(no subject)
Sep. 4th, 2007 02:45 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
As a side note, since some people seem to want to convince me that Bioshock is actually a really good game - an opinion you're welcome to have; it's clearly a finely-crafted instance of an experience I simply don't care to have - I would like to note that so far, the only FPS I've actually enjoyed as a game is Thief, which I've been playing on and off the past week via Rik's machine. I had fun with System Shock 2 a couple years back but by the end, I was sick and tired of the basic game mechanics and just wanted to find out what happened to SHODAN. I really don't like FPSs.
As I've gotten older, I've slowly learnt how to see people as, well, people. I'm not very good at it; I never was. As video-game technology marches on, the creatures the games pit you against have gotten more like people. When I play some games made in the last decade or so, I can feel them training me to see people as just things. I'm still working out what factors make this happen; it's only a handful of games that do this so far.
I really think that the increasing drive for 'realism' in video games means that the game industry has a big moral quandry coming up. The forty-year-long focus on the hurt button as the core mechanic becomes creepier as the things you hurt become more and more like people. What happens when the project lead on a game focused on killing and blood plays his game and feels that weird sense that it's gnawing away at something in his soul? What happens when this is a regular occurrence?
A few major choice-points over, there's another me who went into video games. Is she (or he; I might never have transitioned in that life-path) getting ever more uncomfortable with these themes, or has it been completely burnt out of her by this point?
As I've gotten older, I've slowly learnt how to see people as, well, people. I'm not very good at it; I never was. As video-game technology marches on, the creatures the games pit you against have gotten more like people. When I play some games made in the last decade or so, I can feel them training me to see people as just things. I'm still working out what factors make this happen; it's only a handful of games that do this so far.
I really think that the increasing drive for 'realism' in video games means that the game industry has a big moral quandry coming up. The forty-year-long focus on the hurt button as the core mechanic becomes creepier as the things you hurt become more and more like people. What happens when the project lead on a game focused on killing and blood plays his game and feels that weird sense that it's gnawing away at something in his soul? What happens when this is a regular occurrence?
A few major choice-points over, there's another me who went into video games. Is she (or he; I might never have transitioned in that life-path) getting ever more uncomfortable with these themes, or has it been completely burnt out of her by this point?
(frozen) no subject
Date: 2007-09-05 08:19 am (UTC)As far as development goes, I think things are horribly unbalanced. A lot of it is language evolution. There just aren't a lot of good assembler/c (not ++) guys out there anymore that can work on bit mapping/shading/vertexing routines. (*v8 moment* kicks self and goes looking for that book on C rendering techniques)
But the game design part should take precedence. I'm not sure how the market got the way it did, but I'm definitely sad about it. I'd rather play a game with 2002's graphics and 2012's story engine than the other way around.
I am the one you feared!
Date: 2007-09-05 08:26 am (UTC)no subject
Date: 2007-09-05 08:33 am (UTC)I plan on getting ahold of bioshock when I get a chance, but I am a little disappointed with how they handle the 'moral ambiguity' of killing children. There really is no punishment for killing the Little Sisters outside of getting the bad ending, and that does make me a little sad. I mostly look forward to playing it because it looks like a fun shooty game that hits upon certain gameplay mechanics that I rather like.
I do think that it's a good example of something that was too overhyped for it's own good. I see a trend in games to make the AI more complex and more intelligent in an animalistic manner, but I don't see nearly enough focus on the human element of that AI.
I'm not talking about guards in every city knowing that your neat suit or armor is stolen, or that people in town know you are a big hero. I'm talking about your choices as a player actually shaping your place in the world.
For example, a lot of RPGs give you more dialogue choices due to your intelligence, but how many of those filter those choices through your previous choices. If you make your character lie, wouldn't it make sense that the more honest answers would slowly get weeded out?
Frankly, for all the advances in AI and graphics, I haven't seen any improvements in this area since Baulder's Gate came out like 10 years ago.
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Date: 2007-09-05 01:43 pm (UTC)Deus Ex is much saner on the PC, and it gives you tools for shooting rather than sneaking on purpose. It's a temptation, and it's supposed to be.
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Date: 2007-09-05 01:58 pm (UTC)no subject
Date: 2007-09-05 02:04 pm (UTC)Games look and sound a lot better than they used to, but in terms of the fundamental interactions between the player and the environment there's been no change since the 80s. Non-violent interactions are relegated to 'casual' games or even slower-moving games; I really think there's a ton of unexplored play mechanics out there that can be fast-moving, fun, and about something besides death. So many of our big-budget games are programming us to reflexively hurt, and that can't be good in the long run.
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Date: 2007-09-05 02:08 pm (UTC)no subject
Date: 2007-09-05 02:21 pm (UTC)This is kinda where I was trying to go with that little bird game I was playing with: I wanted to make something that could get you into that no-mind reflex place... that was about something besides destruction. I ran into some technical and design snags and shelved it.
