Archive for the ‘ Editorial ’ Category

Wave Foam – “The Big White Elephant”

Storm Cloud in advance of a tornado in USA : photo Mike Hollingshead/Extremeinstability.com

Cloud computing has just become the hottest new buzz word for the industry. Like the mythic Phantom platform, the OnLive system comes with the promise of solving every single problem ever known to players. No more costly consoles and games, no more installations, DRM issues or complex hardware configurations, no more wasted trips to the local store to get a game, or long download times for the newest Steam-powered game; OnLive solves every one of this problems. And guarantying a rock-solid performance comparable to that of locally running an Xbox360, Playstation 3 or high-end PC, with 720p, 60 FPS, and 5.1 sound. OnLive could just as well be a player’s wet dream… and like all wet dreams it belongs in the world of fantasy and fiction. At least that is what everybody with some technical background in computer/network engineering will tell you, as the extensive, detailed Eurogamer/DigitalFoundry article shows.

If further evidence was needed, now you can have it. David Perry (notable game designer behind “Eartworm Jim” and “MDK”) is leading OnLive’s competition in the cloud computing business, with his own Gakai. He just released a new demo video, and once again, there’s a Eurogamer/DigitalFoundry article that thoroughly analyzes it. The big difference between Gakai and OnLive, is that Gakai shows off credible results considering the currently available technology. No smoke and mirrors, no outrageous promises, bold PR statements or seedy business models. Gakai seems down to earth, credible, and doesn’t aim for the moon. It allows games to be run in any computer, through a web browser page, with medium quality results. Audio is stereo with a quality level similar to low-tier MP3; visually intensive games run decently enough, even though there appears to be lag and some noticeable FPS drops; older, less technically impressive games, run in lower resolution screens, but get a pretty steady performance at 30 FPS. And this is in a controlled demo environment. If this medium-quality service already encounters some performance issues, think about OnLive, with its super high end quality standards! Perhaps then you can realize how unrealistic the OnLive proposition really is. Despite that, (almost) all of the media ran the OnLive story with minimum amounts of scepticism. Just serves to show how technically prepared most media outlets are.

State of the Art pt.3 – “Touch of Evil”

Orson Welle's "Touch of Evil"

I left the last article with a prominent question: what is ludism, and why is it hurtful to the medium we so treasure? Ludism comes from “ludus”, the roman word that translates the concept of “play”. Playing can mean many things, but in this case, the dimension we’re looking for is that of “playing a game”.

A game is not like a toy, which allows children to fully author their own little fantasies and decide on how they want to entertain themselves. Kids can take an Action Man and make him fight against the evil Dr. X, as the box entices them to, but they can also play doctors with Dr. X and pretend Action Man is just a sick military man straight up from Iraq. For a child with a toy in hand, the sky is the limit – the toy is but a facilitator, or catalyst, to a type of play governed by his own imagination. It serves only as physical accessory that can help emulate fantasies, bringing them a step towards reality; but in the end, the real magic is happening in each kid’s heads.

A Chess board

A game is a different beast altogether. It’s structured – a pre-determined form of play that is static and unchangeable. It usually has a metaphorical background (war in “Chess'” case, or finances in “Monopoly”), a set of strict rules, goals and challenges, and also a number of rewards and penalties. It is, in its very essence, a competitive form of play, whether the competition comes from a direct opponent (“Chess”, “Tennis”), an indirect opponent (beating a pre-established record in a racing track), or just an abstract challenge (improving the number of elevations you can endure). There are many more aspects to what defines a game – from the voluntary choice of players to participate, to the possible cooperative dimensions, etc. -, but the key idea here is: a game is a structured form oriented towards a specific type of experience, with a specific type of entertainment that advents from that same experience.

