Balthier and Trembling
by Zen
Posted on Wednesday, March 16, 2016
Disclaimer: I know this reads like some college freshman shit. It's purple enough to be Prince homage. Suffice to say that if you have not both played Final Fantasy XII and read at least the prelude to Fear and Trembling you do not get the joke and please don't judge me.
Once upon a time there was a man who as a child had heard the beautiful story about the gods' chosen hero, who was reborn in the power of his destiny to write his chapter of an eternal history. When the child became older he regarded the same story with a newfound wariness, for life had informed and keenly honed the pious simplicity of the child. In time such tales, told as they are again and again, were noteworthy more for their human omissions than their divine testaments. In time he would deliver his answer.
Once upon a time there was a man who as a child had heard the beautiful story about the gods' chosen hero, who was reborn in the power of his destiny to write his chapter of an eternal history. When the child became older he regarded the same story with a newfound wariness, for life had informed and keenly honed the pious simplicity of the child. In time such tales, told as they are again and again, were noteworthy more for their human omissions than their divine testaments. In time he would deliver his answer.
I
Two great nations go to war. The battleground, a small kingdom in between, is obliterated in a single explosion that asserts Arcadia's dominance over the entire globe. This death and destruction set the tone for an era of bloodshed and fear.
The new Ivalice holds no place for the name Dalmasca; her new Dynast-King's time is nigh. Happy the world whose hero arrives at all, to prevent these terrors.
II
Her gaze fixed on duty, her thirst for power and vengeance left unchecked, the deposed queen sees only the path to glory. Filled with holy purpose, stones of power in hand and treaty signed in enemies' blood, the gods' will is fulfilled and a dynasty of sacred order and Roman peace is secured. What hours of darkest night will these new shards bring?
Sword in hand, Dalmasca's enemies are laid to rest. Sword in hand, she makes an enemy of all. Happy the world whose hero gives not her heart to a stone.
III
When is a quest worth abandoning? At what point do virtue and justice yield to some hope for dignity, for the peace that history denied a ruined homeland? What price will the children of Dalmasca pay to see the machinations of empires repaid?
Revolution, resistance, insurgence--these words all splinter, shattered and bloody, at the breast of the uncompromising folly of conviction. Happy the world whose hero must face the exhaustion her cause has brought the devoted.
The knight's path is arduous but firm, watching over his charge with no concern for his self. Even a brother's hate and a kingdom's disgrace can be no burden to him as he shields his queen from any harm or interference. Vulnerable and weak, a desperate regent is not, alone, enough to stand against the tide of history, and a pawn for others' designs she shall ever be.
IV
The knight's path is arduous but firm, watching over his charge with no concern for his self. Even a brother's hate and a kingdom's disgrace can be no burden to him as he shields his queen from any harm or interference. Vulnerable and weak, a desperate regent is not, alone, enough to stand against the tide of history, and a pawn for others' designs she shall ever be.
In the end, the knight's duty is to both sides of a conflict, that it may not be won but rather dissolved. Happy the world whose hero receives such protection and whose counterpart receives it double.
V
Memoirs are filled with the posturing of nations. History's needs are those of borders and titles, of opposing nation-states and conflicting ideals. This dialectic holds no meaning for the meager, for those desperate lives clinging to its lowtowns, its alleys of muted sighs.
History's orphans seldom offer counsel to its masters, and thus do their numbers swell. Happy the world whose hero knows the lot of its weakest.
VI
The ground beneath thrones has had its fill of tyrants' blood; their seats are too easily filled by their like for true peace to last. The trick is to find that rare, solicitous leader who is both poised and willing to replace power with care.
Once again the survivors of war are claimed by the last remaining aggressors. Once again force begets force, and all the virtues of youth meet their end at the peace table. Happy the world whose hero has such enemies as these.
Thus and in many like ways we see how the thread of history must be informed by the pain of individuals.
*
Final Fantasy XII is a story of overcoming empire, overcoming gods, but most of all overcoming pain and loss. Each of its characters, even those we see as frivolous and offensive, is essential to its precarious outcome. For it is one thing to cheer on righteous violence and another to burn one's ambitious resolve at the altar of compassion. Duty to country, to friends, to allies, to history, each is insufficient on its own. The true leader feels pulled by all of these, but finds a way to be consumed by none and thereby satisfy all.
On the surface it is a story we have seen too much of: the hero's journey, the chosen one leading a righteous rebellion against an evil and powerful empire. These tales mostly play out the same, but this time the tired resolution is overcome. This time, the whole picture is considered and a world of individuals cries out against it. FFXII simultaneously honors and undermines a legacy of storytelling and thematic expression that is said to encompass human history. It is an unprecedented and brave step forward for fantasy of all kinds, a therapeutic salve for the trauma of the hero's journey.
Ten years ago today this game blasted all expectations, misgivings, and cynicism out of the water. Ten years ago today Yasumi Matsuno not only revolutionized the Final Fantasy series, but upended a legacy of lazy storytelling and miserable ideology whose origins are ancient beyond belief.
