Friday, October 23, 2015
Friday, October 2, 2015
Critical Switch: On Self-Respect
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I was talking to Omar Elassar on Twitter before I sat down to write this and he was pointing out that sometimes we use irony to distance ourselves from things that embarrass us, but that at the end of the day, he still eats Dorritos and drinks Mountain Dew while playing Call of Duty because, well, it's something he likes to do.
I was talking to Omar Elassar on Twitter before I sat down to write this and he was pointing out that sometimes we use irony to distance ourselves from things that embarrass us, but that at the end of the day, he still eats Dorritos and drinks Mountain Dew while playing Call of Duty because, well, it's something he likes to do.
He tweets
this out and I realize I'm sitting in a tanktop and pajama pants,
there are three empty cans of soda on my coffee table, two of which
are Mountain Dew, and the only thing I'd eaten in the past few hours
was chips and dip. I own at least 50 videogames, but I brought less
maybe 6 books with me to Washington when I moved, with my movie
collection represented by a copy of The Room and
an intermittent subscription to Netflix. So I'm a gamer loser
I guess.
And
honestly, the more I think about that, I'm ok with that. I'm poor, so
this is the food I eat. I'm jobless [or, at least I was when I wrote
this, heh], and more importantly, I'm a videogame critic, so I sit
and play videogames a lot, and, yeah, I play games more than I read,
more than I watch movies, and most of the time when I'm listening to
music I'm playing fighting games anyway
Answer me
this question and answer this seriously: what's wrong with that
picture? Better question: is their
anything wrong with that?
Subject to
yourself at an experiment at my whim. Compare two images in your
mind, a shelf full of books and a shelf full of games. Gut reaction,
which one implies the person who is the person who is more
politically invested and culturally educated? It's the book shelf,
right?
As a
community, videogame critics have done pretty well at moving past the
discussion over whether games are an art form, but we still seem to
have the same preconceptions of games as a trashy, craftless pulp
medium that we had before those discussions really got kickstarted
almost a decade ago. We reflexively see videogames as inferior either
because game developers have yet to author the masterpiece that will
truly distinguish the unique qualities of videogames as an art form,
or because games consistently reinforce racism, misogyny, homophobia,
transphobia, and other social ills, or because gamers themselves are
such terrible people.
Yet, as
we've seen consistently, gamer culture is really just a byproduct or
an offshoot of the culture that gave it birth. The worlds of film and
literature protect sexual predators and excuse the worst of whiteness
and masculinity and defend that as art, and yet we see this as a
distinctive quality of games and games culture that makes games
inferior to other forms.
Moreover,
when critical thought is applied, videogames have produced
that medium-legitimizing masterpiece every year since 1996, in my
estimation, but I also get the feeling that if I listed out which
games I thought were those kinds of masterpieces that no wide group
of people would agree with any one of them because it seems as though
no matter how good videogames often are, they're never good enough
for us as critics to feel like they aren't irredeemable trash. [Not
in the episode: We need only look to Phil Owen's recent Polygon
article, outdated and useless as it is, still wrestling with problems
long resolved by other critics, to see this in progress.]
Or,
at the very least, there's a very serious conception among game
critics that games still aren't “good enough,” and I don't ever
see us getting to the point where we don't think that's true without
a change in attitude, and I don't think that that change in attitude
will come as the result of some game or some cultural event, I think
it has to be a change in mindset.
The
only reason I can imagine that we can look at this body of work, and
say “this isn't good enough” is self-flagellance. In comparison
to say, music or film critics, games critics, both as individuals and
as a community, seem to have an incredible capacity to for
self-loathing, and loathing either performed, ironic, or genuine for
videogames themselves. This phenomena of critics who either appear or
claim hate the thing they dedicate most of their public voice to
isn't unique to games, as nothing is, (hell even professional
wrestling has that kind of critic in Jim Cornette,) but in no other
medium is that kind of self-hatred so widespread or so accepted as
indicative of critical distance from the medium.
