Supple Think: History

The Other of All Game Protagonists

by Zen

Posted on Monday, December 7, 2015
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Two games came out on the NES with the same design goals, but with different inspirations.  Both games were open-world action games that emphasized the hero's gradual mastery over an environment, but while The Legend of Zelda attempted to capture the spirit of adventure of a young child playing in the woods Metroid was inspired by the solitude and anxiety of the film Alien.  Understandably, this led to two very different protagonists.  Zelda's Link as the chosen hero, guided by destiny to rescue his princess, is a trope that even as a child I couldn't stomach.  His rise to victory is pre-ordained, a series of formalities the game, like its world, is obligated to bestow.  Metroid's Samus shows up similarly under-equipped, and similarly unlocks the secrets of her environment to gain the power to achieve her goal, but the game inherited Alien's emphasis on its heroine's personal struggle.  Even after awkward world-building was forced into the series Samus retained her potency, her desperate strength.

Metroid 2's only indication
that Samus is a woman


It is mercifully mundane nowadays to note that Samus, like Ripley who inspired her, is a woman.  At the time it was something we talked about at recess.  "But the manual calls Samus 'he'!" Those of us who knew the code for her second quest (of course we couldn't beat the game ourselves), where the armor came off and her hair came down, knew the translators had just made the same assumption we had.  Seeing this made me think, probably for the first time, about where these assumptions came from.  But in the end Samus acted as a glorified peep show, rewarding the player with a flash of skin for completing the game quickly.  The positive impact of this representation was overwhelmed by objectification.

A few years ago I read a story about a man whose daughter loved playing Zelda games but wasn't interested in playing as another boy saving a girl.  He hacked the game script for Wind Waker so that it was a story about a young girl saving her brother, and it ended up working perfectly.  This is a really sweet story, one that highlights many of the imperfections to which "typical gamers" have the luxury of blindness.  There was a time I'd have sworn that gamers would cling to this anecdote as being indicative of video games' universal applicability, that the girl's desire to play Zelda at all meant vindication that games were more than mere focus-grouped novelty and had genuine cultural value, for everyone.  I now know better.

The backlash, in a smirking equivocation that has become all too familiar, came in the form of a version of Metroid hacked so that Samus is a man.  Neither hack was a high-profile event, but the audacity of this absurd rebuttal presages GamerGate's core tenet: that even one heroine is too many.  That young girls should stay out of the treehouse.

How powerups are acquired in Other M
This juvenile tantrum presaged something else: Nintendo itself rescinded Samus's heroic status, releasing a new Metroid game whose only purpose was to retroactively excise all agency, power, and courage from its once ground-breaking protagonist.  This game, Metroid: Other M, is the most aggressively sexist game I have ever played, made all the moreso by its determination to undo the barely-progressive "mistakes" of its forebears.  Its purpose was to reassure us that Samus, while she may have done cool stuff once, is ultimately nothing but a pretty vessel for male will, delirious with her desire to procreate.  Her newfound weakness illuminated a path of unconscionable derogation.

At the center of the most important moment in gamer culture right now is a series of videos made by Anita Sarkeesian on the representation of women in games.  A lot of nerds have responded with threatening vitriol, and while no video she could possibly have ever posted to YouTube justifies death and rape threats, I was somehow still surprised by how calm and careful her videos are. All she does is follow a trope from its origins in other media through the history of video games and then point out that, while these are mostly very good games that she can enjoy despite their problematic elements, those elements are still troubling enough to warrant attention and discussion.  It's the product of someone who clearly has a great love of the art form and wants to see it rise above its shortcomings.

For any element of the gaming community to react badly to this is confusing on many levels.  First are the obvious ones: I don't like to think about how people in our society could ever be this morally bankrupt, and that anyone could watch this video series and not only find fault with it but feel the need to make a "rebuttal" that attempts to invalidate rather than engage her points takes an uncomfortable degree of dishonesty and intellectual laziness.  What keeps me wondering, though, is how wrong I was about gamers' priorities: I have always known gamers to be so obsessed with the art form that they see as "theirs" that they want it to be all things to all people.  It isn't just that they like games, it's that games are the best.  It's that a higher class of people like games, smarter people who see the value in something the rest of the world doesn't understand.  There's a smug pretense about it all, and I always found this overcompensating myopia to be constitutive for gamer culture at large.

The controversy over Anita Sarkeesian, as well as GamerGate, highlight the shameful truth: that these gamers are more interested in abusing women than they are in video games.  Rather than wanting to see games eliminate those qualities that lead to justified derision, rather than shepherding a fledgling art form into true cultural relevance, they lash out at anyone who suggests they overcome their deep and protected bigotry.

Of anyone who still thinks this is an example of "boys will be boys", or of a vocal minority, I ask simply to consider the example of Samus Aran.  An already-problematic character, she nevertheless blazed a trail of representation that, if supported, could effect real change in how young boys are taught to think about women.  I have already written about the power this art form can have over the way that we care; to not only shout down any attempt to listen to women about how our art affects them but to find whatever meager sprig can grow in the wasteland of mainstream representation and pull it up by the roots represents a degree of hatred and willful oppression that nobody can afford to ignore.
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Kotaku's Gamecenter CX Localization: It's terrible and it's a crying shame

by K1

Posted on Thursday, September 1, 2011
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Way to go, Gawker and Kotaku. Way to fuck it all up.

As you may have heard, GameCenter CX, the Japanese Video Gaming show about Section Chief Shinya Arino and his gaming escapades, was finally picked up for U.S. broadcast by the gaming blog Kotaku. The format for this release being that they would post episodes on the Kotaku website on a weekly basis.
For fans of the Japanese show, and even for those that may have only vaguely heard of it, this was a big deal. Only a handful of episodes had been fan translated prior to this announcement, and now that it would be officially available, spreading awareness of the show to gamers that wouldn't otherwise have access to the show would be much easier. And the more support the show gets, the more GCCX gets made. It was a time of great excitement!

And then the first episode was released...

...and it was terrible.

Now when I say terrible, I don't mean it in an elitist-snob "I only watch foreign movies+shows in their purest form, in the original language with subtitles" kind of way. If you've seen other Japanese shows ported to American TV like say Iron Chef or Ninja Warrior, those are perfectly watchable with dubbed-over dialog and announcers and such. In fact, you could say that it makes it even more accessible for viewers that have very little experience with watching something made in Japan. When I say the Kotaku dub is bad, I'm talking flat-out unwatchable to the point that I wouldn't want to expose new Gamecenter CX viewers to the Kotaku dub, as it might turn them away from watching the show completely.