Go play Final Fantasy XII, and if you have the means to play the International Zodiac Job System version then definitely do that. It is my favorite game, by my favorite writer of games, and its quality will surprise the doubtful and the faithful alike.
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On the surface it is a story we have seen too much of: the hero's journey, the chosen one leading a righteous rebellion against an evil and powerful empire. These tales mostly play out the same, but this time the tired resolution is overcome. This time, the whole picture is considered and a world of individuals cries out against it. FFXII simultaneously honors and undermines a legacy of storytelling and thematic expression that is said to encompass human history. It is an unprecedented and brave step forward for fantasy of all kinds, a therapeutic salve for the trauma of the hero's journey.
Ten years ago today this game blasted all expectations, misgivings, and cynicism out of the water. Ten years ago today Yasumi Matsuno not only revolutionized the Final Fantasy series, but upended a legacy of lazy storytelling and miserable ideology whose origins are ancient beyond belief.
Go play Final Fantasy XII, and if you have the means to play the International Zodiac Job System version then definitely do that. It is my favorite game, by my favorite writer of games, and its quality will surprise the doubtful and the faithful alike.
Poverty as Art
by Zen
Posted on Thursday, September 8, 2011
Several months ago the National Endowment for the Arts announced that it would be expanding its definition of art to include video games. There was a lot of predictable confusion about what this meant, but now that the storm has subsided I'd like to take a look at some of the truly positive things we might see as a result of this.
The fact that it's now possible for authors of video games to receive federal grant money has fascinating possibilities, not least of which is the divorce of game development from the corporate bottom line. NEA grants are available only to non-profit organizations, which means more or less that money is available only to authors more interested in making games than in making money. The paradigm of the starving artist has been missing from video games, instead represented by the risk-taking entrepeneur. When you hear "video game exhibition" you think of a trade show like E3 instead of an art exhibition. And while I believe it should be possible for artists of any sort to make some proper money doing what they love, the only way to keep it from staying merely a business venture is to make it somewhat impractical.
Thus far we've seen publishers trying to fill a double role. A field like video games can only advance if boundaries get pushed, and companies need this advancement to compete. This is why Namco has anything like a Digital Hollywood Game Laboratory, and why they would give Keita Takahashi a million dollars to "proactively ignore" corporate marketing instincts and make a game like Katamari Damacy. But that story more resembles a gifted engineer producing an inventive patent from the lower levels of a company than an artist setting up a work of art within or against a particular culture. It's unheard of for the artists to not intersect with the industry, but that intersection has at least managed to change in recent years.
This change has enabled small companies to get their games released on a global scale without signing all of their intellectual property over to the publisher. This appears to be the arrangement that Jenova Chen (né Xinghan Chen) has with Sony, who have contracted him for three games to appear on the Playstation 3, two of which (Flow and Flower) have been released already. Chen has repeatedly shown a willingness and desire to give up the easy, profitable path for more artistically fulfilling work. He co-founded a company called Thatgamecompany (TGC), which he indends to keep small and personal, and he gave up a secure position at Maxis to do so. They've apparently made action games that follow traditional formulae internally, and these games were allegedly quite promising, but Chen says he decided not to spend his time on anything that wasn't pushing him creatively.
All of this is just marketing, of course, if the games don't show this personal touch. His newest project, Journey, promises to live up to this talk by alienating most core gamers. It's an online game that seeks to remove all of the convenient chatter from the online experience. No gamertags, no voice chat, no text. All the players get with which to interact are a unique identifying mark (so that you know if you've played with that person before), a shout, and one's actions within the game world. The goal of the game is to traverse a vast desert and reach a mountain on the horizon, but the reasons and the method are left unstated. The players are supposed to work toward that goal, either together or independently, and presumably the story will become more clear as they do so.
What excites me about this project is the attention to how players interpret the actions of others in a video game. Anyone who follows professional Starcraft has seen how playing a game can be a form of expression, but most online games do little more than provide a list of canned animations and phrases. Starcraft's example is that the game itself ought to be enough, and the question is whether an inteface on the PS3 can allow for expressive gameplay rather than relying on a layer of menus and XBox Live features to pretend that anything like communication is happening.
Emmanuel Levinas, a 20th-Century Jewish philosopher who worked hard to develop an ethics out of the work of Edmund Husserl and Martin Heidegger, concentrated on the "face-to-face" of human interaction. For Heidegger this meant a recognition of the other as being fundamentally the same as oneself, but Levinas went further. He said that when one encounters the other there is always already a responsibility for the other, and that this innate commandedness is fundamental to any such experience. Every human interaction, then, is already a response. Furthermore, it is this act of being "singled out" by the other that establishes one's own identity. That's right: "face-to-face" interaction with others is fundamental to our being in that the gaze of the other establishes us in our being.
