Showing posts with label criticism. Show all posts
Showing posts with label criticism. Show all posts

Wednesday, August 2, 2017

Persona 5, Cartoon Cats, Depthless Evil, and Dating Your Teacher.

Strap in. This might get a tiny bit weird.
I write long RPGs for a living. Yet, I am the most jaded RPG gamer in the world. I tend to hate playing them. Yet, I force myself to play a long RPGs, because if you become totally divorced from playing the sort of game you write, you are lost.

That is why I recently spent 92 (92!!!) hours completing Persona V, Altus's cool, quirky, cult-hit JRPG. I didn't play it. I sunk into it, like a warm bath. For 1-2 hours a night, for months, I led my band of oddball Japanese high school students through their routine of going to school, dating, capturing demons, crushing evil, and being the best darn flower salesmen and part-time curry cooks they could possibly be.

It's really weird. When I look back on the obscene amount of time I spent on this game, I remember so many flaws. Storylines that were dull and uninspired. Repetitive dungeons and combats. A flawed translation. A lot of padding. A lot of content that was genuinely disturbing.

Yet, let's be clear, this game took over my brain. It’s the best example I've seen in this medium of a work that is much stronger than the sum of its parts. If you love this genre, it’s really worth playing, at least through the end of the first chapter.

So please allow me to go on about it for a while, as I process the experience and try to figure out why it works. Because it kind of shouldn't.

I freely admit that I can be very juvenile in my video game selection standards.
So What Is This Thing About?

Persona 5 is part of the (deep breath, bear with me here) Shin Megami Tensei media franchise, a sprawling web of books, anime, video games, etc. that have been very popular in Japan for 30 years or so. The last video game in this world to gain traction on my continent was the cool and utterly bananas 2011 puzzle dating game Catherine, which I still believe does not actually exist as it was merely a fever dream I alone experienced.

I want to try to explain what Persona 5 is about in a way that will probably agitate Megami Tensei fans to no end but will actually have a chance of getting civilians to comprehend it.

So you play a teenager in high school. You spend your days deciding what to do. You can study, or work at odd jobs, or go on dates, or hang with friends, or go see movies with your intelligent talking cat.

But you are also a, I don't know, a soul wizard. You are able to travel with your friends to the "Metaverse," which is where everyone's souls hang out. There, you can summon demons called Persona and fight the souls of bad people. If you can beat up their souls enough, you can change them and make them be less evil (or just kill them).

However, these enemies are also able to summon their own Persona demons. But then you can capture and use them yourself, in a process that plays out like Pokemon on shrooms.

So it's a JRPG, combined with an anime dating sim, with heavy Pokmemon elements. I am now stepping out of the way of those of you stampeding toward the exit.

What really sucked me in to this game was the first chapter, where you do battle with that most sinister of foes, your school's volleyball coach.

Just don't forget who, in the end, your real enemy is.
The First Storyline

The Witcher 3: The Wild Hunt was, by video game standards, fantastically written. This means that most of the writing was simply fine, but it has one storyline (the infamous "Bloody Baron") that was genuinely good. In game writing, one good story can go a long way.

In Persona 5, when you learn how to summon demons and punch the souls of your enemies, your first foe is the evil volleyball coach Kamoshida. As a famed Olympic athlete, when he retired from competition, your school eagerly snapped him up as a teacher. And then proceeded to look the other way as he repeatedly assaulted his students, the boys physically and the girls sexually. He's famous, so nobody does anything about it.

You discover that he drove one of his students to attempt suicide. You confront him. He then swears to use his position to get you expelled. Thus begins a race, with him trying to destroy you in the real life while you try to wear down his spirit and change his personality in the Metaverse. If you lose the race, the game ends. Badly.

Let's be clear. Persona 5 is a really dark game. Horrible things happen. Some of the enemies are truly evil. Not evil in an abstract Sauron/burning eye/save the world whatever way, but in a skin-crawly "Yes, this actually happens. All the time." way.