We give a lot of our free time to video games. Time where we're open and uncritical. I'm getting more and more concerned about the fact that the situational analysis this programs into us is so frequently about destruction.
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Date: 2007-09-05 02:42 pm (UTC)no subject
Date: 2007-09-05 03:33 pm (UTC)I like the bird "un-game", and I think it would make a nice casual game if given a way to "win" or "lose". The dramatic conflict could just a never-ending battle against entropy, but that "end" is the only thing missing. It would be an Orsinal type of game, and that's definitely a good thing.
The things you've described are why I tend to gravitate towards games and genres that don't revolve around going toe-to-toe with recognizable people and reducing them to chunky salsa. While the Half Life series games are obviously first-person shooters, they don't seem to revel in blood and violence to the degree of the Doom, Quake, and Unreal Tournament series.
Your experiences with the Grand Theft Auto series sum up why I refuse to play them, even though they are highly-regarded examples of the open-world genre. It would only be worse with highly-realistic models, animations, and physics.
Re: I am the one you feared!
Date: 2007-09-05 03:36 pm (UTC)no subject
Date: 2007-09-05 03:51 pm (UTC)I think an interesting choice would have been to change the flow of the game based on how you play. The traditional guns-blazing "shooter" approach sends you down the "Leadhead" path. Loading up with Plasmids and harvesting Adam sends you down the "Splicer" path. Protecting the Little Sisters sends you down the "Big Daddy" path. Sneaking around and avoiding trouble sends you down the "Thief" path.
I think it would be a lot more interesting if you could fix things instead of just wrecking them, making you a voice of sanity instead of a force of destruction. I like games where you can make allies, and I think that would have fixed a lot of the "me and my gun against the world" aspect of Bioshock. Imagine if you could find a way to cure Splicers, even if you have to kill a lot of them in self-defense at first. You could slowly work your way through the city of Rapture creating pockets of something resembling order. Imagine if you could find a way to make Big Daddies more "human" so they could help you as intelligent allies in your quest to restore order. While Rapture might never be truly "normal", at least you could leave it in a better state than you found on arrival.
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Date: 2007-09-05 04:09 pm (UTC)There's probably something to say about the cultures from the games they produce, too. Compare a game from a small and large developer from the US, France, England, Japan... the large Western games will probably all converge on the US market, but the small ones will show off their different cultural attitudes in a lot of subtle ways.
The bird game, as it stands, needs a couple more elements to juggle. I have a few ideas but none of them felt quite right. Or were really too much heavy lifting for Flash.
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Date: 2007-09-05 05:46 pm (UTC)This principle needs to be applied on a much larger scale. If you're not busy today, found a religion immediately please. :)
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Date: 2007-09-05 06:08 pm (UTC)The complicated part is that fixing things and wrecking them often look a lot alike at first. The difference between a scalpel in the hands of a surgeon and the same scalpel in the hands of a killer is intent.
Imagine being a child undergoing major surgery for a life-threatening condition. You're going to a strange place with strange people, put on a table in a room full of scary machinery, forced into unconsciousness, then cut open. You might not survive the operation, the operation might not work, and you will suffer pain and incapacitation for some time even if it does work. However, the alternative is death, so you have to go through it anyway.
Going back to Bioshock, the "restoration" path should be the most difficult but most rewarding. It is easier to destroy than to create, but creation is ultimately more satisfying. (At least you have something to show for yourself.)
Alternate title
Date: 2007-09-05 07:37 pm (UTC)Re: Alternate title
Date: 2007-09-05 07:42 pm (UTC)no subject
Date: 2007-09-05 07:53 pm (UTC)The problem of simulating moral choices and interactions to this extent in an RPG (let alone a game like Bioshock, where the development costs for tacking on parallel tracks would be astronomical) is so much other data is dependent upon your choices, the developers would just be buried in flags and conditions for every single conversation. Most of the REALLY good dialogue I've seen in games depends on the game having a fairly structured and linear storyline (Planescape: Torment) or freedom at the expense of everyone in the gameworld sounding alike or parroting the same responses (Morrowind/Oblivion). Baldur's Gate would be somewhere in between. If you play the same RPG multiple times, it starts to become very apparent how simply structured most RPGS are, where your moral choices trip a switch and affect a couple conversations, but not much in the game really changes. It's a tough problem. I come down on the side of a strong story, go-anywhere-do-anything games rarely live up to their promise for me.
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Date: 2007-09-05 08:07 pm (UTC)no subject
Date: 2007-09-05 09:35 pm (UTC)Which is pretty annoying for someone like me who's never played any of them:
"What the fuck is going on?" I bitched, playing Wii Golf. "Why does it keep skipping me?" "That's the way golf works!" I was told. "The player furthest from the hole gets to go next." "Oh, so I'm penalized for doing the best by being bored? This is crap." "That's golf."