I'll try to leave the explanation of Levinas to just that, but outside the context of philosophy it seems a relatively odd claim. In context it's clear just how bold a claim it is: that such relations, such responsibilities, are the primordial foundation of all human interaction. More to the point, it is the experience of being faced with another person that allows us to recognize our own personhood.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
Anyone who played Ico has experienced the prototype of this experience: Yorda was a character within the game world whose plight was the same as the protagonist's, and as the player one couldn't help but feel that connection by proxy. But Ico only shed light on how far video games have to go: ultimately the character players felt kinship with was a mess of pre-scripted weakness and extremely convincing animation. Once the façade breaks down, once the glass darkens and the player recognizes the experience for what it is, this interaction becomes tiresome and irritating. The great promise of a project like Journey is for us to experience Ico's fellow feeling on a truly human level, one that never reduces to rote interactions. As a commercial enterprise, the odds are against this project's success.
The core ideas behind Journey are, to me, a breath of the freshest air. The question marks that plague the game all have to do with everything we haven't heard: how the gameplay is actually going to keep people working together for an extended period, and how the game is going to make its multiplayer experience last more than a week after its release. My fear is that TGC is going to undermine itself by removing all of the traditional or comfortable elements from its game; without the hook of engaging and satisfying gameplay--elements of game design that Jenova Chen apparently considers himself to be above--to hang it on, all the audacious and brilliant social commentary in the world isn't going to make a mark on the industry. Which is probably fine, because the industry would only have learned all the wrong lessons from it anyway. But this brings me back to the point I started with: that sometimes the industry is better served by an unprofitable, audacious disaster than it is by another blockbuster hit. Maybe in the next few years some new artists can get just enough grant money to push the boundaries of what video games can and should do, and the lack of executives looking over their shoulder is going to let them do just that.
Spiel und Zeit
by Zen
Posted on Saturday, November 28, 2009
A lot's already been said about Braid. Back when it was released everyone was in a froth about the limitless potential of indie gaming, or (again and again) about whether games were finally art yet, or about how it's a game for smart people and did I mention how much it appeals to me? It was an enormous flurry of New Games Journalism, one which served as a model for a lot of other releases that didn't have as much going on under the hood. I've honestly avoided writing about it, if only out of a desire to distance myself from the enormous reflex action. Call it my inauthentic moment of the day.
In case you missed it, Braid is an independent, download-only game on XBOX Live Arcade and, as of November 12, on the PlayStation Network (which serves to make this post timely on some level), made by Jonathan Blow, the guy who described World of Warcraft as "unethical" for many of the same reasons I previously complained about Grand Theft Auto: San Andreas. The level artwork was done by David Hellman, who did the art for a comic called A Lesson Is Learned But The Damage Is Irreversible, (a title which is an interesting inversion of one of Braid's core themes). It was a real nut-up-or-shut-up moment for Blow, who had been talking shit about the state of game development for some time without ever releasing a game of his own. I think he succeeded, and not just because Braid has an interesting story.
Many audacious things have been tried with video games over the years. Usually the developers responsible have eyes bigger than their stomachs, and resort to things like quick-time events (Mavis Beacon for idiots, as a dude once scoffed) that result in the simulation of a video game. I love playing Typing of the Dead as much as the next guy (this isn't an oblique jab--the game is a lot of fun), but it succeeds mostly on the merits of its exquisite perversion of the rail shooter genre. You can't say that you've made a game out of an everyday task like waking up and making coffee just because you played a video of it to someone who had to play Simon Says to keep the video going. This is why I have a hard time getting excited for such supposedly iconoclastic projects as Heavy Rain.
Many audacious things have been tried with video games over the years. Usually the developers responsible have eyes bigger than their stomachs, and resort to things like quick-time events (Mavis Beacon for idiots, as a dude once scoffed) that result in the simulation of a video game. I love playing Typing of the Dead as much as the next guy (this isn't an oblique jab--the game is a lot of fun), but it succeeds mostly on the merits of its exquisite perversion of the rail shooter genre. You can't say that you've made a game out of an everyday task like waking up and making coffee just because you played a video of it to someone who had to play Simon Says to keep the video going. This is why I have a hard time getting excited for such supposedly iconoclastic projects as Heavy Rain.
What I've wanted to see games do ever since I decided to be pretentious about them is make a point with the game itself. Games have had stories, music, and pictures that make points before, and they have certainly been art before, but very rarely does it all come together in a way that couldn't have happened as anything but a game. Most people, when pressed, will (rightly) cite Hideo Kojima and maybe a little Shigeru Miyamoto before shrugging it off as a pseudoproblem. I guess I think too much, but I'm still waiting for the medium to come to presence and establish itself as a part of our lives rather than as an escape from them. I was delighted to find that Jonathan Blow agrees:
You can go to a movie just as escapism--and be swept up by the visions and emotions, or whatever. Or you can attend a movie with a more expansionist mindset: you want to experience those same visions and emotions, but you're doing it to connect those things to the rest of your life, to bring them back; not to escape from the rest of your life. The goal is, maybe, to expand yourself into perhaps a greater, more experienced person. Even just a little bit.