Kamoshida is one of the most loathsome characters I've ever seen in a video game. He is so horrifying because he is so believable. It happens in the real world to the point of being mundane. A game like Tyranny can play with evil all it wants, but it's in a world full of magic and elves and cat people, so who cares?

In Persona 5, the bad guy is, and let's not mince words here, a serial rapist. In a seemingly light dating sim RPG. This is what led me to write this blog post. Video games only rarely tackle this sort of extremely difficult material. So when they do try it's worth figuring out if it worked. If so, how?

Persona 5's graphic and interface design is relentlessly cool.
Video Games Have No Limits, But They Have Limits

Here is the quandary: Video games are art, and therefore no element of the human experience, no matter how horrible, is off limits. Yet, video games are mostly adolescent power fantasies, so some topics seem too serious for them to address. Much of human experience, therefore, must be walled off in weenie little indie art pieces that nobody plays.

Now look at Persona 5. It is full of horrifying abuse. And wacky JRPG battles and hijinx. With a rapist gym teacher. And a cartoon cat.

Persona 5 is a financial and critical hit. I have read criticism that there are flaws in the ways it addresses the issues it does, but I have not seen anyone, male or female, seriously say that the game is disrespectful or should not exist. If they did, I would not agree with them.

This is a game full of horrors. It shouldn't work. People should recoil from it. But people don't recoil, and it does work. This is a good spot for some meaty game criticism. How do they pull off this magic trick?

To show how it can work, I'll point out one tiny, vital part of the game: how these traumatized kids get their magical powers.

How Can a Game Have Such Horrible Things and Silly Things Next To Each Other and Not Be a Mess

You might be thinking, "How can an RPG contain material like that and still be bearable and not super-gross and offensive?" Part of it is that, when dealing with sexual assault (and it comes up a lot), Persona 5 never jokes. It treats the topic seriously.

More importantly, they use a bit of a narrative trick, which I want to highlight because I think it works extremely well.

OK, so you play a band of teenagers who gain the ability to summon demons to attack the souls of evil people. Fine. How does this happen?

It's not like Harry Potter. A fat guy with a beard doesn't show up and say "You're a wizard!" and you go off to boarding school.

Here's how it works. You have to be betrayed. Someone has to be truly cruel to you, completely take advantage of your trust and weakness (and you've been weak and trusting in a way only a child can be). And then you have to realize it. You have to enter the Soul World to fully comprehend the magnitude of what has been done to you, and you have to completely lose yourself to rage. When this happens, a mask will appear on your face, the visible form of your still belonging to and believing in society. And you have to rip it off. It's AGONIZING. There is blood. And when it's finally off, you're free.

Here is what it looks like. (The one at 9:17 is pretty good.)

It's intense and bizarre and glorious and totally silly and utterly sincere, in a way that the Japanese do really, really well. It’s full of crazy animations and cartoon cats, but it's SERIOUS. I think it's the secret to what makes the game work.

He never saw it coming.
I Love Tonal Inconsistency

Now I know I am doing a super-crappy job of selling this game. I mean, I promised you a totally bananas adventure where you travel through surreal magic lands summoning demons, and then you return to the real world to be a seventeen year old tending bar before going on a date with your high school teacher.

This is a game with a really inconsistent tone. It can switch from weird and silly to dark and heavy in a moment.

I love that. I think tonal inconsistency is one of the necessary traits of a really good story.

It's not just that, if you never allow your tone to vary, your work is monotonous and grueling. It's that, if you want your work to in any way mirror life (and Persona 5, above everything else, wants to be a life simulator), well, life itself has an inconsistent tone.

Persona 5 is about damaged people trying to recover and build happy lives for themselves. It's about having been exploited and having your trust betrayed, and healing and rising above it and building a life. So when the characters recover from the latest outrage by going out for fried octopus balls, it's not a flaw but the whole point.

Window Into a Foreign Land

Persona 5 is a work of Japanese cultural and societal criticism, focusing on the ways in which old people exploit young people (and young women and girls especially). It can get really rough.