After watching everyone else flail around in the sand trap for a while, I sat down. I was bored. People were mildly pissed when it finally came to my turn and I had to stop drawing, scrounge around for the controller, and take my shot.
I may dislike FPSs and beat-em-ups but at least they tell you their goddamn rules. Sports games just tell you what button to push to smack the ball and expect you to already know the rules.
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Date: 2007-09-05 10:16 pm (UTC)For the most part, they're not on mine either, but they are non-violent, late hits in football games aside. I know of more than a couple gamer friends of mine with children who lean heavily towards buying sports games and all-ages titles because they want to game with their kids, but know that GTA and Resident Evil are inappropriate. On the other hand, a lot of sports games do require some knowledge of the sport, but about everyone can get into Mario Kart! I wish there were more pseudo-sports games in the vein of Speedball/Cyberball. More action/grit than a board game or a casual game, not as violent as an FPS. And there's always skateboarding games, which are abstract enough that they're fairly self-explanatory with instant feedback.
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Date: 2007-09-05 11:09 pm (UTC)I was in the kitchen putting together a pizza pondering a reply that went into the fact that pretty much any sports game I've encountered lacks a narrative, and a meta-narrative, beyond '[sport] is fun!'. Which was sort of part of my objection to Bioshock in the first place - that its message, as embodied in what remains after you play it for the third time and skip all the cut-scenes, is 'violently destroying semi-human things in the nastiest fashion possible is fun!'.
Also there would have been something about my disinterest for sports/simulation games coming from the fact that they model activities well within the reach of anyone, as opposed to activities firmly in the realm of imagination.
Also there probably would have been a rambling bit about the two narratives found on the surface of any game with a 'story': the story found in cut-scenes, and the story embedded in the actions the user is allowed and encouraged to take in the game - there may be a subplot of 'if you kill little girls you get the bad ending' in Bioshock, but the meat of the game is sure still about killin'. Also there might've been something about the values communicated underneath a game's narratives in the conditions for success - go grab that install you have lying around of Virtual Villagers, for instance: what does that game tell you is Good for the Tribe by dint of success/failure conditions? Consider Lemmings as a communist parable, consider Sonic the Hedgehog as a parable about both the joy and danger of moving so fast you lose control.
But I'm too tired of talking about video games, after yesterday, to go into any detail on this. So I'll leave expanding it as an exercise for the reader. With the implied suggestion of reading Bioshock and/or its demo on this level to understand my reaction to it.
no subject
Date: 2007-09-06 01:02 am (UTC)Well, sure, but the scope is different, and that makes all the difference. I can go outside and shoot baskets, but I'm not a coach in the NBA, and I don't have access to a race track or a McLaren F1. And for people who are invested in sports, that's something fantastical that they can relate to, whereas they wouldn't necessarily relate to a game like Okami or Katamari.
go grab that install you have lying around of Virtual Villagers, for instance: what does that game tell you is Good for the Tribe by dint of success/failure conditions?
Making more tribe members, mostly! And making sure you have sustainable food sources. Cooperation. It's a non-violent game, that's its intent. It's an extension of the "virtual pet". And it's aimed at people who don't sit down and play the game for an hour, because you can't accomplish anything without waiting 8 hours. But trust me, my employer loves his hard-core FPSes as well.
I don't think that a game whose mechanic is violence is a bad thing: people like pretend violence, they've always been attracted to it, I think it's healthy. Our classics are filled with violence. Great art is often violent. The real thing isn't healthy, but there would be a great gulf in my life if I were told that I could no longer play a game with violence or war as its central theme. Because that's 95% of what I play, and I play more games than I watch television or movies.
Also there might've been something about the values communicated underneath a game's narratives in the conditions for success
Right, but I don't think we're meant to take the core values of a lot of darker games THAT seriously. I think the designers of Thief would rather we treat the game as a great story and a fun mechanic that inspires tension in a way most games don't (Thief makes waiting an art form, as you hear footsteps and agonize over the right moment to make a break for it), rather than taking the notion of stealing everything, having no loyalties, and trusting nobody to heart.
Bioshock's meat is of course about killing, it's a horror game about a destroyed utopia, but it's a horror game that knows that you need some contrast to the horror (saving little girls, beautiful art deco interiors, optimistic utopian ideals) to bring the horror home. That amidst all the mayhem and bloodshed, you can elect to rescue this person. Maybe too much has been made of that choice, either because it was sold as something bigger than it was in previews, or whatever, but I think it's there because it's effective storytelling. It's not Bertold Brecht: the game, it's just a shooter with a higher level of art than most. Ken Levine used to be a screenwriter, and it shows in his game plots.
With games played by young people, I think the values of a game's setting and mechanic are significant, since impressionable minds are at play. You don't want your 3rd grader playing GTA. Then we get into games as potential K-6 teaching tools, and I'm out of my depth.
no subject
Date: 2007-09-06 01:25 am (UTC)no subject
Date: 2007-09-06 05:07 am (UTC)