I
should hope that the very existence of this show should be a direct
contradiction to that instinctive lack of respect so many have for
this medium and that we as critics have for ourselves.
From Olympia WA, I'm Austin C. Howe
Saturday, September 26, 2015
Critical Switch: Dissonance
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For now I'm
going to end this series on game design and drama with a look at the
most hated idea in games criticism.
I have a confession to make to those are mostly unfamiliar with my twitter. I do not hate the term Ludonarrative Dissonance. I know, shocking. Criminal, even. But if having useful terminology is wrong, then I don't wanna be right.
I have a confession to make to those are mostly unfamiliar with my twitter. I do not hate the term Ludonarrative Dissonance. I know, shocking. Criminal, even. But if having useful terminology is wrong, then I don't wanna be right.
The term
has been falling out of favor in game critic circles since . . . well
honestly I'm not sure anyone has openly embraced it since maybe 2009,
and the term was invented in 2007, so I'm not sure any majority of
critics has ever liked it. As well, now that some brilliant
writer has decided to tell us that Mad Mad: Fury Road, one
of the most expertly crafted action films of the past 25 years
suffers from “filmic dissonance” instead of displaying that he
knows Fucking Anything about movies or cinematic language, my uphill
battle to save the term from the jaws of death just became a climb up
a smooth cement wall while cynics shit in my gorgeous hair.
Nevertheless,
I am resolute. As I have said more or less since I started writing
criticism two years ago, ludonarrative dissonance is a useful term
that helps describe something that absolutely, definitely, without
question exists.
However it
should also be noted that, like any other technique, which is what it
definitely is, ludonarrative dissonance is not inherently a problem.
Games like Metal Gear Solid,
Spec Ops: The Line and
even to some degree Final Fantasy VII
have been gladly invoking the dissonance between their narrative
themes and what their systems encourage. The problem isn't
ludonarrative dissonance, it's that the games that have been invoking
it are using it poorly.
It's
also a problem because, as critics keep trying to move away from the
term, LND keeps happening in games in a problematic way. See for
example the recently released Only If,
which the critic Chris Franklin describes thusly:
The
game is very much about a college student in his early-20's getting
abducted by an older man for a vague, yet menacing purpose, then
critiquing both of them. But it's also about this absurdism
experiment. And the two never really reconcile.
To be
clear, the story described in the first half of the sentence takes
place entirely as radio communication between the two men, whereas
the absurdism is entirely a result of the game's interfacial aspects:
it's mechanic set and level design. And as Franklin goes on to
describe, the game is presenting absurd mechanics in the context of a
still very non-absurd universe. There is a clear conflict between
what the developer of Only If
wanted to be as a set of interactions and as a story. That it is
suffering from misapplied Ludonarrative Dissonance could not be any
more clear.
Powerful
things have been done with ludonarrative dissonance in games, and in
general dissonance as a tool in media. For game developers to be able
to consciously grab hold of it and use it to it's full potential, we
need to be able to study dissonance and practice it, and for that to
happen, we must continually acknowledge that it is there.
A good step
forward into the study of dissonance then would be to acknowledge the
other kinds of dissonance that exist in media. In fact, the biggest
problem with “ludonarrative dissonance” as a term is mostly that
people have overused the term by applying it to games that do not
exhibit ludonarrative dissonance, a good example being the dissonance
that legitimately exists between Nathan Drake's presented likability
in the Uncharted games and
the fact that he murders hundreds if not thousands of people, often
while spitting ruthless aggression that dehumanizes them. This is not
LND, that is, this is not a contradiction between what interfacing
with the game subtextually encourages and what the game's narrative
subtextually is about, in fact, though I've no experience with
Uncharted 2, I've
heard people explain interpretations of the game in casual settings
that show a fair amount of thematic consistency.
