Hereās the deal. I did something. It might be something brilliant, it might be something stupid. Iām not really sure. I created a website called Stomp. Stomp will be replacing The Gonzologist. Why? Because... only one person really gets to post on The Gonzologist, and thatās me. Doc. While thatās great and all, Iād like to attempt more collaborative and experimental things. If anything, the post volume should go up.
The basic goal is this: get more stuff written, write funnier stuff, write better stuff, and help get other friends--good friends with good writing--published so they can write stuff too. Thatās always been the thing: people are likeĀ āget a blog so you can show people you have a body of work,ā but most of us who do the whole blog thing find that, well, nobody really reads, so we never get any feedback, and we never really grow. Together, a bunch of us writing stuff... well, I hopeĀ we might be able to get a bit more traffic flowing.
Dunno how itāll work out.
I had fun on The Gonzologist, and Iāll port the worthwhile stuff from here over there as I can. You can follow Stomp on twitter at @stompsite.
tl;dr: name change, software change, hosting change, moving to a unified, shorter branding. Youāll still get content from me.
The last time I wrote about a specific game in this way, I did so immediately after completing it. Iām not sure that was a wise decision. I learned a long time ago that it was better to ruminate on a game than to immediately share oneās gut reactions. That doesnāt mean thereās no valueĀ to sharing gut reactions, just that I am not entirely happy with how I wrote about Gone Home. Looking back on it, I donāt think it was a waste of my time--something I believe I said in my piece on it. I stand by some things I said, but with the distance of time, I donāt stand with everything.
Feelings are blunt.
They take time to polish.
I completed The Vanishing of Ethan Carter a few weeks ago. It is only now I feel ready to talk about it. So here goes.
1. Iām glad I played it, but there were things about it that bugged me.Ā If youāre looking for a review, there you go. You should buy and play Ethan Carter. No numerical scores here, folks. Just a recommendation.
2. It is not a walking sim.
āWalking simā is derogatory in some minds. To me, it is a simple genre name. I donāt really understand the emotional elements that come with discussing a gameās mechanical genre. Itās weird when people get really angry at someone who talks about games and says āthis is not an RPGā orĀ āthis is a walking simā or whatever.
āWalking sim,ā to me, is a genre that often violates the one sacred rule of writing:Ā āshow, donāt tell.ā Walking sims tend to exposit--that is, theyāre more likely to tell the player things, with voiceovers, rather than show the player.
I do not think this is by nature--I think the genre couldĀ do more than that, and I think some games do occasionally choose to show where they should. I do, however, think an awful lot of walking sims have a bad habit of relying on voiceover to tell stories they could tell better in other ways.
I think the best walking simulators are exposition-free, like Proteus.
Seriously, storytelling where the story is told at the player is terrible and ineffectual.
This is the problem with walking simulators, but The Vanishing of Ethan Carter is not a walking simulator. Iām just highlighting the genre and what it does wrong for reasons that should become clear shortly.
3. It is an adventure game.
Okay, so, hereās the deal: if you want to tell a story, you need to determine which medium is the best for conveying the narrative you wish to convey. A movie is great for deliberate pacing and framing, a comic is great for letting the audience pore over the art, and a game is great at generating reflection through interaction.
Adventure games tell stories through interaction. What you doĀ matters, in other words. Thing is, we tend to think of adventure games like 2D point and click things. Myst is the major exception, I think, but Iād happily argue that Ethan Carter has more in common with Myst than a walking simulator.
Yes, on the surface, you are walking a first-person person around a world, and every once in a while, this triggers a line of dialog. The Vanishing of Ethan CarterĀ might be framed like a walking sim, but the reality is that this is an adventure game one where you must solve five deaths and... I wanna say five other puzzles.
Alright, so, hereās where I start reviewing stuff that could be considered spoilers.
4. It is a pretty good puzzle game. The puzzles themselves are enjoyable, for the most part.
I will say that I think it fails near the end. The last two death-puzzles are trivial toĀ āsolve,ā because you donāt really need to solve them at all.
Check this out:
You solve puzzles by locating all the clues, then entering aĀ āmodeā where you can see a bunch of images of the past. You must arrange them in the proper order in order to find out what happened. These puzzles, in other words, tell a story. Itās more engaging than some walking sims Iāve played, which basically have notes to find that explain everything.
I really like these puzzles, but the last two are a letdown compared to the first three, where I actually had to think about what I was doing.
5. I think The Vanishing of Ethan CarterĀ wants to be a game that doesnāt hold your hand, which is an admirable goal... except that I donāt think it succeeds.
Hereās an example: to get to the final area in the game, the player must shut off a generator, lowering the water levels enough for them to cross the river. Seems simple, right? In fact, the game even puts the player inside the generator room at the end of the preceding puzzle.
You might be wondering what the problem is.
Well, first, Iām not sure the player has any way of knowing theyāre supposed to cross the river. If I saw a building on the other side, I might goĀ āhmm, okay, I need to get over there, but Iām not sure how,ā and then I would have a general idea of what I needed: to figure out a way to cross the river.
I feel like some sort of notebook would have been nice. Nothing major, no map markers (EDIT: HOLY CRAP I FORGOT TO FINISH THIS SENTENCE),Ā just a simple ānow I need to find...ā without explaining how to do it. I think Arcanum: Of Steamworks and Magick Obscura did something like this. (/EDIT)Ā
Second, the game misdirects the player. The second to last death puzzle gets you past a locked door into a building with an open door. Based on the logic provided by the rest of the game, one might think that this is a way to continue... except it leads to a small dead end area.
I solved the first murder, there was a path, I followed it, that path led me across a dam to a puzzle, and thatĀ path led me to the church, and then at the church, the player character, Paul Prospero, stated that he needed to go to the mines. Iād seen the mines on my way to the church, so I backtracked to them. Once I figured out how to get on the mines (more on that later), I went into the caves and solved a murder there. I followed the caves and found myself presented with the fourth murder... then I wasnāt sure where to go.
Third, the game doesnāt contextualize areas for the player well. In a traditional adventure game, players can be likeĀ āokay, so I have to look through this screen to figure out what to do.ā There are boundaries, in other words. Trying to get into the mines, I had literally no idea where on the map I should be looking. The gate to the mine was locked.
I finally had to look up where to go.
The same was true for the river. Down there, to my understanding, I had two options.
I could go through the door I gained access to after solving the murder.
I could ride the elevator that returned me to one of the earlier areas of the game.
Again, I had no idea what I was doing, no idea where I should be looking, nothing. Even old-school adventure games, which didnāt hold your hand, gave you a basic idea of your needs.
I had even tried approaching the part of the river I was supposed to cross, encountered an invisible wall, and assumed that was simply the boundary of the map.
Maybe this is all just me. Maybe Iām so used to thinking in terms of repeatable systems, that I donāt respond right when I encounter something likeĀ āyou can lower the water levelā (to my knowledge, you can never alter the properties of the map anywhere else), orĀ āif you get close enough, you can crawl in that hole,ā (even though, through the rest of the game, I never had to press the interact button to get through an area that seemed too small for me), orĀ āthereās an open door, that probably leads to the rest of the mapā (and this one time it doesnāt).
But thatās how I was. At a few points, I had to look up what to do, because I was required to do something that amounted toĀ āscour the environment for an interactive object.ā
A lack of handholding is fine. ButĀ ājust search the environment for an object to interact withā rather than letting players resort to some sort of deduction and logic (āah-hah! I need to cross the river, but I canāt!ā) seems like a must. I mean, maybe itās just me, but back when I was playing Sanitarium, my favorite adventure game, the protagonist would often vocalize his needs, which helped players deduceĀ what they needed in order to progress.
And hereās the thing, Ethan Carterās best puzzles do this. They make it easy to understand whatĀ to do (āsort this chronologyā) but make it challenging to figure out howĀ to do it. The gameās weakest moments are when the player doesnāt know whatĀ to do, but the howĀ is as easy asĀ āpress this one button to proceed.ā
Iām not sure I enjoy hunting for a button. I much prefer trying to figure out how the button works.
6. It turns out this elevator is really just a way to help you find the puzzles you missed. I thought it might move me through the rest of the story, but no, it just returns you to earlier areas of the game to make it easier to get to the missed puzzles.
You might be thinkingĀ āwhy do I care about missed puzzles?ā Well... this is the other area where I feel Ethan Carter falls apart. At the physical end of the game, you are presented with a map. This map takes you back to puzzles you might have missed. Theyāre these entirely missable sometimes-but-not-always-puzzle-things (I didnāt realize thatĀ ātrigger all the trapsā was one--I thought it was best I get out of there and away from the traps), and you are required to find all of them to complete the game.
Funny thing was, I thought that astronaut one was optional until a friend informed me it wasnāt. If the puzzles had remained optional, simply fleshing out Ethan Carter as a character, I think I might have enjoyed it more. Being required to understand the truth was... well, ehnh.
7. I didnāt like the story.
I didnāt like theĀ ātwistā at the end, that we were playing the protagonist of Ethanās last story (and seriously, what a macabre kid), because I tend not to like theĀ āhe was a ghost/figment of another characterās imagination all along!ā twists. I prefer stories that play it straight.
The entire time, I was trying to solve the mystery of the monster that controlled the family and made them do horrible things while it tried to get to a kid. And then it turned out that what was really happening was that the kid disobeyed his parents, ran off, and accidentally burned to death. I wanted to experience cosmic horror, not a broken lantern.
Also: what a messed-up kid, telling a story about how his whole family murders and tortures each other. You get the sense that theyāre not the nicest people in the world, but Ethan takes it to the next level, and itās kinda creepy. I found myself actually disliking Ethan by the end.