...
Games can provide this kind of mental, emotional and spiritual expansion, and they can push it in a different direction than movies, or books, or music, or whatever.
[All Jonathan Blow quotes were taken from this interview at the MTV blog.]
Braid, for all its pretense and boisterous ambition, is the perfect example of how to provide this kind of expansion in a new and fascinating way.
There was a time when, for various reasons I'll try not to enumerate, we were willing to put up with a lot of grief from games. We were so happy to just be in control of what was happening on screen that we put up with all kinds of spiteful design to make it happen. There are still some rude dudes out there keeping it real (God bless you, Treasure), but as many will lament we've moved beyond that. There are so many games, so many worthy games to play, that most aficionados are unwilling to hammer away at a game anymore. Worse, the very idea of playing through a part of a game more than once has become a deal-breaker. When a modern-day game player has the idea in his head of what he wants done, he doesn't want to fuck around figuring out how to make it happen. It has to happen, like that. This instant gratification, what Blow calls "the Skinnerian reward scheduling...in most modern game design", has been a serious problem as games have tried to establish themselves as a serious medium of expression.
There was a time when, for various reasons I'll try not to enumerate, we were willing to put up with a lot of grief from games. We were so happy to just be in control of what was happening on screen that we put up with all kinds of spiteful design to make it happen. There are still some rude dudes out there keeping it real (God bless you, Treasure), but as many will lament we've moved beyond that. There are so many games, so many worthy games to play, that most aficionados are unwilling to hammer away at a game anymore. Worse, the very idea of playing through a part of a game more than once has become a deal-breaker. When a modern-day game player has the idea in his head of what he wants done, he doesn't want to fuck around figuring out how to make it happen. It has to happen, like that. This instant gratification, what Blow calls "the Skinnerian reward scheduling...in most modern game design", has been a serious problem as games have tried to establish themselves as a serious medium of expression.
The game that blew everything wide open was Prince of Persia: the Sands of Time. Not only was it an inspired revival of a celebrated and, in retrospect, probably painful franchise, but it introduced the idea that when the player had something go against his plan he could just rewind to before he screwed it up. It reminded me of cheating with save states in a Super Nintendo emulator, only it was built into the game itself and I was encouraged to go hog wild. Suddenly, we were all making tool-assisted game runs. If you've ever done anything like it, you know that the experience can be a little less than fulfilling.
What Braid does that is fairly mundane is give the player this absolute control. Every mistake, be it major or minor, can be reversed. Where Sands of Time let you cheat death by rewinding under certain conditions, Braid offers no genuine way to lose. "Rewind was going to be the basis of the game", writes Blow. "If rewind conflicted with some other element of the design, then I would throw away that other element--regardless of how traditionally necessary it was."
It iterates on this idea, presenting challenging and immensely creative puzzles around the theme of time control, but never strays from the constant of being able to undo your mistakes. What Braid does that is profound is explore the ramifications of this mode of interaction. As the game itself puts it:
Our world, with its rules of causality, has trained us to be miserly with forgiveness. By forgiving too readily, we can be badly hurt. But if we’ve learned from a mistake and become better for it, shouldn’t we be rewarded for the learning, rather than punished for the mistake?
What if our world worked differently? Suppose we could tell her: “I didn’t mean what I just said,” and she would say: “It’s okay, I understand,” and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser from the experience.
Tim and the Princess lounge in the castle garden, laughing together, giving names to the colorful birds. Their mistakes are hidden from each other, tucked away between the folds of time, safe.
[Braid "Chapter 2: Time and Forgiveness" parts 4-6]
While presented in blocks of text between levels, the story of Braid is more than just a bit of writing hidden behind the façade of gameplay. The two are not only intensely related, but they rely on each other to fully realize the game's argument. In playing the game, the player is not only controlling Tim on the screen but experiencing his (quest for) perfection firsthand.
Many games present brief windows of opportunity to catch secrets. Missable items, characters, story scenes, etc. are part of the structure of video games. An unexpected consequence of this behavior is that some players obsess over getting "the perfect save file", even to the point of arbitrary self-punishment. A friend of mine, while playing Final Fantasy Tactics, would reset if an opponent stole even a cheap and replacable item from him. The game never counts or keeps track of whether you've been robbed, but he didn't want a save file that had done anything but an optimal path.
In Chapter 3 of Braid we see the consequences of this behavior:
For a long time, he thought they had been cultivating the perfect relationship. He had been fiercely protective, reversing all his mistakes so they would not touch her. Likewise, keeping a tight rein on her own mistakes, she always pleased him.
But to be fully couched within the comfort of a friend is a mode of existence with severe implications. To please you perfectly, she must understand you perfectly. Thus you cannot defy her expectations or escape her reach. Her benevolence has circumscribed you, and your life’s achievements will not reach beyond the map she has drawn.
