Showing posts with label both artsy AND fartsy. Show all posts
Showing posts with label both artsy AND fartsy. Show all posts

Wednesday, December 6, 2017

I Settle All Video Game Arguments, Part 2: What Is a Game?

According to the rigorous definition of Game that I will provide, creating "dank memes" IS a video game.

One of the painful things about being in the games biz for a long (LONG) time is that you see the same tedious arguments brought up and rehashed, again and again, by new generations. I am writing a series of posts to settle these debates once and for all.

No need to thank me. When I get the Nobel Prize, don't worry about sending the medal. I just want the money.

This time, I settle a question that has tormented academics and Mad On Twitter types alike: What is the definition of a game?

How This Tedious Discussion Started

When the Indie Boom hit, several games of the genre called Walking Simulators came out and achieved huge financial and critical success. I personally enjoyed many of them greatly. (Despite this, I still use the term "Walking Simulator" because I find it funny.)

When they first gained notice, a certain portion of the gamer community was angered by the acclaim for Walking Simulators, sniffing in response that they "Aren't games."

This is, of course, entirely the wrong way to phrase their complaint. What they should have said was, "These games, whatever their good qualities, strip away everything we value in gaming and don't give us enough hours of distraction for our limited dollars, and the fact they are being treated as the future and only thing of value in our medium fills us with resentment."

Whether you agree with that sentiment or not (and there's plenty to say on both sides), it is a statement you can actually debate on its merits.

But this debate, such as it was, was moot. Last I checked, Walking Sims (even really good new ones) are selling modest numbers and games where you shoot monsters in the face are still making billions.

So there was no reason to continue the argument ...

According to my rigorous definite of Game, this IS a video game.

But Then Academia Got Involved.

A lot of people go to college to study videogames, and some try to create advanced critical analysis of the form. Don't blame me. It's not my fault.

I studied theatre in college, which was a fantastic experience. When I was there, I observed that people new to an art form constantly try to attach firm definitions to everything in it.

"What IS a play? What is acting? What is a work of art? What is the explicit definition of joy? And beauty? Dude, my hands are HUGE! They can touch anything but themselves!"

Exercises like this are not useless. It's good, when you’re young, to spend a lot of time thinking about the nature of your art form. Then you stop, because you realize that the nature of art is a very slippery thing. Whatever rule you come up with, someone else will become awesome by breaking it.

Here's the deal with art: Your brain compels you to make a thing, then you make it, then people dig it or they don't. The end.

Despite this, otherwise sensible people still actually spend time trying to define a game. Google "What is a game" and marvel in wonder. It's really quite the thing. A whole bunch of definitions, none of them adequate, because they're all too broad or too narrow or too abstract.

So I'll settle the issue and save everyone a bunch of time. This is important to me because I'm working on a cool new indie role-playing thing now, and it'll be out soon, and I want to be sure I can call it a game so I don't get in trouble with the FDA or whatever.

According to my rigorous definition of Game, this is NOT a video game.

What Is a Game?

Consider the large, highly profitable genre called Hidden Object Games.

Here's how they work. The game says, "There's a squid on the screen." Then you find and click the squid. Then you do the same thing with a sandwich or a skull or whatever.

Is this a game? I mean, hell, I'm not 100% sure this counts as an ACTIVITY.

But it has to be a game. How do I know? Because "Hidden Object Game" has "Game" in the name.

So just clicking a few times makes it a game, and you have to click just to launch the game. Sooo ...

According to my rigorous definition of Game, this IS a video game.

The Answer!

If you're asking, "Is this a game?" it's a game. Sure! Why not? Who cares? It might be a good game or a long game or a bad game or a word processor.

Semantics arguments are lame. Argue about the content. What is a game is trying to do, how does it attempt it, how well did it succeed, and why? That's all that matters.

Wait. You Didn't Actually Define a Game.

So if you're hangin' out and someone starts to discuss with you what the definition of a game (or gameplay, or play, or immersion, or ludonarrative dissonance) is, do what I do!

Step 1: Nod sagely and adopt an expression of extreme concentration.

Step 2: Point over the person's shoulder and shout, "Hey, what's that!?"

Step 3: Activate the ninja smoke bomb you have in your pocket. FWOOOOSH!

Step 4: Sneak into another room.

Step 5: Talk to literally anyone else about literally anything else.

Problem solved!

According to my rigorous definition of Game, this IS a video game.

This Is Ridiculous. By Your Laughable Definition, Photoshop and Excel Are Games. That Is So Broad As To Be Meaningless! But What If You First Define Gameplay To Be ...

OK, you've broken through. My decades of experience have enabled me to have one simple, unquestionable test for how to peel apart interactivity for a productive purpose from interactivity for an entertainment purpose. First, you ... Hey, what's that!

FWOOOOSH!

As An Extra Multiball Reward For Making It All the Way to the End of This Mess, I Will Settle Once and For All the Question: "Are Video Games Art?"

No. Never. Don't be silly.

### 

If you're intrigued by giant indie RPGs with cool adventures and epic stories, you can wishlist our next "game" on Steam. News about our work and random musings can be found on our Twitter.

Wednesday, September 7, 2016

No, Video Games Aren't Art. We're BETTER.

Do you think this should fill me with shame? Because it does not.
"When I was twenty, I worried what everything thought of me. When I turned forty, I didn’t care what anyone thought of me. And then I made it to sixty, and I realized no one was ever thinking of me."
- Bob Hope, as told by Patton Oswalt

I used to argue passionately that video games were art.

Then I stopped arguing about it, because why bother? Of COURSE video games are art.

Now I see that it's a waste of time thinking of video games as art. Why would we game designers ever aim that low?

I Don't Want Art. I Want Transportation.

I just finished playing DOOM. Like many, I was amazed by how awesome a game it turned out to be. Penny Arcade had the perfect description for it: "Playable sugar."

DOOM had three of the best boss fights I've ever seen. Punishingly tough and yet scrupulously fair. When I died, I could say, "OK. I know what I did wrong. I won't do that again." When I fought those bosses, I was utterly transported. The rest of the world vanished. When I won, I was sweaty, wrung out, and completely satisfied.

I love literature and theatre. I love great movies. Yet, I can't remember any work of art, no matter how good, that consumed and drained me as much as the Cyberdemon in DOOM.

When I beat it, I felt proud. It is dumb to feel proud about something in a video game. The feeling was real nonetheless.

Nobody considers DOOM a work of Fine Art. Nor should they. Bloggers are not grinding their gears contemplating the True Meaning of DOOM. Nor should they.

It's not art. It's simply awesome.

Why would I ever be unsatisfied with Awesome?

Put this in front of me, and I will be lost until the sun comes up. Nothing else has that power over me. Should I be ashamed of this? Because I am not.
We're Doing Fine Without You.

It always peeves me when some blogger says, "Video games are OK, I guess, to the simple-minded. But they're not enough. They are unworthy. They're [string of negative adjectives], and it is up to me, hero that I am, to FIX them at last!"

