Thursday, December 18, 2008

Seeing Africa, Down the Barrel of a Gun

For all my talk of ludonarrative dissonance, I think that us gamers have a native tendency to let the gameplay, rather than the narrative, assess the moral aspects of our conduct for us. When we're rewarded with currency and powerups, this validates whatever we're doing in the world, regardless of the narrative scaffolding the designers decide throw up around our gradual empowerment. If you want to save the world, then you have to push a few old ladies down the stairs: so be it. We're not likely to raise a fuss about it if achievement points are in the offing. It's how the countless heroic exploits of our youth have trained us to approach these things.

I can think of no other explanation for the political and moral tone-deafness in the reviews of Far Cry 2. I've trawled metacritic for assessments of the game, and while these trained professionals have an excellent eye for lighting effects and improbable AI, the fact that the narrative revolves around setting Africa ablaze for fun and profit seems to have passed without notice. Maybe I have some unusual sensitivities when it comes to doing violence on African soil, because I spent a bunch of time in college reading Franz Fanon. But I had to turn to Mitch Krpata's review in the Phoenix to get a take that did justice to the game's comprehensive moral unease. Maybe the the adjective “gritty” is supposed to capture the edge of moral horror that tinges many of your actions in the game.

I think this tendency to associate gameplay-progress with moral rectitude is what blinds us to the ethical messiness of Far Cry 2. The game's buddy system is a good example: your fellow mercenaries will come and save you from dying, help you upgrade your safehouses, and give you missions. So they must be pretty good, right?

The thing is, your buddies are not good people. After spending a small amount of time with my best buddy Paul Ferenc, I came to the conclusion that the man was in line for a severe beating . He may have pulled me out of a scrape once or twice, but those facts doesn't paper over the fact that Paul is a callow douchebag, the feckless backpacker type satirized in The Beach. I'm supposed to help this man achieve his lifelong dream of kicking back in Thailand for six months and getting high every day.

My contempt for Paul led me to the next logical question the game poses: how is it that you're any different? Every game makes you feel like you're the moral center of its cosmos, and this is misleading. Seeing yourself in the other mercenaries (you can actually choose them as player-characters) just reveals what you would know if you weren't locked into seeing the world from the first-person: you're part of the problem. The player is just another well-heeled Western interloper looking to capitalize on the political chaos for his own ends. Nobody's welfare seems to factor into the equation.

To its credit, Far Cry 2 doesn't beat you over the head with this stuff. Everything is done with a subtle hand: a doctor in town almost calls you a “foreign mercenary”, before stopping himself and calling you an “altruist.” But early on, I held a knife to an aid worker's throat to get the location of some medical supplies, which I then destroyed in an effort to get some leverage. After threatening to slit another man's throat I heard him mutter “This life!” as I walked away. The moral tenor of the game doesn't come through elaborate speeches and grand gestures: it's all in his tone of voice as he utters the line. It's all there if you're paying attention.

Maybe you're a well-meaning imperialist: you're be looking to take down the man who's fueling the conflict by dealing arms to both sides. But in the meantime you're just another asshole with a gun playing the political mayhem to your advantage. And if, at the beginning of act 2, this involves some arms-proliferation to break a cease-fire between the factions, so be it. The game told me I had to do it, anyway.

And while we're talking about the game making you do things, it's important in closing not to overlook the most important point: it's incredibly fun to kill people. The gunplay is expertly tuned, and the armory offers you an absurdly diverse array of tools with which to discharge your animal strength; because the combat scenarios are so open-ended, the game encourages you to try a wide variety of those weapons and strategies. I have no idea what kind of alchemy is going on under the hood that creates this urge to murder downed enemies with a machete (I have this feeling it's a combination of the way the perspective mimics your head-movements and the prominence your hands in the visual frame.), but I find myself doing it at every opportunity. I shot a man in Pala, just to watch him die. And the fire, the fire is awful pretty when it ravages the plains. And so, I guess the real message is that killing people is its own reward. Does it matter why?