The storyās trying to present to us this kid whoās escaping from his familyās terribleness with storytelling, but when we actually meet them, they seem like pretty normal people who have to put up with this kid thatās drawing pictures of human corpses and fantasizing about all of them killing each other. In fact, when the lantern breaks and Ethan hides from it, the entire family works together to try to save him.
Like, okay, so the dadās a failure of an engineer, heās got a domineering mom, and heās got an uncle and a brother who donāt really understand him and bully him. Theyāre not the greatest people in the world. And here he is fantasizing about how theyāre possessed by something that makes them murder each other in brutal ways. Yeesh.
To me, Ethan Carter felt like one of my own siblings, one whoās stuck in his own fantasies and tries to blow everyone elseās flaws out of proportion whenever he gets called out. Iāve totally lived through the wholeĀ āthe whole family went out looking for you because you didnāt come to supper like you shouldā thing.
Iām kinda reminded of Gone Home and how it seemed to want me to feel happy for the kid who ran away from home. It was a disturbing power fantasy
Ethanās stories kinda come across as genuinely disturbing, and the only real evidence we have of his family is that theyāre loving enough to all head out into the woods to find him when he doesnāt show up for supper.
His brotherāsĀ āfaggotā remarks never felt natural. They never felt like things someone might actually say, but interjections made to help the audience go āsee, Ethanās actions were justified.ā Trust me. I grew up around kids who usedĀ āfaggotā as a derogatory remark. They did it differently. This felt more likeĀ āsee, his familyās totally bad, mmk?ā
I get that the story was trying to say something about stories, but I donāt think it succeeded. My response to the end was literallyĀ āokay, so what?" Stories have endings? Okay. So what? If anything, it hampers the story. The monologue about stories kinda comes out of nowhere, obfuscating the story weāve seen throughout the rest of the game. It is an active detriment to the story.
Each death is themed around the five stages of grief (look at the achievements). This story is Ethanās last, the one he tells as he dies. Like... this is a game that presents the theme of grief. Itās about grief. So why does it suddenly try to wax poetic on the nature of storytelling (and not really saying anything about it)?
Itās self-sabotage.
8. So... you might be sitting here wondering why I said that you should play the game.
The majority of the text is about what I believe to be the gameās failures. That could give the impression that the game doesnāt work. But it does. Really. There are plenty of puzzles that are absolutely great. Piecing together the death in the caves hit me hard. The Astronaut puzzle is straight-up weirdĀ and conjures up this incredible, oneiric sensation that no other medium could replicate.
When I played The Vanishing of Ethan Carter, I feltĀ so much exploring its world, through the art direction, through the voice actorsā performances, and through the narrative I thought it was telling. That genuinely affected and impacted me.
The bulk of my playtime, a good three and a half hours of the four hours I played, was mesmerized by this beautiful world and the puzzles I solved within it. That stuff was legitimately great, and Iām glad to have played it.
For me, it felt like the game sputtered near the end. Requiring me to go back through all the puzzles Iād missed (check out Betrayer as an example of a game that does this right), suddenly diverting from a story about grief to talk about stories, and sometimes relying on a logic ofĀ ājust find a thingā hampered the game, but that might have accounted for 30 minutes of the 240 minutes I spent. Mostly, itās a great game. And you should play it.
9. It felt weird to me that The Vanishing of Ethan CarterĀ is set in the United States, but none of its buildings look American. This is not a meaningful statement or observation in any way, because itās an indie game made by, like, eight people in Poland, and they used some incredible photogrammetry tech to make their game look gorgeous. It was just something I noticed.Ā āHuh. This doesnāt feelĀ American.ā I figured since nobody else mentioned it in a review, I would. I think, if anything, it helped contribute to the dreamlike qualities of the game, and I consider it a positive attribute.
Yes. Again. Go get Ethan Carter. Play it. Max out that FOV slider. Have a blast.
The other day, I was writing an article. One of my editors took issue with a specific word, and that got me thinking about our critical vocabulary of video games. Youāve probably met those sorts of people who say thatĀ āgameplayā isnāt a real word, orĀ āimmersionā doesnāt mean anything. Heck, maybe you are that person.
So, I started writing this piece, but then real-life pressures occurred, and I had to put it aside.
Until today.
Today, John Walker at Rock, Paper, Shotgun wrote an article talking about various game words, including gameplay, of which he said āOh, the behemoth of evil wording. It means absolutely nothing.ā I used to be a big fan of Walkerās, but this struck me as particularly wrong-headed.
Look, you can use any words you like to write about games in the most effective ways you deem possible. Are there words that have been overused to the point of meaninglessness? Yes. But rather than an imperiousĀ ābanned wordsā approach, maybe aĀ āhere are superior alternatives to overused words?ā
Rather than telling people what not to do, we should talk about problems and how to fix them.
Me? Iām just going to offer a brief list of words and meanings. Feel free to quibble with them as you see fit. Or not, whatever works for you. Iām not picky.
GAMEPLAY
Catch-all term for a gameās interactive elements. Functions similar toĀ ācinematographyā for film--great way to give overall impressions of how a game handles its primary element. Yes, itās broad, but broad words are just as vital as specific ones. For instance, I can sayĀ āThiefās aurally-driven stealth gameplay sets it apart from other stealth games.ā Iāve just used the word to discuss the mechanical theme of the experience.
āGameplayā can be seen as a gameās mechanical philosophy, its overarching approach. Thief is a stealth game where the player must actively listen and avoid making noise. Itās an aural experience. Contrast that with Metal Gear Solid, which is all about simplistic line-of-sight stealth, or Hitman, which is all about costumes and social interaction as a means of stealth.
Each game has a different mechanical philosophy in regards to the same core idea. They each have different forms of stealth gameplay.
Yeah, there are cases when youād want a more specific word, but itās helpful to describe an overall approach to something. Thatās still a valid way of talking about things.
EXPERIENCE
Word best used to describe the complete package of any given moment in a video game. Essentially a word used to describe the conjunction of a gameās aesthetic presentation with its mechanical philosophy.
This wonāt seem like a big deal to you if you donāt care about how video games work, but itās a vital concept to understand if you want to make games. Everything a designer includes in a given moment contributes to the overarching experience.
Experience is, simply put, a gameās gestalt (two objects put together create something beyond mere addition, like how the letter D and a colon create a smiley face :D) form.
Some games fail because they fail to pay attention to the experience. Iāve played games that have the wrong music for the moment theyāre describing, for instance. Iāve seen games that set up amazing, empowering flow, then break it with tonally inconsistent scripted events.
Experience is everything.
GUNPLAY
Specific sub-variant ofĀ āGameplay.ā Catch-all for a gameās mechanical philosophy as it relates to shooting. I came up with it, and itās starting to catch on, which is just the best thing. Itās possible that someone else came up with it at some other point, and everyoneās just referring to their use of the term, but Iād never seen it until I came up with it.
Same basic deal asĀ āGameplay.ā Doomās gunplay is different than Call of Dutyās gunplay is different than Crysisā gunplay is different than Haloās.
IMMERSION
Most people use "immersionā as a synonym forĀ āa state of being engaged,ā and while this is technically correct, from a pure dictionary perspective, itās not how the term has historically been used in games.
The English language has a lot of words that seem identical.Ā āImmersion,ā for instance, is practically identical toĀ āengagement.ā Both have to do with the idea of being emotionally/mentally deep into something. Of course, they have other meanings as well. Engagement, for instance, can refer to a specific event in time. Likewise,Ā āimmersionā refers to the state of being submerged in something.
These alternate meanings color the way we use the words. Sure, they seem identical, butĀ āimmersionā is about placing someone within something else--like a living, breathing world.
When you are emotionally absorbed in a game, youāre engaged with it.
When the game works to create a world that you can be absorbed in, itās immersive.
Uncharted is engaging--itās exciting and fun--but it is not immersive. STALKER is immersive, because it has living, breathing AI, a dynamic world to explore, and stuff like that. STALKER is about putting you inside a virtual reality. Uncharted is about taking you through an interactive movie.Ā
In other words,Ā āimmersionā is a design approach wherein a game works its hardest to create a world you can become a part of.
āImmersionā is about simulation.
CONTENT
Another catch-all term, content refers to, like... āthe stuff you can do in a game.ā Usually itās āstuff you can do.ā Like, nobody refers to āthat building over thereā as content, but they will refer to āthat optional missionā as content. Itās a useful word. Dull, sure, but useful.
Iām not sure how to better convey the amount ofĀ āstuff to doā in a game. If youāve got a better way, feel free to let me know.
REPLAYABILITY
This is a weird word because it can be used both subjectively and objectively.
(yes, you canĀ use the wordĀ āobjectiveā in games!)
Subjectively, replayability simply refers to whether or not a game is worth experiencing more than once. Itās the same thing as saying that a film is āendlessly rewatchable.ā Rewatchability is a concept in film. Itās a concept in games too. Maybe itās not the highest concept, but it doesnāt haveĀ to be.Ā
A lot of people, especially the ones who mistakenly believe that thereās no such thing as objectivity, seem to think it ends there. The phrase is useless because it is seen as purely subjective, therefore, it cannot mean anything to anyone but the person using it.
Which... uh...
Okay, so, I really like Wolfenstein: The New Order. Part of the reason I like it is that it has two timelines, and you can only play through one in a single playthrough. The New Order hasĀ āreplayabilityā because it offers new things to do the second time around.
NewGame+ (which is basically the same thing--offering more stuff to do the second time around) is replayability.
See? Objective use to it. Ta-da!
OBJECTIVITY
Screw it, letās do this.
People who argue against objectivity will basically tell you that theyāre arguing against the idea of a Platonic Ideal--that is, the idea that there is some 100% perfect form of a thing out there somewhere, some method of discussing an experience wholly divorced from our own internal perspectives. These people essentially argue that the only thing that matters is our own personal interpretation of the world around us.
This is silly.