Get over yourself. Video games are fine. No, they're not fine. They’re doing GREAT, by every possible metric.

Number of titles? The market is gruesomely flooded. (Gruesomely for developers, I mean. For fans, it's an overwhelming embarrassment of riches.)

Number of fans? Video games are popular to the point of global invasion. Find me a human, and I will find a game that can addict them.

Financial success? We're a 100 BILLION USD a year industry. We're huge and getting bigger every year.

Artistic accomplishment? Creativity? Look up any Best Games list from 2014 or 2015. Video games are breaking new barriers in craftsmanship and artistic expression every year and turning profits while they do it.

Diversity? Pick any demographic group, and someone is making games to cater to them personally. It's one of the great advantages of a gruesomely flooded market. (Of course, not every game will cater to you personally, but that's not possible or desirable. Other people get stuff they like too.)

Video games are taking over the world, and they're doing it in style.

We're winning because we offer something better than art. We offer Experience.

If you don't think Pong is fun, try it with friends. It holds up.
I Understand The Last of Us On a Higher Level Than You

The Last of Us is a truly great game. Many have written about it, including me. I recommend it very highly.

But here's what bugs me. The cutscenes of The Last of Us told a very good story. Those cutscenes, all together, would make a solid B+ zombie movie. But when bloggers wrote about it, they treated the actual game part of The Last of Us as this sort of useless, irritating, vestigial limb.

Without the gameplay, the action, the battle, the fear, the dying again and again, The Last of Us is just an above-average zombie movie. The true greatness of the experience is in the sneaking and the stabbing and the shooting and the dying. (LOTS of dying.)

Here's Why.

Would You Survive the Apocalypse?

It's not a hypothetical question. I mean it. Think about it. Five seconds from now, zombies leap in through the window. Civilization is OVER. Would you make it through?

Well, here's a way to think about the question.

Imagine starting a game of The Last of Us on the highest difficulty level. (Or The Walking Dead. Or DOOM, for that matter.) Go into it blind. Try to play through the whole thing, front to back, without dying.

If you make it, you survive the apocalypse. If you're one of the 99.9999% of people who don't make it, you die. You help make up one of the mountains of skulls that serve as DOOM background.

Try it. It's an amusing exercise. It took me five tries to get through the tutorial of The Last of Us, so I know where I stand.

I had a much older relative once who thought she was immune to video games. Then this infected her. Eventually, she shook free, but she never again dismissed the power of our craft.
Of Course, This Isn't Literal Truth.

Obviously, the skills to win a video game are different from the skills needed to literally survive the End of Days. I know this.

The Last of Us, the actual game part of it, is trying to do something impossible. Like, literally impossible. It is trying to give us a glimmer of a portion of a sensation of understanding the experience of the end of the world. It doesn't succeed, of course. It can't.

But it does come closer to putting us INSIDE that experience than anyone else. We're not watching, we're doing. We are, in an indirect way, mediated through joysticks, living an experience. We are taking part in a compelling demonstration of how fragile our lives are. How utterly inadequate we are to the challenge.

The Last of Us can trick our brains, for a moment, into thinking we're struggling for survival. Similarly, Minecraft can trick us into feeling like we're building something glorious out of nothing. Cookie Clicker creates a powerful sensation of growth and progress, abstract but compelling.

When I write a game, I try to make you feel like you have power. Then I try to make you feel the awesome, terrifying responsibility of having power. When I force you to make a tough decision, for a brief moment, I can reprogram your brain and take your thoughts somewhere they've never been before. This is amazing.

That is, at heart, what the games we make are. They are tools we creators use to compel and rewrite your brains. We haven't begun to come to terms with the power we've unleashed with these toys, these addiction machines.

This is an integral part of childhood now. It will only stop being thus when it is replaced by something even more powerful.
SimCity Isn't Art.

Nor is Civilization. Or Halo. Or Space Invaders. Or Castle Crashers. Or DOOM. Or Super Meat Boy. Or Hearthstone. Or League of Legends. Or Clash of Clans. Or Minecraft. Or Pac-Man. Or Solitaire. Or Pong. Not art. Why would they aim that low?

They provide consuming experiences. They are compulsions.  I'm not going to argue that they're High Art. They aren't. They're SuperArt. They take over your brain and let you get lost in them.

I can see why Artists look down on what we do. They have no choice. They certainly can't compete with us. What we do is irresistible. Authors and playwrights are dinosaurs, and we're throwing the asteroids. We'll let Film and TV survive. For now.

Atari Adventure doesn't look like much. Yet I've seen this silly thing compel people, young and old, for a whole evening. Not an evening many years ago. An evening NOW.
"But What About Games That Do Try To Be Art, Smart Guy?"

They're great. I am a huge fan of video games borrowing storytelling techniques from obsolete art forms. Beginner's Guide. Gone Home. Her Story. Firewatch. All worthy titles that fused game elements with more mundane art forms to create things that felt new and fresh.

A lot of indie games now are movies that you stroll through with the WASD keys. You can make a neat game this way. I’ll probably buy it. Just don't think it makes your work inherently superior to more gamey games. If you're just telling a story at me, well, a lot of media can do that. When I play Overwatch or Dark Souls or Civilization, I am transported in a unique way only video games can provide.

This is my game. It doesn't look like much. Yet, for 20 years, I've gotten fan mail telling me how addiction to my work threatened relationships and livelihoods. Good.
I Am Done Apologizing For My Craft.

I have been obsessed with video games for as long as they have existed. These strange, shaggy, crude, profane, elegant, lovely creations are my life's work. I love them.

However, video games have a crippling self-esteem problem. We are desperate for validation, and this makes us targets for any shyster who wants to take advantage of us.

Roger Ebert says he doesn't think we make art, and we lose our minds. Some people seriously claim games don't deserve the journalism due any industry of our massive size, even while ripoffs and shoddy goods are an epidemic. Academics and print journalism write about us in terms that are condescending, uninformed, and occasionally slanderous, and we cravenly respond,  "A newspaper cares about us! Please act like we're worth something! Please!!!" When you are sufficiently desperate for validation, even abuse can feel like love.

Enough. Developers and gamers are working in a symbiotic relationship to create something entirely new, a craft unlike anything in human existence thus far. We are exploring a new realm of possibility, and I count myself truly blessed that I get to take part in it from its infancy.

I just finished a game called Avadon 3: The Warborn. It's pretty cool. It has a lot of neat scenarios, choices, characters, battles, and just plain good stuff. I made a little world for you to try on for size. I hope you like the little toy I made. I've already started building two more.

Video games are so powerful that they can even disrupt the Magic of Friendship.
We've Only Taken the First Few Steps of an Epic Journey!

Want to pitch in? If you have ideas, suggestions, or feedback, we designers need to hear them.

Don't get me wrong. While our craft is awesome, it's still young. We still have so many ways we can improve. There are so many sorts of things we can and should do (design, technical, storywise) that we aren't yet. We need everyone's feedback to make a great thing better.