Monday, December 15, 2008

The Year of Being There

Slowly but surely, the conventional wisdom is coalescing around the view that '08 was an off-year for video games. In Slate's year-end gaming roundtable, Chris Suellentrop cited the lack of critical consensus on the game-of-the-year as evidence that this was “a year of just-misses.” Despite plentiful capital, recession-defying sales, and a raft of rapturously received titles, critical opinion has begun to converge on the view that something is missing from this year's releases.

I have a diagnosis. Back in July, I wrote a piece on the similarities between Jazz and video game design which might shed some light on the indefinable manque in question. Its comparison of improvisational music to video games was a felicitous stalking-horse for my effort to posit a defining conflict between structure and freedom in modern game design. In retrospect this conflict seems more and more important, and fortunately for me the comparison of 2008 to 2007 yields an elegant illustration of this contrast.

A look at the defining games of 2007-- Bioshock, Portal, Call of Duty 4, and Half-Life 2: Episode Two-- betrays a common theme. Each of these products delivered a expertly paced, varied and linear experience. They empowered the player by giving them the opportunity to make the correct choices, to discover their role in the epic that unfolded in concert with their actions. They compensated the player's acquiesce to a preordained path by supplying them with a well-crafted narrative arc and many-sided gameplay.

The best games of 2008-- Fallout 3, Far Cry 2, and Grand Theft Auto IV-- are the fruit of an opposing design aesthetic, a philosophy which prizes experiential immersion in an open gameworld over closely authored design. Steve Gaynor, one of the best advocates of this philosophy of game design, argues that video games best exploit their native potential when they provide a seamlessly simulated world in which the player can exercise their own agency and autonomy: games should “[provide] a believable, populated, internally consistent, freely-navigable gameworld for the player's avatar to inhabit, and robust tools of interactivity that allow the player to build a personal identity within that gameworld through his own actions.” The intrinsically interactive nature of video games, as a medium, ought to be brought to the fore through the creation of game-worlds which allow the player a sense of “being there”-- being transported into a dredible world in which their choices matter.

To me, the above-cited games represent some of the most powerful examples of this conception at work. From the standpoint of sheer density, we've never before seen worlds like Liberty City, The Capital Wasteland, or Far Cry 2's Africa before: chewier, more granular, lavished with yet-unseen devotion to specificity. The astonishing detail and dizzying scale of these games (especially the first impact of the environments: stepping out of vault 101, driving into Algonquin for the first time, the first African sunrise) marked a qualitative leap over the worlds of games past.

So what went wrong? Why are these games flawed masterpieces or “near-misses” rather than monuments? On one hand, I think it's a matter of diminishing returns: given the length of modern videogames, the spell cast by those environments can't help but dwindle over the course of tens of hours of play. Maybe the first dozen times you pass some jaw-dropping panorama or meticulously detailed cityscape and you are arrested by its sheer gorgeousity. But games demand a long investment of time, and by the tenth hour that lush gameword becomes another place you drive by on your way to killing some dude. It's almost like Gaynor's video-games-as-travel metaphor went over-literal: Liberty City is a nice place to visit, but I wouldn't want to live there.

The progressive waning of the player's astonishment would be less of a problem if open-world games managed to engineer a well-paced experience with variegated gameplay. But non-linear games also have difficulty establishing taut pacing over a twentyplus hour narrative. Because they give the player discretion over the unfolding of the core narrative events (the more-scripted “missions” that make up the main quest or storyline), the situation that they find themselves in-- the world itself-- has to be “seeded” with points of interest in such a way that the player will be sufficiently engaged if they take off on their own. Because the prime mode of interaction in these games is combat (even Fallout 3 has little non-combat interaction outside of towns), the core gameplay tends to become repetitious even if the basic combat mechanics themselves are satisfying and patient of a variety of approaches. As Suellentrop wrote, “Don't I have the right to expect something more from this marvelous new medium? Something more wondrous than beautifully and impeccably crafted worlds filled with enemies for me to kill?”