Tim needed to be non-manipulable. He needed a hope of transcendence. He needed, sometimes, to be immune to the Princess’s caring touch.
Off in the distance, Tim saw a castle where the flags flutter even when the wind has expired, and the bread in the kitchen is always warm. A little bit of magic.
[Braid, Chapter 3: "Time and Mystery" parts 2-5]
The message, as I take it, of Braid's storyline is that a quest for perfection, for the "thought in the mind of God", the pursuit of an ideal that makes no mistakes, is fundamentally missing the point. The world and one's life are more about mistakes than successes, more about flaws than perfection. By pursuing those areas of science that "follow the rules", one is forcing science to be what one expects of it, forcing the Princess to please you "perfectly". At the same time, one is penned in by these expectations.
This has, of course, been said before. While in my opinion quite well written, the words and story of Braid are only a part of its message.
Through its time control mechanics, Braid the game has the player make the same decisions as the character in Braid the story. All the trappings of gameplay serve to reinforce the idea of escape, of trying to attain an ideal, of trying to protect everybody all the time and maximize the result of every action. Much like with Shadow of the Colossus, the player's complicity in the game's events serves a greater role than any cutscene or passage of text. The final level of Braid uses the current of its gameplay to accomplish the single most poignantly expressed storytelling I have ever experienced.
While surely unintended, a part of Braid's tale that alludes to the Manhattan Project reminded me of this bit from Simulacra and Simulation:
...the real danger nuclear power stations pose: not lack of security, pollution, explosion, but a system of maximum security that radiates around them, the protective zone of control and deterrence that extends, slowly but surely, over the territory--a technical, ecological, economic, geopolitical glacis. What does the nuclear matter? The station is a matrix in which an absolute model of security is elaborated, which will encompass the whole social field, and which is fundamentally a model of deterrence (it is the same one that controls us globally under the sign of peaceful coexistence and of the simulation of atomic danger).
[Jean Baudrillard, Simulacra and Simulation, "The Beaubourg Effect: Implosion and Deterrence", p. 61]
Here, too, we see a perfect system of coexistence. Here, too, we see "absolute security", an encompassing of "the whole social field". This dance of repetition until perfection is achieved, this absolute terror of impermanence, of failing to maximize on the immediate opportunity, is one of the most dangerous tendencies of our age. We have a hard time remembering that we usually don't understand an event until we reflect on it, and that our quests to save princesses may not always be advisable, or even welcome.
The risk of nuclear annihilation only serves as a pretext, through the sophistication of weapons (a sophistication that surpasses any possible objective to such an extent that it is itself a symptom of nullity), for installing a universal security system, a universal lockup and control system whose deterrent effect is not at all aimed at an atomic clash (which was never in question, except without a doubt in the very initial stages of the cold war, when one still confused the nuclear apparatus with conventional war) but, rather, at the much greater probability of any real event, of anything that would be an event in the general system and upset its balance. The balance of terror is the terror of balance.
...
There lies the true nuclear fallout: the meticulous operation of technology serves as a model for the meticulous operation of the social. Here as well, nothing will be left to chance, moreover this is the essence of socialization, which began centuries ago, but which has now entered its accelerated phase, toward a limit that one believed would be explosive (revolution), but which for the moment is translated by an inverse, implosive, irreversible process: the generalized deterrence of chance, of accident, of transversality, of finality, of contradiction, rupture, or complexity in a sociality illuminated by the norm, doomed to the descriptive transparency of mechanisms of information.
[Jean Baudrillard, Simulacra and Simulation, "The Precession of Simulacra", pp. 33, 34-35]
Even after the game's final moments (which I will not spoil) there are meaningful surprises to be had. Like most games nowadays, there is a post-game quest for secrets. A constellation appearing on the hub level can be fleshed out by finding hidden stars throughout the game's other levels, and completing it gets you... absolutely nothing. The requirements for getting them are unreasonable, and I'm inclined to believe Blow put them there to make a point about how much the completionist's attitude prevents us from enjoying or even experiencing games (and life) anymore. In a time when completionists are pandered to, where "Achievement Points" are sought after as ends in themselves, we see how the technological mode of being has affected us here. Tim's pursuit of the perfection of science, of "a principle of objectivity of which science is never certain, of which it secretly despairs" [Jean Baudrillard, Simulacra and Simulation, "The Animals: Territory and Metamorphoses", p. 129], is the same as the player's pursuit of that perfect play-through.
Braid, like any game, can't possibly be for everyone. Nevertheless, I strongly urge everyone who reads this to at least give it a go. It's a spectacular achievement, one that speaks on a personal level and has the ability to mean something to you in your life instead of just pulling you out of it for a few hours. I've thrown down some thoughts here, but there's more in the game than I could ever write technically about, more than I have any right to enumerate for you. As Blow put it, "The story of rescuing the Princess has a literal interpretation, as well as a metaphorical one; and then there are other small-scale levels of change to the interpretation, too. I don't intend for any of them to be the sole truth; the story I am trying to tell is something like the quantum superposition of all these things."