But I personally do require one thing: That your criticism be delivered with respect and love for the craft. If you don't like video games, don't play them. Fine. It’s your time. But we're already pretty terrific, and we're getting better. Fast. With or without you.

Stop using the word 'art'. Erase it from your dictionary. It's too weak a word. I want nothing less than to compel you. I am coming to consume all your thoughts, all your attention. I want to absorb you to the point where it threatens your marriage and your livelihood.

Video games should not interest or impress you. We should scare you. Video games are taking over the world. You haven't even seen a fraction of what we can do.

Wednesday, May 14, 2014

Please Stop Complaining About Free Mobile Games Now. PLEASE.

God. When did Indie game developers start acting so darn superior all the time?
Like many self-declared oh-so-serious gamers, I've long been irritated by casual mobile free to play games. I finally managed to get over that. I don't know what was wrong with me. Things now are just fine.

Ok, yeah, we know, we've all heard the arguments. Mobile games are too dumb. Too brightly colored. Too greedy. It's irritating to see ads, to be asked for money. They make too much of their money from compulsive "whales." We're nerds, and grannies are sneaking into our seekrit kewl gamer basement. Mobile game developers are too obsessed about money metrics and not enough about creativity. (As if the Indies are blameless on that score. "But my new tower defense game is really groundbreaking!" Please stop talking to me now.)

Mobile games are not what gamers and Indie developers want gaming to be. And this is the Internet, so, if anyone likes something different, THEY MUST BE DESTROYED.

Yes, you've had your say. You don't like mobile games. We got it.

So please give it a rest already?

So Jeff, What Got Up Your Butt?

Lots of things, but this tweet was kind of the final straw. In my butt. #mixedmetaphorpromode

Sure. I'll get right on saving mobile gaming, as soon I finish this Hearthstone match. Then I'll ... WHAT? RELEASE THE HOUNDS AGAIN? I HATE HUNTERS SO MUCH!!!
I feel a little bad picking on Notch here, because he's a decent guy and critiquing tweets is already a waste of time, but his tweet bugged me for two reasons.

First, "save mobile gaming?" From what? Being crushed under a giant avalanche of cash?

Second, this is a smug dismissal of a huge chunk of the game industry that keeps a lot of developers employed making games that a lot of people really like. It's also the most emotionally manipulative argument possible: OH, won't someone think of the CHILDREN!?!? ("Honey, are you letting little Billy playing Clash of Clans?" "Yes." "You MONSTER!")

By the way, in my observation, the younger generation isn't playing mobile F2P. The kids are spending all their time in Minecraft. Somehow, I think they'll be fine.

(Actually, if you want a better example of the Indie Developer sense of superiority, this recent article in Polygon is the gold standard. His attempts to use mathlogic to prove that these immensely popular games are actually hated are genuinely amusing.)

While we're all relieved that Indie gaming is ready to swoop in and save us from what we want, those of us who hate mobile games should take a moment to consider why we do. Speaking to gamers here: When you viscerally hate something that has never hurt you personally (or even affected you, really), it is possible that the true problem is really somewhere inside your own head.

So let's examine some of the reasons why we fear and hate our new Mobile F2P masters.

"Hearthstone doesn't count. I don't consider one of the bad free games." Yeah. Everyone says that about the one they like. 

One. "The People Who Make Them Are Soulless Business Drones. Not Cool Arteests Like Us."

Yeah, pretty much. I've been to casual/mobile game trade shows, and, man, that is so not a nerdy place. It's a bunch of NormalPeople and MBAs, with nice clothes and haircuts, tossing around weird business terms like ARPU and ARPDAU and AMPU and DILDONG. And sure, they all like Game of Thrones, but they don't like it in the correct way we do.

Sometimes I think that the gamer hate for mobile is not because it's unsuccessful (because it's massively profitable) or because they provide people with mind-boggling amounts of leisure fun (because they do), but because they remind us of the grade school bullies who laughed at us and took our lunch money. But this time they're doing it inside OUR industry.

People who write free games, from Candy Punch Saga to Hearthstone are doing what we do, but better. (And yes, Hearthstone has "Casual" appeal too, whatever that means. Ten million registered accounts says so.)

The people making those games may not being doing it our way, by our metrics, but they are passionate about giving lots of people something they like. Hell, they care about how many people play their games way more than I do. They'll lose a week's sleep over increasing their player base by 0.01%, because that might be the edge they need to stay employed.

The sheer scale of the entertainment they provide is mind-boggling, and they're doing it mostly for free, with, by the way, game systems that mere mortals can actually understand.

Why did free games take over the world? Well, you can pick up the entirely of Hearthstone in five minutes. Think you understand the rules to Magic: The Gathering? Nobody does. Look what it takes to understand that game.  It's madness.

Maybe accessibility is our problem. "Hey, man, I was wasting my life stressing about impenetrable rules systems before it was cool."

Two. "They Write Simple Cartoony Games For the Most Casual."

And they're rich. Aren't you just angry you didn't think of it first?

What people seem to ignore is that these games provide the most challenging hardcore experience available in games today. Want a rough time? It's simple: Don't spend money.

(A common logical error made when analyzing mobile games is seeing that only a small percentage of people spend cash and concluding this means people don’t like the games. This is a huge mistake. I’ve never paid a penny on free games, including several I love. This just means that I’m awesome.)

Free games, even the more casual ones, solve the great problem in game design. They thread the needle between Casual and Hardcore. Want a light, easy experience? Spend a little money. Want a punishing experience that takes lots of time and care? Play for free.

Yes, if you pay for free, they'll put a lot of time blocks in your way, both arbitrary waits and levels you'll lose a lot of time. But that's what serious gamers want, right? To do something hard and finally succeed? And this time it's even more fun, because you did it for FREE. It feels like you got away with something!

Hay Day, and enormously popular F2P game. I only put up this image because I think it'll annoy gamers.
An Aside. You Think You Know Hardcore? You Don't Know Hardcore!

People who ask for and play tough games are really full of themselves. We all know that. You won Dark Souls? That's nothing. I have a friend who beat Candy Crush Saga without spending a penny. Took months. You want strategy and grueling persistence? There it is.

And she's not a gamer by any stretch of the imagination. She's as casual and casual gets, and she's a more dedicated, obstacle-toppling gamer than you are. Even if her game involves hitting a spastic teddy bear with clumps of purple gumdrops, or whatever.

Three. "If You Don't Pay, You Have To Spend a Lot of Time Getting Power."

Sure. And this makes it different from non-free games how, exactly?

People have a problem with this now? Well, I don't remember gamers having a problem when we all burned up our youths in the twin furnaces of Everquest or World of Warcraft. Used to be, in Everquest, every fifth level was a "hell level," where they doubled the number of experience you needed to pass it for no reason. It was arbitrary, obnoxious, and ridiculous. I still have nightmares about level 45.