The storyline that the player can create for themselves by traversing the world at their leisure has to be at least comparable in its pacing and variety to that of a more tightly-scripted game, and this is supremely difficult to achieve. This is partially a matter of execution-- GTA has an overlong third act and repetitive mission structure, Far Cry 2 has a few too many guardposts, Fallout 3's environments have this feel of procedurally-generated uniformity to them-- but these corrigible flaws point to the unresolved challenges inherent in open-world game design.

Setting all these difficulties aside, there is an element missing in all of these games that is perhaps even more important. One of the benefits of linear game design-- steering the player towards a particular set of actions and scenarios-- is that it allows the designer to freight these specific gameplay elements with a narrative signficiance. That is, the more you can shape the gameplay the more you can work towards a synthesis of gameplay and narrative.

In the Slate exchange, Newsweek's N'Gai Croal contrasted Gears of War 2 with God of War, noting that the latter better exemplified the marriage of gameplay to narrative:

Compare [a sequence in Gears] with the sequence in the first God of War, in which our hero Kratos, trapped in Hell with the wife and child he inadvertently slaughtered, must now protect them by alternately holding them to him (using the game's grab mechanic to share his health bar with them) and fighting off an army of Kratos doppelgängers. It's gameplay, not a cutscene, and nearly four years after God of War's release, it still stands as one of the best examples of how narrative and interactivity can be synthesized to create, well, art.

Gears' deficiencies in this respect are (from what I gather) a failure of creative nerve rather than a structural problem, but the felt disconnect between gameplay and narrative that Croal highlights is common problematic in the year's best games. It's nowhere more dissonant than in GTA4, where the gleeful sociopathy of the gameplay clashes with the putative moral decency of the protagonist. Fallout 3 lacks any such jarring clash, but at the same time it also fails to forge any memorable connection between the game-mechanics and the story itself. My sense is that most of the mechanics (the reward scheduling, the level progression, the quest structure, and the morality system) are well-tuned RPG conventions that could be transposed into any any other story and into any other world. They're mercilessly compelling and well-crafted in their own right but they don't reflect the kind of artistic impact that is possible through the mating of those mechanics to story.

What is missing, then, is the meaningful fusion of story and gameplay, form and content, that made games like Half-Life 2, Bioshock, and Shadow of the Colossus so memorable. The exception is Braid, a game in which deprived the player of choice in order to invest its time-scrambling gameplay with thematic and emotional resonance. It was a shining example of the potential of narrative synthesis in this year of immersion.

Wednesday, December 10, 2008

Essential Jargon: Procedural Rhetoric

Leigh Alexander recently lamented the lack of a common critical vocabulary among the games journo set, in her review of 2008's biggest disappointments. (More disappointing than the fact that the owners of the most important console in world are being treated to a gruesome parade of z-grade software? Really?) Of course, she doesn't mean “vocabulary” literally; Alexander explains that the problem is that the games-writing landscape has surplus of consumer advocacy and a surfeit of criticism. (What's the difference? I say: a review tells you if a game is fun, criticism tell you how it's fun.) But this is a convenient pretext for more jargon-mongering under the welcome cover of topicality. To whit:

“Procedural Rhetoric” is an analytical framework for video game criticism developed by Ian Bogost, a professor at the Georgia Institute of Technology and a prime mover in the nascent academic field of videogame theory. Bogost's 2007 book Persuasive Games: The Expressive Power of Videogames is a long-form implementation of this analytical framework to video games concerned with matters political, commercial, and educational. It aims to show how video games, as a means of persuasive expression, might transform our understanding of these various domains.

So, what is Procedural Rhetoric? A wise man once told me: “Pliskin, whenever you face a complex problem, chunk it out.” And so I will.

The “procedural” piece tags how games express ideas. Games are procedural because they use rules to represent things. When you interact with a game, there are a set of procedures, or rule-based systems, that define what your tappings and wagglings mean in the context of the game's world. So, there's a rule that says your character will jump if you press A, and another rule that says you die if you run into an enemy, and a rule that says you advance to the next level if you reach a certain point without dying. As Bogost writes, “Procedural systems generate behaviors based on rule-based models; they are machines capable of producing many outcomes, each conforming to the same overall guidelines” (4); every computer game is a complex, nested system of rules whose structure designates certain outcomes in view of the player's inputs.

