Posts Tagged ‘ ICO ’

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.]

State of the Art pt.1 – “Balance of Power”

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Chris Crawford, despite being present at the very infancy of video-game development, achieved a thorough knowledge of the area, one that granted him a visionary insight over its future. In his book, “The Art of Computer Game Design”, he defined video-games, laid out the principles of game design (most of which stand today), delivered a possible games’ taxonomy out of a remarkably small number of titles, and even predicted how the industry would evolve, to a point only realized in the XXIst century – a heterogeneous marketplace (only possible today thanks to download services).

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But there’s another idea in his text, one far more provocative and stunning than any of the rest – the idea that in the old days of 16 color screens, kilobyte sized memory, and assembly programming, Chris Crawford already regarded video-games as Art. As he himself admits, video-games couldn’t be further from “a Shakespeare play, a Tchaikowsky symphony, or a Van Gogh self portrait”, and yet he could already perceive the video-game equivalent of such masterpieces possible in the means! However, twenty seven years down the road, and such a statute seems far from being consolidated. In fact, most of Crawford’s criticisms still stand today: “computer games are much like candy, comic books, and cartoons”, “artistic flair has heretofore been treated as subordinate to technical prowess”, and as he had predicted, the market is still overrun “with blockbuster games, spin-off games, remake games, and tired complaints that computer games constitute a vast wasteland.”

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I, for one, believe he was right, the potential for video-games to become a rightful form of art exists. One look at games like “ICO”,  “Silent Hill 2”, “Gadget – Past as Future”, or my recently reviewed “Myst” and “D”, quickly reassures my heart that games can be Art. More so, the recent rise of the indie scene has allowed many new developers to find niche markets whose players have higher expectations for video-games – Jenova Chen’s “flower” and Auriea Harvey and Michaël Samyn’s “The Path” are but some of the most outstanding examples of this new trend.

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And yet, despite all theses advances, the same teenager oriented industry and ludic design models remain. Talking about art in the context of video-games is still, let’s face it, wishful thinking. The small beacons of light that I mentioned beforehand are minuscule when compared to the ever growing cloud of darkness that dominates games’ landscape. Players, in general, don’t want to play new games (just compare established franchises’ sales when faced with new IP’s, such as the recent EA fiasco) or even artistic ventures (see the sales of PSN titles, of which only “flOw” makes it to the top ten). Game designers themselves, show little interest in creating interactive art instead of glorified tech toys. Publishers and producers just back up where the money is: shooters, platformers, role-playing, sports, and casual games still eat up the gross of video-game’s productions, with original titles that step out of the boundaries of tried and true formulas and established genres being harder to find than a needle in a haystack. Journalists on the other hand, instead of defending artsy ventures and breakthrough original games, as a way of helping the means evolve by educating and cultivating gamers, insist on valloring mediocre games that apply template design models, such as “Killzone 2”, “GTA IV” or “Gears of War 2”. Everyone says these games are “more fun”. Art games, on the orther hand, aren’t. In fact the whole industry seems to measure itself upon this generic, abstract equation of “fun”. Back in the ATARI days, Chris Crawford said that “Computer games are much like candy, comic books, and cartoons”. They still are. Just serves to show how little games have changed in this quarter of a century.

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

Prince of Persia (2008) – “Thief of Persia”

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The story of “Prince of Persia” would now seem to be as old as the medium itself. Born out of the brilliant mind of Jordan Mechner, the original masterpiece ended up serving as the proud pillar for a whole genre, probably even for an entire current of videogames. Since then, the “Prince of Persia” name has become associated with the best and worst the interactive craft can offer. When it was announced that an entirely new Prince would appear, instead of an attempt at fixing the broken “Sands of Time” formula, there was hope it could reinvent the genre as its notorious forebears did. Sadly, like its main character, the new “Prince of Persia” is not of royal descent, but a mere pauper.