If you complained about it everyone jumped down your throat and called you dirty names. Players just spent the hours grinding. With great concentration, you could convince yourself that you were having fun.

Now, the worst thing that happens is the game, to advance, forces you to pay or get this to stop playing for an hour. You don't even need to spend that hour killing the same goblin over and over again. You can go do something else!

Seriously. Whatever ridiculous hoops free games make you jump through to advance? Hardcore gamers have gone through ten times worse. And we did it to ourselves. And we convinced ourselves it made us cool.

An Aside. Of Course, It Can Be Done Badly. Of Course.

It's not hard to make a F2P game that sucks. A recent instructive example of the Internet Anger/Entitlement Complex was EA's free Dungeon Keeper game.

Now, I never played it. And neither did 19 out of 20 of the people who complained about it. From what I heard, it committed the cardinal sin of making people wait too long to do anything and forcing them to spend money to see any of the game's cool stuff.

And they were punished for it. Even in the ancient shareware days, we knew that the free version had to be enough to addict your customers. Dungeon Keeper didn't do this, and it messed up in the harshest, most unforgiving of markets. Result? Don't bother to look for it in the top sales charts. It's not there.

But that has nothing to do with the bizarre level of screeching that accompanied its release. To hear gamers talk, it's like EA defiled some sacred institution of modern society.

Dudes, I was there when Dungeon Keeper came out. I bought it with real money. And ... It was fine. Halfway decent. And that's it. Look at it this way. If it was such a hot property, why was the license allowed to lie fallow for fifteen years?

(Bonus Young Developer Advice: Looking for a game idea? The apparent desire for a new version of Dungeon Keeper might be something you can profitably take advantage of.)

"I have two jobs, three kids, and four minutes to rest." Why don't you spend that time pretending to have a miserable, meaningless life? "Because I don't hate myself."
Four. "These Games Are Shallow and Don't Provide a Rich Artistic Experience."

Yes. Thank God.

I've lost count of the number of indie developers who cursed these games as being mere time-wasters and dopamine-generation buttons. Why wouldn't you instead play an iphone game that provides a varied, rich artistic experience, like ... like ... Yeah, I don't know either.

Look, don't listen to indie developers. We all may be, oh, I don't know, a tiny bit in love with ourselves? I missed it when the world elected us the High Princes And Arbiters Of Leisure Time.

Candy Crush Saga fans aren't sheep or Muggles. They are making highly rational choices about spending limited time and/or money for maximal rest. Papers, Please! is a great game, but it's also stressful and depressing. If you look down on someone who prefers Pet Rescue Saga, you may have lost the plot on this whole "game" thing.

Some may have forgotten that, most of the time, all people want is a painless way to escape stressful reality for five minutes while waiting for the bus.

Five. "Casual Games Monetization Isn't Ethical."

The best evidence is that a tiny fraction of mobile games players make up a huge chunk of the income. These super-players are called "whales." It's really interesting.

I used to be concerned about it. Not so much, now.

I was uncomfortable with a business model of coldly extracting most of your earnings from a tiny percentage of "whales" in your user base, but it could be WAY worse. There's a hundred casinos within an hour's drive of my house, and those icehearted bastards will take your house, smile, and sleep like a baby afterwards. Who is protesting them? At least nobody ever lost their kids' college money playing Candy Crush.

I hate to get all Robert Heinlein on you, but unless Zygna agents are sneaking into your house in the middle of the night to load Epic Bakery Candy Saga Pony Plus on your phone, the reason people play these games is because they like them. They picked them out of a market that provides a million places to hop to if their current game irritates them. I'm sorry if it angers you if someone chooses to play Flappy Bird or 2048 instead of your soul-enriching art piece, but that's the breaks.

(Of course, when these games have actual gambling, it'll be a moral apocalypse. Argument for another day.)

Fun Still Matters. Games, Remember?

My wife has a serious love/hate relationship with these games. When Candy Blast Mania hits her up for cash, her eyes glow incandescent with rage. And yet, she's burned through hundreds of levels, exterminating bosses with robotic efficiency. Not paying for it only makes it more fun.

I won't embarrass us by revealing how thoroughly Hearthstone has occupied our brains. Again, not costing a penny.

I'm always in awe of people's ability to take a cornucopia of wonder and upend it, pawing through the treasures within in the hope of finding a dried rat turd or something. We're getting an awesome deal here, people. Perhaps too awesome. There's probably a big business shakeout approaching this market in the next few years, but it's nothing compared to the apocalypse small Indie developers are about to face.

(Don't believe me? Go here and watch the first minute. This is the way the world ends.)

Daily earnings for the top ten mobile games. I think my favorite thing is that some people think the war isn't over.
The Peace of Letting Go

So you might as well be cool with it. Because, well, look at this sales chart. Those revenue figures are per DAY.

This isn’t competition. This is implacable domination. This is the Huns stampeding over the border, driving the survivors into the caves, and salting the earth. Except that the Huns, in this case, were us.

The people have spoken, the bastards. For Indie developers to say to gamers, “No, you poor, lost little lambs, this isn’t really what you want. Let us saaaave you,” is getting more than a little embarrassing.

Indie was, is, and always will be, niche. Add up all the earnings of every Indie game last year, Minecraft included, and it’s probably still less than Supercell’s monthly Snapple budget. All we can do, going forward, is find a way to deal with it.

In our house, dealing with it will include a lot of Hearthstone. And, of course, gathering colored candy into easily extracted clumps.

Wednesday, March 19, 2014

This Miraculous Money Of Old People.

Who is this game aimed at?
As a crunchy old fart of the indie gaming industry (started company in 1994, blah blah blah), I often get e-mails asking for advice for getting started in the biz.

My first piece of advice is always to keep your budget and scope under control and expect a rough ride. All of the easy money in indie games is long gone. But enough bad news.

My second piece of advice is: If you're small, there's still a lot of money in games for old people.

Don't fight for 13 year olds. The big-budget, big-marketing AAA lords of the industry have them locked up, and they aren't letting go. If your little game is all first-person zappy-pow for the adrenaline set, you may have a problem.

(Oh, and it's so poignant that anyone thought the Thief reboot might have any of the charm of the original games. Thief 2 is still one of my all-time favoritest  games, but I gave up hope the reboot would be good for me three seconds after it was announced. Teenage boys don't have the patience to lurk in shadows for five minute waiting for a guard to pass, so that was never ever happening. Every AAA game now has to have Titanfall/Grand Theft Auto nihilistic boom appeal, for the kidz. "But teenagers aren't allowed to buy Grand Theft Auto!" Ha ha ha you are adorable.)

But games for grown-ups? Short games? Intricate storytelling? Slow pace? Turn-based? Hard puzzles with actual thinking? Art? AAAs have given up. This is the land of the small and nimble now.

Why? Because of The Way Things Are ...

The Fundamental Fact of Video Games Now

There are two unquestionable, fundamental facts behind pretty much every debate about games and what they should be like and where they should go.