Others have
used this to demonstrate the supposed uselessness of the term, here I
will formally retort that it only demonstrates the specificity
of Ludonarrative Dissonance as a term, which only shows us that more
terms like LND should exist, not less, given the utter lack of terms
we as game critics commonly wield to describe narrative topics in
games . . . outside of LND.
As
a category containing Ludonarrative Dissonance, I would suggest the
adoption of simply “dissonance” to describe, well, dissonance in
games and media between their various elements, as a general term to
be used when LND isn't exactly correct, and then also propose the
freeform creation of multiple other terms with what we could call the
“[prefix]-dissonance” form as their commonality becomes
codifiable. I'd suggest that, like I've been doing with the “ludo”
prefix, that the use of the “[prefix]-dissonance” form can be
done with more improvisational spirit than has been done in the past.
Our terminology is not sacred.
Perhaps
a game does not use or missaply ludonarrative dissonance, but it can
have, for example, audio-interactive dissonance, a dissonance between
what kind of sound a game uses to set an atmosphere and what kind of
sounds a game makes in response to player input, and what the player
avatar is actually doing in the gamespace, like a dating sim with a
Silent Hill soundtrack. Or maybe it has visual-thematic
dissonance, a disconnect between the art style employed and the
narrative and political implications thereof, and the weight or lack
thereof within the game's considered concepts, such as exists and
is strategically employed in games like Final Fantasy IX.
I
would also suggest the existence of “tonal dissonance,” one of
these kinds of dissonances which exists in all media and is
especially prevalent in commercial videogames, that is yet without
codified terminology.
While
I'm loathe to give an utterly specific definition, I think a workable
one would be just that: a contradiction between how media presents
something and what is quote-unquote “true” about it. Or, if you
prefer, a disconnect between the positive or negative light something
is shone in, and the positive and negative qualities of what it
actually has. Wrestling fans should be especially familiar with how
this kind of thing works. John Cena does an AA on Seth Rollins at
Night of Champions, not during a match, outside of the ring, right
before Rollins has to wrestle again, indulging his own ego. In the
feud, he is presented as the good guy.
This
is, to me, exactly what is happening in Uncharted 2.
The contradiction is specifically in how the game presents Nathan
Drake as a person, showing him as a jokey archaeologist in cutscenes
and as a coldhearted murdered during shooting segments. It feels
particularly dissonant as well because at no point does the game make
a genuine effort to reconcile the two people that Nathan Drake is
presented as.
Improperly
applied tonal dissonance was also a huge issue in Bioshock:
Infinite, a game that was
alternatively a quiet, very silly ramble on how maybe everyone
is racist and then a game about how fun it is to murder people, with
nary a connecting line drawn between the two. The superfluous nature
of combat in Infinite
meant that the combat also is unobligated to link itself to the
game's narrative tone, such that we get yet another strong example of
the harsh divide between ludus and narrative that Hocking first
codified when discussing the original Bioshock,
a game that, ironically enough, has almost zero tonal dissonance at
all. However, I would argue that, as a game whose narrative is
ostensibly about asserting Booker DeWitt's place as a white
patriarch, that combat wherein he asserts his masculinity and
dominance, particularly over people of color is not at all dissonant
with that core thematic concept. There is tonal disconnect all over
the game, but there is not any ludonarrative
dissonance specifically.
Tonal
dissonance is of course, not new, nor is it distinct to videogames.
It's also a technique that is easy to misuse moreso than it is a
“problem” of any sort. It's one of the fundamental techniques of
black comedy, and a common tool used by David Lynch, particularly in
mashing the awkward and uncomfortable against the heartbreaking and
tragic. A lot of videogames have used tonal dissonance in a carefully
applied sense to point out the messed up values inherent in how games
present violence, a notable exampled being Suda51's No More
Heroes where dead enemies spurt
blood and coins in seemingly equal measure. Kojima's Metal
Gear Solid titles have
consistently used sudden interruptions of surreal humor partially as
a method of asserting the artificiality of their gamespaces.