But how terrible is it, really? Let me count the ways:

1. The English narrator is subpar, and his pronunciation is terrible.
Now don't get me wrong, I'm sure he's getting paid peanuts for this obviously low-budget localization job, but considering this is probably his big break into the entertainment industry, you'd think he'd do a better job. Did he even watch the original version before he did his voiceovers? I guess the main thing about his voice that bothers me is that his announcer voice isn't very compelling. If he were more natural about his delivery, which highs and lows in his level of excitement, then it would make it easier to connect with the audience. As it is, it just feels so fake and insincere.
Also, why is his pronunciation of all the Japanese names so terrible? His pronunciation is so off it makes me think that he's doing it on purpose, like he's mocking us.

2. No music.
Just watch even a little bit of the original show, and you'll see why this is so terrible, it adds so much to the show. As it stands the Kotaku dub is a guy in a quiet room playing videogames while his friends are talking.

3. A lot of the title cards and on-screen graphics are cut out.
Gamecenter CX has a lot of funny graphics that are lovingly crafted and very funny, many of them involving photoshopping Arino's face on the body of the main character of the game he's playing. Even if the main character is female. These are all cut. Boo.

Here are some of the title cards you are missing out on.
4. None of the on screen Japanese text is translated. AT ALL.
This is the deal breaker. This is ultimately is what makes the show pretty much unwatchable for most American viewers. They don't bother to translate any of the on-screen text, which makes it kind of hard to follow certain games (Clock Tower probably being the most egregious example) because Arino doesn't necessarily read all the text aloud. You also miss out on a lot of the explanation text that shows up, as well as the witty comments from the King and Queen mascot characters. The explanation text is a big deal too, because even if you are familiar with whatever game is being played, they point out some pretty obscure game information sometimes.

5. The Kotaku dub lies to you. BIG, FAT, DIRTY LIES.
At the end of the Mighty Bomb Jack episode, the announcer says something along the lines of "And that was the end of the Might Bomb Jack challenge," even though RIGHT THERE ON THE SCREEN it says that Arino will challenge the game again, live in front of a studio audience. Well okay, the on-screen text is in Japanese, but the Mighty Bomb Jack Live Challenge is one of the best episodes of the show, and the fact that the Kotaku dub deceives the viewer of this fact is a pretty big slap in the face to those unable to read Japanese.

So yeah, as a huge Gamecenter CX it pains me to say this, but the Kotaku dub is terrible and you shouldn't watch it.

However, it's not all bad news.


In a somewhat miraculous set of circumstances, there is now a team of fan-subbers that are actively translating the show, in a not terrible way. In fact, the translations are really well done, with all the Japanese cultural and video game references intact. Here is a link to point you in the right direction. Kacho, On!!!

(Images blatantly stolen from the SA GCCX thread)

P.S. - You may have noticed that I didn't point out how the Kotaku dub doesn't have a lot of the side segments that are in the show. While this does indeed suck and they should have them, it is most likely a licensing issue that is out of their control so it would not entirely be fair to put that in as a negative point for the Kotaku dub. The fansubs have it though if you know where to look, wink wink.
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Sins of Our Fathers

by Zen

Posted on Friday, October 9, 2009
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As an avid reader of German philosophy, I so often find myself at the mercy of translators to properly understand the material. Even if I, like Heidegger, refuse to concern myself with fidelity to the philosopher's intent, a poor translation can obfuscate or even completely cover over useful nuances and enlightening tricks of meaning. This problem is as much present for novels and music as it is for philosophical works, and I've found it applies to video games as well. Masterpieces like 7th Saga, Final Fantasy V, Secret of Mana (Seiken Densetsu II), Chrono Trigger, and even parts of Final Fantasy VII suffered from having poor to nonexistent translations that hid their greatness from view.

Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.

What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.


Richter: "Die, monster! You don't belong in this world!"
We see here a desperate and crucial line being drawn, a dualistic boundary with foundations in Plato that has, much like Dracula himself, endured (some might say thrived upon) the millennia of strife human beings call history. The irony foreshadowed here is that not only does Dracula belong, but this world is contingent on another dualism that he represents. He cannot be banished from this world, because without him there can be no world. Koji Igarashi is arguing here that one cannot banish value, cannot operate outside of it, and cannot simply eschew the uncomfortable and macabre. This becomes important later, but for now one can simply appreciate the claim that worldliness comes after value.

Dracula: "It is not by my hand that I am once again given flesh. I was called here by... humans who wish to pay me tribute."
Richter: "'Tribute'?! You steal men's souls, and make them your slaves!"
Dracula: "Perhaps the same could be said of all religions..."
This famous exchange at first seems to contradict Dracula's opposition to the value of Goodness, but he is not trying to equivocate. He is in fact highlighting his nature as the opposite, that he behaves the same but in the other direction. There is a note of sadness to be discovered here by the perceptive: there is no hate in this exchange, as though Dracula mourns the fact that his foe, whom he respects more than he can ever let on, could just as easily have been his most trusted ally and friend. The futility and contingency of it all throws the attentive player into an authentic experience, fully appreciative of the arbitrariness of the very distinction the series represents. This irony is one of the most compelling moments in video game history, and is possibly the main reason for the fondness so many gamers have for this title.

Richter: "Your words are as empty as your soul! Mankind ill needs a savior such as you!"
Dracula: "What is a man? A miserable little pile of secrets! But enough talk... have at you!"
Who knows what secrets lie hidden, deep within a man's heart? Does Dracula? Is it his lack of a soul which clouds the deepest truths of humanity from his vision? Or is it perhaps the very thing which allows him the keenest vision of all, a pure and objective view of humanity which is the source of his contempt? In this beautiful passage we see the heart of Castlevania's meaning, the foundation and culmination of all of its themes. Dracula--dangerous, powerful, timeless--displays a kind of insecurity. Unable to relate to anyone but his greatest foe, he is quick to dismiss the subject. Could he abandon his position, see if the world could survive without his chaotic influences? Best not to think about it. The last time he let himself see humans as anything more the results were too painful to bear. Best to end the discussion and do his duty. Best to go on forgetting, go on hating. It's the best for everybody.

