The
Resistance Curve
Critical
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The first thing that any good guitar player will tell a young student of the instrument who wants to learn how to play well is that “technique isn't everything, it just gets you where you want to go.” It's not that you want to play fast, though yes, playing fast is very fun, it's that you want the emotional content that playing quickly will allow you to access from your audience. Moving from slow playing to fast playing is a way to indicate an increased intensity in the emotions of your music, but of course, to increase that tension, you actually need to be able to play fast. Again, technique isn't everything, it just gets you to where you want to go.
In
videogames, at least, single-player videogames, I feel like what we
call “game design” is more or less what musicians call technique.
The problem with the ludocentric approach then is that the games it
produces can tend to be a little more Michael Angelo Batio than
Yngwie Malmsteen.
As a guitar
player, I've zero patience for technique for technique's own sake
and, increasingly in videogames, I've little admiration for design
for design's sake, and what I also find is that in games where I
admire the design craft put into it, I'm struck by what that design
does to, for lack of better terminology (and I apologize for
perpetuating this awful word) “immerse” the player in a game's
context.
I
talk a fair bit about how well, or how poorly, certain games are
designed, or certain parts of certain games are designed. I'm mostly
interested in it because when a game is well designed, it usually
means that the game's ludic structures aren't getting in the way of
me seeing past those structures and absorbing myself in the
moment-to-moment emotions that that game wants to provoke. So today
I'm going to formulate the beginnings of an argument for certain
ideas we can take from established design thought, and see how they
can be applied in a way that does not assume, or catalyze
ludocentrism.
I'm going
to begin that argument, which I hope to revisit, by displaying
examples of “pacing” in design and design terminology.
One of the
basic principles I derive from this is “resistance.” The typical
games terminology for this is “difficulty,” but I think the
critic and developer John Thyer coins it a little more eloquently as
“resistance.” How “hard” a game is and how hard it resists
the gamer engaging with it are subtle, but different topics, and I'd
like to revisit it at a different time, but suffice to say that
resistance as a larger topic includes
difficulty and that today we'll be focusing on difficulty. For
a game to build a coherent fiction, than the amount of resistance we
experience needs to be logical for the game's fiction, and the
quote-unquote “logical amount of resistance” can often be
expressed through design principles such as the “difficulty curve.”
Games that
provide little resistance can be problematic because it stops being
believable that my player characters are achieving something against
great adversity, like a poorly-written action movie where we never
believe that our hero is ever in danger. Few games like this exist
that I can think of off of the top of my head, perhaps,
unsurprisingly, a few movie adaptations from the mid-2000's that were
mostly selling themselves on how they dressed up their assets. One
could also argue games that have adjustable difficulty with “Very
Easy” modes that take out some of the game's more compelling
engagements.
I can
however think of examples of games that morph into this,
usually because they can no longer assume the gamer's interest in the
narrative, because said narrative is either already familiar to the
gamer, or because it is wrapping up. Thus, they are, and forgive this
word, intentionally
readjusting how much the game resists the player as a means to other
ends. Two examples of this type of game come to mind.
One:
Character action games with grading systems meant to encourage
replays. Usually these games also have fairly extensive and
meaningful character upgrades, such as Devil May Cry 3
where the Dante we begin the game controlling, equipped merely with a
sword and handguns, becomes divine in all but nomenclature in New
Game Plus modes where he wields a wide variety of melee weapons and
projectile weapons with ease, not to mention commands magical forces
of nature with his mere whims. The idea is that this makes getting
those perfects ranks on fights not just easier, but also more
visually entertaining. In fact, late last decade the “Truestyle”
competition even found that there was an Olympic level of competition
to be created by pitting players against each other to record the
best-looking fights, as though they were ice skaters performing a
routine. Even without the context of DMC3's
story as we skip through cutscenes to beat more baddies, we derive
it's own kind of artistic pleasure from watching ourselves create a
sort of musical performance by rehearsing and sharpening strategies
for perfecting combat encounters. Systems are not just conduits to
narrative entertainment, as I often focus on, but also visual and
musical engagement in the abstract, though I'm not sure “abstract”
is necessarily the best term for that.
Two:
Japanese Role-Playing Games. Because JRPGs often lack new game +
features, usually, the moment when JRPG characters transform into
DMC3 Dante-like deities . . . Danteities? . . . is planned as
a part of the game's narrative arc. Players have access to powerful
tactics throughout Final Fantasy VIII
for example, such that the game is one of it's series easiest when
it's sytems are well-understood, however truly broken
tactics like the “Holy War” item which renders characters
invincible (often used as part of the strategy for the game's
superbosses) are not accessible until the game's final hours and most
difficult conflicts. This is paced alongside the game's narrative
such that the characters have more or less “finished” their
narrative arcs: Rinoa has gained control of her sorceress powers,
Squall has learned how to open himself to affection, their romance is
realized, etc. In other words, the game becomes easier
because the characters are now operating with clearer thought and a
more explicit sense of purpose.
On
the other hand, games with far too much resistance leave me wondering
how, if I can't guide my player character to victory in this
particular circumstance, how are they even achieving anything in this
context? Sure I can try and try again, but usually in games that
offer that much resistance, the end result is the feeling that I and
my player character ended up lucky, not so much that we were meant to
succeed. The example remains obvious to me but I will restate it for
historical record: in Dark Souls,
at no single moment does it become believable that the nameless
motherfucker I control when interfacing with the game is capable of
all this world-conquering badassery. On the other hand, intentional
examples do exist, the most prominent example I can think of being
Breath of Fire: Dragon Quarter,
where seemingly every boss encounter is meant to leave you surviving
by the skin of your teeth, and wherein the final boss is a puzzle
whose solution is to give into one of the game's failstates. Dragon
Quarter plays off the
unlikelihood, showing weary, quiet characters in a state of constant
oppression. The very point of the game is questioning how these
unlikely heroes can best the world's myriad tyrannies.
Thus, the
“Resistance Curve” is a tool we can use to indicate narrative
states, not just a means to a varied ludointerfacial or “play”
experience.
When you
hear from me next, we'll be going over another tool of game design as
a means of creating narrative pace: the feedback loop.
From Olympia, WA, I'm Austin C. Howe
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