Showing posts with label dry boring stuff. Show all posts
Showing posts with label dry boring stuff. Show all posts

Wednesday, June 14, 2017

Games Have Too Many Words: A Case Study.

In this chapter, I unwisely critique the work of my betters.

I recently wrote an article about how video games have too many words. We designers don't properly edit our writing to make sure our words are worth a player’s time reading them.

I want to do a case study where I go through a wordy game, step-by-step, and show what it's doing right and wrong and how it could be doing better. Most game criticism frustrates me. It tends to deal with generalities and floaty ideas, instead of dirtying its hands with specifics that could actually help make for better games. This is my chance to egotistically provide a different approach.

This breakdown will be long and gritty, but I'll try to include a lot of solid pointers. I'll throw in some jokes along the way.

The Subject

Let's look at the very beginning of Pillars of Eternity, developed by Obsidian and released in 2015. This game was a huge hit, critically and financially, taking advantage of a shortage of quality Baldur's Gate-style, gritty, isometric-view, story-heavy titles.

I really wanted a game like that, so I bought it. I finished it in a little over 20 hours. The combat was fine, though really chaotic and hard to follow. (The best description I read was "clusterf***y".) The story was OK, but the game is loaded with words, many of them written by Kickstarter backers. I ended up getting through all the conversations in the back third of the game by typing the '1' key as fast as I could.

I did play Pillars until the end, which is rare for me. Overall, it was pretty good. It made a lot of money, and the crowdfunding for the sequel is doing quite well.

I don't usually like being negative about the work of other sincere, industrious creators. Luckily this game got enough cash and acclaim that its creators can comfortably ignore the nattering of a non-entity like me.

This is how I picture the devs of Pillars of Eternity. They walk everywhere with big clip art watermarks floating over their chests.

"So What's Your Complaint?"

Too many words.

Pillars of Eternity wants to have a really elaborate world and story, which is fine. It wants to have a creative game system, with new, innovative sorts of character classes and spells, which is great.

However, it doesn't do a good job of communicating stuff to the player, because there's no editing and care in giving out information. The game just floods the player with text, important bits buried in gushes of irrelevant detail, practically training the player to think that the words aren't really important. (Again, I played a huge chunk of the game without reading anything but the quest log.)

To illustrate this, I'm going to go, step by step, through the introduction and character creation, the stuff anyone who tries the game is sure to see. Let's see what the game thinks is worth the player's time and how good a job it does splitting up vital knowledge from static.

"So What? You're Just Scared of Words, You Sub-Literate?"

No, I have a problem with the pacing. The human brain can only absorb so many random facts about game systems and lore at one sitting. This stuff needs to be carefully paced out, or it'll just slide off of the brain.

But character creation in this game floods the player with tons of facts, both about the game and the world. I came out of it feeling numb and confused, and almost none of it stuck.

So. You start the game. You pick your difficulty. And then you begin the eleven (!!!) steps of character creation.

I. Introduction.



A pretty graphic and some basic text saying what is going on (you're on a caravan going to some fantasy town, you feel sick), read by an old guy. About 140 words. It's fine.

II. Pick Your Sex

And now the troubles begin. You need to choose whether you are male or female. Here's a description:


Describing the sexes is about 160 words total. But look, it mentions a bunch of different countries. Let's mouse over one of them and see what their deal is.


Yikes! That's a lot of words. All the descriptions together are about 330 words, much of it references to random game locations the player has no knowledge of. "Ein Glanfath" "Dyrwood" "Glanfathan" "Ixamitl" "Naasitaq" How can anyone get anything coherent from this tangle? This is literally the second thing the game shows you.

Seriously, try this: Read the description of "Eir Glanfath" above. Then close your eyes and count to ten. Then say everything you recall about Eir Glanfath. I'll bet you retained very little. And that's setting aside whether this stuff is actually necessary to play the game. (Not really.)

And, worse, it's all irrelevant to the actual choice the player has to make, because the vast majority of players will know whether they want to play a man or a woman before they even launch the game. If a woman only ever plays female characters, telling her, "The men of the Derpaderp Tribe of Sirius XII are in charge of all of their basket-weaving!" isn't going to turn her head around.

