(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?
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Date: 2007-09-04 06:56 pm (UTC)no subject
Date: 2007-09-04 07:05 pm (UTC)See, I "rented" Bioshock (we can check out games at work) after playing the demo. I loved the demo and I did enjoy the small percentage I got to play on the 360 (it's also safe to note that I enjoy FPS's a lot). But throughout the whole thing I didn't really want to shoot people/things in Bioshock, I just wanted to know what was going on. In the end, I turned it back in the next day...and you know why?
We started playing SNATCHER (on the sega-CD) and all I could think of was the next chance we'd get to play more SNATCHER. (Playing it in tandem with a friend, so two, two, two times the brainpower D:). Still, Bioshock (for me) is awesome and fun, but a game from 1992 won. There are no easy answers in SNATCHER, you actually have to write things down. Gasp! Though funny enough there is still a fps element to the older game to (you play it with a light zapper).
I'm also of the crowd that will play all the current games (played a bunch of junk on the ps3, yawn YAWN, and most of the popular 360 stuff just doesn't do it for me) but I'll go apeshit over a good sidescroller made with pixels.
Cause somewhere in my dreams I'd still love to see someone (anyone? hellooo out there) take the processing power and memory size of the current next-gen systems and make a 2-d castleroid game that uses it all. Hell yes I would play a sidescroller that would take me a gazillion hours to beat. Keembeasts can dream!
no subject
Date: 2007-09-04 07:12 pm (UTC);D
Date: 2007-09-04 07:15 pm (UTC)How do you like my awesome textual protest to your not-awesome comment!
AWESOME AWESOME AWESOME!
AWESOME AWESOME AWESOME!
AWESOME AWESOME AWESOME!
<3
^_~
Date: 2007-09-04 07:17 pm (UTC)Dude?
DUDE. >__<
Re: ^_~
Date: 2007-09-04 07:33 pm (UTC)Re: ^_~
Date: 2007-09-04 07:35 pm (UTC)reposted comment from xyzzy's journal
Date: 2007-09-04 07:38 pm (UTC)no subject
Date: 2007-09-04 07:39 pm (UTC)As a PC gamer I reflexively think that any game on a console is going to be more geared to a beer swilling idiot than a borderline savant like myself. In both SS2 and Deus Ex (made by Ion Storm, who you forgot to include in your struck out list in that other post) forced you to make moral decisions, and also forced you to make strategic decisions favoring combat, engineering, or superpowers.
Despite having a potent and interesting story, the gameplay of Bioshock involves only one moral choice, kill little girls or do not kill little girls. It's not much of a conundrum. Also you advance in power with your supernatural abilities, engineering abilities and combat abilities all at the same time so there really is no strategic reason to choose between them.
The story and art are beautiful, but it's a mystery that involves shooting my way to the answers, which was never really my favorite kind of detective work. I do like some level of violence for exhilaration, as a penalty for a screw up, but combat is pretty much the only way to solve a given problem in Bioshock.
I *Love* the theif series. I've got 1, 2, and 3, and regularly replay them, just because they're so weird and moody and special.
Re: ^_~
Date: 2007-09-04 07:50 pm (UTC)no subject
Date: 2007-09-04 08:07 pm (UTC)Now, this having been said (four times over!) I'll note that Metroid Prime 3 has had me on the edge of my seat 'cause the FPS elements are perfectly balanced with the non-FPS stuff and the (admittedly way too simple) puzzle stuff and the wonderfully matured plot. It's amazing what happens when you have to try to tie a whole established mythos together at once, and seven other games have established one hell of a sprawling mythos.
Then again, if they'd made it a side-scroller, I'd probably not only be just as excited, but more likely to replay it. I grok 2D games more. I don't get lost as much, and I spend less time map-checking and more time just exploring and taking it all in. I've played Castlevania: Symphony of the Night well over a dozen times. Metroid Prime 2 got one and a half plays.