That statement, like Braid itself, is for me about the nature of truth as aletheia, as a phenomenological pulling-back of the curtain on beings in the world rather than a technical attempt to freeze them in time. Please discover and let me know what they mean for you.
Sins of Our Fathers
by Zen
Posted on Friday, October 9, 2009As 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.

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.
The New Prose
by Zen
Posted on Sunday, August 23, 2009Building on my previous post about game designers as the new existentialists, I found these words by Rorty rather stirring:
... deconstruction ... needs a clear distinction between philosophy and literature. For the kind of reading which has come to be called "deconstructionist" requires two different straight persons: a macho professional philosopher who is insulted by the suggestion that he has submitted to a textual exigency, and a naive producer of literature whose jaw drops when she learns that her work has been suppported by philosophical oppositions. The philosopher had thought of himself as speaking a sparse, pure, transparent language. The poetess shyly hoped that her unmediated woodnotes might please. Both reel back in horror when the deconstructionist reveals that each has been making use of complex idioms to which the other has contributed. Both go all to pieces at this news. A wild disorder overtakes their words. Their whimpers blend into interminable androgynous keening. Once again, deconstructionist intervention has produced a splendidly diffuse irresolution.
There is something suspiciously old-fashioned about this way of setting up one's subjects. It is a long time since we have had writers who considered themselves in the business of providing pleasure. ... [Essays on Heidegger and Others, p.86]
Many will tell you of the harm Derrida (inadvertently I think) caused to literary analysis, and that phenomenon is the specific target of that passage. Rorty was concerned with the assumptions Derrida's criticisms of philosophical thinking made about both fields, but this came on the heels of his own significant bias toward prose:
As a way of counteracting Heidegger and, more generally, the kind of post-Heideggerian thinking which refuses to see the West as a continuing adventure, I want to put forward Charles Dickens as a sort of anti-Heidegger. If [archaeologists of the future] were, for some reason, unable to preserve the works of both men, I should much prefer that they preserve Dickens's. For Dickens could help them grasp a complex of attitudes which was important to the West, and perhaps unique to the West, in a way that neither Heidegger nor any other philosopher could. The example of Dickens could help them think of the novel, and particularly the novel of moral protest, as the genre in which the West excelled. From this point of view, the interaction of West and East is better exemplified by the playing of Beethoven's Ninth Symphony by the students in Tienanmen Square than by the steel mills of Korea or the influence of Japanese prints on European painters of the nineteenth century. [Essays on Heidegger and Others, pp.67-68]
Heidegger famously elevated "the poetical" in his later years, and Rorty seems hellbent on elevating the morality play instead. Heidegger's distaste for Western metaphysics and its insistence on objective fact appears, to Rorty, to be a distaste for the considerable social and political strides that have been made in the West. This essay was published in 1991, and I would love for Rorty to have been able to draw on the considerable cross-pollenation of Eastern and Western game development instead of century-old paintings inspired by still older Japanese prints. That said, it makes little difference to his point: instead of trying to express some transcendent quality through poetry, one should instead concern oneself with tackling moral and social problems by connecting them with people, with characters.
Still, it's not as though there haven't been games that tried to address these issues within a narrative. Whatever you think of the results, there can be no denying that Hideo Kojima's impenetrable oeuvre makes various comments on (post-)modern lifestyles and political attitudes. I encourage anyone who plays his games to forgive the failure at achieving the impossible task of tying all his games together into a single narrative, and to those of us who started playing Metal Gear games at the outset his turn to the dissonant and absurd is jarring and sometimes revolting. In spite of all this, one can discern a few central threads that he's been struggling to follow to their conclusion, possibly without even realizing it.You can disagree, and claim that Kojima has always been playing the philosopher/poetess game. People seem to think that he's always been courting some kind of recognition from the world of acknowledged intellectuals, or that he really still wants to be a film director. I say that he's failed spectacularly at both, to his benefit. I'm not one for Dickens, but what Rorty claims Dickens can accomplish is something that video games can accomplish tenfold. I don't think anybody can play a Kojima game without being bothered by him. Some people criticize the game, thinking they're bothered by it, but it's always Kojima. It's always Kojima making you look at what you're doing, what you're not doing, what you're ever doing. And he always considers himself to be in the business of providing pleasure.
