Showing posts with label death from anti-ludic sentiments. Show all posts
Showing posts with label death from anti-ludic sentiments. Show all posts

Wednesday, August 25, 2010

Feeling Every Punch


A lot of insightful, thought-provoking views found their way into the comments of my “Player Privilege” post. One highlighted problem with my argument was that I failed to articulate exactly what I meant by wanting games that are more ‘difficult’. Adrian made the very valid point that simply making games harder for players would not be abolishing player privilege but instead would simply reinstate the privilege of the hardcore by making games less accessible. That games should require more dexterous skill was not my intended argument so this is clearly something I need to distinguish better.
Related to this, The Shape of Games To Come highlighted an important distinction between real-world consequences and virtual consequences:
"While I too would like to see greater consequence for player actions, I think I would draw a critical difference between in-game consequence and real world consequence."
As essentially what my broader argument is saying is that games could be more meaningful by inflicting harsher consequences on the player, the distinction seems like a vital area to explore. However, the distinction I would make is that they are not distinct at all.
So I am going to start with a wildly presumptuous hypothesis and then work my way back to it. So here it goes: the player takes meaning out of a game (both positively and negatively) through the ways the game affects the player in the real world. To twist this around: the real-world consequences of the player’s virtual actions communicate meaning to the player.
This implies an overlap of what exists in the real world and what exists in the virtual world, and indeed there is a whole body of literature on this topic that I am grossly simplifying and re-appropriating here. While both worlds have exclusive elements (we sit with a controller in our hand in the real-world; the dragons we slay, the cars we steal and the aliens we shoot exist solely in the virtual world), there is this massive gray area where the two worlds smash together like a Venn Diagram. This is the space where you read Fallout 3’s The Vault Dweller’s Survival Guide on the bus home from EB Games. This is the space where a real-world friend shouts “jump!” while a virtual squadmate orders you to “press X!”.
It is within this overlap, too, that we are able to interact with the virtual world. Via our in-game avatar, we project our real-world actions (pressing X) into the virtual world. This is how we play videogames. We poke a finger through this little window into the virtual world and watch the effects of that action ripple outwards. However, this window is not one-way. Just as we can effect change in the virtual world via real actions, the consequences of those actions are able to ripple back to us in very real ways—sometimes too real.
We want our actions in-game to resonate into the real world... but not too much. (link)
The Shape Of Games To Come, in his comment, clarified between what he sees as constructive in-game consequences and destructive real-world consequences by comparing how Heavy Rain and Mirror’s Edge respond to the player’s failings:
"While I too would like to see greater consequence for player actions, I think I would draw a critical difference between in-game consequence and real world consequence. I though Heavy Rain was fantastic largely because of how it handled this; I could lose whole characters, cut off entire potential plot branches and gameplay sequences, etc. based on how I acted in a particular scene. That was great.

What is not at all great is for me to be punished outside of the game for my actions. This has two possible consequences for me, both of which are bad. The first is that the narrative of the game is broken. I died a lot playing Mirror's Edge. And at the end of the day, that reinforced something for me - that the character of Faith could not possibly have done what the game said she did with the skillset the game gave me unless she ran into an almost infinitely improbable string of good luck. The second consequence is that the game has essentially wasted some of my life. Do I have to go back and replay the past hour of gameplay because there was no checkpoint? Then I have just lost an hour of my life, and now I will have to spend another hour just to get back to where I already was. That's not meaningful consequence, that's abuse."
These are both great examples. However, I would argue that both are examples of games projecting consequences from the virtual world back into the real world. They key difference is that the consequences of actions within Heavy Rain continue to resonate in the virtual world as well as the real world. That is, the game reacts to our actions (intended or accidental) and continues along a certain route consequential to those actions. This is a virtual consequence (because it affects the characters in-game), but it is also a real-world consequence (because it affects the way we play, progress, and experience the game).
Meanwhile, the Mirror’s Edge example is a real-world consequence without any corresponding virtual consequence. In short, Faith does not die. Every action between the checkpoint and our misguided jump is erased and forgotten. The player suffers consequences in the real world (loss of time, alienation at the plausibility of the narrative) while the character suffers nothing. Faith has no memory of that fateful misstep, but the player must remember every bone-crunching detail.
My initial hypothesis was that the player takes meaning out of a game based on how the game affects them in the real world. Now I don’t want to twist The Shape Of Games To Come’s words against him so the following is my own experience of Mirror’s Edge and Heavy Rain: My experience of Mirror’s Edge was marred by the way it affected me in the real world without affecting Faith in the virtual world. Yet my experience of Heavy Rain was improved by the way the consequences to my actions affected how I played the game in both real and virtual ways.
So where does this leave us? Have I found a wedge to distinguish between privilege and accessibility? Perhaps what I mean by player privilege, then, is that many games are being designed in a way as to isolate the player in the real world. The player is able to poke through the window into the virtual world then slam it shut before the consequences ripple back to affect them in the real world—ultimately blocking the player off from any meaning those consequences may have conveyed.
An example of this would be the choice to destroy Megaton in Fallout 3. While Megaton’s destruction has very clear virtual consequences to the citizens of the Capital Wasteland (a major town destroyed, many deaths, a large area radiated), the decision hardly affects the way the player progresses in the game. Regardless of what the player decides to do, they receive a house for their troubles. Further, the quests available to the player do not change—the characters within Megaton that give out quests miraculously survive the detonation. While the game’s karma system does quantify the player’s decision with ‘good’ or ‘evil’ points, the real world consequences of the player’s virtual actions are practically nil, and any meaning the player may get out of the experience is greatly diluted. [Edit: Okay. It has been pointed out to me that there are indeed a number of quests and other elements that are shut off from the player if they destroy Megaton so this example is in fact not all that great.]
At the other extreme, however, is what Adrian highlighted in my previous post as a potential abolishment of accessibility. This would be ripping the window from the wall and allowing all the consequences of the player’s actions to flood back into the real world with no real affect on the virtual—such as Mirror’s Edge or any other game with unforgiving checkpoint systems.
So ideally, the consequences of our actions should not be exclusive to either world, but resonate across both. At the end of the day, why would we put so much into games if we did not wish to take something out of them?

