I think I’m slowly Getting Over Video Games.

I don’t know if it’s that I’m playing the wrong games or whether the whole medium has become so tedious and homogenised that I’ve lost interest. I’m definitely at odds with popular opinion that’s for sure. If I look at the stack of games in current rotation next to me – NHL 12, Madden 10, UFC Undisputed 3, MotoGP 08, AFL Live, The King Of Fighters XIII, Rugby Challenge – a recurring theme becomes abundantly clear. These are games that aren’t weighed down by a strict narrative, cut scenes or scripted set pieces, they’re games built upon a tightly designed system of rules. Ultimately that’s what a “Game” is, a system within which players participate.

Imagine if a sports game was designed like a modern FPS, where the outcome was always the same, the same players were always injured in the same manner, the same people scored all the goals, and the game is constantly interrupted to show cut scenes of interchanges, substitutions, and the coach chewing you out on the sidelines. Would get pretty boring/frustrating after a while. Doesn’t sound like much of a game now does it?

Sure there would be a micron of difference between each game, you go left instead of right, you fake a shot, or pass to him instead of him. But this would ultimately have no bearing on the game.

This is how I feel about the current state of play.

How did we go from Doom to Call of Duty?
What ever happened to when we talked more about AI than emotions?
How does Max Payne 3 benefit from 4 hours of cut scenes and additional post mortem posturing?
In what world do people applaud the barest of interactivity in something that is supposed to be a game?

I swear people call stuff like LA Noire, To The Moon, Dear Esther and Heavy Rain “video games” out of convenience, rather than challenge the notion that they are in fact not games, and something entirely different.

I feel completely alienated from the whole gaming world. Reviewers and pundits alike applaud and champion things that I’m completely at odds with. And they’ll criticise things that I believe should be nurtured and encouraged. They’ll say shit like “lacks polish” to game with a well designed system that doesn’t use as many polygons and light sources, than something that funnels the player through endless corridors with all the HDRR and megatextures in the world.

Oh well, I guess I wont end up spending as much money as I used to.

“You can’t build a house without nails and wood. If you don’t want a house built, hide the nails and wood. If you don’t want a man unhappy politically, don’t give him two sides to a question to worry him; give him one. Better yet, give him none. Let him forget there is such a thing as war. If the government is inefficient, top-heavy, and tax-mad, better it be all those than that people worry over it. Peace, Montag. Give the people contests they win by remembering the words to more popular songs or the names of state capitals or how much corn Iowa grew last year. Cram them full of noncombustible data, chock them so full of ‘facts’ they feel stuffed, but absolutely ‘brilliant’ with information. Then they’ll feel they’re thinking, they’ll get a sense of motion without moving. And they’ll be happy, because facts of that sort don’t change. Don’t give them any slippery stuff like philosophy or sociology to tie things up with. That way lies melancholy. Any man who can take a TV wall apart and put it back together again, and most men can, nowadays, is happier than any man who tries to slide-rule, measure, and equate the universe, which just won’t be measured or equated without making man feel bestial and lonely. I know, I’ve tried it. So bring on your clubs and parties, your acrobats and magicians, your daredevils, jet cars, motorcycle helicopters, your sex and heroin, more of everything to do with automatic reflex. If the drama is bad, if the film says nothing; if the play is hollow, sting me with the theremin, loudly. I’ll think I’m responding to the play, when it’s only a tactile reaction to vibration. But I don’t care. I just like solid entertainment.”

‘Fahrenheit 451’ – Ray Bradbury, 1953

So there’s an article on Kotaku where Brenden Keogh counters John Walker’s assertion that Modern Warfare 3 (and by extension, all Modern Warfares. Let’s face it, they’re all the same) in an “un-game”.

Keogh sings the usual song, appealing to our emotions by describing how heart pounding the cinematic set pieces were, and how he was left shaken by the visceral action on screen. He resorted to psychobabble about gamers insisting on being the centre of the universe.

Not once did he even address what actually makes a game and how Modern Warfare fit within that criteria.

He eventually comes to the conclusion that Modern Warfare is in fact a game and that that Walker was simply playing it wrong.

My eyes rolled so hard my ocular muscles spasmed and ejected my eyeballs.

Of course being the opinionated crank that I am I commented, stating that Keogh is entitled to enjoy Modern Warfare for what it is, but it is not a game, and he failed to state otherwise. I received this response from a fellow commenter;

“A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.”

Electronic game? Check.
Human interaction? Check.
User interface? Check.
Visual feedback? Check.
Video device? Check.

Holy shit, you’re wrong

Let’s look at that list of criteria shall we. Instantly we can discount the first one, as I had already stated it was not a game. Not even an electronic one. Now look and the next four points. They are synonymous with a DVD menu.

Modern Warfare is nothing but a jazzed up DVD menu.

It makes sense really. You follow the instructions, press the buttons when you are told to press them, to progress to the next piece of film.

