Wednesday, December 3, 2008

Is Death the Mother of Beauty?

At the Montreal International Game Summit last month, Braid designer Jonathan Blow delivered a talk on three “conflicts” in game design. One of these conflicts is a conflict between challenge and story. While the organic structure of a narrative dictates that you flow from one narrative point to the next in a particular rhythm, creating challenging gameplay imposes the a different tempo on the experience. Every time you kill a player, in order to test their skills, the narrative grinds to a halt. Trying to make a coherent, smooth-flowing narrative pace in the game leads you to make the game easy for the player, and this conflicts with the need for challenge.

Sometimes, my response to this conflict is to doubt that challenge is necessary to game design, anyway. Penny Arcade's Gabe once said that as he's grown older, he's become less interested in beating games and more interested in seeing them, and I feel the same way. Though I'm pretty adept at jumping and shooting, I don't feel the urgent need to demonstrate my expertise in these areas outside of multiplayer games. In certain moods I'm tempted to make the same complaint about all games that I make about Rock Band 2: Why should I have to sweat in order to see all the content? I bought all that game from you, fair and square, and I shouldn't have to demonstrate my entitlement to it by pressing some buttons with proper timing.

But Blow makes a persuasive argument for the importance of challenge to game design. Challenge, he says, is a way for a game designer to invest the player's actions with significance. Punishing a player is a way of showing that their choices matter. It's failure that gives a player a unique feeling of agency and empowerment, because the possibility of death creates a context in which your conquest of the game's world is meaningful.

I think Blow is right. The problem isn't challenge itself. It's the nature of the punishment that matters, the way games compel you to repeat the same sections of the game over and over again. Repetition of this sort is worthwhile when it tests your abilities (I once wrote that death is the stick the designer beats you with in order to teach you the game's rules, and this seems right), but almost every game tests those abilities by forcing the player to rehearse an already-learned set of actions. This was why the AI Director in Left 4 Dead is so important: it frees the game from the shooting-gallery syndrome that plagues many shooters. Even when you are forced to repeat a scenario over again you can't fall back on memorizing previous run-troughs to get you through.

Merely executing a game plan you've already plotted out doesn't count as a good exercise of your faculties. It's coming up with a solution to a challenging problem that's enjoyable, which gives you an authentic sense of mastery. This is why Braid was rewarding despite its elimination of player death-- Braid challenges you to imagine the world in a particular way, rather than challenging you you memorize the width of a platform.

Tilting the challenge on the conception side of the conception/execution dichotomy also explains the core appeal of the Prince of Persia games. Sands of Time allowed you to erase your mistakes by rewinding time, and this freed you to relish the gracefulness of your movements, experiment with different solutions to the jump puzzles, and avoid the frustrations that come with the occasional execution misfire. The puzzle-like construction of the rooms transformed the gameplay into aesthetically elegant problem-solving, and the game succeeded in spinning a well-paced and clever narrative around this core experience.

They've followed this approach to its logical conclusion in the most recent Prince title by completely eliminating death. If you miss a jump or muss up a battle your partner Elrika saves you, every time. It is literally impossible to fail and get sent to a menu. This decision to eliminate frustrating repetition shows an attempt to shift the burden of challenge away from execution. As Tycho of Penny Arcade wrote today: “I think they wanted to make a lyrical, organic world that the character flowed through. They had an aesthetic goal, and the extent to which Prince of Persia succeeds as a game depends on how well they draw you into that.” This is exactly right. And it's not just the world that is lyrical: your movements themselves are effortless and elegant. Both the combat and the traversal have a careless fludity and unhurried tempo, which that fits with your character's casual approach to gallantry. The challenge comes from discovering a navigable path through the gorgeous environments, not from repetitive death.

This just all right with me. Almost every review of the new Prince game has complained about the difficulty, and this seems to be one of those cases where the game is guilty of nothing save violating the reviewer's expectations. As Mitch Krpata said today, the critic's job is to illuminate what the game is trying to achieve and how the game's various elements contribute to that goal. Prince of Persia isn't Ninja Gaiden, and this is OK, because it's not aiming for the same tension-filled experience. It's a game that wants to be lyrical. It wants to be an musical instrument rather than a crucible, and it succeeds in this goal.

Tuesday, December 2, 2008

Art, Games, and Money


We all know why video games suck in '08. It's the money.

When critics ask why games aren't realizing their potential as a medium, we are all are pretty comfortable saying that the basic problem is that somebody has to write the checks. In a capitalist society that somebody is suited men helming publicly traded publishing companies. These men answer to shareholders, and shareholders prize stability. More than anything else, the one thing stockholders want to know is how much money a company will be making three years from now, and the way for the suited men to put their minds at ease on this score is by assuring them that their franchises are ripe for continual exploitation. The critic's ideal is as a genre-defining feat of ingenuity, and the shareholder's ideal is a revenue stream. Sometimes these two ideals coincide, but this is somewhat accidental.