Tuesday, August 3, 2010

Player Privilege: Why It Is Still Just A Game


This is a follow-up to my previous Death of the Player post where I mused over the idea of de-prioritising the player over other aspects of game design and criticism. It was rough stuff that I was not entirely convinced of, but I wanted to float the ideas to see what opinions people had. Without implying that they in any way endorse these posts, my thanks to Mr AK (who wrote some of his own semi-related thoughts to my post here), Adrian, and Chris for weighing in and challenging some of my points, and ultimately giving me more confidence with what I am actually trying to say.
As all three pointed out, my central argument, which focused on the ‘importance’ of the player was a flawed one. Even in cases such as Limbo where the game often exploits the player, the player’s ability to interact with the game is still central to the experience.
So I have reconsidered my argument and decided that it is not player importance I have an issue with but player privilege. The majority of games hand the player all kinds of privileges that affect how they experience the game. The player has received these privileges for so many years that not only is there a presumption that these privileges are required, but most players are so comfortable in the current environment that they do not even know such privileges exist. I want to abolish the player’s privileges—or at least challenge the player’s dependency on them.
Why? Because over years and decades, like a spoiled child, the videogame player has entered new worlds shielded and smothered by overprotective parents fearful that, if allowed, the child-player will either damage the world or, worse, damage themselves. The player has rarely felt the consequences of their actions, has rarely had to work for a non-quantifiable gratification, has rarely truly regretted or questioned their actions. Thanks to overbearing supervision, the player is tied tandem to the shallow end of the pool—facing no fear of drowning but no prospect of deeper experiences. As the player’s role has grown from simple coin-feeder to active participant, overprotective parents have held them close and refused to let them mature until the player’s sense of self-worth has overinflated to near bursting.
And who are these parents? The greater game industry. Designers, marketers, journalists, and critics smother the player, well-meaning in their intention to protect the player and help them through the game, they instead keep the player from any meaningful experience. In these parents’ eyes, the child-player can do no harm. If anything goes wrong, everything is blamed before the player. Too difficult? Game’s fault. Too easy? Game’s fault. Too complex? Too simple? Game’s fault. Player’s actions render the story pointless or, worse, Player unable to render the story pointless? Game’s fault.
The player is taught (by games, by marketers, by reviewers) that they can do no wrong, that nothing is their fault, that every aspect of the game exists to serve them. The player has grown up believing that nothing will ever affect them negatively and that there will never be consequences to their actions. In our quest to empower players with the agency to do everything, we don’t allow the player to do anything.
Yet, the most acclaimed, most realised game-worlds are those that both react to the player’s actions and, simultaneously but conversely, give the impression that the player’s existence is inconsequential to that of the world’s. That is, Liberty City, The Capital Wasteland, Azeroth, Shadow of the Colossus’s Forbidden Land, and New Austin could exist just as easily without the player’s presence, yet all are affected by the player’s actions.
Such memorable worlds are the minority. Most, due to their pandering of player privileges, are rendered unconvincing and meaningless—mere cushion-covered playgrounds. Player privilege is why videogame stories and characters pale compared to the ranks of film and literature. The current culture where the player presumes a range of privileges is detrimental to all facets of game design and criticism.
This still sounds like I am calling for a stripping of player importance, but this is not the case. The role of the player is crucial to a videogame, central even. Thus, if player privileges are numbing and diluting player experiences, then it is player rights that are crucial and must be safeguarded to keep the player’s experience from being sidelined altogether—to keep the game from becoming not a game. Player rights exist to render a game playable. This is not an all-encompassing list, but some key ones would certainly include:
  • The right to interact. (The player has the right to project actions into the game-world that the game-world then reacts to accordingly).
  • The right to progress. (The player has the right to always be able to progress, to have the means to overcome a challenge, to know when they are going the wrong way).
  • The right to know the rules. (The player has the right to know the rules of the game).