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In an attempt at recapturing the elegance of Mechner’s original masterpiece, while simultaneously framing it in the light of modern design philosophies, the new Prince’s gameplay presents itself as an exercise of eloquent simplicity. Flying above the abyss, running through walls, sword fighting with enemies – what was once a task of deft skill and trying patience (which matched the on-screen action) is now a matter of simple chaining of rhythmic actions. For each action to ensue, a button must be pressed as the associated visual cue demands it: see a cliff, jump button; see a flashing light, double jump button; a monster attacks with magic, counterattack with magic attack button, and so on. Level progress becomes a succession of automated movements, that without the need for much reflection or observation, lead the Prince from one point to the next. Because of that, complex, three dimensional scenarios are rendered into spatially twisted, yet linearly explorable corridors, and fights are molded into simple mini-games of action-reaction. The end experience is that of a slow stream of steps to which you must mindlessly oblige, in QTE style, as the prince shows off his flurry of incredibly animated acrobatic movements and attacks. And because the game does not let you die in any way (you simply restart from a very near checkpoint), your actions are seldom interrupted from that particular flow. In the rare instances that “Prince of Persia” presents challenge, it does it in the most disastrous of ways (like “Assassin’s Creed”), by introducing a pseudo-non linear game structure that forces you to traverse levels several times, and an obligatory fetch quest that mandates you to squander levels in search of hundreds of flashy orbs (hardly original).

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The shun of challenge oriented gameplay, and the simplification of the gameplay dimension, don’t stand as ill-choices by themselves. However, having gameplay reduced to that of a series of mind numbing actions should invite to a greater, more dense aesthetic experience, that could fill in the void left by the extreme simplicity of the interactive counterpart; many games have shown ways on how this type of experience can be pulled off with extraordinary results (“flOw”, for instance). But for that to be achieved, the game must have a strong artistic identity, one that translates some sort of emotional experience that transcends gameplay – something which the new Prince unfortunately lacks. Dazzled by the daunting beauty of aesthetic masterpieces such as “ICO”, “Shadow of the Colossus” or “Ôkami“, the new “Prince of Persia” creates a world that borrows many of these games’ elements: the use of a white-laden princess as companion; the dreamy landscape; the healing of the land, bringing color and nature to darkness and corruption, etc. I have already discussed how these exercises of malformed inspiration can bring about poor results (the recent “Dead Space“, for example), and the Prince represents another bad example of this practice. Firstly, because it ends up creating a world, that despite gorgeous, bares no concrete relationship either with the series’ background (Persia), or with its many sources of inspiration – it’s just a mishmash of aesthetic details molded into soulless pretty images. Secondly, because the game’s authors did not translate any of the artistic potential of their sources into the game itself – most of the gameplay sections develop in dull-colored corridors and walls that do not show off the intrinsic graphical detail of the art design. There are some stunning vistas (which the screen-shots obviously focus on), but these aren’t contemplated by the player’s eye during a significant majority of the game.

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The narrative, instead of adding some compensatory value to the game, further mars the experience. Not only are its characters simplistic and cartoon-y, as their dialogues are filled with cheesy jokes that seem straight out of some romantic comedy featuring Matthew McConaughey, as opposed to a mystic tale about Persia (the game is called “Prince of Persia”, is it not?). When the game does opt for drama it does so by completely ripping-off “Shadow of the Colossus”, and not in a good way. And because game progress is pseudo non-linear, there’s an absurd amount of filler that doesn’t go anywhere with the plot until the very end of the game. In fact, for all intents and purposes, there are only two plot points: beginning and end (someone clearly missed the writing class when they got to the “middle” part).

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The narrative falling flat and the aesthetic being mostly derivative (even if filled with eye-candy), only invites more criticism to the subtle nature of the gameplay dimension. Because it does not serve as a background for some sort of emotional journey, the gameplay reduces the experience to an agonizing series of numbing actions, throughout numerous and repetitive levels, occasionally interrupted by a childish cutscene or a lush scenery for you to gaze upon. Though there is some commending to be done to the guys at Ubisoft, for at least trying to devise a new game based on a decade old franchise, the fact is that in the end, they produced a completely hollow and forgettable videogame. More so, one that bares the same name as one of the most important games ever designed… which should get people thinking that maybe a game named “Prince of Persia” should at least try to live up to the royal lineage of Mechner’s absolute masterpiece. But it doesn’t, and instead of a Prince we got a thief disguised in noble garments.

score: 2/5