So it's easy to get down on the market for making everything more terrible. But I was rereading Dave Hickey over the weekend (this is a good idea), and reminded me that art is a field of value governed by the market too.

Karl Marx based the value for goods on labor. Understandably, he thought that forging a foundational connection between economic value and labor at the basis of his economic theory was the way to make human misery a factor in the workings of the post-industrial economic order.

While classical free-market economists like Ricardo and Smith also openly advocated a labor theory of value, Marx argued that holding this position within the framework of post-industrial production rested on some dubious propositions. He thought that classical free-market economics amounted to an exchange theory of value. Because exchange value is determined by the interaction of supply and demand, and demand is a psychological phenomenon, the perception of value plays a crucial role in an economy where the value of goods is regulated by market forces; on this view the study of economics is the study of incentives. (This is why wallstreet panic is literally panic-- the value of some assets in market economies are conditioned “by the imagination of man (or sometimes, so it seems, madmen)”, as Warren buffet said of the now-infamous Credit Default Swaps. And let's not forget that, in his off-hours, Adam Smith was an acute moral psychologist). And at the base of everything, Marx aid, is the commodity fiction, the more-or-less reliable faith that fellowmen will continue to give us certain goods in exchange for intrinsically worthless slips of paper.

It is a good thing that Marxist economic principles don't rule art. If we adhered to a labor theory of value, then each copy of Chinese Democracy would cost 8 million dollars. But it's not. Art is a field of value that is utterly in the hands of the perceivers. (Even those morgage-backed securities are going to get valued eventually, and it's going to come down to what people are able to pay.) The value of art is all exchange-value, pure commodity fetish. And it's a good thing.

As Hickey notes, the value of art comes down to the risks that critics are willing to take on behalf of the things they care about: “Art and money are cultural fictions with no intrinsic value. They acquire exchange-value through fiduciary investments of complex constituencies-- through overt demonstrations of trust (or acts of faith, if you will)... The Whitney Museum may say that Wanda Whatzit is the next big thing, but only the sustained investment of money, journalism, exhibition space, scholarly prose, foundation awards, loose talk, and casual body language can maintain Wanda's work in the public esteem.” Scholarly prose doesn't set the price-- at least not initially-- but over the long term the value of a work of art comes down to its cultural capital. It's us-- and by us I mean both consumers, and people writing on the Internet-- who determine what these experiences are really worth.

There's been a lot of talk about the troubled relationship of the industry to the critical apparatus. Mammon raises his head again. The financial equation for the online mainstream games journal site is well-established: previews=page clicks=profit. This isn't quite payola but it's a situation where the sites stand to benefit from giving positive reviews of a company's releases. (And here, I'm not even going into the whole matter of ad buys.)

But all this anxiety covers up the fact that what critics think of games actually matters. The fact that a critic's is something that someone would want to buy is a testament to the sovereign power of partiality over the realm of culture. The deregulation of opinion come the advent of the internet has loosened rules of the market: there is a flood of ordinary citizens avid to squander hours of their life in advocacy of their “particular marriage of desire and esteem.” is a testament to the democratic possibilities that are at the center of Hickey's vision.

Monday, December 1, 2008

Chuck Klosterman Describes the Guitar Solo to "Shackler's Revenge"

"The sonic equivalent of a Russian robot wrestling a reticulating python."

A Game of the Year

The holiday release schedule is winding to a close, and the stock-taking has begun. As previously noted, I am am wont to uninformedly opine on the quality of these releases, but Chris Dahlen opines on them, uh, informedly. He's professionally obligated to be on top of his shit.

Lord knows I've been looking forward to writing a list of this sort since I started up this doubtful venture. I love to shower hierarchically organized favor and disfavor on cultural objects. We all know the business of affixing a rank to the calendar-year's achievements is the antithesis of criticism, but I revel in the stuff. In addition to entertainment and heuristic values of list-making (for a period of time, whenever I was searching for a new book to read, I would just flip to the Modern Library's list of the best 100 novels of the 20th century on the inside cover of my copy of The Secret Agent and pick something out. I never would've gotten to read A High Wind in Jamaica without this policy), there is a shred of critical function in the whole enterprise. Games are a young medium, a number of things are being attempted, and a year-end list is a way to bestow praise the things we think praiseworthy.