These are player rights. Without them, a game could not be played. Privileges, on the other hand, are things the player is usually allowed to do but by no means must do. Yet, these are so widespread that players have come to presume their right to them, and nearly all games adhere to them out of fear of the tantrum the player (and reviewer) will throw without their precious toys. Again, this list is neither all-inclusive or prescriptive, but some rights the player does not have (i.e. privileges) include:
  • The player does not have the right to act however they desire without fear of consequence.
  • The player does not have the right to immortality.
  • The player does not have the right to omniscience, to have access to every morsel of information about the story, the world, and the characters.
  • The player does not have the right to be rewarded unjustly. (i.e. achievement points for putting a disc in the tray.)
The player does not have the right to instant gratification.
I am not arguing that the player must not have these privileges ever, in any game. Rather, I argue that the player cannot assume entitlement of these privileges and should not dismiss a game for not having them.
Does the presence of these privileges affect the game-ness of a game? No, usually not. If the sole intent of the game is to let the player have a rollicking fun time, then these privileges are fine, if not advantageous. Games that exist just for pure, simple fun (Crackdown, Just Cause 2, the earlier Grand Theft Auto games) are as justified as easy-to-watch action movies and predictable romance novels. Sometimes that is all we want, and that is okay.
However, there also exists movies that are difficult to watch and books that are difficult to read, that are still revered for their aesthetic and thematic (and artistic) merits. I want more games that are difficult to play like Shakespeare is difficult to read and The Godfather is difficult to watch—difficult, but ultimately more meaningful and rewarding. Not like Killzone 2 is difficult on ‘Hard’ for making me put more bullets into an enemy, but like Far Cry 2 is difficult for making me walk for thirty minutes and then have to contemplate the very real punishment of death if I screw up the ambush. Like Half-Life (or the first Halo) is difficult for not giving me an info-dump of story before I am thrown into things. Like Deus Ex is hard for forcing me to act on incomplete information (brought up in Justin's excellent "Groping The Map" series on the game's opening level). Difficult in the sense that the entire game does not revolve around the player’s cushioned empowerment, entertainment, and instant gratification. When we do this, games finally begin to mean something.
Yet, every time a game does push aside some player privileges for loftier goals than instant gratification, there is an uproar by (perhaps a loud minority of) both players and reviewers. Far Cry 2 does not have enough to do; Braid is too ambiguous; Grand Theft Auto IV doesn’t have a jetpack; Limbo kills the player too cheaply. Games such as these are often stamped with the ambiguous ‘literary’ label as though no game could ever be as meaningful as a book. These games tend to keep all of the player’s rights intact while abolishing many privileges in order to focus on other design concerns—namely aesthetic and thematic ones. These games are the ‘difficult’ games that I want to play more of. (Note, though, that when rights are removed along with the privileges, it is to the detriment of the game, such as the sidewards-arrow-gravity-switch in Limbo which removes the player’s right to progress.)
Abolishing player privilege is not something we must start doing in the future. Rather, it is something that games are already attempting right now. Games such as those above (and others, to be sure) are potentially the foundations of a much broader shelf of high-brow games—if we allow them to be.
Such meaningful, artistic, high-brow games will only be more widely accepted if more players realise the satisfaction one can get from giving up their privilege and putting in the extra yards. Thus, it has to start with the players and the reviewers. Designers can craft all the privilege-free games they want, but they will get nowhere if the player refuses to let go voluntarily. This isn’t about changing mechanics but changing culture. Instead of complaining every time a game does not let us do anything we want and demanding the game returns us our privilege, we (players, reviewers, critics) should welcome these games with open arms for potentially allowing us more meaningful experiences.
This is not an elitist aspiration—I have already defended the more ‘easy’ to play games. I just want games that respect my rights as a player without smothering me with privilege, games that present me with a meaningful experience by letting me interact in meaningful ways that might just bite me back. But just as the high-brow player must accept just-for-fun games (and, really, who doesn’t’?), more high-brow titles will only exist if players are willing to give up their privileges.
Players must stop expecting rewards for doing nothing, must stop protesting punishment well-deserved, must stop wanting explosions yesterday. Players have to stop expecting every game to be tailored for their specific needs. It is time the child demands the parents stop pampering them and let them stand, stumble, fall, and eventually learn walk on their own two feet.