So if this doesn't sound like a place where you want to spend 90 hours of leisure time, I'd certainly understand.

I valued it greatly, though, as a window into another culture. This game is thoroughly and unapologetically Japanese, with Japanese characters commenting on Japanese society, in a very, very cynical way.

Politics in the U.S. in the last year has been a bit, shall we say, unsettling. As a big politics and civics nerd, I really liked stepping out of it for a time to be reminded that other societies have arguments and their own problems. They are the main characters in their own stories.

I love works of art that give a view into foreign mindsets and problems, like how The Witcher comes from a very Eastern European point of view.

Of course, selecting any character as "Best Girl" is offensive and problematic on so many levels, and I apologize for any inference that I ever engage with a sincere work of Interactive Art in such a childish way. Video games, as a true art form, deserve better, and so does humanity.
"Enough of This Serious Nonsense. Get to the Important Part."

What?

"Who is Best Girl?"

Makoto. #shotsfired

As for good optional storylines/people to date, a lot of the side storylines are kind of bland. It's kind of a problem, alas. I found the most interesting characters to be Kawakami (teacher) and Tae Takemi (doctor). There's a lot of room for disagreement here. Feel free to point out other good bits of writing in the comments. (Also, be sure to never miss a chance to be mean to Mishima.)

Oh, and as one more aside, I have never liked music in video games. This is the first game I’ve ever played where I really, really liked the music. I still love the main battle theme after hearing bits of it 10000 times.

The Fun of Transgression

One of the coolest things about video games is that they give you the freedom to misbehave. This is one of the unique things about vidya as a storytelling medium. It's one thing to read about someone misbehaving, and another thing entirely to control someone being bad. Even if we know it's not real, when you choose for your avatar to do something crazy or bad, for a moment, it FEELS real.

You play a highly rebellious high school student, and Persona 5 lets you be transgressive in a way a western game could never allow. You can be responsible and do homework and get a job, sure. Or you can get a job as a bartender, or hang out with your alcoholic reporter friend, or, yes, date one of your teachers. (In a storyline that ends up being weirdly sad and touching and is one of the better bits of writing.)

This is just a first bid in picking apart Persona 5.

Be warned. While Persona 5 will allow you to two-time (or 9-time) your girlfriend, there may be consequences.
There's Plenty of Flaws

It's a 90+ hour game, how can it not? It's about 10 hours too long. There's a lot of bland writing and weird translations (in English). The writers had kind of a weird obsession with modeling. The combination of utter weirdness and total sincerity really requires some getting used to. The depictions of gay people are pretty offensive. The character of Akechi (Boy Detective!!!) seems to have been parachuted in from a different, worse game.

But if you care about the art form and the genre, this game is INTERESTING. It swings for the fences. Its reach exceeds its grasp. I haven't even begun to sort out all of the fascinating choices and ideas in this crazy, overstuffed game.

If nothing else, the next time I hear someone gassing on about how, "Video games can't do this," or "Video games can't cover that topic," I can now just say, "Persona 5, fam," and walk off to a more interesting conversation. Persona 5 got me thinking about all the things we can still explore in this young, weird medium, and I'm grateful for that.

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Our very non-JRPG games are always available here, and I am on Twitter.

Wednesday, May 17, 2017

Does Your Video Game Have Too Many Words? (Yeah, Probably.)

TLDR.jpg (Also note: This gigantic lore-lump is just for choosing your character's sex.)
"Too long. Lose half."
"Which half?"
"The half that you don't need."
- Their Finest
My whole career has been based on writing very story-heavy games, with lots of words. Our company, Spiderweb Software, is small. We can't afford fancy graphics, so we have to rely on words. Interesting, quality words.

We're currently remastering the series with our most loved story and our bestest words. We also finished a new series, which had a lot of words which I suspect weren't as good because it didn't sell as well. Now we're planning a whole new series, and we need to figure out how many and what sort of words to cram into that.

We have a lot of decisions to make, so I've been thinking a lot about words in games. I have made a number of observations.

For Reference

A decently sized novel contains about 100,000 words. The Bible contains about a million words.