What do you get from playing a game? When stripped to its barest, competition leads to certain psychological effects. Humans are biologically driven by goals, which is probably why Capitalism seems to drive people to work so damn hard. When people achieve goals and get rewards in the real world, the brain itself rewards the person on a psicobiological level, by releasing a specific type of pleasure hormone that makes the person happy, even euphoric – it’s the brain’s own way of saying “congratulations on the job well done”. The reverse is also true, so when you lose, you feel frustrated, angry and annoyed. Games are entertaining exactly because they tap into that whole “reward/penalty” dialectic of our mind. Our brain is wired to respond to that sort of experience, so when you emulate it with a game, you get the same results, despite not having the real life consequences. Video-games (for the reasons I wrote in the previous article) are exactly the same – they’re normal games, with the small exception that instead of playing them with a board, pencil & paper, or a football camp, you play them with a computer or computer-like device (such as a console).

Aeris' Death in Yoshinori Kitase's "Final Fantasy VII"

So, now that we know what a game is and what it accomplishes, let’s dissect its limitations. Games, and by extent, video-games, can really only transmit two sets of emotional responses: the sentiment of achievement and realization when you win (usually called “fun” in this context) and the infinite frustration you get when you lose. That is all. Some of you might say– What? , but I laughed in “Monkey Island”, cried in “Final Fantasy VII” and was in love with Yorda in “ICO”!!! And here is where we start discussing the importance of video-games being so much more than solely “games”, which is where I wanted to get all along.

Ever since the birth of the medium, it has evolved by merging with many other languages and mediums, giving birth to new landscapes inside the realm. “Monkey Island” makes you laugh because of its textual and literary qualities – its off-beat humor comes mostly in the form of dialog and narrative description, not game-play. Aeris’ death in “Final Fantasy VII” is a pure cinematic moment, translated through a wonderfully designed FMV, which acts as an emotional peak, also thanks to a text-heavy scenario. The actual games in “Monkey Island” and “Final Fantasy VII” had nothing to do with the emotions you felt. The added dimensions that were on top of those games, are what really made these, like others, highly emotional and, by consequence, memorable. But what about “ICO”? Wasn’t the act of holding Yorda’s hand a game-play mechanic that made you feel something? This is where it gets tricky, and where the barrier between what is a game and what isn’t starts to blur. For the sake of argument (and to avoid extending this beyond its already enormous length) I’ll leave you to think about this matter for now, and further on, I’ll digress on “ICO’s” exact nature as a “game”.

The fact remains: games are not expressive enough to encompass powerful feelings such as loss, sadness, fear, happiness, etc, etc, etc – none of you have ever felt these emotions while playing “Chess” or “Monopoly”, have you? But we know that the “video-game” (or whatever you wanna call it) medium is, in fact, capable of producing those same emotional reactions by using other mediums’ language, but with an added bonus, that of interactivity. However, we cannot harness that potential if we continue to merely create games, or complex forms of emotional cinematic/literary/visual/musical experiences with games underneath. If we do that, then we are wasting all the potential expressiveness of our medium by reducing it to its ludic or game-y dimension, which is severely limited.

"Touch of Evil", Orson Welles

And so, we come to the million dollar question: if games are so limited in terms of emotional expressiveness, then why are we still calling our interactive medium “games” or “video-games”, and more importantly, why are we using “games” as a model for our medium when it’s so poor compared to others? And the answer is so simple. Because in reality, we, as gamers and consumers, are happy that games are the way they are. We like the familiar, universal appeal of the ludic dimension, which has been present in the medium since day one (the tragic, original sin I’ve written about before). We, as players, designers and journalists, have come to expect games to be “games”. We do not envision a different, higher vision for “video-games”, closer to that of Art, for instance. Hell, we don’t even reward or buy works that are trying to achieve that higher concept. Quite on the contrary, the more polished and entertaining a game is, the better grades and sales it gets. However, if a game is artistic, it is usually dismissed by everyone for not being “fun”, even if it gives us so much more on an emotional level. We simply do not account for the added expressiveness the medium can offer, and thus we remain adamant that “fun” is the only emotion games can convey to us. And as long as this situation perpetuates itself, then “video-games” will remain “games”. And I’m sorry, but it’s not the fault of the industry, as much as it is our own fault for not telling it, as consumers, that we want more. If we want Art in video-games, then we must learn to support it whenever it arises.