What childhood could a man like this possibly provide? Is it even so different from the plight of any father quaking in the face of the insurmountable responsibility of parenthood? The roles of faith, love, fatherhood, and family legacy all collide here. In this brief encounter with Richter we seem to learn so little of Dracula, and yet one can see his entire person (dare one even suggest a soul?) laid bare in these few lines. It is only fitting that Richter sit the game out, having done his duty: the stage is set for Alucard (Is he his father's opposite? He goes in the other direction, but is made of the same stuff...) to discover his father, and himself. By the end of the game we see not only the purest of good, not only the most dastardly of evil, but the gentle, terrified man who sits precisely between them. And we see the horizon by which to judge him: the balance of all things.
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The Phantom of Akihabara - Part V

by alzabo

Posted on Friday, July 17, 2009
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"“The game industry is a master-and-slave system,” the owner said. “It’s endemic. The console makers kowtow to the government with regulations stricter than what the government would’ve forced on ‘em. The game makers kowtow to them because the distribution system gives them no other choice. And the buyers aren’t helpin’, either. Nobody ever got sued for releasing bad or buggy games. They just want the special-edition bonuses. One thing’s for sure — you ain’t gonna find a industry that’s more manipulable than this.”"

The Phantom of Akihabara - Part V Article Permalink

The Phantom of Akihabara

by alzabo

Posted on Wednesday, July 8, 2009
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Kevin Gifford (EGM alum) has been translating a serialized novel named "The Phantom of Akihabara" for two months now. Here's a taste:

"Gamers never attach themselves to creators; they follow series names, the brand of the games they play. That was one of the ironclad rules of the industry. In fact, once a company establishes a brand and makes a “promise” to their user base, it’s more secure for them to keep following that promise, releasing conservatively-designed, me-too sequels and freshening up the “promise” with whatever the latest in graphic technology allowed. It is that kind of world."

Chapter I
Chapter II
Chapter III
Chapter IV Article Permalink

Beyond the Sea

by Zen

Posted on Friday, December 12, 2008
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Holy crap, it's a Star Ocean renaissance! I just bought Star Ocean! Not the old FF7 ripoff that turned out to be awesomer than it had any right to be, or the new one from a couple years back that dripped diaper gravy all over its legacy, but the original Super Nintendo classic that, along with Tales of Phantasia and Seiken Densetsu 3, represent the peak of the old girl's technical prowess. The SNES version of the game was so awkwardly crammed into a cartridge, with zany data compression, some voice acting(!), and a somewhat unfinished-feeling campaign. It felt a lot like a planar version of Tales of Phantasia's linear combat, but at the end of the day that's not what distinguishes it.

If you've ever played any of the fifteen brazillion versions of Final Fantasy (that's Number One I'm talking about), you may have noticed that it had a lot of unique items and side quests that did more than just add to numbers on your stats window. This is mostly due to its proximity to the old pen and paper RPGs, and even their early computerized imitators. It was trying to give a sense of complexity, maintain some pretense of roleplay even though most of it was a farce (hell, most of the spells didn't actually even do a God damned thing). Even though it wasn't doing much, this level of imagination contributed to the sense of adventure in ways rarely recaptured nowadays.

Star Ocean is mostly your typical JRPG, but it deviates from the norm in ways both good and bad. The bad first: if you don't like missing things in your RPGs, like really useful items and characters, you should either stay away from the series entirely or always use a walkthrough. Star Ocean, and in particular its sequel, are infamous for making you regret things that seemed innocuous when you did them.

The good stuff is mostly the things you can miss or not notice. Part of what makes Star Ocean games great for me is the skill system. Instead of just combat skills or thieving skills or... cliches from that one movie, it gives a list of very general and mundane skills you can develop as your characters' numbers go up. Things like "Eye for Detail" and "Sketching". Sometimes they'll have immediate reward, like stat boosts, but other times they'll unlock abilities, like making artwork to sell or publishing books that can teach skills to other characters. Some of these abilities are necessary to get the best stuff in the game. Most of this is impossible for any player to know on his or her first time through.

Even though at the end of the day you just max out the important skills for everyone, you get to have some fun working it so that each character has a specialty. Maybe JRPG Character Archetype #2 is really good at composing music, Archetype #7 is your best pickpocket, Archetype #5 is learning to paint, and the whole group together has a pretty good orchestra and is learning to cook. They have varying reward in terms of the game system, but they're a handy aid to imagination and go a long way toward breaking up the monotony of the otherwise traditional gameplay.

Everything else about the games is completely standard. Their stories work well enough, their settings are sometimes irritating and sometimes just fine, and the music is actually kind of excellent its own quirky way. They're completely unapologetic, and worth experiencing. That said, I can only recommend buying these games, and their remakes, if you're really fond of their particular eras. The first came out at the end of the SNES days, and its remake and sequel (and its remake) are classic PS1 look and feel. Just don't miss out on that Eternal Sphere or you'll be so mad you'll stop playing.

If Star Ocean were a philosopher, it would be Hegel. Both understood that things had changed and how, and in attempting to make it all work together and synthesize everything that came before they managed to achieve no small degree of halfway-impressive mediocrity. Neither really works alone, but taken in terms of their places in history either can be enjoyed on its own terms. Also, bringing up either is a great way to end a conversation.
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Sonic 2008

by Zen

Posted on Monday, November 24, 2008
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It's that time again! Sonic Team has made another Sonic the Hedgehog game, and when they're not working out the appropriate anglo-saxon-derived hedgehog equivalent for "werewolf" or arguing over the continuity of the Sonic storyline, Sonic apologists are going to start coming up with arduous and ornate explanations for why this new game deserves an 8 out of 10.

Leaving aside the already-too-late aspect of lying to convince yourself the game you're playing is merely "not terrible", there's a legitimate and compelling sadness to the history of this franchise. Everyone will talk about the glory days of Sonic and you know they're talking about the Genesis games. Sonic Adventure was compelling, especially for its time, but it can hardly be recommended now. The sequels have each spread another layer of sadness on Sonic fans' hearts, culminating in the absolutely abominable 2006 game that was simply, blasphemously tarted around as some kind of replacement flagship under the title of Sonic the Hedgehog.

That Sonic Unleashed is an improvement is effectively tautological. Don't let fans' relief of this mundane fact fool you into spending dollars on this new entry. Over the years much effort has been spent getting to the bottom of A: what made the old games so great and B: what makes the new ones so execrable, and while answers vary one thing remains constant: Sonic Team is not interested in answering either question.

At first people thought they wanted a game where you go as fast as possible, since Sonic games' claim to fame was always that they were really fast-paced, but over time this has been proven completely wrong. Going as fast as possible means either barely interacting with the game as it holds your hand through automatic sections or constantly losing because you can't react to what's happening on the screen. The former is pleasant but quickly unrewarding, and the latter is absolute hell. Both issues have plagued the series in 3D for so long they can now be considered hallmarks.