Frightful Methodology
by Zen
Posted on Thursday, July 30, 2009
Every once in a while somebody who makes games will tell a story or explain a decision in a way that is really jarring and thought-provoking. The obvious example is Miyamoto's story about the origins of The Legend of Zelda. Even more primal than Miyamoto's childhood adventuring, though, is the anecdote itself: romantic and inspirational, reminding us that there are reasons games are fun and that it might be possible to understand what they are on some level. The problem is that only rarely does this kind of personality shine through in a game on its own, and the language barrier between us and Japanese developers keeps any explanation on the side either completely opaque or vastly leveled-down.I'm going on about this because I just read this spectacular piece on game design, and it gives a great look into the workflow of game designers. One man's brief epistle, while restrained in scope, approaches the game in its complete character in a way marketing copy and third-party features and reviews are hard-pressed to. This has been on the rise of late because smaller, independent development teams not only thirst for direct contact with players, leading to more direct essays like this, but their small size brushes away all the dirt that covers over the personality of the people making the game. This has been talked about at length over the last few years as independent games have begun to thrive, but as video games have become more personal they have also necessarily, thrillingly, become more dialectic.
It's tempting, when writing a review of a game, to enframe it in terms of "difficulty", "music", "graphics", and "gameplay" (usually meaning the interface). None of these things necessarily has much to do with playing a game. They are attempts to objectively measure its quality, not to convey the things one feels while playing it. The result is that most such reviews set out to tell you nothing at all that you need to know, and only accidentally and ambiently convey some notion of what the reviewer's experience of the game really was. Saying that GOD HAND is "too hard" is a troubling proposition. On the one hand, GOD HAND is incredibly hard. On the other hand, its difficulty is so masterfully paced that with the proper introduction it pulls you forward like a conveyor belt. Reviewers of Devil May Cry 3 were infamously humbled by the first levels of the game's original US release, to the point of dismissing the game entirely. Both of these examples show games whose reviewers are so consumed by the need to objectify the game that they have a hard time simply experiencing it.
Any game can be challenging, and this challenge can help or hinder it. Just as an older game's graphics can be technically inferior but factically far more expressive than a more recent one, a game that is easier to beat might be far more difficult to play well. Most of us have a list of things we hate to see used to add challenge, and yet we have sometimes enjoyed games despite these things. I am inclined to agree with Hiroshi Shibata that one way for a game's challenge to "work" is for it to force the player to confront and overcome fear. More than just a series of command inputs, a game takes place in terms of its presentation. A game can be challenging without making the player lose, as the fear of losing is only one kind of fear the player of a video game confronts (as anyone who's played La Mulana will attest). Shibata's essay brought to mind Heidegger's characterization of "what is encountered in fearing":
1. What is encountered has the relevant nature of harmfulness. It shows itself in a context of relevance.
2. Thus harmfulness aims at a definite range of what can be affected by it. So determined, it comes from a definite region.
3. The region itself and what comes from it is known as something which is "uncanny."
4. As something threatening, what is harmful is not yet near enough to be dealt with, but it is coming near. As it approaches, harmfulness radiates and thus has the character of threatening.
5. This approaching occurs within nearness. Something may be harmful in the highest degree and may even be constantly coming nearer but if it is still far off it remains veiled in its fearsome nature. As something approaching in nearness, however, what is harmful is threatening, it can get us, and yet perhaps not. In approaching, this "it can and yet in the end may not" gets worse. It is fearsome, we say.
6. This means that what is harmful, approaching near, bears the revealed possibility of not happening and passing us by. This does not lessen or extinguish fearing, but enhances it.
[Being and Time p.140]
There's a lot of Heidegger jargon in there, but I'm sure you can see how this list reads almost like a map of an action game's boss fight. Typically one thinks of the phases of a boss fight in terms of its attacks, patterns, and tells, but the designer must put it together in more primordial terms. What this reveals is a more existential way of looking at video games in general. Facing off against a boss for the first time is always more terrifying than when you come back to it, not simply because of its dramatic presentation but because it places the player in an environment that is unfamiliar, "uncanny". The player's own imagination of what harm this opponent can inflict is even more terrifying than the actual "damage output".
Existentialism in novels and films has led to a great deal of snobbery and competition over who's the biggest artist. It's comforting to see that in video games we have the possibility to employ the ideas in a way that's less referential and more applied. Video games are existential always already in that they must involve the player in an experience. A game that seeks to limit the player's experiences to a script is missing this critical point. I've talked before about how good games empower players, but that's probably the wrong way to put it. A good video game puts the player in a world in a way fundamentally different from mere storytelling. A good video game opens up a world of decision making and possibility, gives the player a chance at pursuing a project.Sandbox games, nonlinear games, storytelling games, puzzle games, fighting games, every single genre of video game does or doesn't do this at various points, and I think it's important to change the language we're accustomed to using when talking about these successes and failures. We live in a time when game designers can perform, can put players in a world like never before. It's time to stop waiting for video games to be the same things as books and movies. We're well beyond that now, well beyond the script and the recording and the measured span of time. Video games found their way years ago, with almost nobody noticing and even fewer taking the lead.
