’d made such a dumb move, since the rest of the game was so good. Go figure.) The game felt fresh and new, and – right or wrong – just a little more sophisticated than what Nintendo had to show.

Then, immediately, Core and Eidos started to listen to the fans. They listened to the media. Posters on the original Tomb Raider message boards kept complaining of a lack of thumping music. They kept asking for more human opponents to blast away, instead of these stupid animals of the first game. They wanted more and more outfits for Lara. And of course, there was the whole “nude code” business.

So a year later, there’s a sequel with the same engine – fair enough – with most of these concerns addressed. It was less interesting, less atmospheric, less intimate than the original game. Still, not too bad. Then a third game, and a fourth, and a fifth, with barely an update to the game engine – since, hey, who has the time for that with a yearly schedule – and less and less focus on what made the game so appealing to start with. The game became the Lara Croft franchise, and everything else became secondary to her new look, her new abilities, her new weapons – because these are the things that fans yammer about, so therefore this was the feedback that Eidos got.

This Week’s Releases (April 3-7, 2006)

  • Reading time:7 mins read

by [name redacted]

Week thirty-four of my ongoing, irreverent news column; originally posted at Next Generation.

Game of the Week:

Tourist Trophy
Polyphony Digital/SCEA
PlayStation 2
Tuesday

Back when the PlayStation was new, Ken Kutaragi asked all his employees for new game ideas. It didn’t matter how silly; he just wanted input. In particular, he wanted a mix of input from people who were deeply invested in videogames and people who barely had anything to do with them. Kazunori Yamauchi’s response was that he wanted to be able to drive his own car on his television screen. Kutaragi thought that was sort of clever, so he put Yamauchi in charge of producing that game; what Yamauchi turned up with, of course, was Gran Turismo.

Gran Turismo is, as these terms go, a very hardcore game – not necessarily in the “hardcore videogame” sense, except as far as a person who is hardcore about anything technical can usually apply that to something else hardcore and technical; it’s hardcore in the sense that it is an ode to the motorcar in all the layers of obsessiveness you might ascribe to a Gundam. Each game incorporates an increasingly disturbing number of makes and models, each tuned to as close an approximation as possible, given the current state of videogames – all for the ultimate goal of allowing the player to reproduce his exact car (or perhaps his dream car) and drive it from the safety of his living room.

That’s an impressive effort for an idea that, on the surface, sounds so pointless.

Time And Relative Dimension In Space

  • Reading time:2 mins read

A certain legion of Doctor Who fans has been incensed by the New Series exterior TARDIS prop. Mind, not the interior set — the outer police box prop. The most common complaint is the size. It’s “too big”, people say. Actually, more like: “it’s huge!” Another issue is that the bevelling on the panels isn’t exactly right. Then there’s the aspect that it’s “just horrible” — or, in the Klingon slang UK Internetters speak, “naff”.

One fan was so irritated that he decided to build his own “proper” prop to assuage himself. Fan reaction was unanimous, from what I could see. This was a proper TARDIS, all right. It’s what the New Series prop should have been all along, damn that Russel T. Davies.

Just for the fun of it, let’s see how they compare. The New Series prop is on the left, the incomplete fan prop on the right.

Note that the fan prop is incomplete. No signs, and not fully painted yet. Still, you get the idea.

Spot the changes? Smaller windows, smaller space up top for the “Police Box” banner. Those are the major ones. The guy who constructed it admitted that he made the windows narrower intentionally, on a personal whim. Also note that the guy made it to scale of an actual police box, and found that it was the same size as the New Series prop. You can see for yourself how big it is, in the picture. As for the New Series box:

Actual police box (slightly older model) on the left. Notice the scale. Now compare to the John Nathan-Turner box, from the 1980s:

Also Note the amount of horizontal space given to the “Police Box” sign. There goes that detail.

Of course, the 1980s box is well-known to be larger and more “accurate” than the original TARDIS prop.

So. Let’s talk about gamers, shall we? Say… fighting game fans?

Chasing Harry Lime

  • Reading time:3 mins read

This piece does not a bad job of summing up my attitude toward… things. Videogames, sure. The last paragraph in particular illustrates why I’m baffled at the animosity often directed toward critics. And the better they do their job, it seems the more they’re resented.

Then, I guess my experience in school should have prepared me for people’s reactions when you begin to ask questions.