Wednesday, July 21, 2010

Death of the Player

As kids, my two brothers and I devised a game called Traps. Influenced at least in part by playing Spy vs. Spy on our Master System II, Traps would see one of us design an obstacle course around the house and yard (usually just the yard as we would concoct games such as this when our parents kicked us outside) that the others would have to navigate through. As the name suggests, the course would be littered with traps. The most enjoyable part of the game was trying to invent new and exciting traps that our player (‘victim’ almost seems like a more fitting term) would not be expecting. We would lean buckets of water atop doors; hide small ditches of spiked twigs under leaves; and force each other to climb the sun-baked metal of the slippery slide.
The game could not have been any more linear. You finished by completing the course, but you were not allowed to deviate from the course at any time—not even to avoid traps. This meant that the course could only be completed by activating every trap along the way. Even if you saw the spike pit under the leaves, walking around it would be cheating. Interesting gameplay was not the primary concern in Traps—the traps were. While the player had an essential role in the game, that role was the equivalent of a lab rat in a genetics experiment.
Playing Playdead’s beautiful debut XBLA game, Limbo, last night, I found myself reminiscing about Traps. Limbo’s beautiful, beautiful monochrome levels (did I mention they are beautiful?) are littered with dangers that seem to have been extracted directly from the mind of the playable boy—giant spiders, spikes, bear-traps, other children, brain-eating leeches to name a few. Many of these dangers are not meant to be noticed and avoided the first time. Dying is a large part of Limbo and a lot of care has gone into the morbidly varied death animations. The designers have used many a cheap trick to ensure the player is dead before they even realise they are being threatened. Limbo is not about avoiding death; it is about dying. Again and again and again.
This relates to a kind-of-theory-thing I have recently been trying to no avail to flesh out into coherent thoughts. My justifications for it still need plenty of fleshing out but the essential argument is this: 
The player is not the most important element of all videogames.
I mean that quite specifically. The player is still very important (essential, even) to all videogames, and they are indeed the most important element for a lot of videogames. However, the more I think about it, the more I am convinced that allowing the player to stand unchallenged atop the pedestal of priorities they have held for decades can be detrimental to creating more meaningful games. Okay. I know. I am crazy, but just hear me out before you scroll down to write an angry comment.
Based on the assumption that the player is the most important element of any game, gameplay considerations are almost always prioritised over all other considerations (such as coherency, believability, themes, aesthetics, etc.). In the article “Brave New Worlds” in GamesTM No.95, Rocksteady’s principal designer, Bill Green, says:
“Inevitably, sometimes we have to sacrifice believability for the sake of gameplay, and the player must have a smooth, readable ride even if that ceiling wouldn’t pass a civil engineers assessment. The player is the most important person in the world when you’re designing, and they must be able to read the environment, knowing up-front how they can interact with it and where they can go.”
The ludology line of thinking would completely agree with this. As would anyone with any financial interest in seeing a AAA title sell enough copies for them to keep their job. I completely respect that. Games are games and should be about the player and gameplay first and everything else second, right?
At the risk of being slaughtered by a mob of said ludologists, I would answer no. Some games have (or could have) a greater interest in elements other than gameplay and the player’s convenience and, dare I say it, enjoyment. Perhaps the flight simulator is a good example of this (then again, the genre is practically dead, so perhaps not). Certainly, the player’s ability to play the game is important, but is it more important to a committed simulator than hyperrealism? Sometimes yes sometimes no. All I am trying to say is that the player is not always the most important thing. In some games other consideration are just as (if not more) important.
Limbo is one of those games. The player is an essential element of the game; without them, the boy would just lay there, sleeping forever. However, the player is essential in the same way the player of Traps was essential—as a lab rat. The player exists in Limbo to run their rat wheel and allow the stunning aesthetic and thematic design to really shine. And, considering Limbo’s most potent theme is death, the lab rat player must die a lot of times.
Is this a justified strand of game design, where the player is not empowered but exploited? It is not something I have fully explored or entirely made up my own mind about. I was not planning on posting such thoughts for quite some time yet, but the few hours of Limbo I have played (I have not even finished it yet!) really made me want to get this out.
So please, rip my kind-of-theory-thing to shreds.