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Beyond the Sea
by Zen
Posted on Friday, December 12, 2008
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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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.This Game has a Japanese Title
by Zen
Posted on Wednesday, October 8, 2008Ever since I played them back in college, I've wondered how anybody could possibly hold Suikoden I and/or II in such high regard. Like Final Fantasy V before them, the games are clearly beloved only because they feel so secret and valuable to US gamers. Saying Suikoden is your favorite game will make everyone stroke their beards and grunt appreciatively in your Philosophy East/West class. Suikoden II is an especially safe bet, since anybody who played the first game is unlikely to have stuck around for the sequel, so if they're not quite sure what you're on about they'll probably keep it to themselves.
It's pretty hard to objectively demonstrate that a game is garbage, but it's easy enough to argue against what people love about it. I think Suikoden is a lot like Xenogears in how much its ambition is completely wasted by sloppy, hamfisted execution, and the fans of both series are always so impressed by the former that they completely ignore the latter. Sooner or later, though, the fans start to wake up a little bit. For Xenogears fans it was Xenosaga that started them thinking, and Suikoden fans have Suikoden III and IV.

Suikoden III and IV are exactly like Suikoden I and II. I haven't played them, so I'm basing this purely on what I've read about them on the Internet: that their characters' interactions are contrived and nonsensical, that the story is shallow and undeveloped, that the villains are set up as pure world-destroying evil in a series that's supposed to be all about moral grey areas, that the gameplay and pacing are clunky and time-consuming, that the 108-character feature doesn't mesh with the combat system, and that the strategy game-like tactical battles are a completely worthless afterthought.
It's unfair for me to prejudge Suikoden III and IV based on Internet forums, but the point I'm trying to make is that the problems Suikoden fans have with the third and fourth games in the series are the exact same problems I had with the first two. Maybe they really are inferior games, but it looks to me like all they did was force series fans to confront the flaws in a deeply flawed series of games.
Suikoden hasn't just aged badly--there is actually no reason whatsoever to play the games today. A lot of games that aren't much fun anymore are at least historically interesting, doing something to advance the medium or offering a take on a genre not seen before or since. Suikoden's legacy is the mechanic that ruined Chrono Cross and a bunch of SaGa mechanics that never worked. For every character making a decision in a world there were five stupid anime characters doing everything for no reason. For every time the game reminded you that there was no right side or wrong side in the story there were five scenes demonizing the villain. For every attempt at moral inquiry the game decided to remind you five times that racism is bad.
Suikoden is not profound, influential, or even very much fun to play. Its importance in the medium is only to shine a light on those who value games first and foremost by their rarity. Leave it be and move along.

If that's not pretentious enough for you, try this out: if Suikoden were a philosopher, it would be John Locke. Both are trite codifications of the shallow biases and habits of their ages with nothing novel or penetrating to contribute. Congratulations, Suikoden! You are the ass pit 'twixt the cheeks of Descartes and Berkeley!
Super Smash Bros.: Rawls
by Zen
Posted on Sunday, March 16, 2008
So I know a lot of people are criticizing Nintendo for some of the directions they took with the latest Smash Bruthas game. When a beloved game franchise goes in new places in ways that change its fundaments, the results can be disappointing. One needn't look beyond the recent Burnout Paradise to see this writ large, but it's been happening increasingly often of late as the old giants of the industry start to feel the need for the ol' Harrison Ford earring.One thing that makes this version of Smash Brothers so jarring is the steeper learning curve. Traditionally an approachable party game, Smash Brothers: Rawls challenges players more on every level. Most people will probably be able to get through the game right away, but to really get it takes an understanding of the principles of justice set forth by Aristotle, Rousseau, Mill, and even a little Nozick in the later levels. Nintendo helpfully included unlockable excerpts from these thinkers to aid new players, but the effectiveness of 60 seconds of Anarchy, the State, and Utopia is hard to measure. Additionally, the perplexing and somewhat offensive decision to make the Sandel excerpts Japan-only makes the package somewhat less appealing to American players.
While I found the new character select screen innovative and fun (players now select a character without knowing which one they will control once the game starts), I was less impressed with the new "Veil of Ignorance" power up. HAL Laboratories was obviously trying to encourage verbal interaction and shouting matches between players, but having it just turn three quarters of the screen black seems like a lazy implementation of an idea with great potential. Having it occult the damage/lives indicator would have made more sense, especially considering the overall brokenness of the new "fairness meter".
All that said, SSB:R is a splendid fighting game, well balanced and thoroughly considered. Every time I lost a match or died in the single-player mode I knew it was just, and the controls are responsive and intuitive.
This game is recommended for anyone who likes the point to be made early on and then repeated for 300 pages.
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All that said, SSB:R is a splendid fighting game, well balanced and thoroughly considered. Every time I lost a match or died in the single-player mode I knew it was just, and the controls are responsive and intuitive.
This game is recommended for anyone who likes the point to be made early on and then repeated for 300 pages.
New Xbox & PS3 Game
by alzabo
Posted on Tuesday, March 11, 2008
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The Speed Runner's School of Game Design -- The Circumspect, Heedful Everydayness of Metroid
by Zen
Posted on Tuesday, October 16, 2007In 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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