My Friendly Suggestion - Go through all these random facts and see if there are one or two of them the player MUST know. Pluck them out and put them in the Introduction. Cram the rest of the lore in books the player finds in the game world. Then make Male/Female be a toggle in the next screen.

III. Pick Your Race

OK, we're into solid fantasy RPG territory now. Here are six races to choose from:


You've never heard of three of the races. This is good. Pillars's desire to create new, weird things is one of its good points. Each race has about fifty words of description:



Now, this is a description of a "dwarf." But, if you have even the slightest familiarity with fantasy, you know what we're talking about here: Standard-issue, Tolkein dwarves. Short. Stocky. Like digging holes, gold, and ale. Grumpy. Scottish accents. We get it. All you need to say here is, "Strong, durable, great warriors."

For each of the races, the description mainly says the lands they live in. Let's be clear. This is useless information. If I tell you dwarves come from New Jersey, whether or not you've heard of New Jersey, this tells you nothing about whether you want to be a dwarf in your adolescent power fantasy.

It's a total cliche to say, "Show, Don't Tell," but this is a PERFECT example of why this is a key concept in writing. If I say, "Dwarves come from New Jersey," and you've never even heard of New Jersey (or dwarves), you won't care. But if you go to New Jersey, look around, and see nothing but dwarves, you'll instantly be all, "Oh, I get it! I'm in Dwarfland!"

But it gets trickier. This is the first choice you make that has actual impact on the gameplay. There are six statistics in the game, and your race affects what you start with. Each statistic description is 50 more words. Let's take a look at one:


What "Might" means is important information. The player needs this. This text needs to be punchy and clear. Something like, "Improves damage from all attacks. Gives a bonus when healing. Helps intimidate people in conversation."

And this description does that, but messily and with lots of extra words. Pillars tries to do a lot of things differently from other RPGs, so it needs to be extra-clear about the surprising stuff. Having the strength skill also improve spells and healing is neat, but it's also really unusual. ("Dwarves are better wizards? Wut!?")

My Friendly Suggestion - Editing pass. Shorter and clearer. Ask, "Why does the player need to know this?" If you don't have a good answer, save this lore for much later.

IV. Pick your Sub-Race

This is where the seriously over-designed quality of Pillars starts to show up. Picking a race isn't enough. You have to pick your sub-race:


So about 160 words (not counting rollover text), to learn about the woods dwarves and the mountain dwarves:


None of this lore has anything to do with the actual game.

What bugs me here is that this choice has gameplay significance. One choice gives you resistance to Poison & Disease (though you have no idea how serious these conditions are or how often they appear in the game), and one gives you a bonus against "Wilder" and "Primordial" creatures (though you have no idea what on Earth those are, let alone how often they show up in the game).

Giving a player seemingly high-impact decisions with no ability to tell which one is correct is stressful and confusing.

My Friendly Suggestion - Ditch sub-races. Instead, give Dwarves BOTH of these bonuses. This creates more distinction between the races and getting multiple bonuses helps the player feel more powerful instead of confused and stressed.

"Cutting Out Lore? What Is Your Problem With Lore In Games, You Jerk?"

Lore in games is great, as long is it's not thrown at the player too quickly and without any gameplay context that makes it mean something. Anyway, let's keep going. There's a LOT more screens to go.

V. Pick Your Class

Hokay! At last, this is the big one! This makes a huge difference in your play experience. Here are your eleven choices:


One of the coolest things about Pillars is that they tried to make some weird classes unlike anything in other games. The cost of creativity, however, is that you have to be extra-careful when explaining to the player the weird stuff they've never seen before.

When I started the game, my eyes were instantly drawn to "Cipher". That sounds neat! And here is the description ...


Yikes.

The main description of the class is four long sentences, but only the second sentence actually says much about what the class does. Then a very vague description of the powers, which involve something vitally important called a "Soul Whip," with no explanation of what that actually is. Then a bunch of algebra.

That's about 120 words, for one class. You have to go through all of it to get a vague idea of how the class plays. The other ten class descriptions are comparably complex.

This is just too much stuff to muck through, too early, for a choice so important to the play experience. Bear in mind that we are still less than halfway to actually playing a game.