Some people seem to enjoy Sonic and company as characters, and show an interest in what happens in the plotlines. I'm pretty sure this is just a byproduct of their apologism, since this world was founded on the simple lie that Sonic somehow has "attitude". It rarely occurs to people that Knuckles was added to be an edgier character, and that when that didn't work Sonic's Shadow counterpart was added to the mix. When he wasn't enough, Shadow was given a dark version as well. Now Sonic has a dark side at night. The entire setting, plot, and characters of Sonic the Hedgehog are a series of attempts to out-dark the last one. Even nostalgia for childhood cartoons can't justify staying on this sinking ship.

The truth is that, speed aside, there was never anything fundamentally different about Sonic as a game. He runs, he jumps, and sometimes he gets special abilities (most of which, you'll note, have little or nothing to do with going fast). What made the games stand out so much on the Genesis was that the levels were absolutely spectacularly designed. Sections of the game seemed to play themselves, but at any point the player could break away and use the game's physics to launch off to another path through the level. This was more than just branching or separate paths, it was a level full of ways to move forward and a player empowered to find a way among them at any time. It was fast because you were always playing, not because Sonic was moving quickly.

I'm going to go ahead say that I don't think we need Sonic the Hedgehog, even in good games. What lessons about level design we can learn from the old games should be learned and we should move on to new franchises. I don't mean Sonic Team, since they obviously don't care about anything but their own bad ideas. I mean us. Stop hoping the next Sonic game won't suck. Stop even knowing when it's going to come out! Let yourself look back on it with a smile as that awesome series on Genesis with the simple, goofy setting and great levels.
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A Man Once Dreamt that He Was a Rock

by Zen

Posted on Sunday, October 19, 2008
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I'll confess I've never been as up on the Mega Man phenomenon as I should have been. Growing up I got to play the original, but not enough to get good at it. At home the only gaming device I was allowed was my Game Boy, so I made do with a couple of the Game Boy titles until I could use an emulator.

Technically I've played through and beaten the first seven games in the series, but since I did it with an emulator I cheated like mad and never got very good at them. The first Mega Man on Game Boy, however, remains my bitch to this day; I can maul through it with my eyes closed from start to finish.

Despite my metered exposure, having played almost the entire franchise I can say with some certainly that Mega Man 9 is the best entry by far. I would not have said anything of the sort during my first few hours of gameplay, what with the constant falling and exploding and losing, but after skating through the game once on energy tanks and picking it up again something crazy happened: I declared my lordship over it.

Every obstacle in the entire game is an obstacle only until you make sense of it. There's a rhythm to every area in Mega Man 9, and once you get into it you'll find yourself stopping very rarely. Areas that seemed arduous at first become second-nature, and weapons that seemed useless become favorite tools.

That's something about Mega Man 9 that we haven't seen in a long time: useful weapons. This is the single biggest factor in Mega Man 2's greatness, where the Metal Blade achieved legendary status for its versatility, power, and forgiving use of ammunition. The unfortunate side effect in Mega Man 2 was that it was practically compulsory for you to take on Metal Man first in a game that should be all about leaving it up to the player. Mega Man 9 sidesteps this by having every weapon possess genuine utility. Even the tired rotating shield weapon doubles as Enker's Mirror Shield, and the fire weapon is more useful for its angle of attack than for any extra damage it does or the fact that you can charge it.

A fundamental fact of a good Mega Man game is that the weapons you receive don't affect how much damage you do so much as they affect how you play the game. Another one is that playing the levels in a different order should be a very different experience. Mega Man games are even more nonlinear than the old Metroid games, it's just that that nonlinearity is completely on the table from the beginning. You acquire the tools in the order you want, and rather than deciding whether you can pass through an area, acquring a new tool merely decides how you can pass through that area.

The result, in Mega Man 9, is a playground. You are given obstacles, and you are given a bunch of tools. Anything will work, so it's just up to you to figure out what you want to use. It gets written up in my book along with Final Fantasy Tactics, Super Metroid, and Mario Sunshine as a shining example of nonlinear game and level design. If I could, I would make out with it every day.
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My Tanks Are Fight

by Tupperwarez

Posted on Wednesday, October 1, 2008
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alzabo asked me if there were any time-sink games of note that have held me in a productivity-sapping grip. Now, I could write pages about the months that X-COM: UFO Defense has stolen from me, or my utterly demented completionist approach to RPGs, or my weakness for strategy games.

But I'm not going to do that. Instead, let me tell you about these tanks. These. Fucking. Tanks.

Metal Max Returns is Super Nintendo remake of Metal Max for the NES, both of which were Japan-only releases. So I have game translation group Aeon Genesis to thank for all my lost time, not that I'm complaining or anything.

Metal Max Returns is a fascinating game to me because it is a Super Nintendo game that is both refreshingly advanced and frustratingly primitive. For starters, the game plays like a free-roaming RPG. There are precious few plot-related bottlenecks to block your exploration of the huge world map. If you wanted to you can, with a little care, explore and uncover nearly three fourths of the world without bothering with what constitutes the main plot. You can collect bounties on boss monsters whenever you want. Actually, you can pretty must just do whatever the hell you want within the bounds of the game, which is light-years ahead of the usual console RPG of that time.

And that's not mentioning the other useful features. Your personal computer, the BSCon, is essentially an online help file, a Hitchhiker's Guide to the Wasteland. It contains information about every town you've been to, including what shops/facilities are available and their inventories, and also whether or not a sale is going on. You can set a chime to let you know when you've accumulated a certain amount of money.

I'm not saying the game is all roses, though. The encounter rate is a relic from the NES days, in the sense that it is utterly infuriating. You cannot go five steps without some biomechanical horror trying to kill you. To compound the frustration, the interface is very clunky and makes inventory organization a chore that you will dread.

That about sums up the pros and cons I see in the game. This is all really great material for discussing game design and perhaps the history of the Super Famicom, but let's cut the bullshit for a second here.

The real reason Metal Max Returns fascinates me is these goddamn tanks. The ability to customize your tank to an almost psychotic degree is hypnotic. Not only can you modify the tank chassis, but you can also tune the individual parts up or down. This in turn changes the overall weight of your tank, which you must carefully balance with your engine's load capacity. When I'm adjusting these tanks into unstoppable engines of destruction, I'm entranced like a goddamn stoner staring into a kaleidoscope.

My best tank is a refurbished ambulance. It is equipped with twin 22mm Vulcan machineguns, a 195mm main cannon, autonomous guidance system, air-conditioning, and leather upholstery (no, seriously).

Pictured here is the female soldier popping up from her armored dune buggy and using her hand-held minigun to shoot a cybernetic hippopotamus, which has a cannon in its mouth.