One of Bogost's main points is that procedurality as a phenomenon isn't native to games. Human beings inhabit a variety of worlds-- natural, social, economic, and political worlds-- whose basic contours are rulish in nature. There's the law of gravity, the law of supply and demand, laws against regicide, and so forth. What video games do is represent the logics of these rule-bound systems through processes and procedures. This is what makes them different from other media; unlike visuals or text, games represent systems of rules by using systems of rules, and this makes them particularly adept at representing how complex systems work: “only procedural systems like computer software actually represent process with process.” (14). So where a textbook might represent gravity by using equations and pictures, a game can represent gravity with a physics engine: a system of rules which manipulates objects in accordance with certain physical laws. Guns, Germs and Steel and Civilization both express visions of the developmental logic of human civilization: one with words, one with rules.

The “rhetoric” piece tags why games express ideas. Rhetoric is the art of persuasion. Bogost's interested in how games persuade their users through rules, since he thinks that they have unique persuasive capacities relative to other media.

There are many rhetorical techniques, not all of them kosher, but Bogost is especially concerned with a rhetorical figure he traces to Aristotle, the enthymeme. An enthymeme is a rheorical technique where you present a piece of inferential reasoning but omit one of the premises of that piece of reasoning. For example, I could say “Of course this guy dude loves first-person shooter games. He's a fourteen-year-old racist!” The suppressed premise of this figure is: all fourteen-year-old racists love first-person shooter games. I think the reason Bogost hones in on the enthymeme idea is that it contains a kind of proto-interactivity-- in order to understand the point, the audience has to piece together the logic of the statement and discover the missing premise.

So, to re-chunk the matter at hand, Bogost proposes that video games are particularly adept at creating procedural enthymemes. As the player interacts with the system of rules by learning to play the game, they also gain a grasp of the deeper logics that shape its surface-logic-- what deeper rule-governed forces account for the way the game behaves. For example, let's say that when I start playing SimCity, all I know is that I'm out to build a city on a hill. And so I might start out by just zoning willy-nilly in a bid to attract a tax base. But when I've played the game for a while, I come to realize that the layout of the residential zones relative to the transport systems, power grid, police stations, fire houses, and industrial zones is the key condition for economic and population growth.

Bogost says that discovering this deeper layout-logic is like discovering the suppressed premise of an enthymeme. And this is one important way that games can be used as arguments; they can make an argument about the way things work (the way economic, commercial, and political systems work, for example), by having the player discover the underlying logics of its systems. Maybe you play another game-- a simulation of being a freshman house member in the US congress-- and as you play it, you discover that the key factor in “winning” the game (getting elected) is voting for legislation that favors big-pocketed donors to your reelection campaign. Making that game would be a way of persuading the player that the campaign-finance system is in need of repair.

So that's procedural rhetoric. I have a bunch of inchoate thoughts on the merits and demerits of this approach and Bogost's execution of this paradigm, which I'll save for later or possibly just spare the public. But I will say this: at first blush, I'm entirely on board with the procedure and wary of the rhetoric. What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users.

I'm not saying that there is a hard-and-fast distinction between art and propaganda. Surely, a great work of art says to its audience: du muss dein leben andern. But we value beauty because reveals a transfigured world to us, and persuasion has a way of trivializing this transfiguration. This isn't a knock on Bogost's approach. At least in the context of Persuasive Games, he's not in the pursuit of beauty. But for those of us who entertain the idea that games might be art-- art which might (in time) become important to humans in the way that Homer and Battlestar Galactica are important to us-- stand in need of an aesthetics rather than a rhetoric.