[In the coming articles I will continue delving on these issues and explore how everyone can help change the current video-game landscape.]

Wave Foam – “Best Videogames of 2009… wait… is 2009 over already?”

I get the whole top 5/10/100 thing: it feels great to massage your ego by telling the whole world what you feel are the best games/movies/albums/whatever. And as a periodic exercise it can even be healthy, as a way of promoting the good, penalizing the bad, and do some reflections on how mediums stand in that time period. It is never a question of “what will be remembered” for the future, but a question of “what should be remembered”. I believe it’s a great opportunity for media to further cultivate taste and elevate the medium. Apparently, this year, there must be a shortage on news and games, because instead of the typical yearly analysis, we’re already getting a sneak preview half way across the gap. Both Kotaku and Destructoid already have a selection of the best of the year, and Gamespot has a “Dads and Grads Wishlist”, which is basically a silly and sneaky way of doing  just the same (and perhaps there are more sites, go ahead and find out). I mean… the best games of the first semester of 2009? Is this for real? What will it come to next? The best games of the second trimester of 2010? Talk about silly season. Guess the heat will do that to game journalists.

But, let’s forget that all the (supposedly) good games only come out by year’s end, and pretend this exercise even makes sense. What is the media telling us? First, and thank god they finally get it (they have to get something right, don’t you think?) – small, low budget, almost indie-like games, are being rewarded. The most notable of these examples is “Plants Vs. Zombies”, which all websites mention with top honors. “Rhythm Heaven”, “flower“, “bit trip beat”, “Henry Hatsworth in the Puzzling Adventure” are some of the mentioned. From all three websites, “Destructoid” is the one that most embraced non triple-AAA gaming, with the number of honorable mentions regarding small/medium sized productions being greater than that of blockbuster titles. I have to say this is a good sign, and despite some glaring omissions (Takahashi’s “Noby Noby Boy” which, strangely, is absent all around), this could mean journalists are moving away from the triple AAA industry paradigm that was the standard not so long ago. Then again, it might just be a sign that Christmas is still to come… we’ll see then how many low-budget games get on these lists by year’s end.

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Not all is well though. The number of mentions to “Resident Evil 5“, “Killzone 2”, “Street Fighter IV” and “Punch Out” are still enough to leave me utterly disappointed, might I even say, a tad nauseous, given the generic, highly derivative game-play styles of all these games. But what hurt me the most was how little praise “flower” got… a game that should have received the highest accolades, but that in the end is a secondary reference to all these nit wits that wouldn’t know what art is even if it slapped them in the face. For some obscure reason, Gamespot doesn’t even mention it (perhaps their category system is so good that it doesn’t encompass the best game of the year); of the entire Destructoid staff, only three editors selected the game; and lastly, Kotaku’s editor (who wrote the top) does mention it as one of the best 10 of the year, but still makes me gag by placing it alongside *things* like “Red Faction Guerrilla”, “infamous” and “House of the Dead Overkill”… talk about an eclectic taste, hey?

And no, I won”t do a half year top… only “flower” and perhaps “Noby Noby Boy” could make it there, so why bother?

Wave Foam – “A Last Ray of Hope Dwindles”

eclipse

Call me cynic, skeptic or plain fatalist, but I don’t like where the industry is headed. Especially, when you look at the mainstream big hitters. While browsing in Destructoid, I found this article on how PS3 exclusives don’t sell. Basically it bogs down to this: of all the great PS3 exclusives, only one passed the one million mark in actual sales… and that was the derivative “Resistance – Fall of Man”. This fact is disturbing for two reasons.