Why are you not playing this goddamn game along with me? Article Permalink

To Begin Your Adventure, Turn to Paragraph 1

by Tupperwarez

Posted on Monday, May 19, 2008
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Have you ever heard of Choose Your Own Adventure books? Those stories that were cut up into sections that you could navigate through, resulting in a story that had multiple endings, mostly involving horrible deaths? Sometime in the early 80's, several publishers got the notion to merge that concept with light RPG elements, like an inventory, simple combat system and player statistics.

There were a lot of these 'gamebooks' as they were called, with many series. One of the more successful series were the Fighting Fantasy and Lone Wolf series, both of which got started in the UK. But then computer and video games went on the up-and-up, Nintendo resurrected the home console market, and gamebooks were slowly but surely edged out of the limelight, dying a quiet death in the mid-90s. Some do live on, like the Lone Wolf series, now available for free on Project Aon, but most are only dimly remembered.

After reading through many gamebooks, I started to wonder if maybe they were one of the many precursors to video games. Not a direct ancestor like pinball tables and slot machines, but more a distant ancestor, like pen-and-paper RPGs. They started out as interactive novels, and then gradually evolved into what amounted to be solo role-playing game modules. Consider, you have a self-contained story with a concrete beginning and end, and a few differing paths that lead you to the end. Each adventure follows a core set of rules, but individual adventures may have additional, unique rules of their own.

What we're talking about here is some basic video game anatomy, I'd say. Only, instead of graphics, sound, and a computer processor, it's the prose and the player's imagination that help generate the game world. Additionally, writing a gamebook also requires design considerations that are similar to those of a video game. It demands efficiency, balance, and flow.

Because of these reasons, I think writing a gamebook would make for an interesting exercise in game design. In order to make it halfway decent, you're going to need a compelling plot. The plot needs to be alterable based on the player's choices, but it should also loosely follow a set path. Combat and other hazards need to be spaced out and balanced so as to not frustrate the player. And then you will need various 'error checking' devices, to check the state of the game and the player. Oh, and you have 350 to 400 'nodes' to use in order to accomplish this. The folks at the Fighting Fantasy Project also think that making a gamebook is an interesting notion, and have several home-brew Fighting Fantasy gamebooks up for your perusal.

While gamebooks are pretty much a forgotten medium, I find the 'what-if' scenarios amusing to think about. Would gamebooks have survived if computer and video games had not taken off like they did? I think they would have. I imagine various publishing companies competing with various rule systems. Pen-and-paper RPG companies getting in on the game with solo campaigns in gamebook form. Bootleg books made by home-brew writers, hastily xeroxed and stapled together. Open Gaming License analogues allowing independent writers to create, publish, and sell their own books that use existing rule sets.

But inevitably someone would figure out that you can add video and audio to electronic gamebooks, and then we'd be back on the path to video games again. This outcome is not too far off from what happened in reality, actually. Not that gamebooks birthed video games, but rather that gamebooks evolved and merged with video games, living on in spirit in text adventures, visual novels, and other forms of interactive fiction. Seems inevitable, I guess, that the limitations of a medium would force the craft to either evolve or stagnate.

Hopefully I've at least piqued your curiosity regarding this near-forgotten type of interactive fiction. You can find a positively encyclopedic listing of gamebooks at Demian's Gamebook Web Page if you've exhausted the other links I've provided. Article Permalink

Rise from your grave

by alzabo

Posted on Monday, February 11, 2008
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A decade ago,
Adventure Games died.




A good place to look for examples of the genre's death this is LucasArts. After Grim Fandango performed poorly in 1998, the lackluster sales of Escape from Monkey Island caused LucasArts to abandon every project that didn’t have “Star Wars” in the title. Other companies were having the similar problems, Westwood Studio’s Blade Runner did poorly the previous year and Sierra Entertainment had stopped producing adventure games. In a round of layoffs Sierra fired a quarter of their workforce; including Al Lowe and Scott Murphy, who created Leisure Suit Larry and Space Quest respectively. It was a sad time to be a PC adventure game enthusiast, some say 3D games in general and the proliferation of First Person Shooters specifically killed the adventure game genre. There are other theories about what killed the genre, but I’m not writing this to mark the 10th anniversary of Adventure Gaming’s death, I’m celebrating its return.


The Nintendo DS has become the new home for this timeless Genre. The first time I realized this was when I picked up Phoenix Wright: Ace Attorney in the Fall of 2005, the game is a classic point & click adventure that gained popularity via word of mouth and has had multiple repressing by Capcom. Phoenix Wright’s two sequels in 2006 and 2007 did equally well and I can say that the ending of the 3rd game ties all three together into a fun and memorable trilogy that I enjoyed more than most adventure games I played on PC. Even though Phoenix Wright is an adventure game with some mature themes (almost all the cases revolve around murders that are somewhat grisly), the game has an “animu” flavor that is impossible to ignore. Luckly, there are alternatives made by the developer Cing.


After Cing’s first forgettable DS adventure game Trace Memory they developed the mesmerizing Hotel Dusk: Room 215. Hotel Dusk has the gameplay of a adventure game, a classic point & click interface with a FPS navigation twist, visuals that are mature and seem fitting (I love the whole “Take On Me” look) and a story that is right up there with the best PC games of yester-year. When I started playing, I couldn’t shake the feeling that I was playing Icom’s Déjà Vu. The atmosphere of Hotel Dusk is so spectacular that I want to go back and play it for the first time all over again. I cannot stress the following enough: If you love adventure games you need to play Hotel Dusk.


Most people probably never expected Adventure games to make a comeback, the best part of all of this is that most of the people picking up these new games have never played a Adventure game before. It’s unlikely that they’ll go dig up old PC games to play on their PC, but the classics are available to them via another channel. One of the programs available to people who choose to hack their Nintendo DS handheld is ScummVM, a emulator designed to play adventure games by LucasArts, Sierra and other developers.


The reason I’m writing this today is because I finished Phoenix Wright 3 last night to clear up some of my game back-log to make room for both Apollo Justice: Ace Attorney (a.k.a. Phoenix Wright 4) and Professor Layton and the Mysterious Village. While I know exactly what PW4 is going to be, I approach Prof. Layton with high expectations, the game is very popular in Japan and spawned two sequels. The visuals of Prof. Layton reminds me of the excellent 2003 French animated film The Triplets of Belleville. I’m quite excited about these new Adventure games, their arrival is another sign of the Adventure genre’s return to popularity.