Tuesday, December 9, 2008

It Came From the Trackbacks

Here at Versus Clu Clu Land, our motto is “Come for the Guitar Hero flamewars, say for the Brechtian analysis of Metal Gear Solid 2.” But I also want to do justice for the people who didn't mean to be here at all. I spend a lot of time checking the trackbacks to my blog, which shows referrals from other sites-- it's always heartening to see this modest venture make it on a blogroll or find someone who has an opinion about something I wrote. But the most colorful discoveries are the google searches, which reveal a legion of wayward souls who mistakenly clicked this site in the honest pursuit of deathclaw pornography. Deathclaws pornography searcher, your quest was not in vain; you will achieve posterity, as a trackback. A sampling:

"pictures in iroquois of there land" #3

"Foucault hermeneutics of the subject" #5

"ROLAND KEY .GAMES" #3

“if you were an iroquoi learning in an iroquois town” #6

“sexy mystery woman picture “ #1

“rock band guitar controller doesn't play fast notes” #1

“i have not told my garden yet thesis” #2

“why use pronoun she instead of he” #13

“mark frumkin dreadlocks” #6

“brechtian the expectation of the rule” #1

“intrinsic desire versus self discipline are both compelling” #1

“boys games from seeing their stuff” #1

“deathclaws porn” #2

“player piano video for children” #5

“how to get fizzle bear on viva pinata” #6

“i have money world oyster” #4

“why i cant use my head while playing games” #4

“what does vault means” #1

“im really bad at this whole goodbye thing” #2

A special shout out to the author of twitter.com/powermobydick, who apparently spends his time compliling every mention of Moby Dick on the interwebs. Yours is a brave and noble calling.

Merely For the Sake of Argument

There's two worst-of lists in my google reader today: Leigh Alexander over at Gamasutra and L.B. Jeffries both posted their year-end roundup of the worst in gaming, which are nearly as enjoyable as the best in gaming. Their mutual bête noire? The holiday game-release funpocalypse, which has made holistic analysis of the current gaming scene impossible to all save heavily medicated twelve-year olds. Seriously guys, when you're releasing these games, think of the critics. There is only so much fun that we can take.

...Which is why I can't weigh in on the question raised by Chris Suellentrop in my favorite year-end tradition, Slate.com's year-end critical roundtable with N'Gai Croal, Stephen Totilo, and Seth Schiesel. Chris asks if 2008 was the best year ever for games; since I've yet to play Far Cry 2, Fable II, Gears of War 2, or Imagine Babiez Pony Party 2 (possibly an actual game), I have no right to weigh in on this question.

So instead I'm going to make an end run on the whole discussion, evade the calendar year, and declare a Tiger Slam. The following games were released between August 14, 2007 and August 14, 2008 in the United States.

Bioshock
Rock Band
Portal
Call of Duty 4: Modern Warfare
Persona 3
Halo 3
Pixeljunk Eden
The World Ends With You
Super Mario Galaxy
Grand Theft Auto 4
Braid
Everyday Shooter
No More Heroes

There are others that could go on this list: Burnout Paradise, Wii Fit, Mass Effect, Boom Blox, Assassin's Creed, and Metal Gear Solid 4. All I'm saying is, I left deserving stuff off the list, merely for dramatic effect. Discuss.

Saturday, December 6, 2008

Protip

In Google Reader, input:

up,up,down,down,left,right,left,right,b,a.

Friday, December 5, 2008

Essential Jargon: Ludonarrative Dissonance


I hate the term “ludonarrative dissonance.” It sounds needlessly florid, and it's the sort of thing that gives aid and comfort to the people who think that games writin' has gotten too fancy. Though it exactly describes the phenomenon in seeks to explain, it's the kind of phrase that stands in the path of common human understanding, and this is never a good thing. I wish I had a good substitute neologism at hand, but the plainer “story-game conflict” lacks zazz. Maybe the readers have a pithy and non-latinate alternative.

In a recent speech at the Montreal International Games Summit, Blow described ludonarrative dissonance as one of the three ways modern games are “conflicted.” (He calls it a conflict between story and “dynamic meaning”, but it's basically the same idea.) Here's the conflict: the game's mechanics lead you to have certain attitudes towards a character or situation, and the game's story tells you (or your character) to feel a different way. Because these two elements of the design pull in different directions, the game fails to achieve what it wants to communicate in either case. Hence the dissonance.