My Friendly Suggestion - For each class, only show the stat bonuses and two or three carefully written sentences describing what it's like. Move all the weird lore and mathematical formulae to a different tab that can be opened by those who care. When the player starts using the class in the game, bring up some tutorial windows saying the key details of how to actually use it, like what a "Soul Whip" is.

VI. Pick Your Class Details.

If you're a priest, you have to pick your god. If you're a caster, you have to select a spell or two from the starting list. For the Cipher, the list looks like this ...


The spell descriptions look like this ...


Again, a ton of reading, referring to statistics, distances, statuses, damage amounts, damage types, etc. that mean nothing because you've never actually played the game.

My Friendly Suggestion - Lose this screen entirely. Pick one basic, useful ability (the best one) and give it to the character automatically to get through the tutorial. Then, after the first bunch of fights, have the player meet a trainer and be able to choose new abilities in an informed way.

VII. Edit Your Character Attributes.

Figure out how many points of Strength, Constitution, etc. you have. The game, to its credit, says which ones are most important for your class. Standard RPG fare.

VIII. Pick Your Culture

IF YOU'RE JUST SPEED-SCROLLING THROUGH THIS ARTICLE, STOP HERE AND READ THIS!!!!

Yeah, I know you aren't reading all of this. This post is wayyyyy too long and gritty and nit-picky and tedious. But reading this article takes much less time than actually picking through all of these windows in the game. Which is too long. That is my main point. Now scroll to the end and call me an idiot in comments.

Anyway, yeah, pick some country you're from ...


Each of the 7 contures has about 70 words of description.


None of this has anything to do with playing the game.

This is the most unnecessary step in the whole process. When making an RPG character, you need to build two things: Its stats/abilities and its personality.

Knowing your character is from "The White that Wends" tells you nothing about its abilities, and it's a lousy way to determine his or her personality. If you read the description of "The White that Wends," and learn that people from there are mean and selfish, that's still not the way you want to player to create a mean, selfish character. You do that by giving play options in the game that are mean and selfish and letting the player pick them. Show, don't tell.

My Friendly Suggestion - Lose it entirely.

IX. Pick Your Background.

Choose from one of nine backgrounds.


The main thing this affects is that, every once in a while, it will open up a new dialogue option. This never makes a big difference.

My Friendly Suggestion - There's a real lost opportunity here. Once again, "Show, Don't Tell." Instead of having me declare that my character is a Slave or Aristocrat or whatever, why not, once you’re in the game, make every conversation option for all of these different nine backgrounds available to me when the game starts.

Then, if I keep making the "Aristocrat" pick, start removing the other options, so that I end up always talking like an Aristocrat. Then my character's personality emerges organically from the sort of dialogue choices I make in the actual game.

X. Choose Appearance and Voice.

Standard appearance editor and list of different voices. It's fine.

XI. Choose Your Name.

Gladly.


X. The Game.

And, finally, the games starts with the tutorial. Which begins with a long conversation. Which I barely pay attention to, because my stupid brain is tired.


It's all way too much. Too many words, too many irrelevant choices, exhausting when it should be informative. Not that they will listen to me, but it might be an improvement to look for in Pillars of Eternity 2, because the market is not what it was in 2015.

"But Who Cares? The Game Was a Hit, Right?"

The real test of how good a game it is, is not how it sells, but how much its sequel sells. And it is entirely fair to ask what business a pissant like me has criticizing a hit game written by a bunch of big names.

Let's leave behind the idea of craftsmanship and a desire to always keep improving our work.

Lately, sequels to hit RPGs have been selling far worse than their predecessors. Obsidian's successor to Pillars, Tyranny, by their own words, underperformed.

Also, I looked at the Steam achievement statistics for Pillars of Eternity. According to those, fewer than half of players finished the first chapter. Only about 10% of players completed the game.

Now granted, this is not unusual. Most games remain unfinished. But that still invites this question: If the vast majority of players didn't want to experience the Pillars of Eternity they already paid for, why think that they will want to buy more?

Everyone should keep improving, if just for their survival in this mercilessly competitive business.

Video games are a new art form, and there is still so much we have to figure out. That's the terrifying and awesome thing about making them. And now, having already written way too many words, I will take my own advice and cease.

Edit (6/19) - For fairness, I want to point out that Josh Sawyer of Obsidian did write a rebuttal to this piece.