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Bad End

by Tupperwarez

Posted on Thursday, October 25, 2007
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Lately, I've been thinking of games that end on a downer. Half-Life 2: Episode 2 was what really got the ball rolling, leading me to another replay of The Dark Eye. This is an adventure game from the perspective of a man slowly losing his sanity. Each nightmare scenario that plays out is based on certain Edgar Allan Poe stories, seen once through the eyes of the victim, and again through the eyes of the victimizer. Which means that in one go through you'll be Montresor, walling in Fortunato as he begs for mercy, and again as Fortunato, whimpering as you helplessly watch your tomb being sealed.

And that jolly romp lead to I Have No Mouth And I Must Scream, featuring a cast of characters with deep psychological flaws being tormented by malevolent supercomputer with a burning hatred for humanity. The object of each scenario is to confront the fact that your character is a horrible person and attempt to redeem them. But thanks to the supercomputer's machinations, the closest thing to winning is to 'lose well,' to die at the exact moment you reclaim your humanity.

So you could say I rode the express train to Bleaksville by the end. Pretty invigorating, really. Encountering a game that isn't obligated to make you feel comfortable or shower you with praise is a breath of fresh air. Granted, there is a whiff of grave dirt and misery, but the change is welcome. I mean, since day one games have operated on stringing the player along with treats like high scores, plot exposition, and the venerable bright lights and loud noises. This usually makes the player feel like they're King Bigdick the Badass.

"Well of course, you gin-soaked cretin," you would say. "That's the point of a game: rewards and escapism! No one wants to play a game that punishes and upsets them! They'd rather hammer nails into their urethra!" And you'd be right. Hell, some of my favorite games involve the screen exploding into multi-colored eye-rape (i.e., shoot-'em ups and modern puzzle games).

Goodness knows it's a scheme has worked for years. But there seem to be signs that game makers are starting to chafe at the idea that games necessarily have to be a series of pats on the back. They've all heard that horrible 'A' word and want to make 'interactive experiences' now, and they're wising up to how limited the "Great job for intersecting your vectors with that polygonal solid!" setup is.

I think horror games set off in the right direction, in the sense that they delight in messing with the player's emotions. Good horror games don't have any qualms about fucking with your head. Those good old fashioned gut reactions make for great gaming experiences. However, you'll notice that all the manipulation and mind games are still reined in by the classic setup. You complete a goal, you get a treat, in this case the treat is usually a carefully rationed bit of exposition.

But what element is being reined in, exactly? Shit, I don't know. A wave of games like I Have No Mouth And I Must Scream. Downer games. Anti-rewards. Games that are less concerned with giving you an audio-visual hand job, and more concerned with getting a response out of you, good or bad. I've seen the good side of it a lot, but where the hell has the bad gone? A downer ending doesn't always have to mean that the player failed. Look at the proper endings for Shadow Hearts and Shadow Hearts: Covenant.

I do think that we're getting closer to that point where we can start dealing with uncomfortable subjects with some subtlety. Right now the craft is still a bumbling infant, a toddler at best. There's ham fisted gore, pseudo-intellectualism, 'freedom of choice' that is anything but, puerile attitudes to women and sex, it's a laundry list of failures big and small. The thing is though, is that they're getting better with each experiment. A few more cycles, and they'll get the hang of it, at least I hope.

I liken it to a new technology, as bad of a simile that is. Every time a new technology is introduced to gaming, it's used with shameless abandon, with no regard to subtlety. It's only a cycle or two in that developers really get the hang of things and start to make decent, if not good content. And as the audience grows, so will its capacity to digest this content.

But why has writing in particular been such a miserable bitch to master for video game makers? Mainly because writing is a miserable bitch to master in general. But then you've got additional obstacles. The tradition of showering the player with rewards, the player's ability to murder your narrative in cold blood, gamers being fickle douches--

It's like crawling on broken glass, writing for an audience that's been conditioned to expect happy endings that tie up the loose ends. But again, that's okay. Habits can be broken. Think of it as learning to finish all your vegetables. I look forward to the day when it finally clicks for game makers out there. It'll be like that joyful day when I first saw colored lighting that didn't make me gouge out my eyes. Article Permalink

The Speed Runner's School of Game Design -- The Circumspect, Heedful Everydayness of Metroid

by Zen

Posted on Tuesday, October 16, 2007
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In the previous entry on this subject I mentioned playing fair as a quality common to all games that are speed-run-friendly, and this refers to possibly the most important aspect of game design: heedful circumspection (you must have seen this coming). This bombastic philosophical term refers to the way a person uses the tools and abilities available to pursue a goal. A game that is conducive to speed runs, a game like Super Metroid, is designed as possibilities; a player will at any given time be expected to have certain tools or abilities, and the levels will be designed according to what abilities the developers intend for them to have. This is "playing fair" because a deal exists between player and game: the player has abilities, and the game provides obstacles with these in mind. If the player somehow "outwits" the intended path and uses his or her abilities in a new or inventive way, a game that plays fair does not invoke some deus ex machina to prevent this unintended progress.

Obviously this design philosophy has to be used carefully. If the game is not well crafted, game-breaking exploits may emerge, a terrifying possibility that has led many a developer to carefully wrap each layer of a game in layers of safe, reliable limitation. The more this is done, the more the game environment and abilities reveal themselves to the player as obstacles rather than useful things at hand. This notion is by no means unique to speed running, but it's never been more apparent than in the actions of a skilled player running an artfully made game.


Another scourge of speed runs that hurts everyone is the forced delay. The freakish impulse to speed run every game ever made was savagely put down by the realization that a run of Xenogears would have seven hours of dialogue alone. I'm not making fun of the game for being wordy here (I'm in no position to, frankly), but rather for being unstoppably wordy. Four-thousand pages of shallow symbolism and mind-grindingly inane plot twists (spoiler alert: soylent green is people) are no problem as long as the text moves by at a good clip, but as in many games there is no control given to the player as the exposition grinds its way across the screen. I'm not just going out of my way to bash Xenogears here, either, since some of my favorite games ever are guilty of this--any Zelda game ever made has been full of slow text you can do nothing about, and I can't even count how many RPGs have had sluggish menus that make you wait for every input to register. A lot of thought goes into game flow, but at no point can I understand why it would be necessary to display text letter by letter rather than all at once, and when the majority of the notes on a speed run are there to describe the finely-tuned method of skipping text you know there's something very, very wrong. Voice acting has only aggravated this problem, as there are usually three second pauses between each line that make things take even longer than ever. Once again, an obstacle to speed running presents itself as an obstacle to casual, everyday play of the game.