This summer I witnessed, in the Gaming Age forums, a person’s hate-drenched response to Insert Credit‘s big videogame journalism article. This fellow claimed to be involved with game development. He went on about how vile and useless critics were. What do they know. They don’t make the games. (I should note here that some of the best filmmakers, poets, and musicians have also been influential critics in their day.) I decided that I never want to play a game made by this person. It was clear to me that he didn’t have much interest in communicating.

Which makes me wonder why he ever got involved in the videogame business. Perhaps because he wanted to Make Videogames, without really understanding what that means. Perhaps he became dazzled with, and ego-attached to, the idea of Being a game developer. Or he came to worship the games themselves.

This is compared to… well. Because he felt he had something to say, and this seemed a good way to express himself.

If the latter were the case, he’d want intelligent criticism. He’d want interaction. He’d want to see if his message got across — and if not, what the alternate interpretations might be.

If the former were the case, he wouldn’t. Because he’d be afraid that his world would shatter.

It sounds to me like he’s in the wrong profession, if it causes him that kind of insecurity. And again, what kind of a game would a guy like this make?

I received a puzzled email not long ago, in reference to a passing comment in an old entry of mine. I’d mentioned that we could do without any more people making videogames who want to Make Videogames. I suppose the above is a part of what I meant.

It doesn’t stop with videogames, of course. Artists, writers, politicians… really, anything that a person might do with himself. I suppose this — the motivation to Be Things through doing — is all a side effect of our goal-oriented society. And perhaps, to some extent, of that perennial whipping boy, The Media. (Hey, I’ve got to throw it in somewhere.) If you’re not somebody, you’re nobody. Just ask your grandmother who wanted you to grow up and be a famous lawyer or a rich doctor or the President. Just look to all of the people who’ve asked you what you want to be when you grow up. And to all of the people who look at you with a puzzled expression whenever you choose to study something without a direct practical application.

Hell, I need to go to sleep.

The Public Mind

  • Reading time:1 mins read

Not long ago, the fans were screaming and retching over Nona‘s art. They demanded that Playmore use any more familiar and palatable else. Now SNK has hired Falcoon, the fan favorite. And now people are starting to murmur how “normal” Falcoon’s art looks in comparison, and how they prefer Nona even if his style is kind of weird.

Sheesh.

Mass opinion is an odd and fickle creature.

I think I’m beginning to appreciate silent film more than spoken. In a sense, it takes more skill to tell a compelling story with nothing but pictures. And in so doing, you’ve achieved pure cinema. Once dialogue comes into the picture, you begin to cross media with theater. Acting tends to become more staid. Visuals aren’t as important anymore. Everything starts to bland out a bit.

Perhaps the reason Hitchcock was so good with imagery in his later pictures is tied to his background in silent film. His early stuff, as a whole, isn’t great. Still, what you learn early on tends to stick with you and influence you for the rest of your life.

It’s almost like casual jeans day.

  • Reading time:7 mins read

Game:

A few days ago, having recently acquired my very own copy of Truxton I uncloaked my Genesis — for the playing thereof.

Truxton, I found to be almost identical to Fire Shark — only… not as much fun. I can’t get past the beginning of level two without some dumb ship popping out of nowhere and running into my back before I know what’s up.

Still. It’s there. And now so is my Genesis. Being it that I’m on this Castlevania kick — again — I pulled out my Majesco-republished (and thereby terribly-boxed) copy of Bloodlines. As not entirely bad as this game is, I’ve rarely bothered to play it past the second level or so. The game is difficult — but in a more floaty way than I expect from Castlevania. It lacks some charm. As applaudable as Michiru Yamane‘s music might be, her sound effects are entirely loathsome. All in all, the game is just kind of… well, again — it’s there.

On one default set of two continues, I managed to get to… what I think should be Dracula’s final form: a big, fake Mode-7 demon with a face in his crotch. I might even have beaten him; I had the pattern down and everything. He didn’t have much life left. And yet: I didn’t dodge when I should’ve.

Still. Bloodlines. Last form (?) of last boss. Not bad, I say. Dare I suppose, better than you.

If you’ve actually beaten the game, don’t tell me. Let me feel special for the moment.

Movie:

The Italian Job: Sure.

It’s got energy. It’s certainly nothing special in its own right; all I could think of, from the premise on out, were the observations of Charlie Kaufman in Adaptation. Still, it’s very well-made. It has a great sense of momentum. The plot doesn’t follow through on any of the stupid possibilities that it coudl have; it manages to dodge away — fairly — every time it approaches a potentially-unsatisfying easy answer. Not once did I feel insulted or cheated. I felt tense when I was supposed to feel tense. I cared when I was supposed to care.