First: yes, awareness is impacted by bias, and you cannot escape valuation through bias.
Second: you can be aware of things in spite of your bias.
Subjectivity is basically beliefs as relating to the personal preference.Ā āI liked this movie,ā for instance, is a subjective statement.
Objectivity is a concept that exists independent of the personal preference.Ā āThis movie is good,ā for instance.
Some people use good/bad and like/dislike as synonymous, but good/bad tend to refer to cultural qualities.
Consider this: lots of people likeĀ Justin Bieber, but his music is generally considered to be pretty poor by anyone who knows anything about music. Lots of people likeĀ Twilight, but its narrative and themes are considered to be pretty poor by anyone who knows anything about storytelling.
The subjective is personal.
The objective is cultural.
Ever read a really terrible fanfic? You know itās bad. I know itās bad. But the author can think theyāve created a masterpiece.
Whoās to say itās bad?
Culture.Ā
Throughout millennia of human history, human culture has essentially created a value system that saysĀ āthis is good, this is bad.ā If you know anythingĀ about storytelling, you know why Twilightās romances donāt work. You know that as a cultural artifact, Twilight wonāt really last. It may be popular right now.
I enjoy bad 60s sitcoms. I like them, but they are bad. They are by no means hallmarks of storytelling.
To understand this is very liberating, because then you get to stop worrying about whether or not something is culturally acceptable to enjoy. You can just like what you like, because itās subjective, and be aware that culture may disagree.
Objectivity is fuzzy. Itās essentially cultural valuation. It exists independent of any one person (subjective) and operates through consensus (objective).
Bam.
MECHANICAL DRAMA
Okay, so, I made this one up.
The short version goes like this: drama is what you get when a character wants something, but something else stands in their way.
Jurassic Park: Ian Malcolm does not want to get eaten by a dinosaur, yet a dinosaur is chasing him with the intent to eat him.
Casablanca: Rick is desperately in love with Ilsa, but knows the right thing is to let her go.
X wants Y, but Z is in the way.
Drama.
So, in games, mechanical drama is the idea that Player wants GoalĀ but Obstacles mean that playerĀ has to do GameplayĀ to succeed.
Thief: Player needs to get from the start of the map to the end, but guards are in the way, and the player canāt fight them one-on-one, so the player must sneak past them.
Tropico 5: El Presidente needs to build his city, but the eldritch gods underneath the ocean are sending tidal waves, so he must build a golden statue to distract them.
(that is an actual mission in Tropico 4--possibly one of the DLCs)
I think itās worth talking about a gameās mechanical drama, about considering whether or not a game does it. Consider the opening moments of Assassinās Creed: Revelations. You walk forward a few feet. A cutscene happens. Walk forward some more. Another cutscene.
This is not involving or engaging gameplay. Thereās no mechanical drama. All you did was walk.
Even Gone Home exhibits mechanical drama: You go into a house, but your family is missing, so you explore it to find out where they went. It doesnāt always have to be The Most Dramatic Thing Ever. It just has to exist.
GAME FEEL
Ever wanted to describe the way the Master Chief floats around Halo rings with his weird jump, or how Gears of War characters seem sluggish, yet are admirably responsive? Ever wanted to explain why the off-road racing in Forza Horizon 2 seems completely different from the speedy weirdness
Well, thatās game feel. Could there be a better term for it?
LUDONARRATIVE DISSONANCE
Oh, yeah, it totally sounds pretentious. It probably is. Itās also a great way to describe a fairly common problem in video games.
Problem is, some people seem to take pride in notĀ knowing what it means. They try to hush it when itās brought up, or roll their eyes. I remember one famous games guy displaying his incredible ignorance by sayingĀ āludonarrative dissonance just means a game has story and gameplay.ā
Nah, brah.
Ludonarrative dissonance is the term we use to describe when the story-as-presentedĀ and the story-as-playedĀ contradict each other.
Like, imagine a game where you areĀ āa kind person who saves whalesā in the cutscene, but the story you experience, you have a machine gun and you shoot whales.
Thatās ludonarrative dissonance. A game saying one thing and doing another.
Itās a pretty big problem in games, to be honest. As Clint Hocking pointed out in the piece that set this whole idea off, Bioshock presents mechanics that suggest you seek power to succeed, but the story is allĀ āhelp another person to succeed.ā The ideas you play are not the same ideas you are told.
Which brings us to the end.
It concerns me that people suggest that certain words shouldnāt be used. Iāve seen people recommend changing one effective word to a much less effective word--even words that mean something completely differently--without understanding the point.
To talk about games properly, we have to have a good vocabulary. If we goĀ āoh, you canāt use that, because lots of people use that,ā weāre resorting to hipsterism.
We are trying to explore and understand and explain things.
We canāt tie ourselves down by ignoring words or using them improperly.
so i had read your reveiw of Gone Home and i liked it quite a lot. id been exposed to the game a lot and it was nice to see someone put into words how i felt about it without being super toxic about its themes at the same time. that said i wonder if youve played a game that is often put in the same league of Gone Home. The Stanley Parable. much like Gone Home it is in the "walking simulator" genre but the way it crafts a narrative is super unique and worth looking at if you haven't
Iām about to write about a walking simulator fairly soon. Honestly? Most of the games I have queued up to write about right now are walking sims. Sunsetās another one.
I think I could have done a better job on Gone Home, not gonna lie--I broke my rule about not writing a game until I spent a few weeks digesting it.Ā
If youāve been following my writing career, you know I really write about shooters a lot. It is safe for you to assume that I really like violent video games. But lately, Iāve noticed some weird responses to the idea of violence in games, and I wanted to address that. So letās talk about them for a bit, okay?
(truth be told, Iāve tried to pitch other games to dozens of websites, and most people never write back, which is why youāve never seen me do an article onĀ āthe problem city builders face,ā orĀ āhow to save the RTS,ā orĀ āI really like Game Dev Story, dang.ā)
(in fact, the only game Iāve really looked at here at The Gonzologist has Gone Home. Up next: The Vanishing of Ethan Carter. Journey. The Moon Silver and/or The Music Machine. Also I need to write about King of the Wood. And Iāve got some neat things to say about Sunset.)
1. THE RULE
I like snarking about things on the internet. Iās fun to channel Mystery Science Theatre 3000 and make silly jokes, especially at a game thatās so poorly executed that one canāt help but feel a need to derive some entertainment value from their experience.
But at the same time, itās a habit Iāve been trying to curb; letās face it, if you donāt know me and you donāt know my sense of humor, it can occasionally look pretty bad. Imagine working long and hard on a project only to have someone make silly jokes about it. It can really bum you out.
Bumming other people out is one of the last things I would ever want to do, so I have one simple rule I do my best to follow.
āAlways give a game the benefit of a doubt.ā
Truth is, Iāve learned a lot from a lot of different people. Even when I disagree with them, or when they make something I might not personally enjoy, thereās usually something interesting to derive from it. If I shut myself off to an entire design philosophy just because it wasnāt my speed.
To me, thereās a world of difference betweenĀ āugh, Dear Esther is worthless because thereās no gameplay,ā andĀ āok i have started journey when do i get my gun.ā The latter joke is intended to reflect more on me and the cartoonish version of me I enjoy playing on Twitter, that of āDoc, the guy who only likes shooters,ā than on Journey, and I utilize bad grammar to help sell that joke.
To me, itās funny, but itās certainly not making fun of Journey.
Donāt get me wrong--there are games I donāt like, certainly, but itās important to me that I at least give an idea a chance before discounting it wholly. Like, Iām not really into JRPGs all that much, but Earthbound is one of the best games Iāve ever played.
So. Ideas are worth looking at.
2. VIOLENCE IS BAD
If you are a reasonable human being who has lived long enough to be literate enough to understand my writing, you probably know that violence in real life is generally considered a Bad Thing. Furthermore, you are probably not a violent person. You would never think of bringing physical harm to another human being, because you experience things like empathy.
Violence is bad.
There is no escaping this.
3. GAMING AND THE DISTINCT POSSIBILITY OF A VIOLENCE PROBLEM
If you pay attention to games at all, youāve probably noticed that an awful lot of games are about violence, and non-violent games generally arenāt as popular.
(if you reallyĀ pay attention, youāll notice that non-violent games like city builders always score lower than violent third-person action-adventure games and get a lot less hype--this may have more to do with the fact that thereās a greater diversity of gaming experiences on the PC than other platforms, and the gaming press tends to favor consoles to the PC, despite the PC being the single biggest platform of all)
(quick example: XCOM 2 isnāt coming to consoles, but THE question youāll see in every major interview about XCOM 2 isĀ āwill it ever come to consoles?ā From the mainstream websites, you wonāt ever see these questions getting asked, months from release, about, say, Red Dead Redemption or Dragonās Dogma. You wonāt even see them post-release.)
(video games press has a horrible problem with PC gaming--they just donāt hire enough PC games enthusiasts)
Back on track.
Violent games are very popular and very prominent. Non-violent games, not so much.
4. INDIE DEVELOPERS AND VIOLENCE
Conscious of the prevalence of violence in gaming, many developers have struck out on their own to make their own non-violent games. This is great! You know the famousĀ ābe the change you wish to see in the worldā bumper sticker? Itās good advice, and these devs are out there chasing that and making some super great stuff in the process.
Diversifying games is awesome.
Some developers, however, take this too far. How far? Well, one developer recently tweeted articles talking about how they hoped gamers and gaming would die in agony.
Most developers arenāt so extreme, but thereās this undercurrent of conceit that shines through quite a bunch, and itās something that I--as someone who thinks we should give any given game the benefit of a doubt--find pretty concerning.
Itās one thing to goĀ āwe have plenty of violent games, so letās try to make other things too,ā and another thing to look at violent games with disgust and goĀ āew, gross.ā Especially if thatās followed up withĀ āI hope you die in agony.ā Again. Not cool. Never acceptable.