The team also re-imagined ways to bring color and drama to action sequences by investing the player with agency. For example, in a scene of Uncharted when Drake has to cross a waterfall by journeying across tall pillars, the team wanted to elevate the drama by adding an explosion – but rather than make it an automatic sequence, they instead implemented an enemy firing. Engaging with the enemy would cause the explosion that would create the desired color as well as an environmental bridge forward, and just putting that task in the player’s hand creates a greater sense of investment.

– Leigh Alexander interview with Richard Lemarchand, Co-Lead Designer, Naughty Dog (Gamasutra)

 

That’s about the most fucked definition of player agency I’ve seen.

It’s not written as a direct quote from Lemarchand, so it’s either Leigh Alexander paraphrasing, or plain making shit up.

Either way, it’s immensely disappointing. It barely passes as micro-agency, and if this ideoology gains traction, then video games haven’t a hope of steering away from this glut of Cinemmersive™ shit that’s forever being churned out by film school drop outs.

 

 

“At the most fundamental level you play a console game on a TV, which is an entertainment medium about linear sequences of highly non-interactive, highly driven-at-the-consumer, somewhat passive experiences. On the other hand, the computer is about typing and doing and moving your mouse. Even when you’re doing word processing, you’re much more active. The console always had both less reach and more reach. There are fewer consoles than there are PCs, but they’re all clearly for games. So I think that did allow the marketing side to commit more as those numbers went up. And it just sort of fits together: you see characters walking around on your TV screen and you kind of expect a certain sort of experience to happen. There’s a different mental space between ‘Let’s go sit on the couch and be entertained’ and ‘Let’s go to the PC and do some stuff.'”

“That is the low-hanging fruit when you want to advertise more, when you want to communicate to more people and get them involved — entertainment is the easy hook. Humans have had a long period of learning how to sell two sentence high concepts and a lot of little cut scenes: an explosion and someone running, the girl going “aaaaah!”, and the guy riding off into the sunset, or whatever. We know how to advertise that and we do it a lot, whereas talking more deeply about the play experience isn’t something we seem to know how to do very much of at all. You start trying to figure out how we get to a bigger space of non-enthusiasts: people less steeped in the culture and the language. Which is fair enough, the more people that get to play stuff, the better. I’m certainly not against that. But until we can communicate more clearly what experience they’re getting I think the entertainment angle is going to continue to dominate, because it’s the thing that’s easier to explain in two sentences.”

– Doug Church, 2004 (Gamasutra)

It’s scary how prophetic how these words are as video games continue to become less and less player directed and increasingly focused on rigidly structured worlds aimed at aping the more visually stimulating aspects of film.

Bad enough it is that those raised during the golden age are today’s game developers. They’ve seemed to have completely missed the point.

The defining aspect of video games, that which separates them from other media, is their gameplay. And  from a gameplay standpoint games these days are shallow, full of scripted checkpoints with binary outcomes.

Everyone talks about immersion like its a question long since solved. Immersion doesn’t come from a soundtrack, blood decals, blurred vision, or Being Batman. It comes from the player choosing their own way to interact and the game interacting back; from being presented a problem and given the tools to create your own solution; from the simulated world co-existing with the player, rather than the player being the sole participant.

Technology is at a level where the concepts of agency and emergence can by fully realised, instead its being used to blow chunks of concrete into smaller chunks. In Bulletime™.  Its used on cutscenes telling the story, rather than on creating a world that reacts to the player, creating a rich and unique experience every time. It’s used on dichotomous speech wheels, a Choice Menu, rather than choice being the game’s reaction to what the player does. It’s used on snapping-to-crates in 3rd person detective vision, rather than hiding in organically hidden areas.

Simply put, the player directed experience is pretty much dead.

And I blame the gaming press. They continue to endorse this shift away from truly dynamic and malleable games.

They live in this bizarre belief that they are part of the gaming industry (as evidenced on an episode of Good Game when one of the hosts said just as much) when, much like the music journalists in Almost Famous, they are The Enemy.

And with this belief comes a sense of over protectiveness. Videos games have to be accepted as Mature Adult Art Forms or the house of cards will come tumbling down.

This rant was somewhat encouraged by the bizarre reviews coming out for Modern Warfare 3, where the tone of the article is at complete odds with the score attached. Some of them express complete apathy to the game they just played yet they still award it a 8 or 9 out of 10.

I hate scores, but in this metacritic world scores have become more important that the words that precede them.  They ultimately end up as marketing devices, an indication to the consumer of the quality of the product contained within.

Its like deep down these reviewers wanted to give MW3 the pasting it deserves, but they didn’t have the stones to follow through.

Reviews these days simply seem to be an assessment of whether the game functions, rather than a critical analysis of the design at play and whether it truly fulfills the potential of an interactive medium.

Exceptional gameplay can excuse sub-par aesthetics. Sub-par gameplay cannot be excused.

According to reviewers though, this is not the case. They’re  all to happy to heap praise on the Michael Bays of gaming.

Sorry Ben Kuchera, gaming is not amazing.