The last aspect of a good speed run game is a touchy one--randomization. It's the hallmark of every RPG, and to a certain extent is necessary to keep a game experience fresh. It's also a case where speed runs can highlight problems with a game, but aren't necessarily the guide for how things ought to flow. Grand Theft Auto 3 is a perfect example of this: often, some random and inescapable event complicates the mission you're currently playing. This can be game-breakingly frustrating when a random event simply makes you lose the mission outright, but when these complications force you to adapt to emerging situations, letting you discover the power you have to make things work out in your favor, the game shines gloriously. Neither case is particularly good for a speed run, but the lesson they can teach us is there in the former.


A great example is Yakuza in Metroid Fusion. This boss fight is the bane of every speed runner's existence, and anyone who plays the game will feel their pain: Yakuza jumps around the room randomly until chance works in your favor and the game deigns to present his sole weak point. Most boss fights work on the mechanic of revealing a weak point, but ideally it is up to the player to coax it out, not the game. The beauty of fighting Kraid in Super Metroid is washed away when suddenly instead of forcing his mouth open you're waiting for it to open. These moments pull the player out of the situation, replacing challenge with frustration.

Ultimately, the lesson to be learned from speed running is that the video game should be placed in the hands of the person playing it. For a medium whose defining aspect is interactivity, an alarming amount of game design these days seems to be carefully and meticulously obtuse, restrictive, or downright punitive. Games work best when they reward experimentation, and there are few better places to see the best and worst of this the medium has to offer than in the ultimate forum for experimentation: speed runs.
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Modern arcade vaporware: The Act

by alzabo

Posted on Thursday, September 27, 2007
Labels: , , ,
Full motion video games get a bad rap and I think it’s mostly undeserved. When the subject comes up and people start throwing about terms like “Interactive Fiction” and “Digital movie” the conversation starts down a path that eventually leads to Dragon’s Lair, Night Trap and maybe even The Daedalus Encounter.

Most gamers would agree that Full Motion Video games are a dead genre, and that they should stay that way. Based upon the games that have come before, I mostly agree. Well, I agreed until recently. I’ve noticed that game play elements from full motion video games are starting to make a comeback in modern video games, and they mostly go unrecognized.

Arcade classics like Dragon’s Lair and Space ace had full motion video game play that required the player to press specific buttons in sequence to advance in the game. That was the whole of the game play, and I admit that it was quite limited; but you have to admit that it was a huge leap forward in interactive entertainment in 1983. Even today, when I come across a working Dragon’s Lair cabinet I can’t help but drop some coins in and enjoy the lavish Don Bluth animation. Dragon’s Lair is very similar to several sequences in Sony’s God of War, Ninja Theory’s Heavenly Sword and Capcom’s Resident Evil 4. All three games have playable sequences that are almost exactly like Dragon’s Lair, requiring quick input of specific commands in rapid succession to get past obstacles.

Old full motion video games are usually dismissed as not being video games, some claim that they are trying to imitating movies. I could easily counter that almost all video games contain cut scenes and that that game “feature” grew directly out of full motion video games. Even today some games are mocked for imitating films, the Metal Gear Solid series and Final Fantasy VII (VIII, IX, X and XII) come to mind. Full motion video games are not dead; they live on in games of all genres. All this discussion brings me to a game that currently languishes in Production hell and will probably never be released because it is dismissed as a “Full Motion video game.”

The Act, by Cecropia blends high quality animation by Disney animators, an innovative simple control scheme and an endearing plot to make a game that I find absolutely tantalizing. While the premise of the game should be obvious from the attached photo, the way you win her heart isn’t by pressing A and going right, then left then jumping. The game’s only control is a potentiometer, you control the protagonist’s reactions, demeanor and actions; by twisting the knob to the left he is calmer, more shy and quiet, turning to the right makes the hero quicker, more boisterous and outgoing. That the inputs are highly variable is a huge step up in game play interactivity when it comes to full motion video games and interactive cut scenes. While this control scheme may seem odd, it makes perfect sense when you consider how the player clears the challenges. You don’t force your way thru by jumping and interacting with objects, you use the knob to control your characters emotions and reactions to the events around him, too much twist in either direction for too long beyond the correct emotion on the knob results in failure. Wow, a game where victory depends on feeling, emotion, and tricking people. I can’t wait to play it. . .


Oh. Article Permalink

Retro Games

by alzabo

Posted on Thursday, September 6, 2007
Labels: ,

They are endlessly fellated in print and frantic sweaty conversations between retro gamers and spastics in t-shirts with Nintendo and Atari joy pads on them that say things like “roots” and “Wizard Needs Food Badly.”


MOST OLD VIDEO GAMES SUCK.


Scads of old games are fun, but then as now only a select few games are destined for greatness. Why are some titles held up as shining examples of game creation if they’re no fun to play. Mouth breathers will cry out: “Dragon Mother 2: Eternal Rapture is important! It shows the evolution of the genre!” That’s wonderful, but it doesn’t mean I want to replay a RPG from 10 years ago that has a poorly designed battle system just because it spawned 6 other similarly titled games that were more fun to play and don’t have onerous controls that makes me wish I could smash my hand with a hammer in lieu of continuing to play.

Despite the negative opinion of retro games expressed above I should point out that there are many worth playing, which brings me to Game Center CX.


Game Center CX is a late night Japanese TV show staring Shinya Arino, it chronicles his attempts to beat retro video games on the original consoles; no emulation, no save states, no refuge.

Game Center CX show should be viewed by all who claim retro gamer "cred," it will hopefully remind them of that some games are best left as memories. Most episodes start with Arino describing the game that is to be attempted in the episode, his whimsical & nostalgic descriptions often shift quickly to very real frustration as he proceeds to spend literally hours attempting to beat the classic game (in Ghosts 'n Goblins first level, he is killed countless times by the Red Arremer). While I can sympathize with Arino’s situation as he is forced to plow through over 60 "classic" games (including the Japanese JJ & FJeff [カトちゃんケンちゃん] and Takeshi’s Challenge [たけしの挑戦状] ), I must admit to enjoying his suffering as he plows through one game after another. I can’t help but think that most of these games are better left in the past.

Next time you have to suffer through some neck-beard telling you “retro games are the best. . . Mappy is the best game ever!” You can suggest they watch this show, maybe if they’re smart enough they’ll understand that Game Center CX is as much an indictment as it is a acclamation of “retro games”

To learn more about Game Center CX you can visit Wikipedia, or watch some of the episodes here.

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Cosmic Balance

by Zen

Posted on Friday, August 3, 2007
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A lot of games back in the day started making a big show of having "role-playing elements" worked in. In some cases this just meant there was an inventory that may or may not affect gameplay, but sometimes it translated into actual choices the player got to make. The phenomenon began long before anyone talked about it, probably most originally and elegantly with the first Mega Man. The levels could be tackled in any order you pleased, and the weapons you got along the way would make each level a very different experience from that had by someone playing in a different order.