As a note, I think the 'gazillion hours to beat' thing is a bit weird. Many of the old-school games that we spent months on... well, they took months when you totaled up the time spent mapping for oneself, the frustration of fiercely limited controls, the confusion from poorly-translated text if it was there, and the fact that they were much more likely to use the same elements over a hundred times in slightly different ways and today's audience won't stand for it. If every area doesn't have a wholly divergent set of graphics, then they don't even consider it finished. Times have changed and so have gamers.
Also (and forgive me for rambling!) we were much likely to dig out all the quirks and nooks and crannies of a game when it was the only one we had, or one of only a small handful. Purchasing power now means we can buy every interesting game as it hits. Back then? Hell, I never actually owned Super Mario 2. I rented it for one weekend (beat it, too — mad gamer!)
no subject
Date: 2007-09-04 08:17 pm (UTC)And in a game so rich with potential for real exploration of philosophy and failings thereof, it really hurts to watch a roommate plow through along essentially a single path and be rewarded for it. She explained that whether you killed the little girls or not actually affected the ending because of your moral choices, and I was kind of impressed. Then I noted that she was hacking the vending machines for cheaper or free goods.
"How does that affect the ending?" I asked.
"Hunh? It doesn't," she said.
"But... you're stealing."
"Yeah, but it doesn't affect the ending."
". . . what about the moral decisions? You're stealing. You're what they call a Parasite."
"It's not like anybody's collecting the cash, and anyhow, it doesn't affect the ending."
Is this what people think I'm like when I explain that I'm an atheist and don't expect an afterlife? Just because nothing I do changes the ending, it's all just fine?
no subject
Date: 2007-09-04 08:30 pm (UTC)(frozen) no subject
Date: 2007-09-04 08:38 pm (UTC)Don't get me wrong, in general I love the archtecture of the game and some of the concepts are neat. However... I am put off by the oblivious glee people have been having killing small girls, and in general, I don't get much enjoyment out of FPS'ers. The story isn't enough to keep me there, and thanks to the 'nets, I've gotten the story secondhand anyway.
The idea that it's a moralistic play is just a sick joke. There is no meaningful choice given to you in the game, so killing the girls is just a question of which ending and how many resources you really want. If it wasn't that the game rotates around an xp system where it rewards you for killing little girls....
... ugh... It's a bad game, game-design wise, and if this is what people think are moralistic choices one can make in a computer game... it's a sad state.
no subject
Date: 2007-09-04 08:44 pm (UTC)There are games out there that are not things that a kid should be able to buy and play; there are high-budget games that I'm not comfortable with anyone playing.
Thompson looked like an idiot when he went after 'Bully' just because it was from Rockstar - but, you know, that's a company whose whole brand identity has become 'games that trigger that queasy soul-corroding feeling in me'.
no subject
Date: 2007-09-04 08:44 pm (UTC)It's sort of a psychological horror kind of game and the characters are disturbingly lifelike. OTOH, you don't generally want to try to fight/kill the other children, you want to run away from them as much as possible. Also, most of them are wearing grotesque costumes, be it a brown grocery sack over their head with a twisted face drawn on it, or freaky bird costumes. You get a sense that the things are still human even if they don't _look_ human, so it's rather disturbing, but that's the point of a horror-survival puzzle game, isn't it?
So. Six of one, half a dozen of the other. I probably wouldn't play Bioshock, even a demo, just because it's not the sort of thing that interests me. I also generally don't like gore in video games. I'd rather things explode into stars than splatter blood everywhere. I guess I just have a weird exception for horror genre. (Although I don't like slasher films, come to think of it. Perhaps I have an exception for gothy lesbians and giant airships)
(frozen) no subject
Date: 2007-09-04 08:58 pm (UTC)(frozen) no subject
Date: 2007-09-04 09:02 pm (UTC)no subject
Date: 2007-09-04 09:11 pm (UTC)The planet Elysia was downright orgasmic. I won't spoil it if you haven't made it that far, but I was terribly excited to see it all through the first part of the game after seeing the concept art for it.