It is an extremely dignified and thoughtful response, and it makes me really interested in seeing how Pillars of Eternity 2 turns out. (And, of course, I wish them every bit of good fortune.)

Tuesday, April 5, 2016

Gaming Needs To Have More Arguments. Here Are Some Topic Suggestions!!!

Today, I argue for more argument on the Internet. I freely admit that this is a Hardcore-difficulty rhetorical maneuver.















I just got back from the Game Developer's Conference, where I met a ton of cool people who write indie games and attended many panels. Everyone I met was perfectly lovely. Indie developers are a bunch of friendly, outgoing, huggy folks, and they could not have been kinder to me. I appreciated it.

Yet, there is one thing I find fascinating (and maybe even slightly worrying): In several days around my peer group, talking and drinking with them, I did not hear one argument.

I'M SPOILING FOR A FIGHT!!!

Indie gaming is changing very fast. Our art is expanding in every way and getting tons more press. Our business is booming, to the point where it is actually significant. (The figure I heard at GDC was that indies are grossing over a billion USD a year, which is a real business by any measure.) Indie devs are artists, and our work is now a Big Deal.

But here's the thing. Artists are a proud, passionate, opinionated lot. Look anywhere in the history of art, and you will find passionate (even furious) debate. People used to riot at concerts and the theatre, for God's sake.

Indies have a lot of things to argue about. Our art form is very, very new, and there are countless unanswered questions. Hell, there are more questions than answers at this point. Nobody seems to know anything about anything. We should be figuring some stuff out. We should be having debates. Noisy, vigorous debates.

Therefore, I am going to, in my humble and retiring style, suggest a number of Open Questions In the Field of Indie Development and Marketing. I think they are all issues intelligent people could disagree on and have a heated debate about. If you are hungry for a good topic for a panel or article, help yourself. You’re welcome.

I freely argue with gamers and developers, because I am respectful and thoughtful and know that we are all bound by the Magic of Friendship.
A Selection of Topics For Argument

We know it's possible for your game to be a hit or to fail. What about in-between? Is it still possible for new indie devs to chip out a sustainable, middle-class career, building a fan base and serving an underserved niche? If so, how?

So how DO you figure out what price will maximize earnings for your game? Does it depend on genre? Production value? How much media attention you get?

Should indie games be cheap? Indie games have long been cheaper than AAA games. This is an advantage. Is it a good idea to give it up?

I have long believed that one of the great advantages of indie gaming is that people like us and think we are cool. Thus, people want to keep us in business. Buying our games makes them feel good. Is this true? Do indie developers have an ethical responsibility to maintain the reputation of our industry? (This is a tough question. If an indie dev wants to do something unpopular, but it will provide the money he or she absolutely needs to stay in business, I'm not sure I could in good conscience tell them not to.)

Have indies let their quality control slip? If an indie is selling a strictly non-functional game, should we be pressuring them to remove it from sale? (I am a long-suffering Mac gamer. So many indie Mac ports are seriously broken or just plain non-functional.)

Are free to play games ethical? If so, are some sales practices for them ethical and some not? If so, how do you tell where to draw the line?

Computer games are a 100 BILLION dollar a year global industry that employs multitudes and entertains countless people. Given that, does our industry deserve a serious, professional media that adheres to reasonable journalistic standards? If so, do we have it?

Have I gotten myself into trouble even asking those questions? Also, am I being unfair? Is it even possible to make money doing rigorous old-fashioned journalism anymore? In any field?

Customers expect new games to eventually go on sale. Is this a bad thing? If so, how should indies act in order to extract more money from customers? If there was a way for us all to collude to keep prices high, should we do it?

Most agree that Steam Early Access is, overall, a good idea. That said, how developed should a game be before it's allowed into Early Access? How long is too long to wait for a game you bought early (or on Kickstarter) to be actually released?

If you're making an episodic game, how long is too long to wait to release the final chapter? (Bear in mind that if you take, say, five years, a percentage of your purchasers will be DEAD before the final part is out. As the gaming audience ages, this percentage will only increase.) How many years have to pass before you cross the line from eccentric, unpredictable, lovable creator to something far less respectable?