But why is this? Didnāt I just say that Violence Is Bad? Why am I contradicting myself.
5. VIOLENCE ISNāT BAD
I like violence a lot. I am not a violent person by any means, but there is something to be said for standing at an airshow and watching the airplanes fly by and the show coordinators detonating explosives. Itās incredible to feel the blast of heat from the explosion. Thereās just something about the chaos and cacophony of it all thatās absolutely wonderful.
You know what else? I like monster truck rallies. I love watching buildings get demolished. And yāknow? I really like going to movies full of explosions and chaos and stuff.
It fills a need.
I think most humans have some sort of naturally aggressive instinct that needs to be fed. I myself am not a violent person. I could never be violent to another human being. But if you give me a bunch of fireworks, or put me behind the seat of an airplane, you bet Iāma do some crazy stuff.
We seek out violent media to fill this need. And, hey, as violence in media has gone up, violence in real life has gone down. I know, I know, thereās that wholeĀ ācorrelation does not imply causationā quote, but thatās only half the quote. The other half isĀ ābut itās damn good evidence.ā
I think humans, devoid of technology that lets us be violent, would gravitate to violence. In other words, violent media is a great way to help us work out the kinks in our behavior.
6. ON THE ROLE OF MEDIA
This may sound backwards to you.
It definitely sounds backwards to some people, because they have a view of art that basically saysĀ āart should tell us how to be.ā That is, they view art as a means of instruction. If youāre familiar with Jonathan McIntosh, for instance, you know that heās very much advocating for art from a perspective that art should tell us howĀ to behave.
Now, this isnāt inherently wrong. Art does function as instruction. Aesopās Fables? Totally story-as-instruction.
Where I think McIntosh fails spectacularly is in this incredible narrow-mindedness he displays where he seems to think that instruction is the full extent of media. Itās why his critiques will always fall short to the point of misinforming their audiences: thereās more to media than instruction.
Media is also a form of expression. Itās a way of getting things inside of us and externalizing them, helping us deal. Like, the Epic of Gilgamesh? Thatās not a great instruction set for anyone, but it is a powerful story about a creator coming to terms with their own impending mortality and realizing that true immortality is not given by gods, but by our lasting impact on the world around us.
Media is also a form of fulfillment. We want to be thrilled. We want to be frightened. Sometimes we want to feel sad or pumped up or melancholic or even experience the sublime. Sometimes we want to go places we could never otherwise go or experience things we could never otherwise experience. Media lets us do that, at least in some small way. Video games take that a step further with virtual reality.
Iām probably leaving out a lot of other things here, and Iām sorry about that.
But the idea is: media serves a lot of different purposes, so the portrayal of violence within media cannot simply be said to be bad on its own merits.
For instance, one of the best moments I think video gaming has ever produced is in the game Crysotasis, a weird little Ukranian game. In the game, you are able to relive a dead bodyās last moments. As it turns out, this includes the slaughtered beef. You get to experience a cowās final moments. Itās tough, weird, and thought-provoking.
But honestly? Sometimes, itās just fun to shoot things.
7. VIOLENCE IS GOOD GAME DESIGN
Letās talk about how violence actually functionsĀ in a game. Devoid of the whole moral thing Iāve just spent several hundred words on, letās just talk about violence from a purely functional perspective.
People are like puppies.
If youāve ever raised a puppy, you know that theyāre generally very energetic and want to doĀ things. Itās really healthy for a puppy to play tug of war or wrestle with its owner, for instance. Puppies need to be stimulated. Players are the exact same way--they come into a game expecting to doĀ something, so as a designer, your job is to basically make the act of tug-of-war rewarding.
Itās one thing to tug a rope, and another thing to tug a rope when someoneās at the other end tugging back. Former boring, latter fun.
Basically, you, the game designer, are obligated to tugging on the rope, to making the encounter engaging in some way.
Violence is a really good way to do this.
It is not the onlyĀ way to do this (I spent six hours this week mapping out cities and balancing economies for fun in Tropico 5), itās just a tried and true method of establishing interesting player engagement.
In one of my favorite books on storytelling, Screenwriting 101Ā (itās possible this is not in the book and I read it elsewhere, but Iām pretty sure this is where I got it from), the concept of drama is explained as basically being that thing you get when ācharacter wants X, but Y is getting in their way.ā
āI wanted a burger, but I only had two quarters, so...ā
āShe needed to stop the evil Dr. GoodGuy, but he had convinced people he was not a bad guy, so...ā
Thatās drama.Ā
Well, games have this too as a mechanical function. Iāve called it mechanical dramaĀ before, and I think that works here too.
Think about it like this: you, the player, walk into a room on your way to the end of the game. It is the only direction you can go. A man shoots at you with a gun. Immediately, you understand that you need to stop this man from shooting you. You have a gun. You shoot back. He dies. Congratulations, you are now safe.
The game established a need (get to X), presented a problem (Y is trying to stop you), and gave you a way to deal with it.
We even have this sort of mechanical drama in a game like Gone Home: your family is missing, you donāt know where theyāve gone, so you search the house looking for them. The action youāve taken is searching the house. It might not be the sexiest action in the world, but itās still an action of some kind.
Violence happens to be a bit more engaging than searching through a house. Thereās not a lot of tug of war going on in Gone Home, so some players can find it a bit dull.
Itās enjoyable and challenging to happen upon your first Skaarj in Unreal and avoid his furious blows while dishing out damage. Itās fun because you have to think about where you are, where he is, where youāre going, where heās going, where youāre aiming, and where heās aiming, all at once. Youāre keeping track of a lot of data, and the outcome is uncertain. Thatās what makes it so tense and enjoyable.
Combat is engaging.
But thereās something else, too: when players act, we tend to want to have some sort of reaction, some indication we didĀ something. Itās why you always have a really nice sound when you pick up a coin in Mario, for instance, or why a headshot is usually met with a satisfying enemy head explosion.
Itās not aboutĀ āoh man, I blew a personās head off,ā itās about thisĀ āI did an action, and then BOOM, something happened!ā
Feedback is all about positively reinforcing player action by selling the impact of that action. You could make a shooter about abstract shapes and have them explode in pretty patterns and generate the same sensation within a playerās game.
So thatās violence.
Easy to understand goals, satisfying results.
7. NON-VIOLENT GAMES HAVE A BIG BOREDOM PROBLEM
Iāve played quite a few non-violent games, and I havenāt enjoyed most of them. I love me some city builders. Flight Sims are just the loveliest things (though Iād much rather have my health back and actually fly real airplanes).
Why?
BECAUSE AN AWFUL LOT OF NON-VIOLENT GAMES LACK ANY SORT OF MECHANICAL DRAMA
I see a lot of developers goĀ āhey, look at all these non-violent movies that are great; why arenāt there great non-violent games,ā and, well... it seems to me:
1) Violence is just really popular--see hollywood blockbusters; most of those non-violent films people are talking about arenāt nearly as big as Fast & Furious because of a whole host of factors, from age to culture to class. Of course, in Hollywood, you donāt have that many people whining about why My Dinner With Andre didnāt outdo Aliens at the box office.
2) We should stop ignoring the trading games/management sims/city builders/vehicle simulators/racing game/sports titles/puzzle games/etc that are all non-violent. But this gets back to a lot of these genres being way more popular on the PC, which the games press really sucks at covering.
3) MOST NON-VIOLENT GAMES IāVE PLAYED THAT SUCK?
THEY SUCK
BECAUSE
THEY LACK
MECHANICAL
DRAMA
In storytelling, we understand that drama is kinda a big deal. Like... the biggest deal. In games, we donāt really seem to get that. There are plenty of ways to craft that mechanical tension. Non-Violent games arenāt inherently good or inherently bad any more than violent games.
But violent games tend to appeal more because they come with that sense of drama attached. If you want to make a great non-violent game, youāve got to think about how to make that sense of tension work.
8. SO BASICALLY JUST DONāT MAKE FUN OF THINGS YOU DONāT LIKE, OKAY?
You sent me an ask. You said not to publish it. But I wanted to let you know it made me really happy about an idea I was unsure of, so I just wanted to say thanks. ;)
āWe want to make a shooter that is competitive with modern shooters.ā
Itās a line Iāve heard time and time again, and it always perplexes me. I donāt want to dis any dev, but, well...Ā
A common sentiment in the game industry goes like this: āGame X is popular. People clearly want Game X. We should make our game like Game X.ā
Here is the reality: those games? The copycats? They die.
Infinite Crisis, Warner Brosā attempt at Dota 2, is dead. Think of the countless clones of World of Warcraft that died. Consider the Halo killers that all failed to kill Halo. Consider that Activision only agreed to Infinity Wardās Modern Warfare on the condition that Infinity Ward develop Call of Duty 2, and Treyarch develop Call of Duty 3 and World at War.
WoW clones die and die and die again.
With shooters, the big one is Call of Duty. This isnāt an article about Call of Duty, and quite frankly, I donāt play it enough to really give you a good picture of the scene, so Iām not going to talk about why it works all that much.
Anywho.
A lot of devs goĀ āwe want to be competitive,ā and, in the shooting business, that meansĀ āwe want to make a game like Call of Duty, because their games are popular, and we want to make lots of money.ā
Call of Duty is super easy to begin playing, makes players feel skilled even when they arenāt, and Modern Warfare, the game that set it all off, came out at the perfect time in the last generation, at the point where online console play was ready to become The Big Thing. Call of Duty has brand recognition (which is near impossible to compete with unless you have a gigantihuge marketing budget).
Again, thereās no magic formula here.
They say publishers are risk-averse, but I find myself wondering: whatās riskier than copying someone else?