My wordiest and most popular game, Avernum 3, which I am now remastering, had about 200,000 words. At its release, people talked about how very, very, many words it had. Yet, by current standards, it is very terse.

In comparison, one of the best-written RPGs in recent times, The Witcher 3, had about 450,000 words. For The Witcher 3, "best-written" means "One really good storyline and many, many other storylines that were basically OK." (To be fair, I think the Heart of Stone DLC was really well-written.)

The word bloat continues. While Divinity: Original Sin had a mere 350,000 words, Tyranny spent 600,000 words telling the story of how you became the word's most evil middle manager, on a bold quest to try to tell apart the game's 73 factions.

And this is positively tongue-tied next to Torment: Tides of Numenara's 1,200,000 words. I admit I am curious about what story is so gigantic and epic that it requires 3 times more words than The Lord of the Rings. I will never find out, as there is nothing that will tempt me to play a game with 1.2 Bibles worth of text.

This is me playing your RPG lol.

Vogel's Laws of Video Game Storytelling

1. Players will forgive your game for having a good story, as long as you allow them to ignore it.

2. When people say a video game has a "good story," what they mean is that it has a story.

3. The story of almost all video games is, "See that guy over there? That guy is bad. Kill that guy." This almost never leads to a good story.

For reference, this is how to get me to read the text in your RPG.

Observations About Words In Video Games

1. For a while, there was a big demand for games like Baldur's Gate and Planescape: Torment. That is, old-school icon-based RPGs with big stories, told in lots and lots of words. Early hits, like Divinity: Original Sin and Pillars of Eternity made a lot of money off this demand. Sales of later games in this style, like Tyranny and Torment: Tides of Numenara suggest that this pent up demand has largely been satisfied.

2. It's really easy to make words. Really, really, really easy. Any writer with half a grain of skill can spew out 500,000 like it is nothing. And if that writer's fingers get tired, an intern with aspirations of authorhood will chip in 100,000 more. And when that intern passes out, you can let your Kickstarter backers add words to your game and they’ll pay you for the privilege.

3. No, really, think about that last point. People will pay you to be able to write for your game! Adding words to your game has negative cost! Think about this the next time someone tries to use a giant word count to sell you a game.

4. The secret of great writing is not adding words. It's cutting them. You can almost always improve your writing by slashing chunks out of it and refining the rest. However, as game development is done with limited budgets and limited time, this editing process almost never takes place.

5. When a writer gets famous, they stop being edited. This is why the fifth Harry Potter book is 900 pages in which only like two things happen. This is also why, when a game in 2017 is written by a Big Name and has a script with one bajillion words, most of those words are going to be pretty boring.

6. There are well-written games. Fallout: New Vegas and Witcher 3 are solid. I remember Baldur's Gate II and Planescape: Torment were all right, but I played those 20 years ago, and there may be a lot of nostalgia in play there. (For me and almost everyone else.) Planescape was cool, but I definitely remember blasting past a lot of text just to get through it.

7. Sturgeon's Law is in play here: "90% of everything is crap." For every Planescape: Torment, where they had a cool setting and story idea and really put the time in to write good text and have it interface with the gameplay well, there have been nine other games where they just threw up a bunch of Tolkein-light Kill-that-Bad-Guy stuff and hoped it stuck. It didn't.

8. Having lots of lore in your game is OK. Some players really love lore. But then, a lot of players really don't. I think it's best if you try to keep your lore separated a bit from the significant game text, like Skyrim putting the stuff in books you could easily ignore. World of Warcraft quest windows did this perfectly. All of the lore was in one lump ("You mean dwarves like to dig mines? WOAH!"), and the actual text of the quest ("Kill 10 goblin toddlers.") was broken out of it so you could digest it quickly.

9. Humor is very hard to write well. It is also one of the most enjoyable things to read. If you can make your game genuinely funny, people will love it forever. (The actual gameplay of Psychonauts was only B-, but people LOVE that game because of how funny it is.)