I think the whole Napster bit could have been minimized. The movie also acted as a rather obvious commercial for those mini cars (which I don’t believe are real Minis, as such — not that I know anything of, or much care about, cars). Still, not enough to overly stretch my patience.

So. Yeah. For what it is, it’s certainly worthwhile. There’s not much to study, but it’s enjoyable just in the fact that it’s so unusually competent. It feels more European than American — which might explain the previous observation.

UPDATE:

According to Ebert: “This is just the movie for two hours of mindless escapism on a relatively skilled professional level.”

Didn’t I just say that?

Music (and… Game, again):

Harmony of Dissonance: seriously, this game has to possess the most powerful soundtrack in the whole series. Most Castlevanias have really impressive power-melodies. The NES trilogy: if Bach (not J.S.; perhaps a lesser Bach) were aware of 20th century music, this might be what he’d have come up with. Circle of the Moon has some of the most lush, layered, driving, just plain fun music in the series.

However: the HoD score is the only one to really make me feel anything in particular. The more closely I listen, the more impressed I become. This isn’t just videogame music. There’s something else going on here; a certain kind of genius, or at least wild inspiration. The contrasting melodies swirl into madness, creating a dark updraft for the player — instilling an unsettled momentum into his musculature.

The bass takes up the central melody role, holding the piece together while the lead stutters incoherently. The entire piece pulls in its legs, rotating more and more tightly, getting all the stronger — until it snaps; it lets go, carrying the player to sanity with one key breeze. There’s but one escape, and the music finds it — yet it doesn’t stop. It must keep going while the player remains dazed from the last bit of overstimulation. It has places to go. It can’t let the player loose to drift away. It can’t break the atmosphere.

All of the parts speak to each other. They’re not just there to fill out the orchestration, as in so many other soundtracks in this series. They argue. They trade off. They team up. They go in their own disparate directions, then crtash back together again. They listen. They respond.

This soundtrack knows what it’s doing. It has an intelligence to it. It has a personality unto itself. It would be worth talking to.

Again, I can’t say that about the Aria of Sorrow score. That music is just… nice. And appropriate. It’s… there. It has no personality of its own — and I imagine that’s probably the whole intent. People screamed so much about the HoD score that Igarashi must’ve told Yamane to give him something more typical this time around. It looks like it’s worked, given the popular reaction.

Sigh.

See, this is where informed feedback could do a developer well. I’ve slowly been poring my way through the free magazines that I got at E3 — and, man. I’ve yet to see one thoughtful critique. One interesting, well-considered argument. The obviously lousy games get bad scores. The high-profile games get good scores. The ones in between are gernally analyzed on the basis of a few random observations which might or might not have anything to do with the intent of the game in question. It’s hard to tell.

HoD gets a 9.5, because it must — although note is made of the terrible soundtrack. In this case, the reviewer doesn’t even bother to explain that it sounds like NES music (!). Then, neither does he vaguely brush off its composition, as in so many web reviews. Not enough space to explain. Must conserve words.

Metroid Fusion gets a 9.5. Why? Because it must. Show some respect for the Gameboy game of the year, people. Everyone knows that Metroid is flawless. Reword the press release, and perpetuate the consumer cycle. Even if it’s not perfect, so what. It’s one of the best games ever. Must show the proper respect. Mustn’t question the publishers (aside from Acclaim; they’re okay to bash at will), or they might complain. Can’t bite the hand that feeds you.

Since E3, I’ve come to the realization that the game industry — at least over here — seems to be made up of a million frat boys, all in it for the ride. And I’m not just talking about the “journalists”.

Let’s talk about the journalists, though. Brandon asks two or three well-informed questions. He listens to the responses, and asks follow-up questions. PR guy, astonished, comments that Brandon “should work for CNN”. So: how has everyone else been acting? Brandon was only being professional.

Then I remember the reviews I see on IGN and — particularly — Gamespot: the big sites. Then I remember the way news travels — rarely credited or researched with so much as a phone call. Then I overhear Tim’s experiences with a particular site to which he contributed for… about two or three weeks. Then I come home and I read the fucking press releases.Then I read the magazines.

I… was going to say more, but I’m beginning to tire — both of this subject, and in a more general sense. Maybe I’ll pick up this thread later.

For now: EGM continues to be not-all-that-bad.