One of the key memories of my childhood was my dad coming home and telling me about this cool thing he saw and how much he thought I'd like it. It was a weird thing called "Pong."

I'm old, but I'm not THAT old. I'm a few steps into middle-aged. And yet, I have experienced pretty much every step of video games as a thing regular people do. That is how amazingly young the art form is. One not-too-old person can have seen the entire thing.

In the beginning, young people were the target audience. Old people tended to avoid those weird, electronic contraptions. Video arcades (a thing that used to exist) were full of kids and young adults almost exclusively.

And then we grew up. We matured. (These are not the same thing.) We had kids. Our tastes changed. Our supply of free time changed drastically, but we still loved video games. We grew up with them. And when I say we, I mean men and women. It took longer for females to get into gaming then males, but the percentages of each who play games are now roughly equal.

Games are in our DNA, but they've struggled to grow up with us. Which leads us to Fact #1.

Fundamental Fact 1: Video games have never had a large percentage of its audience be women and older people, but that is rapidly changing.

Who would look at this image and say, "I want to know more."? Who is this being sold to?
We Change. The Games Don't

But who is writing the games now? Back in the day, it was mostly young men. Now it is ... well, it's mostly young men. Video game makers are paid a pittance and worked like dogs. They tend to leave the industry early on for jobs that pay more for fewer hours and give you a shot at raising a family.

The industry is then happy to harvest a new crop of young, cheap, starry-eyed victims: Plentiful, desperate and loaded with debt. Clutching expensive DigiPen degrees good for nothing else, and the cycle continues. Which leads us to Fact #2 ...

Fundamental Fact 2: Video games have never had a large percentage of developers be women and older people, and this is changing slowly, if at all.

Put facts #1 and #2 together, and you get the key corollary ...

Corollary 1: The audience for computer games is split into two factions. There are young men (at which almost everything is and always has been aimed) and everyone else.

Add these three statements together, and you have the heart of every debate in video games. I'm going to move fast and engage in gross overgeneralizations from here on out. These are all things indie developers looking for a niche they can occupy and flourish in should bear in mind. I've been getting feedback from gamers of all backgrounds for a long time, and I feel like I'm on solid ground.

One. The Role of Women

Probably the most passionate argument going now.

Women want to see themselves in the games they play as more than just eye candy.

A large number of young men see themselves represented just fine and may kind of lack the empathy to see the issue from someone else's viewpoint. Criticizing the games they like is often taken personally for some weird reason, resulting in a lot of angry arguments on comment boards.

I'll tell you something I learned in 1994, when I started writing RPGs that had interesting female characters and an equal number of male and female player icons: Including women in your audience is highly profitable.

(Hot market research tip: Buy and play To the Moon.)

This is not for kids. Though, trust me, it's hilarious to watch them try.
Two. Game Length

Young people have little cash and tons of time, so they want their games to stretch 20, 30, 40 hours. Young people finish the games they pay for. A game like Gone Home that charges twenty bucks for two hours of fun will make them angry.

Old people have more money but limited time. They almost never manage to finish the games they pay for, and it sucks. A game that costs only twenty dollars and provides a satisfying experience they can actually finish is awesome.

(Hot market research tip: Buy and play Gone Home and Stanley Parable.)

Three. The Impact of Violence and Death

As gamers age, many of them are starting to have kids and experience the deaths of those they love. They are far more likely than young people to be extremely disturbed by, say, the heaps of dead children in The Last of Us. I'd bet money that most of the people who game me flak for complaining about the hideous violence in Tomb Raider are young.

I was really pleasantly surprised by the number of reviews of Bioshock: Infinite that called it out for its violence. The term "ludonarrative dissonance" got kicked around a lot, but that's not necessary to describe their basic problem: They kept getting pulled out of the touching story to watch their character flay the faces off of racists with his horrifying robot hand.

Often, the more of a personal experience you have with death and violence and what it really means, the less tolerance you have for that kind of thing. Games that really understand and depict what violence means can be both unique and incredibly effective.

(Hot market research tip: Buy and play Papa & Yo.)


I was going to put a Gone Home image here, but it's already been overexposed, so here's another shot from To the Moon instead. Such a good game.

Four. Storytelling

Old people want it. We've heard a lot of stories, seen a lot of movies. We're harder to impress and harder to surprise. Just having a story isn't enough for us anymore.

As much as I rag on video game reviewers, it was a huge relief to me to see them take a break from their 9/10 Grand Theft Auto V reviews to point out that the main characters just aren't very interesting. Because they aren't. We're old. I've met lots and lots of people, and that makes poorly drawn, fake people much more bothersome to me.

People tend to develop more empathy as they grow older, and experiences that enable you to experience life in someone else's skin can gain passionate adherents (and thus make money).

(Hot market research tip: Buy and play Papers, Please!)

So What Happens Now?

Well, it's great news for indie developers, who seem to be the only game writers who've realized that there are a lot of markets out there. The AAA developers are on their high-poly, mega-budget death march, fighting tooth-and-nail over the young, male portion of the market. A portion that is a smaller percentage of the video game audience every year.

As a result, people who make thoughtful games like Papers, Please and Stanley Parable will only do better and better.

These days, most major movie studios have sub-companies that make artsy movies. I honestly believe that the big publishers will do more of this as time goes on. After that, it's up to old people to spend enough money to justify more investment.

Until then, the indies are always there. Underserved niches keep us in business.

---

Edit: Tweaked the description of the Thief reboot to make it less unkind.

I am on Twitter, but who isn't? 

Friday, December 20, 2013

Games As Art, the Toughest Standard, and Not Having To Worry About Ebert Anymore.

Art in video games is a boring topic, but it's my blog, so I indulge occasionally. For the rest of you, here's a funny YouTube video.

This week, I'm gonna' get all good and pretentious. I've been playing a lot of terrific games lately, and I want to engage in my tedious, semi-annual rant about the state of video games as art.

I am a lifelong fan of Roget Ebert, and I was greatly saddened when he died. And yet, in nerd circles, every mention of his name must now be marked with anger and bitterness. Not by me, but some.

Near the end of his life, he committed the greatest of crimes, the one thing no geek can ever forgive. He told us a truth we didn't want to hear. Here is the introductory sentence (context can be found here), written in 2005, that started the whole mess:

"To my knowledge, no one in or out of the [video game] field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers."

He said that video games had not yet produced a work of Great Art, and he did not yet see how they could. Which, in 2005, was pretty darn reasonable. We had barely even set out on the path. But nerds, being, as they are, a tense collective of eternally exposed raw nerves, reacted with limitless rage. Which is how we know he really struck that nerve.

(The old aphorism: The truth hurts. That's how you know it's the truth.)

The problem here, I think, is simply one of not yet having defined our terms. He was just using a different vocabulary, a different standard. A tough standard. We video game fans tend to be systematically uncritical of the products we play, which is a key part of the problem.