10. The ultimate goal of writing in a game: Have it be good enough that getting past the gameplay to reach the writing is your goal. Your writing should be the REWARD. If your writing is something the player has to slog through to get to the game play, there is too much writing.

You have my UNDIVIDED ATTENTION.

Physician, Heal Thyself

Every game I've ever written has had a lot of words. Some of those games, my fans really loved the words. Some of them, not so much.

My goal for my next series is to use fewer words, but to make them as light and interesting and funny as I can. I want words to be the reward, the thing that pulls people through the story. I am dreading this, because, again, writing something good and short is way more work than writing something dull and long.

In the meantime, I am remastering my old Avernum 3, with its pokey little 200,000 words. This means giving those words an editing pass. A lot of my time is spent chopping out extraneous words and revamping what is left to make it smoother, easier to read, and, whenever possible, funnier. If the new version has more words than the old version, I've done something wrong.

For a long time, I sold games with a lot of words. Now there is a lot more competition in that space, and words are super-cheap. I need to try to sell good words. Even if I never make a nicedank meme, in this crowded market, you need to get every little advantage you can.

Wednesday, November 4, 2015

The Witcher 3 Is Amazingly Written, and People Should Talk About It More.

The three best-known characters of The Witcher 3: Wild Hunt.
(There are light spoilers ahead for The Witcher 3, starting about halfway through. Even if you haven't played the game, you should still read all of this article, as it is a good article.)

A large part of the purpose of this blog is to pick apart interesting video games, so it would be shameful for me to pass up one of this year's most exciting titles, the Polish hit RPG The Witcher 3: Wild Hunt.

I've been playing computer RPGs since they existed, so I'm sort of burned out on the genre. I play them for market research, but I rarely finish them and almost never enjoy them. Thus, I can give The Witcher 3 the highest praise I can give an RPG: When I stopped playing it to do something else, I wasn't happy about it. I found it to be, and yes, I can't believe I'm saying this, a ton of fun.

It's also full of fascinating design. It does some things in writing I've never seen in a game before, and parts of the game completely blew my jaded self away. I would have loved to see game writers and critics pick apart the machinery of this game and show what new things it did and why it did them so well.

Didn't happen, so I have to pick up the slack. Alas ...

Putting On My Critic Hat

There was some vigorous critical debate about The Witcher 3 when it came out, but it primarily centered around whether this Polish game, made by Poles and set in a fantasy Poland based on Polish books, had too many white people.

(Side note: Did you know that many Eastern Europeans, who occupy a large, diverse region with a long and rich history, severe poverty, and recent history of vicious oppression, find it intensely irritating to be thoughtlessly lumped into the huge, vague category of "white people"?)

The question of whether the Polish people deserve the right to make their own representations of themselves without getting permission from affluent North American academics is one I plan to leave entirely alone.

Instead, I'm going to say something about The Witcher 3 that will probably severely agitate some readers: It is a terrific, much-needed dose of diversity for the game industry.

It is possible that some of us are overly fixating on the unicorn thing.
There's a Lot of Sorts of Diversity.

My wife is a Hungarian immigrant, and her half of our family is Hungarian and Polish. I'm not going to pretend for a second to be an expert on their cultures, but I have had a few decades of close observation. Enough to say this:

The Witcher 3 feels like it was written by people who spent a lot of their childhoods at their parents' and grandparents' feet, hearing stories about the horrors of World War 2 and the following Soviet occupation. (Or like the game was written by people who suffered that misery directly.)

Eastern Europeans have always seemed to me to be a tough, serious people living in a historically dangerous part of the world. Appropriately, this is a tough, serious game, full of unfairness and arbitrary cruelty.

The Witcher 3 feels like it is written with a keen awareness of what it is like to have your country occupied by brutal outsiders. Coincidentally, it comes from Poland, a country whose experience of the 20th century was, let's say, traumatic. For them to use that experience to produce a work like this is something we should treasure. It is a valuable thing.