I've had this question in mind-- the question about what I'd like to see more of-- ever since I read Sean Sands' short but pointed assessment of this year's crop of games over on Gamers with Jobs: “I appreciate a fun game as much as the next guy, and this year has been positively choked with safe bets and easy playtime. I walk away from 2008 with some nice memories of time spent happily indulging my pastime, but few moments of gaming that challenged me on anything but a functional and mechanical level.” Now, this is a judgment that could apply to any year in the history of games. There is also a certain date before which such an evaluation wouldn't even make sense. But he's right. We desperately want to see game creators break new ground, make games we could both enjoy and care about. We deserve more than we're getting.

There are exceptions, and chief among them is Grand Theft Auto 4. GTA4 isn't the most fun game this year, and it's not the most compelling game. But it's the most problematic game, the game with the highest highs, and the game I think about the most. Sands concurs: “the most challenging gaming phenomenon of the year was the moral dissonance that is Grand Theft Auto IV... This is about the ways that games can challenge expectations, norms and mores. When I say GTA IV’s moral complexity was challenging, I’m talking about the compelling simulation of a character that both regrets and revels in the violence he dispatches... Though the execution was imperfect credit, has to go to Rockstar for trying to create a morally complex character in a world that simulated a spiral of inescapable violence despite illusions of freedom.”

Make no mistake; as a game, Grand Theft Auto 4 has some significant problems. Far Cry 2's narrative designer Patrick Redding untentionally gave the perfect description of Grand Theft Auto 4 in an interview with Gamasutra's Chris Remo and Brandon Sheffield this fall: “ Clint [Hocking] and I always said, 'Let's fail as big as we can on this." Let's take such a radical swing at this... let's put it all in and bet on red 12. And honestly, if we mess this up, it will be one of the most useful epic failures of all time, because the shrapnel will be useful.” Grand Theft Auto 4 is sublime shrapnel, a monument to creative failure. Rockstar attempted to wed open-world banditry, social simulation, and emotionally subtle storytelling together, but the more the player moved through the game the more they blew apart into fragments. The individual elements (especially, sweet jezus, the city, a city so beautiful that it was enjoyable to just look at it.) were superlative--each of them is well-conceived in its own right-- but they didn't harmonize well. (Miyamoto compares game design to cookery, and this seems a case were the ingredients didn't play off each other in the right way.) GTAIV is less than the sum of its parts. It contradicts itself; it contains multitudes.

But for all of this, GTA4 is a classic, and stands head and shoulders above its previous iterations and nearly every other game released this year. It was compared to The Godfather on release, but a better point of comparison is another internally riven American classic: Moby Dick. Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve.

Thursday, November 27, 2008

Something to be Thankful For

A while back, my video producer friend Matt made a 3-part series of Heinz commercials on youtube for a competition. They include a meticulously recreated miniature '80s sitcom set, and are pretty amazing. I'm posting them here in an attempt to turn "dis a bunch of gaaahbage" into a meme. check it:







Why the folks over at Heinz didn't pounce on these, I'll never know. Just thinking of the injustice causes a burning falcon of rage to burn in my breast.

If you liked these (and you will), check out his series on the employees of Madison Square Garden: http://msg.com/gardeners/

Wednesday, November 26, 2008

The All-Hearsay Holiday Buyers' Guide

The Gang of Four neatly summarize my experience of the winter release schedule:

Most of it's passed me by, since I've spent all this time playing Fallout 3. Forty-Nine unstintingly virtuous hours later I polished off the main quest. I am duty-bound to tell you, as a consumer advocate, that it is a fine game. It has very high playtime-to-dollar and brainworm-to-soundtrack song ratios.

Aside from this Fallout binge (it is less a game than a subtle form of hypnosis) I've played some of that LittleBigPlanet game (verdict: I am just not this game's intended audience) and some Left 4 Dead (verdict: brilliant.) Since I have never allowed my ignorance to get in the way of having an opinion, however, I've decided to conduct a whirlgig tour of the conventional wisdom on this season's notable releases. Call it all-hearsay game reviewing (A near cousin of Mitch Krpata's “User-Submitted Previews”). As a games enthusiast writing on the internet, I'm going to hew to the policy of having my consumer choices decide my critical evaluations: Fallout 3 is the game of the year.

Fable II: Apparently, you can surmount most of the lifestyle-simulator elements by farting repeatedly in the town square, or playing Links for a few hours in the smithy, and this is rather disappointing. But in the end, whimsy carries the day.

Dead Space: David Ellis sez: “Now That's What I Call Survival Horror!” Not so much a game as a compilation, excepting the stuff with the HUD. All the merits and demerits that go along with this description.

Mirror's Edge: An inspired set of core gameplay mechanics in search of a game. Call it Assassin's Creed '08. The mixed critical response to Mirror's Edge led N'Gai Croal to come out of his hiatus and write a great piece on the place of innovation in game design. (Good to see you back, N'Gai!)