Think about it. Youāve got a game you like to play. Someone makes a game that is like the game you like. Why would you want to play it? Chances are, itās not doing anything new, and, well, like all human beings, you tend to be biased towards things you spend time with. Why spend the time or money to learn a new game?
Most people wonāt leave a game they like--a game theyāve invested time and money in--for another, similar game.
There is no such thing as a winning formula. You canāt just plug in mechanics from successful games and expect them to work because theyāre popular elsewhere.
If you do, you end up with Halo 4. You end up with a WoW clone. You end up with Infinite Crisis.
If you copy someone else, your game fails.
Remember any Halo killers? Probably not. An awful lot ofĀ āem popped up after Halo, but not one actually managed to pull it off. The best Halo killer was the disappointingly bad Killzone franchise, which has released four genuinely bad games and one good Vita game. Donāt ask me how that works. Killzone only sells because itās the only first-party exclusive FPS series that Sony still publishes.
The game that finally killed Haloās top dog streak was Call of Duty 4, which wasnāt a Halo killer at all. It wasnāt anything like Halo. It was a completely new thing--the fourth entry in its series, no less--and it barely managed to dethrone Halo.Ā
Players donāt want what they already have.
Not only that, but most players will stick to what they know.
Sounds like a paradox, I know. Players will buy what they know--which is Call of Duty--but they wonāt buy off-brand Call of Duty, which they donāt know, even if itās identical to Call of Duty.Ā
Itās not a gaming-specific thing. Just go grocery shopping and see what brands you find yourself wanting to pick up--most people will go for the brands theyāre familiar with. Some will go for whatās on sale, but most will go for what they already know. They will buy their favorite brand day-in, day-out, and anyone offering the exact same product is out of luck.
So... letās say you invent a cool new MP mode. Do you think youāll grab attention? Probably not. It sucks to have to say that, but honestly, look around. Nobodyās out there playing Syndicate or Far Cry 4 or whatever. People are comfortable. They know what they like.
It takes something incredible to change that. Something disruptive and enticing.
Call of Duty offered super-fast, never-ending combat. Borderlands 2 came in and offered Diablo-styled loot. Payday 2 offers complex, co-op missions. Destiny is... well, Destiny.
Again, I know this sounds contradictory.
Nobody wants off-brand versions of their favorite products, so you have to offer a different product, but your product has to be worthwhile.
Samsung realized they couldnāt directly compete with Apple, so they went with big screen phones, and voila, they found success with that. Gearbox didnāt try to clone Call of Duty, they went with a Diablo-esque FPS, and thatās how they found success.
When you clone Call of Duty, you end up with games like Homefront and Medal of Honor.
So. Thatās the first half of this article. Take a break. Get something to eat. Come back when youāre ready, because itās time to talk indie games.
Ever hear of a game called Ravaged? How about Insurgency? Verdun? Primal Carnage? Wickland? Nexuiz? Depth?
Iām betting most people havenāt. Theyāre all indie FPSes. Theyāre all trying to scrape out a piece of that same FPS pie. Some, like Insurgency, do their own thing. Ravaged reminded me of Battlefield when I played it.
The big problem with multiplayer shooters is this: you need other people to play with.
If youāre an indie with no budget, then the question becomesĀ āhow do I keep a sustainable multiplayer population?ā Truth be told, Iām not sure thatās actually possible. Multiplayer games are comparatively easy to make compared to singleplayer games--just look at how quickly SP mods die on moddb, while MP mods keep trucking--but itās a lot harder to keep them alive. Anyone can play an SP game whenever theyād like. An MP game requires more people--usually a lot more.Ā
How do you manage to make an FPS that people want to play, much less one that people want to play enough to sustain?
That is the big question. Looking at the most successful shooters on Steam, two potential options come to mind. The first is to start using loot drops--TF2, CS:GO, PD2, and Borderlands 2 all rely on this.
The second is to push co-op play: PD2, Borderlands 2, and TF2 (sorta) all have this element.
Co-op needs a lot fewer people to sustain: you just need a couple friends. Loot provides an incentive, sometimes monetary (hi Valve loot drops), for players.
But there is no formula, no magic bullet. There is no right way to make a multiplayer game.
All I know for certain is this: nobody wants what they already have.Ā
I am a big film fan. If I want to read about movies--about how they work--I am pretty well served by the internet. I can find great criticism. I love criticism. I love writing criticism. I love that process of revelation, of reading something and coming away from it with a deeper level of understanding. I love the understanding that comes with writing criticism too.
Understanding How Things Work is super cool.
And film folks have plenty of that.
Not so for games. I recently had an editor tell me āIām not really interested in criticism; I hire reporters.ā Mike Diver at VICE recently said āWeāre almost less interested in the games themselves ā what they do when you press A, how difficult a boss is to kill ā and more interested in the hows and whys surrounding their places in our lives, and people who play them.ā
And thatās fine. Cultural criticism and human interest stories are fine.
But... my immediate response to that quote went something like this:Ā āuh, vice, you do know that what happens to us when we press A is something almost nobody talks about, right? And itās pretty important.ā
Games are interactive. As such, they require us to take action. In taking action, we are affected in some way. Exploring and understanding how games work--how they work on us--is a vital element of talking about games, and unfortunately, most publications arenāt interested in that kind of games writing. It is, after all, super high level stuff that requires dedication and focus. Iāve put like 50 hours into this four-part Fallout series, and Iām nowhere near done with it.
People want to publish āHow Kickstarter Saved This Developerā and āWhy games about cops and robbers are badā more than they do the other stuff. Which... well, itās understandable. I wonāt say itās fair (because fair would be an even balance of everything), but itās understandable. A lot of reasons go into that. People want to publish that stuff. No problem there.
The problem is this weirdĀ ācriticism isnāt that importantā stuff.
I mean, look my articles almost do just as good traffic, if not better, than the human interest stuff. I certainly get a lot more comments than the average article, and most of them are pretty great. Go to any developerās website, and youāll see fans talking about mechanics all the time.
Because, well... fans are totally hungry for this stuff. People like reading about games and understanding how games affect them. One of the best comments cI always look forward to receiving is āI liked this game, but I didnāt know why until I read this piece. Thank you!ā I love those comments because thatās the kind of feeling I want to have when Iām reading other peoplesā criticism. I love that.
Heck, some of the best YouTubers out there, like Noah Caldwell-Gervais and Ahoy are successful precisely because they talk about why games work.
Thereās a hunger for this stuff. People want to read it.
But there arenāt that many outlets for it.
Thing is, I have plenty of acquaintances who talk about games, who want to talk about games, who have smart, smart things to say about games.Ā
I feel like they deserve an outlet.
I feel like we deserve a place to read and write about how games work. What they do. Why they do it.
A lot of these folks donāt have the audience they deserve. Theyāve got their own personal blogs. If youāre anyone like me, you know how hard it is to remember to check a dozen blogs a week. I guess you could think of this as a sort of co-op blog. Nothing big, nothing major, just a bunch of us talking about games and how they work and sharing that in a single place thatās easy for people to access and share.
Iāve got other things Iād like to do, other means of criticism, some which are pretty goofy--along the lines of Old Man Murray--but... yeah. A place to talk about how games work and how they work on us, ideally done in an interesting way. Most of the criticism I haveĀ seen has the unfortunate problem of being academic--and by academic, I mean intellectual, and by intellectual, I mean inaccessible, masturbatory, and deliberately obtuse.
Good criticism is about making other people smarter, not trying to be so smart nobody else can understand it. To me, a great deal of existing criticism is trying to hard to sound smart that it forgot to have anything worth saying long ago, which is a problem.
So.
This project, then, would be about discussing what makes games tick, utilizing an approach that empowers the readers.
It helps writers and it helps the audience. Cool.
The way I envision it in my head is this:
Step 1: Actually have a working website
Step 2: Start getting articles written and published
Step 3: Start streaming and talking design on the weekends, then editing those videos down and publishing them on Youtube or something.
Iād eventually love to be able to talk to do interviews with actual devs, not about the personal human interest element so much as theĀ āwhat do you do/what are your thoughts on design/why do you make the decisions you do/what do you hope to accomplishā sort of thing.
Long story short: I see an underserved area of games writing that doesnāt look like itāll be served any time soon. Iād like to grow it into a cool collaborative project.
Obviously, this is my Patreon-supported blog. I donāt know if getting that set up means Iād make it into the Patreon-supported blog. Heck, I donāt even know if this project will ever happen. Iāve got so many other things going on.
But weāll see, right? At the very least, I can try.
Iād rather not do it without asking yaāll what you think, though. So, yeah. What do you think?
I took down two articles, and I felt I owed you an explanation for that.
A few weeks ago, I lost my job. Short version is that my boss had me work with mold, I got sick, and she sent me an email sayingĀ ātasks we need completed arenāt being completed, so weāre going to have to hire other people.ā She promised, when she hired me, that she wouldnāt let me go for mold issue, yet thatās exactly what she did to me.
Anywho, about the same time, Tale of Tales, a game developer, wrote some stuff that I personally felt was pretty uncool. Like, I donāt care who you are, telling people that they should go die is just not great. So I tookĀ āem to task.
I think itās important to talk about behaviors in the industry. We talk about fans all the time. Itās super uncool, for instance, that the Call of Duty Community Manager has to go under armed guard at a hotel somewhere because of balance changes heās not even responsible for, for instance.Ā
Likewise, I think itās important to talk about how devs act. Whether itās a developer threatening to kill Gabe Newell or Tale of Tales telling gamers to go die in agony, itās uncool and it needs to be discussed.
But...
I dunno. As much as I feel itās absolutely important we have a conversation about people in gaming and what is right to do and what is wrong to do, and as much as I look at those two pieces and think that what I said in them was worth saying, something in me feels like I said what I needed to say, it was out there long enough, and now I donāt need to have it published anymore.