Firstly, this means people prefer the typical Xbox360 exclusive over Sony’s. I’m sorry to say, but no gruff military game like “Gears of War” can measure up to the quality of a game like “Uncharted – Drake’s Fortune” or “Metal Gear Solid 4”. Sure, they’re all blockbusters, and in a sense, they’re all pieces of shallow entertainment, but PS3 exclusives show the backing of a company that is willing to pay for certain standards that aren’t usually present in Microsoft’s games. Decent narrative and aesthetic assets for instance. Even “Heavenly Sword” and “Lair”, games with a fair share of problems on an execution of level, show a greater deal of identity and artistic merit than any “Halo” or “Mass Effect” could ever hope to achieve. However, the latter sell, while the former don’t. This tells me that gamers are backing the wrong horse, and are severely lacking in the taste department. There’s nothing wrong with Microsoft’s games, mind you, I love them as much as the next guy, but Sony is giving us more than just mind numbing action games… yet no one is paying attention to that difference.

"Gears of War 2" or "Killzone 2"? Do we really want to get stuck with this choice?

"Gears of War 2" or "Killzone 2" - do we really want to get stuck with this choice?

The second reason why this is a problem comes from the fact that Sony is the only of the three hardware console producers that has been paying a lot of money to produce quality content. And not just on a mainstream level, but also in small and medium-sized ventures, such as Q-Games’ (“PixelJunk Eden”) and ThatGameCompany’s (“flOw”, “flower”) downloadable titles. By not buying any of these games, gamers are saying it’s not worth producing and designing them, which will eventually lead Sony to stop sponsoring such ventures. Even if you do not agree that Sony’s games offer something more than Microsoft’s, you must concur that video-games need diversity and wealth of content. But if this trend continues there will be none, and there’s a very strong chance than in a few years time, you won’t get “The Last Guardian” or “Heavy Rain”-like games. Instead you will only have the choice to buy Microsoft’s “Halo’s” and “Gear’s of War” or Sony’s “Killzone’s” and “Resistance’s”, because companies will figure those are the only game-types people will buy. I don’t know about you, but that’s a prospect that doesn’t sound good to me.

Wave Foam – “On Triviality”

Untitled

GameTrailer's "Bonus Round"

It is in the very nature of online media to overly discuss that which bears no importance in the long run. It’s to expect, I guess, considering its online, minute to minute, free access, and the ad-money-per-link business model that supports it. Bottom-line is, debate rages about the most useless, unimportant subjects, and when it comes to video-games, the greatest of these hideous topics is the “console wars” – that tiresome discussion that leads nowhere and informs no one. I would have thought that semi-professional and semi-serious programs, such as Gametrailers’ “Bonus Round” could be a bit more captivating and interesting than to watch the constant spewing of forum rant by fan-boys, but then again I have been known to be wrong on many occasions.

The E3 sum up was filled with fan-boy oriented debates on “who won?”, with abstract grades flying around – Michael Pachter on Sony’s conference, “I have to grade Sony on two levels, one on substance, one on presentation. Substance ‘A’, presentation ‘C’.” – and unreflected affirmations that’d be shocking to any viewer with a brain to speak of – Dan Hsu on “Metroid M”, “It feels as we’re taping to Samus Aran’s more human side […] this wasn’t a quick cash in.” The depth of their analysis was simply baffling.

Microsoft's Project Natal Commercials

Microsoft's Project Natal Commercials

To top it all off, their newest episode is totally dedicated to new input methods and interfaces in consoles. It’s nothing more than an apparently credible take on who’s got the coolest controller/interface/online-features in the ongoing console war. They’re not even discussing the games that have been, or are being developed with these new technologies… oh no, they’re discussing the technology and its commercial potential for casual gamers. Never mind the fact that no good games ever come from these new technologies (unless you want to call “Wii Sports” a game instead of a mini-game collection thingy), and that Sony, Microsoft and Nintendo just keep wasting money by cramming useless shit we already have access to in our faster, more intuitive personal computer into their consoles.  Forget that, people want to know who’s got the most unresponsive piece of virtual hardware. Is it natal, the magical wand or the motion plus? WHO CARES? Meanwhile, there’s a shortage on new games and game ideas. The media, like the developers, insists on missing the point.

You can watch the latest “Bonus Round” episodes by following this link.