Here's my take: First, the fact that most professional reviewers have to assign numbered scores to their reviews (not that they like doing this) feeds into the idea that elements like innovation, graphical design, controls, and the narrative are things that can be assigned specific weights and that the merits and demerits in each area are being weighed against each other to produce an evaluation. And sure, sometimes it's like this, but in most case a critical take is a matter of how these elements work together in an organic whole. Second, there's a reason Portal and Resident Evil 4 are both landmarks of innovation, rather than false starts. It's because their designers built a tightly constructed game around their novel mechanics. Often, but not always, doing this comes down to level design.

Far Cry 2: Apparently, it's what we call a “grower.” Like when I listened to Sea Change the first ten times I wasn't impressed, but then the 11th time rolled around I was like “Whoa, this album is off the hinges, permanently.” You spend all this time wandering around the savannah and trying to repair your jeep and dying of malaria, and you think you hate Far Cry 2, but then at some point it all clicks and you decide it's total genius.

Valkyria Chronicles: This is cheating, because I've actually played the demo, but I have to say that this game is a total sleeper hit. Had I not spent the last 49 hours of my gaming life playing Fallout I would probably be frittering away my latenight hours conducting manoeuvres. Why couldn't this game have come out in March? Sheesh.

Gears of War 2: Over the last few years, the folks at Epic Software have been hard at work building a better meatgrinder. Like Super Mario Galaxy, it shines in the areas that expertly constructed Nintendesque entertainments shine: level design, control, funness.

Ah, making all these uninformed asessments makes me want to buy certain of these games. Alors. I'm off to finish making creamed corn gratin with bacon and onion rings (aka “dishfull o' cononary”) for the Pliskin family Thanksgiving festivities, here in the Cleve. I wish you all a hearty meat coma!

Tuesday, November 25, 2008

My Adventures with The Turk

I owe my discovery of “The Turk” to Walter Benjamin, who uses him to weave a dizzying thesis about the interrelation of Theology and Marxism: "The story is told of an automation constructed in such a way that it could play a winning game of chess, answering each move of an opponent with a countermove. A puppet in Turkish attire and with a hookah in its mouth sat before a chessboard placed on a large table. A system of mirrors created the illusion that this table was transparent from all sides. Actually, a little hunchback who was an expert chess player sat inside and guided the puppet's hand by means of strings. One can imagine a philosophical counterpart to this device. The puppet called "historical materialism" is to win all the time. It can easily be a match for anyone if it enlists the services of theology, which today, as we know, is wizened and has to keep out of sight." Despite my reservations about the metaphor itself-- it trades on attributing a degree of whimsy to the supreme being that is difficult to square with the tradition. But it turns out that the story of the automaton is the real deal-- it was an ersatz chess-playing Turk made in the late 1700s and pawned off as an authentic robot until it was revealed as a hoax in 1857.

We imagine that there are hunchbacks inhabiting our machines all the time-- many people will swear that their iPod shuffles designedly, calculating its mix in order to pump them up during their workouts. Valve Software's recent zombocalypse shooter, Left 4 Dead, has a feature called the “AI Director,” an algorithm of some kind that dynamically alters the quantity and distribution of zombie attacks in the level based on your performance. When I was playing through L4D last week, my fellow survivors and I quickly fell to speculating about whether the AI director was capable of pity, whether our collective suffering would be sufficient to propitiate his reptile heart. The answer was no, though he can be swayed by turning the difficulty to “easy.”

Evolutionary psychologists have this theory about human consciousness, which holds that the human mind has a “hyperactive agency detection device” (Pithily, HADD) At some point in our emergence from the grasslands we acquired a propensity to perceive the world in terms of agency-- we see the world as if it were guided by an intelligence, as if every change in our environment was caused by an agent of some kind. By keeping us minutely keyed to the environment, the HADD may have helped the first homo sapiens avoid predators. Some philosophers of religion speculate that this evolutionary spandrel may be responsible for the belief in ghosts and spirits. Follow the misfires of our HADD long enough and you can explain why humans came to offering up goats to the big AI director in the sky.

I'm even more dubious of this theory than I am about the marriage of historical materialism to lurianic Kabbalah. However, to bring it back to games, we don't need any barely-empirical brain science to explain our dogged feeling that games put us in contact with a human mind. As Michael Abbott recently noted, the pleasure we get from gaming-- interacting with systems of rules-- is that playing a game is a kind of communication between the designers and the player. Games are an expressive medium because their rules are structured towards an end, because they have certain designs on the player. The reason the AI director seems like a merciless sonovabitch is because some brilliant people at Valve wanted to scare the bejeezus out of us, and keep us playing the same levels over again, and they created a set of rules fit to that end. It's their minds that are hunched inside the base of the robot.