If I feel the need to revisit them at a future date, I will. If anyone would like to have a conversation with me about the subject, thatās fine. But I think the real reason I wrote them was for my own benefit, my own need to lash out at someone. The reasoning might have been good, but the motive behind it wasnāt.
I hope you understand.
Anywho, in the coming weeks, Iāve got not one, not two, not three, but fourĀ pieces on Fallout coming.
Iām quietly puttering away on video content, but this documentary class is kinda kicking my butt. Obviously job searching has eaten up a ton of my time. This four-part Kotaku piece is something Iāve never done before. I sent in some pitches to PC Gamer, so I did a bit of prep work for that. Iām about to send some pitches to other folks.
I feel really awful about failing to get to a lot of the games Iāve been asked to cover. I plan to play and write about every game that youāve asked me to write about by September. So thatās... what, Blood, Wing Commander 3 (iirc?), Sunset, The Moon Sliver, and Realms of the Haunting, if I remember right.Ā
(if Iām missing something, or if thereās a game you really think I should cover, let me know!)
In addition, I plan to write about Journey (I liked it, but not the way youād expect), Forza Horizon 1 & 2, Arkham Knight, and The Witcher 3. Iād like to write about the concept ofĀ ānational games.ā Iāve got plans to exploreĀ āthe great big shooter problem,ā as well asĀ āthe great big city builder problem.ā Iād also like to talk about the problem with Far Cry 2 that nobody has talked about.
Iām hoping to talk about shotguns.
But before I do any of that, I need to talk about my big upcoming plans.
Now, I'm not complaining about long posts, (Just reading one of them someone I follow reblogged brought me here to start reading the rest of your things) but might I suggest using Readmores more often for long posts?
Yeah, Iāve been meaning to do that. I do. Also to start tagging my stuff and adding photos. I might go back through and tweak them to edit in August.
Betteridgeās law of headlines says that any headline with a question mark can be answered withĀ āno.ā Well, this headline can be answered with a firmĀ āyes.ā So why did I pick it?
Iāve been getting a lot of comments on my Steam review of Borderlands, the Pre-Sequel, a game I criticized because of its portrayal of women. Hereās the most relevant excerpt:
Most of the insane mission givers in the game are men. Scratch that, I think it's all of them. Whether it's a guy who blows himself up or a guy who wants to kill his wife or a guy who enslaves a female computer 'cause he can't get any, the men of The Pre-Sequel are generally crazy and bad. The only male playable character at launch is a man so obsessed with machines that he becomes one. So the characters the game launched with two white women and two robots.
TPS' women fare much better: it's the female computer who rolls her eyes at the men in the game, heck, if I remember right, she's the character who makes the stereotypically huffy "men" comments in TPS. The villain, Zarpedon, is the most sympathetic in the series--she is doing something we try to stop, but she's doing it to save the universe. She also wants to pay for her daughter's health. We're the bad guys. The woman trying to rid herself of her psychotic husband apparently runs a gang and, like Zarpedon, runs this gang with matriarchal efficiency.
Playing through the game, the onlyĀ ābad guys,ā the only truly irredeemable people, are men. Males are, to put it bluntly, supremely handicapped throughout the Pre-Sequel. Women are much better off. Even when they do something wrong, thereās a tragic backstory or something that explains why. Itās always sympathetic. Always.
And this bugs me, but not for the reasons you might be thinking.
It bugs me because it saysĀ āwomen canāt be strong.ā The only way the Pre-Sequel can give us strong women is to make all the men as insane and stupid as it possibly can. The Pre-Sequelās straw men exist solely to prop up the women, because, apparently, the women of the game cannot stand on their own.
For them to be strong, others must be weak. That bugs me. That bugs me quite a bit.
Alienās one of my favorite films in part because of Ellen Ripley. She works so well because sheās on equal terms with everyone else on the crew. Her strength exists because of the person she is, not because of the person they are. Ellen Ripley isnāt strong because of Dallasā shortcomings or Ashās whole being a cyborg thing, sheās strong because she chooses to be.
A heroine who is strong because everyone else isnāt? Thatās not actually a strong heroine. In fact, the message being sent is:Ā āwomen canāt be capable unless the men are handicapped.ā It says we have to gimp men for women. It accepts that women are weak unless the men are cartoons.
And that? That aināt right.
Can women be strong? The Pre-Sequel says they canāt. I believe they can.
Hereās a humorous comparison: ever watched a bad 80s action movie, where the only sane person is the protagonist, and everyone else has to be really stupid to make the hero look good? At best, theyāre considered mindless fun. But most of us agree that yeah, itās way too easy for the hero to be heroic, which means heās not really heroic at all. Itās mindless pablum.
The best action movies, like Aliens (yes, moving through the series now), give us awesome characters like Vasquez, Apone, and Hicks. They put our characters in situations where they might not win--where weāre legitimately worried for their safety. Once again, Ellen Ripley proves to be a strong person, not because she just happens to be better than everyone, but because she chooses to face down the alien queen in a power loader and beat it up.
Her internal strength is what makes her such a great character.
An Aliens film where all the marines were as weak as Gorman just to show Ripley off wouldnāt have been a classic the way Aliens is. That, to me, is The Pre-Sequel. It gives women power the way a bad 80s film does.
Thoughts on potential for innovation regarding haptic feedback? We have rumble, force feedback steering wheels/joysticks, the Falcon... but current haptics are limited and the advanced ones are bulky. Even imagining some unforeseen giant advancements in haptic technology will it add much to games? Are there areas remaining that could be improved by better haptic feedback, or any significant mechanics or genres that might open up?
I want to give you a cool, thoughtful answer on this, but I donāt have one. I will say Iām bummed out that there arenāt enough force feedback joysticks on the market--theyāve kinda died out. I think space sims will fuel a renaissance, but Microsoft basically canning Flight Simulator really hurt the sim community, in my opinion.
I think that haptic feedback could improve the quality of gaming experiences... but I think it would--and has--done so in a way similar to, say, 3D gaming. In other words, itās cool, but Iām not sure itās THE FUTURE or anything. But I donāt really know.
Hi there! I love your blog and the content you create, but plz - can you tag your texts as "long post"? Scrolling through it is killing me ;) Keep up the good work!
Would it help if I used screencaps to help break up the spacing of the piece?Ā
So, hereās the deal. Iām a freelance games critic who focuses on mechanics and does his best to offer in-depth mechanic of how games work, which is great... when Iāve actually played the game Iām talking about. So Iām always somewhat anxious to talk about a game I havenāt played.
At the same time, I am a consumer. The DOOM trailer at E3 was designed to get me, a consumer, to buy the game. Its entire purpose was likeĀ āhey. You. Ready thy wallet.ā So it has an intended effect, and I have a response to that effect, and I want to share that response.
So Iām torn. As a critic, I canāt, with any honesty, criticize (not necessarily negatively!) a game I havenāt played. As a consumer, I totally should say something about how the advertising made me feel.
So hereās what Iām going to do: Iām going to talk about what I saw, with the understanding that this lengthy thing up top does a good job explaining that I have no realĀ idea how the game works, just an impression based on an advertisement that told meĀ āthis is what the game feels like and this is what you want.ā
So Iām not criticizing a game I havenāt played.
Iām criticizing the experience the advertisement tells me I will be playing.
Which is awesome, because I am excited. Man, DOOM looks incredible. So incredible that Iām capitalizing all the letters and imagining it being said with the thunder of a thousand storms. I really want this game, but there are some hangups too, and I want to talk about those.
The big feedback a lot of old-time DOOM fans had, based on what I saw, was A) the game was too slow, and B) some of them didnāt like the pinatas.
Hereās what I saw:
A) This game looks prettyĀ in motion. Some of the raws make it look like a step down from Rage, but, hey, itās the gameās first showing and itās nowhere near release.
B) Holy crap, Mick Gordonās soundtrack sounds amazing so far. He did Wolfensteinās which was superb, but this one sounds all-out metal, and I love that. I would love it if Bethesda started dropping MP3s to hype up the game as part of their marketing strategy. It worked great for Dishonored.
C) Double jumping and mantling offer super cool movement options that really beef up the gameās arsenal of tactical opportunities.
D) OH MAN THOSE GUNS. SO BEEFY. SO MEATY. SO MUCH KERBOOM. IF THIS PLAYS OUT THE WAY IT LOOKS LIKE IT WILL, ID WILL REMAIN THE REIGNING CHAMPION OF GUN FEEL (they were briefly dethroned by Monolithās FEAR in 2005).
E) Why did people think the game looked slow? It wasnāt the movement speed. That was pretty darn fast. Did look like there were separate sprint/notsprint buttons, and Iād rather sprint all the time.
Remember how some older games actually hadĀ ārun all the timeā as an option? I liked that. Fallout 3/NV/Skyrim haveĀ ātoggle runā where run is the default (because running all the time is way more fun) and you have to press caps lock (lol binding) to walk? I think they have an additional super-sprint feature as well.
Anyways, yeah, running all the time would help the game seem faster, but thatās not the realĀ reason the game seems to be slow to some people.
F) BULLET SPONGES.
Okay, so...
Hereās like...Ā āhow to make best shooter 101.ā
1) move fast
2) look fast
3) have guns that feel powerful
make them sound good
animate them super nice
make them kill enemies fast
enemies should respond strongly to getting hit--donāt show me depleting health bars, show me enemies feeling actual impact
enemies should communicate their feelings (see: FEAR)
4) have lots of tactical choices
5) have lots of enemies to choose between
Basically, the best shooters have you killing lots of enemies quickly and having them respond with showers of blood and guts.
Some shooters extend the length of enemy lives by drastically increasing their HP. Some go even further than that by only indicating damage through diminishing health bars. This has the negative effect of interrupting the flow of the game, and, in video, makes it look really slow.