But I get what he meant. How can I not? The quote above threw down the gauntlet. Only now are we starting to be able to pick it up.

(Disclaimer that you should read: If you only want action and distraction from your video games, Candy Crush Saga and Battlefield 4 style, there is nothing wrong with that. This just might not be a conversation you care about. We're still allowed to have it, though.)

Still with us? Good! Here is a funny YouTube video!

But Why Would You Bring It Up Now, When Everyone Was Sick To Death Of Talking About It

Good question. After all, before he died, Ebert wrote that he was sick of the whole thing and wished he'd never brought it up.

But I think this is a perfect time to start hashing it out again, because games are getting better so quickly. Fantastic, innovative titles are coming out almost every day: Games that approach video game storytelling in fresh ways that really take advantage of the medium. Really good, emotionally involving stories that could only be properly told in video game form. (My examples: Gone Home. Stanley Parable. The Last of Us. Papers, Please.)

Ebert is, sadly, dead, and I won't mention him again in this piece. We don't have to care about impressing him, and we never should have, anyway. He wasn't the final arbitrator of art truth, he never claimed to be, and the way nerds fetishized his opinion bothered him.

Instead, we should set higher standards for ourselves and then meet them. I dream of a video game that is a piece of Great Art.

But what does that mean? And how will we recognize it when it arrives?

What Makes a Work Perfect?

A theatre professor I really respected once lectured a class I was in about the distinction between a Perfect piece of art and a Great one, and, the longer I live, the more truth I see in it.

A Perfect piece of art is, just that, perfect. Without flaw. It has a goal, a story to tell, and it does so in the most efficient and skilled way possible. You look at it, and you can't see a thing you'd fix. It's just really good.

He gave the example of the play Cyrano de Bergerac. I'd suggest Casablanca. Raiders of the Lost Ark. I just played the indie game Gone Home, and it was Perfect. Loved it. Have a lot more to say about it some time.

Being Perfect doesn't mean you have to like it. Tastes differ. It means that the work achieved its goals in the most successful way possible. It's really hard to do.

Perfect video games come out all the time, but they aren't Great, because the goals they achieve perfectly are so terribly low. And that brings us to the place our young art form has never reached: Greatness.

Halfway there. Time for a break. Here's a really cool YouTube video!

Perfection Versus Depth

Perfect doesn't mean Great. Thinking otherwise is a common mistake, but a key one. Here's why. It's a matter of depth.

Consider Raiders of the Lost Ark. I've watched that movie a million times. It's terrific. However, whenever I watch it, it's the exact same experience. Indy runs from the rolling boulder, and it's exciting. He kisses Marian, and it's sweet. The Nazi's face melts, and it's awesome. Done. It's immensely enjoyable, but there's nothing else there.

When you play Gone Home to the end, you're done with it. You can spend two hours giving everything in that game full and proper consideration, all the songs, all the secrets, and then you're done. Return to it tomorrow, and the characters probably hit you the same way. Same with five years from now. It might be tinged with a bit of nostalgia, but there will be nothing more to learn. It's a good story, but a simple one.

And that is enough. Not everything has to be Great, but the distinction exists.

What Makes a Work Great?

It's not perfection. Great works are rarely Perfect. They're too complex.

What makes a work Great is a mystery, a depth, an ambiguity of meaning, that is best detected in this concrete way: You can return to it every few years, and it's meaning to you can entirely change.

I am a fiend for Hamlet. I try to see that play at least every five years. Every time I do, it hits me differently. Someone who seemed sensible now seems like a jerk. Parts I never noticed before suddenly slay me. I'll have a better understanding of how someone acts the way he or she does.

This is what a work being Great means. You never truly get all of it. You never will. Every time you're sure you Understand it, give it a few years and that certainty will slip away.

Great work is rare. You can only get so many powerful, enduring pieces of art in any given century. That's why so much of it is so old. It's not the sort of thing that, once you have it, you let go to waste.

It is the most subjective thing there is. I know lots of smart, sensible people who hate Hamlet. Other works affect them that way. Maybe The Godfather. Sergeant Pepper's Lonely Heart's Club Band. The Girl With a Pearl Earring. (The painting, not the book, of course.) Ulysses. Infinite Jest. Leaves Of Grass. 

And It Takes Time To Find the Great Ones

It's completely subjective. I listed several works just above that are commonly hailed as Great, and there's one of them I can't stand. On the other hand, I consider The Stranger by Billy Joel to be a true masterpiece, and believe me, there are plenty of people who would disagree with me vigorously about that.

The process of finding Greatness happens inside all of us, a quiet personal thing, and then we bring our opinions out to the world and see if any trends emerge.

If enough people find a work Great for them, it eventually gets elevated into The Canon and kids are forced to suffer through it in school.

Great works are usually difficult. They take time. It's not all on the surface. It may take those repeat visits over the years to get what they're going for. What makes them Great is the way they, for some many people, reward the effort.

You are not obligated to like any particular work that has been christened Great. In fact, I guarantee there will be many that do nothing for you. However, if you never like ANY Great work of art, it is possible that the problem is you.

That's right! I just put The Stranger on the same level as The Godfather! Nobody can stop me! Here's a disturbing YouTube video.

But Back to Video Games. 

To find a work that has Greatness in it for you, you need to live with it for years. You need to see if it has that lasting effect on you, that it grows up with you. Key point here: Video games are young enough that, even if we have produced a true masterpiece, it's too early to know.

Maybe I'm wrong. Maybe, generations from now, people will still play emulated copies of Journey and Gone Home and go back and forth about what it means to them. I really, super don't think so. There are games I enjoyed very much. They're Perfect. Sometimes, when you're talking about a work enduring for decades or centuries, that's not enough.

God. We Embarrassed Ourselves.

When the challenge was given, we gamers gave our pitiful examples of works to be judged. Flower. Braid. Portal. Shadow of the Colossus. Fun, worthy games, all Perfect. But more than that? Something that can stay with you for a lifetime, constantly offering new emotions and new meaning?

Are you kidding me?

Hey, Flower is ... Well, it's kind of fun. It's pretty. Relaxing. I imagine, after a bong hit or two, it's fantastic. But would you go up to people who cut their teeth on King Lear and La Dolce Vita, offer them that glittery trinket, and expect them to slump away shamed? Embarrassing!

At least, that's what I think. I also might be wrong. It's not up to me.

Almost to the end. If you are fading, here is a controversial YouTube video.

Here's the Great Part

Maybe I'm wrong. I don't know the future. I don't know what's in your head. It is possible that Flower and Gone Home might strike a chord in peoples' heads, and they will still be played in fifty, a hundred, a thousand years.

Video games are young. There is no canon, no room of musty old dudes with tenure saying what you are obligated to love. Are there games that are Great, that have what it takes to keep you engaged through a lifetime? I don't think so, but I only get one vote.

You get one too.

One of the reasons I enjoy writing this blog is that I get to use my little voice to push forward things that are worth emulating, and say why. I don't think video games have produced anything truly Great, but I see the potential coming forward more and more every day.