Video games tend to approach politics in a simplistic way. The Witcher 3 is obsessed with politics. It shows again and again how the decisions made by those in power filter down and affect (usually painfully) regular people. This is not a game that sugar coats anything. Anywhere. Ever.

So This Is Where We Lose the Game Critics

Much modern gaming criticism is based on this basic theory: Popular culture shapes how people think, which shapes the world. Therefore, art is inherently political. It should focus on showing the world in the lovely state we want it to be, as opposed to the unpleasant way it might actually be.

(To see an example of this viewpoint, consider the well-known Tropes vs. Women video series. Go here and read the last three paragraphs of the transcript.)

The Witcher 3, on the other hand, depicts a medieval, war-torn, highly patriarchal society. It is only rarely judgmental. The game sets up how its world is, and then it deals with the consequences, logically grinding from one inevitable event to the next.

This game doesn't lie to you, even if some want it to. It comes from a land that knows full well how cruel the world can be, and it knows that ignoring that cruelty is an insult to our ancestors, the ones who withstood it in order to make a world for us. This leads The Witcher 3 to a lot of really interesting places, and I’m genuinely surprised game writers haven’t dug into it more.

It is a game full of grim humor, some of which was a bit much for me. (For example, I absolutely would have cut the gwent card with the joke about "raping for Redania.")

It's also a game where horror sits side by side with silly humor and pop culture references. There's nothing unusual about this. Humans often use inappropriate humor to deal with difficult circumstances. (Example: Google "jewish nazi jokes". Or just watch any old Mel Brooks movie.)

Video games need more of this. Our industry tends to approach politics and other real world conflicts in a simplistic way, with black and white morality and good/evil choices that don’t line up with how things really work. For all its occasional whimsy, The Witcher 3 reflects real thought about humanity and how it bears up (or breaks) under oppression.

That is why I say The Witcher 3 is a great example of diversity in our industry. There are many sorts of diversity. It brings diversity of thought, perspective, history. It is infused with a different, harder way of thinking and regarding the world.

If you are an academic preparing to write the 1000000th article on Proteus or Gone Home or Spec Ops: The Line, might I direct you to a title that is under-examined and worthy of analysis?

(Mild spoilers start here. Keep reading anyway.)

It is possible that some of us are overly fixating on the unicorn thing.
Family Matters.

No discussion about storytelling in The Witcher 3 is complete without mentioning its already-infamous Family Matters questline. It's already been written about a bunch, so I won't talk about it too much, since I want to get into a cooler bit later on.

Basically, this is a quest where a local warlord asks you to find his lost wife and child. Which escalates into a local warlord who asks you to bring back the wife and child who fled his abuse. Which escalates into finding a wife and child who fled and became ensnared in powerful, dangerous local magic.

It's not far in. It's the first major chapter. If you care at all about storytelling in video games, YOU MUST PLAY THIS SECTION. Do it on the easiest difficulty setting if you need to. (The Witcher 3 has some balance issues. It's too hard early on and too easy later.)

This section takes a ton of weird plot threads that seem unconnected, ties them all together effortlessly, throws in some stunning set pieces along the way, and ramps up to an excruciating ending full of impossible choices. It’s really good.

After that, there's a looong chapter in the city of Novigrad that is fun, but a bit overlong. It also occasionally throws in piles of dead women for cheap shock value, which is hacky. (This is a point where I agree with the Tropes vs Women videos.) It's my least favorite section, but it still has a lot of good stuff.

Then you're on the Isle of Megavikings (sorry, Skellige), which has some very cool, involved quests full of epic combat, punching-oriented politics, and painfully slow boats.

Then the main character, Geralt, is reunited with his basically-adopted-daughter, Ciri. This is where the coolest part (to me) starts. First, a few words about women in The Witcher.

Shut up, Newman. Nobody will ever love you.
Sorceresses and Goddesses.

The Witcher's most interesting characters are all women. The more recent books the game is based on focus on the women (Ciri and Yennefer, mainly). Even in The Witcher 3, there are multiple scenes where the women are doing the planning while Geralt shuffles around nervously nearby.