We see some of this in the Doom footage. The Mancubi especially seem to take a ton of damage before dying, and the number of monsters on screen at any given time isnāt that high.
I tweeted someone at id about this and heard back that difficulty balancing hadnāt happened yet, so I donāt want to be too harsh on id, but I did want to explain why you might hear that itāsĀ āslow.ā In the footage, the player moves along at a wonderfully brisk clip, then an enemy shows up, and the game slows to a crawl until the enemy is defeated or the player runs away.
Someone linked me to footage of the original Doom and saidĀ āthis is what realĀ Doom looks like.ā What I saw was a much smoother experience because the monsters tended to die quicker. I think it felt as if the player had more health as well--it seemed to diminish quickly in the new gameās footage.
So, basically: the game seemed slower because of the way the pacing was broken up. Wasnāt actually slow, and I wouldnāt be surprised if the game feels a lot smoother closer to release, especially if the enemies respond more like they did in the original game.
G) That shotgun range looks really bad. You can see the player flub one of their first attacks in the footage, and it would seemĀ that the shotgunās range is at fault. I didnāt play, so I canāt be sure.
A lot of devs do shotguns like: short range, high damage up close. They say itās risk-reward, but what it ends up being is a gun people donāt use that much because assault rifles are more optimal, and that sucks, because shotguns are some of my favorite guns to use, in real life and in video games. I tend to judge a shooter by its shotguns.
If you go back and play Doom, youāll notice that shotgun range is super huge in comparison to modern shooters.
In Doom, the shotgun range was long, and this was counteracted by rate of fire. Up close, youād kill guys in one hit, and the hit feedback--the blood and guts--was fantastic. At further ranges, the gun still did some decent damage, but it functioned more like... how do I put this...
Basically, the shotgunās cone of damage up close only hit one guy, but it seemed like all the bullets at once, so he died.
Further away, the bullets spread out, and it was like shooting a pistol at multiple targets at once. Where the pistol was fast and only hit one enemy at a time, the shotgun was slow and hit multiple enemies. So you can shoot lots of guys slowly or one guy fast. Or you can get up close and shoot one guy fast.
In other words, the shotgun never felt useless, it just felt invitingĀ close up combat, or an interesting alternative to the pistol at range.
H) Once again, this is all based on some video designed to make me want the game. Iām basically contrasting the experience I want as a player with the experience the video designed to make me want the experience provided.
Haha, weird sentence.
I) OH MAN THAT MODDING SUPPORT LOOKS INCREDIBLE. I USED TO MOD ALL THE TIME BACK IN THE DAY, AND RAGEāS MOD TOOLS WERE TOO LITTLE, TOO LATE. SO EXCITED FOR DOOMāS MODDING.
J) Not excited for Bethesda.net. Would rather just distribute this stuff in the Steam workshop, yo.
K) THOSE FINISHERS
L) DAT CHAINSAW
M) The Cyberdemon looked kinda cartoony compared to everyone else, like he belonged on a Blizzard box.
N) Nobody seemed quite as mobile as the enemies in Rage. Fingers crossed for creative enemy movement.
O) The multiplayer looked faster than the single-player, which made it look a bit more inviting, despite me preferring single-player.
P) THAT TRAILER EDITING. SO GOOD.
So, uh.
Thatās it, really.
Iām pretty excited about what I saw, but--based entirely on what I saw--Iād like to see better shotgun range, more enemies, and lower overall enemy health.
Iād much rather drive down to Texas and spend some hands-on time with the game and just chat with the devs about it and better understand their wants and goals.
And, not gonna lie, Iād like to get up close and personal with the canceled Doom project, because that actually looked kinda interesting despite not seeming like Doom at all. Seems like a fun subject to write about. Yeah, yeah, I know thereās supposedly some drama there. Really curious about the concept, how it came about, and why id elected to go with this current game (which honestly does excite me more; I just like abandoned concepts).
So, I wrote a Rage piece. A bunch of it got cut. I saved it and put it here. It may read a bit funky, but, whatever. I thought it was cool.
Bethesdaās E3 conference revealed the long-awaited footage of idās upcoming Doom. Watching it, I couldnāt help but notice the similarities to Rage, a four year-old id game that got a lot flak. Last week, I dove back in. Minutes became hours in the blink of an eye. I had a blast. When I was finally done, I sat there, with just one question on my mind: why doesnāt Rage get the love it deserves?
So, first, a little context. id games are conscious of one simple truth: in a first person game, movement is king. In fact, I suspect one of the reasons that multiplayer shooters are often more popular than their singleplayer brethren is because players spend a lot more time moving in the former than the latter. Itās just way more fun to zip and zoom around a map than it is to stand still, poke your head out for half a second, get hit, and have to duck back into cover.
A game like Doom lets players take a few hits and encourages them to search for health packs, keeping players on the move at all times; modern shooters reduce player health significantly and regenerate player health, meaning that itās a better idea to stand still behind cover and simply wait until your health has recovered. Exploration equals motion.
Additionally, Shooters like Quake or Doom featured enemies that fired more slow-moving projectiles, which players could dodge, further encouraging movement around the map, as opposed to modern games, which use instant-hit weapons that push players into cover.
id games were about other things too. They had multiplayer, especially deathmatch. They pushed graphics to the limit. They facilitated modding; some of the all-time great gaming experiences, from Brutal Doom to Team Fortress began as mods of id games.
Then Doom 3 showed up. For technical reasons, Doom 3 had to have much smaller maps, which naturally meant it was harder to strafe. Doom 3 maintained most of the seriesā horror elements, powerful weaponry, and even some degree of enemy dodging, but the lack of room for effective strafing and the general pace of the game made it feel more like System Shock 2 than a game made by id.
Where ambushes had been a core component of id shooters, audiences now treated them with disdain, referring to them as monster closets. It makes sense: an ambush in the original Doom could be countered with player movement. An ambush in Doom 3 often led to unavoidable damage, especially for inexperienced players.
By 2011, the time of Rageās release, according to some fans, a ārealā id game hadnāt been seen in twelve years. Doom 3 was seven years old. Ā Fans were ready for id to come out swinging. Unfortunately, the industry had moved on from the days of Doom. Rage entered a world that expected the impossible: a game that could satisfy old and new standards alike. It was released in a world where shooters were supposed to tell stories and offer unprecedented player freedom. After its release, programming legend John Carmack pointed out that the industry expected a game more like Fallout or Borderlands than Rage.
Reviews were unkind, to say the least. Many complaints centered around the fact that multiplayer was a racing game, not deathmatching. Oh, the cars! Rage had been pushed like the next big id shooter, but the main game ended up spending vastly more time behind the wheel than on foot.
Rage wasnāt what was expected, but does that make it a bad game? It certainly had its flaws.
The first, and most obvious flaw, is Rageās story. I say first because itās the first thing any player encounters. Rather than introducing its villains, the Authority, Rage simply has characters mention them. In the five hours since I started playing Rage, the only traces of the Authority Iāve actually seen are two locked-up, out-of-the-way buildings.
Compare this with Half-Life 2: You wake up on a train. Weaponless, you witness the cruelty of the enemy Combine first hand. They talk like jerks and beat people, then make it personal by forcing you to clean up after their garbage. One particularly affecting moment draws you in as a helpless man is being mercilessly beaten, but one of the Combine soldiers closes a door, blocking your view. You canāt even watch. Half-Life 2 has plenty of storytelling problems, but its first level sets up the conflict between you and the Combine perfectly.
Rage seems distinctly conscious of Half-Life 2 throughout the experience. Its much-maligned ending, on a pure gameplay level, is better than Half-Life 2ās. However, Half-Life 2 has stakes. Real, personal stakes. Eli and Alyx Vance are in jeopardy! The cowardly Doctor Breen is escaping! I still havenāt forgotten that. With Rage? Honestly, I have no idea. I know I was sticking it to the Authority and the final cutscene had me manually opening all the vault things, but where was the personal connection? Who was I really doing this for?
That quote about one death being a tragedy and thousands being a statistic is good storytelling advice: when itās personal, it matters. It affects us. When itās ādo this thing to stop the bad army from hurting all the people,ā it loses its sense of meaning.
Pure gameplay is great, but because games are about taking action, most people require some motive to fuel the effort they expend. This is especially true as graphics become more lifelike. Itās one thing to shoot a few pixels on the screen in 1997, but another to shoot a realistic-looking human being in 2011. We need good reasons for taking action. Rage never really provided one beyond āpeople are attacking, so attack them back.ā
The focus on cars didnāt help the game much either. For the first several hours, Rage spends the bulk of its time focusing on shooting, which is excellent. Story aside, itās still a really good game at this point. The combat is delightful, and the missions take every chance they can to send you into combat. Then you get a car.
At first, itās just a quick way to establish distance between outposts, but pretty soon, the drives start to take a lot longer. The combat gets old quickly. On-foot shooting in a first-person shooter takes into account the playerās environment, a host of unique weapons, and enemies with distinct, interesting behaviors. When driving, all you have to do is point yourself in the right direction and pull the trigger. Most of Rageās driving spaces are wide and open to allow for a carās turning radius.
Car combat can be fun, as evidenced by the Twisted Metal series, but at the same time, car combat games tend to have a limited lifespan. It gets old quickly because the combat options are lacking. Rageās car combat was particularly shallow--you have two basic weapon types for the majority of the game, not counting the occasional consumable item like mines. This means that most encounters play out the same. It gets old fast.
Rage is a content-heavy game; my first playthrough took 20 hours. Rage has a wide variety of minigames, quest, car races, and the like, which is fantastic, but theyāre all shallow. Thereās only one level of Mutant Bash TV, a combat minigame, for instance. The game lets you repeat it as many times as you want, but itās the same map each time. Itās indicative of the game on the whole: lots of minigames, little variation. You can play a shallow card game with two different people, for instance, or a minigame that consists of clicking one button to roll dice.