Papers, Please, for example, is a work of art. It's a fantastic window into a different world, a foreign way of thinking. It's even fun.

I bet a lot of people who bother to read this will come away from it feeling angry and cranky. "How dare Jeff Vogel say Bioshock: Infinite isn't a game for the ages. What a dick! And his games suck anyway!"

So fight. There's a comments section below, and a lot of industry people, actual game makers, read this blog. I hear from them in private all the time. As I never tire of saying, the art form is new.

If something in a game really affected you, shook you, moved you, and you keep going back to it, say it below. If you see a little glimmer of Greatness somewhere, make your case. It doesn't have to be a whole game, just one section, one moment. If you want to join the argument, you can do it in a constructive way. Try not to be an asshole.

We don't have a grown-up art form yet, but we're getting there. And it's pretty fun to watch.

Tuesday, November 19, 2013

Why We Need Video Game Critics, Even If the Whole Topic Is Boring

Video games need more of this ...
We've reached the point where video games have a huge place in our culture, and yet most of them are ... well, I want to say "terrible," but that's not true. Look at the top of the sales charts, and you'll see a lot of Product. Competently made, bland Product with good production values and a lack of thoughtfulness or creativity or interest in exploring what these odd electronic contraptions can do.

Video games have gotten big faster than they've gotten good. We have fantastic tools at our disposal, but, apart from a few remarkable works (The Last of Us, for example), they aren't being used at anywhere near their potential. I think this is why video games need more and better critics.

Not reviewers. Reviewers are necessary, but we don't need more people to say, "Yeah, Grand Theft Auto V is deeply flawed, but it has lots of polygons and it doesn't crap itself and I don't want to get death threats. 9/10." We have plenty of that.

I was recently in a discussion with some indies where someone commented that too much discussion of the game business was about business, not about the craft of making better games. I agree with this totally. If you want to write games, anything that helps you to make a better game is better for your business.

We need people who take the time to think about these games, break them down, understand what works, what doesn't, and why. They then bring their opinions back to the masses, and we can agree or disagree and have a conversation about it and then, if we're lucky, we might get better games.

... and less of this ...
Who Criticism Is For

Grand Theft Auto V is a huge, ambitious, high-profile title, and it deserves to have a lot written about it. (And, for what it's worth, I plan to.) But who would that writing be for?

Well, first off, it wouldn't be for Rockstar. Sure, they wrote the game, but that really is the end of their part of the conversation. They made a thing. They made a ton of money. They'll make another one. Maybe they'll read what people write about it. Maybe it'll even make a difference, though I doubt it. It doesn't matter.

They wrote the game, but the discussion about it isn't for them. The discussion is for two sorts of people.

First, us developers. People who make games. We should always be playing and picking apart new work, mercilessly deciding what works and what doesn't. This is how we get better.

Second, criticism is for gamers. In particular, it's for gamers who want to enjoy games in a more thoughtful, engaged way. You don't need to understand how editing and cinematography work to enjoy a movie. However, better understanding of the craft can help you to enjoy movies on more than one level, and thus to enjoy them more.

It is possible to play a game and have a part of it really engage and excite you (or disappoint and frustrate you), and not really understand why. Good criticism can help you see exactly why the game worked (or let you down).

I know, some people don't care. They don't want more understanding of what they watch/read/play. I really don't understand this, but it's there. If you don't care, I can't make you care. But if you do care, these discussions are how you learn.

... but I would settle for this.
So ...

I have a lot to say about Grand Theft Auto V and the new Tomb Raider reboot, both hugely ambitious, partially successful titles. Discussion about what they do right and wrong are merited.

I don't know if anyone will care. But writing is what I do, so let's go.

In the Meantime

There is some thoughtful game criticism out there. For starters, take a look at the YouTube channel Errant Signal. In particular, the videos on Bioshock: Infinite and The Last of Us.

I think the Bioshock: Infinite video is a terrific analysis of a game that, despite its good qualities, was embraced with an excessive and insufficiently considered enthusiasm. And I think their The Last of Us video is poorly considered. It's blind to the real appeal to the game and holds it to an unfair standard not applied to other titles.

But that's the great thing about criticism. It's not about agreement. It's about conversation and, yes, argument. That's where the fun is.

If you care about movies and storytelling, Film Crit Hulk can't be recommended highly enough.

Wednesday, October 23, 2013

Every Action is a Choice, Every Choice Makes a Difference.

I hope that this GIF of a panda sneezing livens up an otherwise dry discussion of game design stuff.
Last week, I wrote about The Last of Us, a linear, stealth-based zombie shooter that provides one of the most moving, emotional experiences I've ever seen in a video game. It's pretty terrific. It even has giraffes.

Now I want to talk about art, video games, and how emotional effect is generated in an artsy, boring way.

But Back To the Question

It's a great story, but why did The Last of Us need to be a game? Why not a movie? I mean, this thing could have been an insanely cool A&E miniseries.

(Note, for this discussion. I’m focusing on first/third person real-time games. Turn-based more tactical games, like the ones I write, have their own powerful, distinct appeal.)

This perplexed me for a while, because I've long felt that one of the great powers of video games as art is the ability to give the player choices. Last of Us doesn't have any choices of import. My insistence on choices (which, in the end, are usually of a simple Choose Your Own Adventure level of depth) is kind of a dead end for figuring out why Last Of Us is best as a video game.

Except for one key thing:

Every time you touch the controller, you are making choices.

It IS a Movie, and You Are Directing It.

The first thing you learn about making movies is that there are many factors that affect its emotional effect on the viewer:

Pacing - How fast or slow the movie moves.

Editing - What you look at, from what angle, for how long.

Composition - The arrangement of visual elements on the screen.

Framing - Techniques used to focus your attention on one element or another.

These elements dramatically affect your perception of a scene, and thus its emotional effect on you. When you are playing the game (outside of the cutscenes), YOU determine all of them.

In addition, in almost any shooter, there are many ways to approach it. Do you charge in shooting? Or do you approach slowly and snipe? Do you rely on the crafting system if there is one (in Last of Us all your best weapons are crafted), or are you a Gun Guy?

These choices, combined with the way you move your view and the speed you move around, reflect the way your brain perceives things, your chosen way to interact with this fantasy world. They in turn change the qualities of what you are perceiving, changing the way they affect you emotionally. Which, in turn, affects how you play, which affects how you perceive the game, and so on.

This feedback loop, as you make your own movie based on your own perceptions and personality, occurs in every shooter, no matter how linear. Every twitch of the controller is a choice, and those choices change how the game effects you. Everyone who plays Last of Us gets an experience tailor-made to themselves by themselves.

For Example

I went through Last Of Us in a very slow, methodical, exploratory, stealth-based way. My Joel was a cautious guy. He liked to make things and set traps. He hated the slightest risk. He was ever eager to run away. This is character development!

My Ellie really liked stabbing guys in the neck.