I'll definitely have to replay because I missed two pickups and several scans. I can't complain, because I enjoyed it all the way through. Maybe I'll do it on a higher difficulty this time.
(frozen) no subject
Date: 2007-09-04 09:24 pm (UTC)The idea that it's a moralistic play is just a sick joke. There is no meaningful choice given to you in the game,
Actually playing through the game reveals that to be a major theme that doubles as a meta-commentary on videogames, since you ARE a slave and can't do anything but follow other characters' orders. There's a bunch of stuff like this that's a few steps more provocative and thoughtful than you'll find in 99% of other games.
It's a bad game, game-design wise
That's both a ridiculous and ridiculously broad statement. :) Sheesh.
It sounds like your expectations for branching storytelling are far higher than current technology allows for. Check back in 15 years, maybe?
no subject
Date: 2007-09-04 09:26 pm (UTC)I sorta keep coming back to Thief II, you see. :) It hits the balance point between graphic complexity and gameplay that makes me go "oooOH!" Skulking around, confusing guards, being sneaky. And I'm fond of the way that increasing the difficulty reduces the number of knockouts or kills you're allowed - I like a mindset that equates 'professionalism' with 'no injuries, no killings'. A gentleman thief. No trace left behind.
That said, I occasionally load up I and III again. The story arc helps draw me back.
Now, if they worked the lockpicking mechanism of T:III into the gameplay of T:II, I'd be a happy rabbit. |D
no subject
Date: 2007-09-04 09:27 pm (UTC)no subject
Date: 2007-09-04 09:29 pm (UTC)I figure that at some future point development hits the uncanny valley where the critters you're beating up act and look like people, like you said, and then you have several stylistic issues emerging;
1.) It's not escape anymore, so the critters are made to look more stylized.
2.) More realistic characters are saved for lower key games. For instance, you might have a game about being a gangster of the '20s, and being able to inflict violence on someone would be an important choice - but only as important as negotiation and purchasing. The violence would fit into the greater scheme of things.
3.) The Army would eagerly welcome this as a method for training.
no subject
Date: 2007-09-04 09:30 pm (UTC)(Plus, it was really, really, ugly compared to everything else I had on that machine.)
Oh, and as someone who took the console path back at the console/PC split, I think of PC gamers as either withered old fogeys with no reflexes who get off on tedious, fiddly simulations of running a convenience store chain or something, or as emotionally-retarded twelve-year-olds whose entire library is nothing but ugly FPSs. And both sets react with puzzlement or hostility to games with any sense of whimsey.
(frozen) no subject
Date: 2007-09-04 09:41 pm (UTC)It's an interesting conclusion that you came up with, but it's just merely a convint one. Yes, I read about the Ryan twist, which is just yet another excuse to kill of a character so that you aren't left with a meaningful choice in the game. Any comment in the game about the metagame is put in there as a joke, not as thought provoking material, especially when you aren't allowed to think about things as you are going to be running off killing things again.
It sounds like your expectations for branching storytelling are far higher than current technology allows for. Check back in 15 years, maybe?
Try this year? Elder Scrolls: Oblivion allows for open ended game play, allows you to wander around to your hearts content, kill whoever you want, and in the end your actions pretty much describe what kind of game you get back out from it.
Check back 2 years? Neverwinter Nights 2 allows for a broader ability, more ways of accomplishing goals, and quite frankly has more going for it then your Bioshock is.
Oh, heck, let's go for broke. Try back 17 years. If we want to talk about straight branching shooter games, then Wing Commander outdoes this particular game in complexity with 6 different endings and 21 different campaigns.
Complexity of branching storytelling? We're there. We're beyond there. The LACK of all but one story line is laziness that is riddled in the FPS genre. The storytelling aspect would be wonderful, if you were actually allowed to make any significant differences in any outcome. Your Bioshock will continue merrily to it's end no matter how you play through it, because they were looking for flexibility in how you could play rather then complexity in what you could accomplish.