Many of the side missions are simply a repeat of missions youāve already played, this time in reverse. Itās not to say they arenāt fun--because the combat is great--but asking āhavenāt I been here before?ā can get a bit old. Itās a game with lots of content outside of the shooting, but the content never seems fleshed out.
all the combat stuff went here
I canāt help thinking what a proper Rage sequel would be like. Fixing the story is easy--introduce a compelling reason to keep playing at the start, and provide plenty of great character moments to keep things going. John Goodmanās character and his small settlement is pretty interesting. Maybe we could get to know the characters.
Fleshing things out shouldnāt be too hard either: Mutant Bash TV could have additional maps, and possibly even permutations to help the older maps feel fresh. Characters like Loosum Hagar, the wingstick teacher, could offer the protagonist different wingstick challenges. More unique cards and card-players would help--The Witcher 3ās Gwent is one of the most compelling aspects of the game, for instance.
The biggest challenge, I think, would be in regards to cars. Rage, in some ways, bears a resemblance to the Zelda series, with an overworld for cars and dungeons for shooting. Itās a neat mix, but the boring car combat would have to feel compelling to make the overworld worth playing in.
But the shooting? The strategy? That was as close to perfect as any game has been. Going towards a healthpack-driven solution to encourage more strafing would help things a lot, but beyond that, it was fantastic.
Ultimately, it might not matter. idās full attention is directed towards Doom, which is looking pretty good. Based on the all-too-brief E3 presentation, the combat appears similar to Rage, but faster and more brutal. The game slows down whenever the player starts shooting, enemies being somewhat sparse and soaking up bullets like a gentle spring shower, which may spell trouble, but I havenāt spent any time with the game, so I canāt be absolutely certain. It looks pretty great.
Is there room for more innovation in gaming on the scale that we have seen in the past?
Short answer: no.
Long answer: Iām going to answer a question with a question!
(cue audience groans)
So, what is innovation? In games, this tends to be a mechanical function. In storytelling, this tends to be⦠well, a mechanical function, but storytelling mechanics and gameplay mechanics are different things. Letās run with the former first.
Okay, so, mechanically, innovation is basicallyĀ āhere is a human action, and hereās how we represent this behavior.ā Mechanics are tied to controlsāin some cases, thatās tied to specific button prompts. Like, hey, I push forward on the stick, and my character walks forward. I press A and he jumps.
Sometimes thereās a degree of automation, like, I click on a dude, then click on a building, and he goes into the building and makes bread and boom, now my population has a baker.
At the absolute bedrock level, this is how games work.
Game innovation first stems fromĀ control types, but waggling controls and kinect donāt work so well because most people want to play gamesāespeciallyĀ ācore gamesāāfor extended periods of time. Physically strenuous gameplay mechanics
Other developers have tried touch screens. While cool, itās kinda weird to have your hands obfuscating the very thing youāre trying to look at while you play. Works great for 2D games, especially when they emulate board games, but doesnāt make as much sense where you have to keep your fingers on the screen to move the camera, as in Dead Space Mobile (which, while not great, is something Iād gladly pay for on Steam).
Many game peripherals use standardized controls as wellāGuitar Hero can be played on a traditional controller; the bespoke plastic controllers donāt TRULY change a whole lot. The form factor is different, but the buttons are the same. On a traditional controller, you have sixteen buttons.
With a mouse and keyboard, things are slightly different. You can go for more menu-driven approaches, because mice are quicker. Genres like the RTS work better there. Mouse speed also changes the way shooters workāmakes them quicker, more vertical, more engaging. A shooter played with a controller is a pale imitation of the real genre. Itās like a racing game played with the arrow keys.
So, right there, youāve got some constraints. Controller innovations have largely found that balance between easy to pick up and understand and complex enough to allow a wide variety of behaviors. Suffice it to say, Iām not sure weāre going to see many more control innovations until we get some significant technological changes going, and I think controls driven by physical activity like running or waggling are going to go the way of the dodo.
This brings us to cameras.
All video games areĀ āvideoā in some way, which means that they all have ācamerasā of some kind. Not actually cameras.
1) Text2) 2D3) 3D4) VR (which is 3D)
All mechanics are contextualized within those camera types. We figured out how to walk in Zork by typing in directions. In Mario, we used a joystick. With 3D games, we use a mouse and keyboard (or a joystick). Itās mostly the same in VR.
So now we have a way to interact and a camera to use. The combinations of controller and camera create a basic framework for all innovation to follow.
Now weāre on to mechanics.
So, we know how to move. A genre was invented for running and jumping. Another genre was invented for driving cars. Weāve got genres for martial arts, for shooting, for fishing, for playing sports, for solving puzzles, even for talking to people.
Mechanics, in other words, are representations of human behavior through controls and cameras.
This is why I saidĀ ānoā earlier. Most of theĀ āinnovationā we had through the 80s and 90s were just game designers figuring out how to represent basic human interaction as technology changed. When we had 2D, we figured out how to move in 2D. When we developed 3D, then we thought about moving in 3D.
At one point, there was no car game. Then someone invented car games, and now we have that.
So a capital-letters HUGE portion of innovation in games was just developers figuring out ways to represent real human behaviors. Itās hard to create a brand-spankinā new genre of gameplay mechanics when most of the basic human behaviors have already been covered, you know?
Like, Iām hard-pressed to think of any form of combat that hasnāt been represented in games. Or sports. Or vehicular travel. A lot of this stuff can be abstracted into gameplay mechanics and already has been.
So looking at innovation as a product of mechanical representation of human behavior, weāve kinda⦠mapped out most basic human behaviors now.
Itās not really fun to be, say, a garbage man or change a babyās diapers, so this stuff isnāt often represented in games. A lot of ideas have been made and just donāt stick because, well, theyāre not that fun. The challenge of dodging monster attacks and firing rockets at them is inherently enjoyable. Going door to door to tell people about the Jehovahās Witnesses isnāt.
Donāt get me wrong: there are some barriers to be surpassed. A big one is basic social interaction. Weāve got games like The Sims that try this, and plenty of RPGs or action games have conversation systems, but real social human interactionāespecially things like say, being a con artist, are really hard to pull off. Body language is huge in social interaction, and we donāt have a good way to mechanically represent that stuff yet.
So⦠that doesnāt leave us with much. Most innovation revolves around representing objects and giving them some form of human behavior to pull off. And weāve already kinda⦠done most of that, I think. I think weāre coming close to a wall where the large-scale innovations are slowing down.
Itās a lot like film: most of the basic camera moves and story genres have already been figured out. TheĀ āinnovationsā have been expended. Creativity now comes from the individual movies themselves rather than simply doing something that has never done before.
ā¦Which brings us to storytelling innovation.
On one hand, thereās a lot of room to grow.
On the other hand, weāve got tropes for just about everything.
Creativity often comes from the juxtaposition of tropes more than anything else these days, I think. A lot of storytelling is ultimately about reflecting reality so we human beings can process it. Like, we stell stories about underdogs overcoming huge struggles to help us deal with our own personal struggles. STALKER: Shadow of Chernobyl saved my life because it gave me the opportunity to beat the unbeatable.
The Epic of Gilgamesh, one of the oldest stories ever written, is about coming to grips with mortality. Other stories are about falling with love, dealing with disappointment, and so on and so forth. Storytelling is⦠usually about something real, even when it doesnāt seem like it would be.
The best stories can tell you about Cthulhu and use him as a way to deal with real human fears and problems.
So⦠itās kinda hard to create something thatās totally 100% never been seen before, because weāve got millennia of human history covering most human behaviors.
But, still, people create stuff. Iām sitting here with a bunch of notes for a story taking a protagonist from a movie like Tangled or Frozen and wondering what sheād be like if she was Hercules. Fundamentally, nothing new there. Bubbly girl, genderbent hero, etc. But⦠I dunno, bubbly super strong girl? Been done? Maybe. Who cares? My story wonāt be like anybody elseās.
Soā¦
I guess what Iām saying is: weāve figured out most of theĀ ābigā things weāre going to figure out. Most media does this fairly early on in its development. Novels havenāt changed all that much, nor have comics, or movies, and so on and so forth.
Innovation⦠isnāt really that big a deal. 3D movies werenāt a great idea, and smell-o-vision was awful. Kinect never made the splash Microsoft hoped it would. Augmented Reality and Virtual Reality have plenty of skeptics.
The bedrockācontrols and camerasādonāt have a lot of places to go. Itās not like we have an unlimited number of dimensions for our cameras. Weāve got 2D and 3D, first person and third person. Weāve got most vehicular driving down, most forms of combat, most sports, most human behaviors in general.
Weāve already laid most of the groundwork.
The old saying goes that thereās nothing new under the sun. Iām not so sure about that, but⦠yāknow, at some point, all the notes on the musical scale were figured out. There was a hard limit and thereās no real point to trying to invent new notes.
Itās how we useĀ āem that matters.
Put another way: weāve figured out the letters and sounds to make an efficient language. Weāve got most of the themes created for us already. Weāve got the words too. But does creating new words, letters, or themes really matterĀ in the long run? Nah. I think we can mix and remix these things to create all sorts of cool stories.
I donāt think innovation is that big of a deal. I think that weāve spent years being marketed to and taught that innovation is the be-all, end-all, like creating something new is inherently good, regardless of what it is. I donāt think thatās the case. MostĀ ābad gamesā Iāve played are bad precisely because theyāre trying things that common sense says would be a terrible idea. They do innovation for innovationās sake, regardless of whether itās worth doing.
So yeah. I donāt think weāre going to ever have the same kind of scale of innovation we did, because thatās how all mediums go. Kinda like drawing: you block out all the big stuff, then you work on refining the smaller details.