Your Joel experienced the exact same story as mine, but he went through it in a different (perhaps very very different) way.

But Anyway

I don't have too much more to say about it than that. I think it's an interesting idea. Storytelling is important. Choices are important. However, the many tiny, elemental choices we make when playing a video game, especially one with as complex a presentation as Last of Us, have a huge effect on the experience. An effect that is unique to video games, which is really cool.

I hope soon to write about Saints Row IV, which is basically a Grand Theft Auto V that doesn't make me want to take 50 Xanax.

Friday, October 11, 2013

State Of Art In Vidya Games. Exhibit 2. The Last of Us.

It's not easy to explain why a game is really neat to people who'll probably never play it,  but I'll take a crack at it.
I wanted to write about The Last of Us. It's an instant classic, and an amazing testimonial to how excellent writing and voice acting can turn an already very solid video game into something truly moving and extraordinary.

However, I think it maps an excellent path to answering the tricky question about what makes video games a unique art form:

In a game that is purely linear and tells most of its story through cutscenes, why not just tell the story as a movie? What unique element makes video games a distinctive art form?

I'll write more about this bit next week, because I think there are some very interesting things to say. Today, because most of the people reading this won't ever play it (Playstation 3 exclusive) I wanted to describe its story and some of the interesting things about it, accompanied by YouTube videos so you can see what I'm going on about.

More of a game design geek sort of post today.

So About The Last Of Us

The Last of Us is a first person shooter with a heavy stealth element set in the zombie apocalypse. Yeah, like 500 other games. It tells the story of a bitter, violent, barely sane, middle-aged survivor named Joel and the teenaged girl who ends up in his care named Ellie.

(Standard Spoiler Warning: There will be spoilers. So what? We're trying to have Real Talk about art here, which means looking at the whole thing. So put on your grown-up pants, come along, and don't freak out.)

Quick plot summary. In the prologue, the zombie apocalypse breaks out. Joel tries to get out of town with his daughter. Some idiot soldier, just following orders, kills Joel's daughter. Joel pretty much loses him mind.

(The prologue is pretty fantastic. One thing I need to point out about it: It's not some easy-peasy spoon-fed tutorial nonsense. If you don't take the zombies seriously and run and run FAST, they will kill you. Last of Us is a game that demands you take it seriously from the get-go. Don't mess around during the apocalypse.)

Skip a couple decades forward. Joel is now sort of a thuggish criminal smuggler in a hellish future city full of mushroom zombies, completely closed off and cynical. He goes with his partner Tess to get a job.

(Tess is another sharply drawn, bitter female character, who’s competent, angry, not a love interest, and totally not there just for eye candy. It is taking the game industry a while to realize that the percentage of female gamers is edging real close to 50%, but Naughty Dog gets it.)

Joel meets Ellie. Joel learns Ellie is, for some unknown reason, immune to the zombie fungus, and Joel needs to escort Ellie to future scientists who can use her to figure out how to cure zombieism.

(Now, at this point, you can probably make a pretty accurate guess how this is all going to end. I anticipated it instantly. This is NOT a flaw in the game. Human behavior is usually extremely predictable. This makes it no less interesting. Sometimes good storytelling means having the courage to make the ending go where it needs to go.)

Joel crosses country with Ellie. At first, he can't bring himself to like Ellie. Little by little, both people learn to open themselves up to caring for another human again.

(Side note. Ellie is a fourteen year old girl. The way the game industry is right now, many were terrified that the game would sexualize her and make the whole thing insanely creepy. Instead, they simultaneously avoided any creepiness at all and made Ellie a completely believable teenager. I bet a lot of thought went into it.)

Then, in my favorite section of the game, Joel is heavily wounded, and you switch protagonists. Ellie has to hunt for food and then protect him from bandits. You play as Ellie for a huge chunk of the game, and she gets an excellent and suspenseful boss fight all to herself.

(This whole section completely caught me by surprise and blew me away. Ellie plays close enough to Joel that your skills still matter, but differently enough that you have to adapt. Obviously, a teenage girl is going to have to rely much more on stealth and trickery. Also, the first part of this section is simply Ellie stalking a deer through the snow and hunting it with a bow. It's quiet and lovely.)

But if you can't shoot it, why is it even there?
In one city, in one of many exploration sections that are free of violence ...

(Last of Us understands pacing, and that quiet sections make the fast, scary sections more effective. Smart designers know that sometimes simple, quiet exploration is a lot of fun.)

... you see a tower of giraffes, descendants of specimens that escaped from a zoo.

(Yes, a group of giraffes is called a "tower." This is a great scene. Apart from being really very pretty, the game takes the time to let you know that, if humanity dies out, it's not the end of everything. There is still a world that will carry on just fine without us.)

Finally, Joel delivers Ellie to the scientists. Surprise! They might be able to save humanity, but they will need to kill Ellie to properly analyze her. Joel goes on a rampage, saving the unconscious Ellie, and carrying her away.

(Some people still think that Grand Theft Auto is in some way shocking, instead of just dour, obvious, and tired. These people need to play the last section of Last of Us to see how a horror game can really bring the horror. No zombies required.)

Now, note. It's a linear game. Almost no choices to be made. A lot of players were really angry about being forced to control Joel as he, potentially, damns the human race to destruction. And yet, there is no way that character could do anything but what he did. He had a faceless bureaucrat kill his daughter once, and it basically destroyed him. There is no way he could ever endure it again.

Games For Grown-Ups Should Be Their Own Genre ...

... with their own section in the store.

Everything about Last of Us is for grown-ups. The real characters, acting in believably human ways. The lack of pandering and gratuitous sex eye candy. The occasional difficult sections, showing an awareness that to give a feeling of accomplishment requires a chance of failure. The game length, which is a smidge long but still doable for someone with a busy, adult schedule.

It's easy, sometimes, to look at video games and despair. It's this sort of rare AAA game, that aims for a target above the most simple and base, that gives me hope.

There's some shotgun ammo hidden inside the podium.
It's Not the Citizen Kane of Video Games

And stop looking for one. That anyone thinks we need a Citizen Kane of video games shows a lack of understanding of why Citizen Kane is as revered as it is. Citizen Kane was unusual in having a huge density of innovation in film-making techniques for one film, but there is no reason to expect that one game needs to come along and remake everything. It's just as likely that video games will advance in an incremental way, with lots of new techniques spread out over a bunch of games.

Really good movie, though.

Also, The Last of Us is not, for the most part, an innovative title. (The switch to playing Ellie is ingenious, and I hope more games play with the POV character like that.) This game mainly does stuff many games have done before. It just does it perfectly.

And There's No Choices

It's a purely linear story. It's their story, and you're experiencing it.

Why did this need to be a game? Why not a movie? I mean, this thing could be an insanely cool A&E miniseries, like Walking Dead but with actual characters and interesting events.

But, even in the most linear shooter, video games bring their own unique features to the art table. Still working that one out, but I should have a post on it ready next week.