There are more obvious examples, like Metroid and The Legend of Zelda, that have already been talked about enough. In Mega Man, the opportunities given to the player to progress in any way he or she chose were an integral part of the gameplay, and in Metroid and Zelda they give the player an opportunity to experience the same areas from different perspectives as the game progressed. Aspects of these games could present themselves to players in ways that were determined by choices they themselves made. It was primitive, yes, but well-used, and another example of ingenious developers making the most of small games. Because this was an intentional decision made by the game designers, much effort was put into preventing the player from acquiring everything at the outset of the game and playing through the entire thing homogeneously.

In console RPGs this phenomenon became rather more mechanical. Leveling up was mostly just a means of satisfying a player's Progress Quest appetite, and while some gameplay complexity would arise from it, it was really just a way to keep certain powerful items and monsters out of reach until the designers felt they weren't imbalancing. Character progression became a way to put video games on rails, and players found that usually by the time they got that powerful spell or item, they only got it because it wasn't very useful anymore. Over time, the means of extending a game's duration have become the means of limiting the possibilities available to the player. Somewhere along the line this process became moralized.

It's a common bit of stubborn ignorance that people want everything about the world to conform to their own assumptions. Explanations of the world around us have a way of "fulfilling themselves". When Isaac Newton says that every action has an equal and opposite reaction, the observation becomes a moral proverb: actions have consequences. Soon we find people punishing others to teach them this lesson about the world. We call them natural consequences, but they are really imposed by people more often than by nature. The moral law set forth is that someone has to pay when something goes wrong; all forces must balance out or there can be no rest. "You can't get something for nothing."

There has never been as great an example of this warped and misguided ethical view as the Grand Theft Auto series. I'm not sure anyone has complained before that Grand Theft Auto reinforced traditional moral values to a fault, but I assure you it's the case. The games have toys and joys too numerous to mention, and the devoted player who overcomes their challenges will have a lot of fun with the bonuses he or she unlocks. But the challenges themselves are not fun by any definition of the word; they are punishments, ordeals set forth so that the player's fun might not accidentally grow out of control. The developers, when including a very fast bicycle or a well-armed helicopter, seem to have collectively decided that these things are too good to give to the player for free. The player must pay for the privilege, above and beyond the cost of the game.

The result is that every mission has about a hundred ways to lose and only one way to win. Punishment is doled out liberally, and the bonus missions that unlock great things are the purest distillations of raw agony. Powerful, useful tools and games in GTA are withheld not to develop the game experience or to prevent a trivial completion of the game, but out of spite. And those who complete the challenges will tell themselves that it is worth it. That the satisfaction of accomplishing these meaningless feats of repetition and arbitrary precision make the rewards that much more satisfying. These people will grow up to deprive their children of joys and tell them it "builds character". After all, misery necessitates equal reward. It's a law of nature.

It's not worth it. Each entry in the Grand Theft Auto series is more dehumanizing than the last. As much fun as I've had flying around with a jetpack and a dozen kinds of weapons blowing up half of a fake Las Vegas, if I could return not just GTA: San Andreas but the entire experience I would. It's more fun to watch an expert play than it is to play. It's more fun to download a 100% save file off the Internet than it is to get 100% yourself. The game allows the player to engage in violent sex acts, murder national guardsmen, and commit a terrorist act on a hydroelectric dam, all in the name of profit and power, but none of those aspects of this game is as hurtful or socially base as the "challenges" offered the player.
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The Speed Runner's School of Game Design -- Preamble

by Zen

Posted on Monday, July 23, 2007
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I've been into speed runs for a while now. There's a lot to say about speed runs in general, but for me the best cross-section of the history and awesomeness of the practice is found when you look at the Metroid series.

Every Metroid game included a timer that changed the ending of the game depending on how quickly you beat it. This was actually pretty common practice in the NES days, but Metroid stands out because not only did it tell you what your time was after the credits rolled, but if you were extra speedy the reward was irresistible to my peurile fourth-grade mind: Samus would take off her power suit and reveal her hotness in her underwear. This was honestly better than any porn.

At any rate, speed running of Metroid really took off, especially with Super Metroid. The game was one of the most elegantly made in history, with a world that opened up as possibilities in an intricate environment rather than arbitrary barriers to linear progress. Even better than this, though, is that the developers included a few secret abilities that the player could use to bypass a lot of the game's "intended" progression. These abilities were intuitive yet difficult, and were not at all obvious; most players got through the game without learning them. On top of this, people learned to abuse the physics of the game in useful and consistent ways. These abuses seemed so natural they felt like intended moves, and terms like "spike jumping" and "mockballing" became part of the lexicon not just for speed runners but fans of the game in general.

When the series went 3D with Metroid Prime, it remained surprisingly easy to speed run. While most or all of the exploits seemed clearly unintended, the way players manipulated physics in the game still felt like it was "playing fair" with the game engine. Speed runs were just as interesting as ever, and continue to this day.

However, with the game's sequel the party ended. The developers of Metroid Prime 2 actually built the game deliberately so that sequence breaking, the way speed runners bypass chunks of the game to beat it in impressively minimalistic ways, would be impossible. When a game allows players to accidentally fall out of the sequence and get stuck or confused, it makes sense for the developers to program around it, but in this case it was simply that their vision of the game was completely linear. It was like a direct affront to the speed running community. The challenge was met, and the game was broken just the same, but it wasn't the same as before.

The main difference was that while Super Metroid and Metroid Prime placed certain areas legitimately out of reach to the player, it was possible to get there through arcane and inventive means without the intended ability or item. In Metroid Prime 2, they put invisible walls in place to make it completely impossible for anybody to get there who "wasn't supposed to". This sort of thing is now common practice, and raises the question: how much should game designers build their games with speed running in mind?

Older games were packed with glitches and abusable oversights that made speed running interesting, much like with the first Metroid. Nowadays, though, the idea of a game's design being elegantly open is generally forgotten, and games are "open" in very controlled ways. Developers don't seem to realize that a game can be conducive to speed running without being glitchy. When discussion comes up of whether a game is going to be interesting for speed runs, recent games are usually wrapped in duct tape, holding the player on set paths through brute force. This is usually to keep the game from being confusingly open, but it seems like developers have forgotten how to make a game open while still making objectives clear and progress rewarding.

Not every game has to be open and nonlinear, but this phenomenon got me thinking about how all games could benefit from being made with speed runs in mind, and as someone who's watched basically every speed run ever made I've got a few observations about how design decisions that get in the way of speed running can get in the way of the game's fun even in an ordinary play context.
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