Gender politics arguments are not usually the morass I choose to get bogged down in. If you want to dig into these discussions, this Kotaku article is a reasonable breakdown.

All this brings me (finally) to the thing I loved most about the game: The relationship between the hero, Geralt, and his ward and surrogate daughter, Ciri.

My Favorite Thing About the Witcher 3.

Ciri is your standard fantasy Mysterious Power, Destined To Do Great Things. The first part of the game is Geralt trying to find her. The second part is him protecting her and helping her do the Big Fantasy Thing she needs to do.

Here's a key point. For all your running around and questing and gwent-playing, Geralt is not the main character in Witcher 3. He is a secondary character in Ciri's story.

Forget Fighting. How Good a Dad Are You?

So at the end, Ciri does a Big Thing. I think the game could have done a better job explaining what she was doing and why, but that would be adding more content to an already overstuffed game. The important thing is that this event is what the hours and hours of running around, confusion, and carnage has led to. Her thing. You aren't even present for it.

But you DO matter. Remember, you are Ciri's mentor. For the final stretch of the game, Ciri comes to you for support and guidance. The way you support her is vitally important. It determines whether she completes and survives doing the Big Thing.

All of the things you say and do that make a difference don't seem to be that important, but they are, in fact, vital. A few offhand words you don't think twice about can have an enormous effect on someone else, and it's not always fair. (You know. Like in real life.) All of the most important decisions in the game seem like False Choices.

False Choices?

Role-playing games, including my own, have a lot of what are sometimes called false choices. These are points when you make a decision or express your opinion, but your choices don't have a concrete effect on gameplay.

I don't believe false choices don't make a difference. In fact, they are hugely important. By asking the player to mentally engage and form an opinion about what is happening in the game, you are directly shaping the player's experience.

Remember, video games are just tools we use to affect our brains. The only important thing about a game is how our brain perceives it. Any choice, even a false choice, affects our perception of the game. All choices matter, even if they don't affect your stats.

The difference with The Witcher 3 is that all of the most important decisions are hidden in plain sight. They seem like false choices, but they directly change the ending. Your words have enormous importance to your child, but they seem irrelevant to you. It's exactly like ...

As a bonus, here is a lifetime's worth of nightmare fuel.
Being a Parent.

I have two kids. It has been endlessly frustrating to me how bad a job pop culture, especially video games, does depicting this fundamental human experience.

The Witcher 3 is the first game I've ever played that really engages my parent brain. When Ciri came to me for advice, my experience raising my own daughters had an affect on what I chose.

Yes, it can be unfair. You can think you're doing or saying the right thing, and it all falls apart. Welcome to parenthood.

I think this is cool and unique, and I wanted to make sure it didn't pass without comment. It's a shame it all happens so late in the game, because it's really well-crafted.

A Few Odds and Ends.

The Witcher 3 contains a card game called gwent, and yes, it is as addictive as you've heard. However, I don't think it would work out well in real life. The computer game has absolute control over the cards you can possibly own at any point. A real-life designer doesn’t have that ability.

The Witcher 3 is mostly an open world game, and it shares the sins so many open world games have: A needlessly fiddly crafting system. Lots of meaningless encounters and collectibles clogging up the world. Too much time spent looting giant piles of boxes, one at a time, each of which contains something useless. Honestly, stick to the main questline and side quests as much as you can.

I enjoyed the combat. Invest in the spell that lets you charm bad guys. It makes many fights easy and hilarious.

The speed at which this game can go from light-hearted whimsy to full-on Game of Thrones never failed to surprise me.

I want Keira Metz to be in every video game I ever play again ever. I want Tetris to be nothing but little falling Keira Metzes.

Apparently, rumor has it that The Witcher 3 also depicts a sex scene atop a stuffed unicorn. This is exactly the sort of needless immaturity that keeps video games from flourishing as an art form. The Witcher 3, your mother and I are very disappointed in you.

Finally, no discussion of this game would be complete without a link to Conan O'Brien's terrific Clueless Gamer segment.

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.