We might say: mechanics don't tell you anything. Mechanics are just sets of rules that define what you can do in the game: jump, run, shoot, whale on ninjas. This is right; textbook cases of dissonance revolve around a smaller subset of rules that define “progress” in the game: how it rewards you for doing certain actions by giving you new abilities and allowing you to progress through new terrain, and how it punishes you by forcing you to replay certain segments and preventing you from getting further. Blow advances the idea that these elements of the game's mechanics have a quasi-moral significance that is ultimately significant w/r/t the narrative. By giving and taking progress from the player, a game communicates a message about what is right and wrong to the player. Blow critiques World of Warcraft, for example, because he thinks that it showers unstinting rewards on the player's unpraiseworthy drudgery.

In the original case of ludonarrative dissonance, Clint Hocking's critique of Bioshock, the point of conflict was the player's decision to save or harvest the “little sisters”, a well-defended posse of bioluminescent poppets with a monopoly on a crucial resource which the player needs to upgrade their abilities. From the standpoint of the story, this decision is crucial; it's cast as a harrowing moral choice between virtue and self-interest, a decision that resonates with the story's larger thematic concern with the costs of untrammeled self-interest. But from the standpoint of the mechanics, either decision is more-or-less equal over the long term when it comes to progressing through the game. And this tells the player that the decision isn't as important as story says it is.

Almost all of Blow's examples focus on conflicts between narrative elements and the reward-structure of the gamplay. But there's a different kind of dissonance in games as well, which is as important to thematic coherence but is but harder to articulate. It's the way that game mechanics, the controls and movement and gameplay alltogether, invest your actions with a specific texture. Game mechanics (the controls, but also the structure of the levels and the enemy design) can create a certain tactile impresions to them that's hard to put into words. The way a game controls, the way it feels in you hands, can speak volumes.

An example might help: Mitch Krpata recently wrote a post on Gears of War 2, and said that he felt that there was a disconnect between the gameplay and the story. As a cover-based shooter, the gameplay centers around holding down a defensive position and keeping distance between yourself and the hordes of locust. But “The storyline... puts the COGs on the offensive for the duration. It's all rah-rah, take-it-to-'em stuff. You get all geared up to fight, pardon the pun, and then spend all your time with your head down. That doesn't make sense.” Krpata found the defense-based gameplay was satisfying in the context of the first Gears, where humanity was up against the ropes. But now that the story licenses the player to go out and get some, it seemed unsatisfying to spend your time cowering behind sandbags.

It's also worth noting where this marriage of narrative and gameplay goes right. I've been playing the most recent Prince of Persia game this week, and one of the things I like about it is distinctive feel of the platforming. Both the platforming and the combat have been likened to a rhythm game, and this is a strange-but-appropriate comparison. Because you don't control your momentum in midair, traversing the world is mostly a matter of timing your button presses correctly. The jumping and climbing has this nice tactile rhythm, and because the game is so forgiving, it allows you to focus on charting a fluid path through environment without worrying overmuch about death frustrated. With practice, you get the point where you can read the terrain like a row of glowing gems in Guitar Hero. The feeling of lightness you get from conforming to the tempo of the terrain complements the narrative, since the hero is depicted as a of carefree gadabout in a consequence-free magical kingdon. The banter, the visuals, the pace of the platforming, the supernatural aura, all these things work together to create this feeling of freedom and careless heroism. These gameplay systems wouldn't work in every game, but they function wonderfully in the context of the world and narrative that Prince of Persia attempts to create. Call it ludonarrative harmony.

I don't agree with all of Blow's arguments (and I take some issues with his examples, which I'll spare you out of an unusual dispassion for pedantry) but I do think he does an unusually good job of articulating the the problems and tensions in so many modern games. The challenge is finding ways to meld form and content, gameplay to story. These elements in modern game design have had one shotgun wedding too many, they deserve some happy nuptials.