When playing a competitive game, should trash talking be allowed? How do you tell when trash talking becomes abuse? If all trash talking is bad, should it be removed from every competition, including in real life?

While I love many Walking Simulators and have recommended many of them in my blog and on Twitter, I also like to use the term Walking Simulator because I think it's funny. Am I a bad person? I play casual games on my PS4 all the time, but I still joke about Filthy Casuals and Console Peasants. Is this abuse or harmless japery? How do we find the line between the two?

Most agree that game refunds are, overall, a good idea. Should we push every platform to offer them? If so, when should a customer be allowed to get a refund?

Most agree that user reviews are, overall, a good idea. However, user reviews enable a few disgruntled cranks to brigade your game's page and directly attack your sales. This really sucks, but it seems impossible to prevent it. Can it be prevented? If so, how do you do this without enabling developers to simply remove bad reviews they don't like?

The most common story I've heard from indies lately is: "We did a ton of PR work. We got a lot of positive attention. Our game still didn't sell well." Does this actually happen or is it just my imagination? Is the universal advice of, "Indies need to do tons of PR or die," actually correct? What sorts of games is it true for?

I have read many articles saying that developers should have high self-esteem and confidence and avoid Imposter Syndrome.  Yet, my self-hatred is what drives me to improve, and my terror is what drives me to work hard. Is there really one optimal developer emotional state?

I was hugely disappointed when Steam's program for paid mods and add-ons failed. I think this is a good potential route for indies to make a name and a living. Is a working for-pay mod system possible? If so, how would you make it?

One of the best ways to make a living as an indie is to find a much loved but underserved genre and start to serve it. Are there any underserved genres left?

Do Let’s Plays of your game always increase sales? Suppose you don’t want long Let’s Plays of your games. Do you have the right to prevent them? Is a long duration Let's Play a copyright violation? How long until a big lawsuit forces twitch.tv to only allow streaming of your game if you give them explicit permission?

Are schools that teach game design and programming a good deal? How useful are the degrees they offer if the recipient leaves the industry? Is anyone doing long-term studies of this issue? When a young dev asks me whether he or she should blow $80K of after tax money to study game design, what the hell should I say?

Finally, video games are a TOUGH business. Many indies go into it with the strategy of, "Newer give up. Never surrender." But not all of them can make a living. Isn't there a point where you SHOULD give up and/or surrender? How do you tell when you've reached it?

I am going to transition from My Little Pony to Naruto header images, as my daughters are forcing me to watch Naruto. All 80000 episodes of it.
“Great. More arguments on the Internet.”

I can picture you now, sighing and shaking your head. "The last thing we need is more discord, more shouting," you may well be thinking. It seems like the whole Internet is good for nothing but shouting. There is a small number of assholes out there now, doing enormous damage. I don't deny it. To deny it would be willful blindness.

Yet, we can't let those assholes keep us from doing the work we need to do and figuring out the things we need to figure out. We should provide the assholes a good example by showing them that respectful criticism and debate still exists.

I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. When I wrote about the Indie Bubble, a lot of indie devs called me out on this point or that, and it was awesome.

Indies are decent people, and we like each other. This means that we can afford to have a few arguments. It is possible to debate someone, even passionately, even with shouting, and still love them and go out for drinks with them at the end of the day. I do it with my family and friends all the time.

This nightmare is what comes up when you do a Google Image Search for "Naruto fights." So. Um. Don't do that.
In Conclusion

When I was young, I loved a good argument. I don't really enjoy debates anymore. I'm a lot more chill in general now.

But I will still argue, not because I enjoy it but because it is my duty. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form. Debate is the Darwinian crucible in which bad ideas are burned away and good ideas emerge, purified in fire.

(The key is to make sure that only bad ideas get burned away, not people.)

I’m going to try to defeat my cowardice and start blogging again and chipping away at this pile of open questions. I hope, when I’m dumb, people point it out. If you think I wrote something wrong and can provide actual reasons to prove your case without resorting to cheap ad hominem attacks, I hope you’ll take your shot at me.

Then, if you manage to score a point on me and we meet at a convention someday, I will happily buy you a drink. Something reasonable. Jack Daniels quality. None of this top shelf crap. I'm not made of money.

###

As always, you can get fresh opinions and news about our games at our Twitter.

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.

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.