In
the pleas to end “ludonarrative dissonance” as a term used in
games criticism, it seems as though what's being implied is that it
does not exist. I, of course, go about as far in the opposite
direction as conceivably possible, and assert that, in videogames, as
across media, there exists a vast, wide variety of dissonances. As
with Ludonarrative Dissonance then, the course of action is to know
when a game or a piece of media is exploiting that dissonance in a
purposeful way, or whether the contradictions cause the artifice to
collapse.
From
Olympia, WA: Play Is Labor. I'm Austin C. Howe.
Friday, September 25, 2015
WWE Week-End Review
In case you haven't noticed, I got really into wrestling at the beginning of the year, and frankly, I spend way too much time watching the stuff now not to make some work out of it.
RAW 9-21-15
1) They're actually trying to make Big Show look good before his match with Lesnar. If those two have a great match, fine, but I doubt it will be great beyond Brock Lesnar somehow being able to do one of his two moves on Big Show 25 times, who will score absolutely nothing by losing to him. Meanwhile, to build him, they had him beat Cesaro (FUCK. YOU. WWE.) which put Cesaro's loss streak at "zero of the past three" and "hasn't won on PPV in actual years." I can't say it was a huge mistake since they refuse to make Cesaro look good despite spontaneous crowd love for him and his incredible talent, but it really was just fuel on the fire.
2) This Kane thing has me skeptical since we now know they're actually calling it a split personality thing. Could end up being very offensive. Wait, wait a minute, we're just getting word that . . . yup, on SmackDown Jerry "The King of Not Knowing When The Fuck Shut Up" Lawler (he was never a good commentator and you know it, he just got to sit next to JR and scream all the time) just claimed he doesn't think Kane as split-personality and he's just doing it to get under people's skin.
If it results in Kane going full-demon and getting away from the Authority so he can either tag or feud with Taker before Taker's retirement at Wrestlemania XXXII then this will be fine in the long run.
3) John Cena and Seth Rollins could wrestle the main event of every pay-per-view for the rest of time and I will watch. What could've been a total throwaway show of ego by Rollins by trying to get the US title off of Cena turned into 4 matches of pure and absolute gold.
4) Rollins sure has lost quite a bit in the past few days hasn't he? I wonder how much they're going to weaken him as champion considering they just had him beat Sting clean. His title run has been a lot of fun, and now doesn't seem like the time to bring it to an end, especially since the only other name in the picture right now is Kane.
I love Kane. Anyone in their right mind loves at least some of what Kane has done. Kane is not your next WHC.
4) I'm sad that they killed Rollins' chances for being double-champion again so quickly, but to me that says they're either looking to continue the US open challenge (good thing) or they're looking to use it to push someone else in a Cena feud.
NXT 9-23-15
1) Apollo Crews didn't wrestle, but they did book a match for NXT: Respect between him and Tyler Breeze. If you're asking, yes, Apollo Crews not wrestling docks you points.
2) Kana was signed and they're calling her Asuka, that plus the coming debut of Nia Jax means good things for the women's division in Florida, which was looking bleak with Bayley being the only
3) Every chant during any Eva Marie match can be boiled down to "I watch Botchamania and I know everything, and I will never forgive you for how much you used to suck." She's had good matches the past two weeks, and her botch at the finish of last week has a lot more to do with WWE's obnoxious trope of trying to get wrestlers to kick out at 2.999999 seconds rather than just letting them kick out at 2, or even 1. As a side note, Marie, like many other women wrestlers, may be partially selling herself based on her beauty, but can we give her credit in a world filled with Bellas that Eva Marie is trying to look like a sexy adult rather than overgrown cheerleader? There's always been a bad habit of infantilizing the women wrestlers and that doesn't really apply to Marie.
4) I still have no idea what the point of the Dusty Rhodes classic is. I know he meant a lot to everyone down in Florida, but I'm not sure if he has any significant connection to tag wrestling, and now that NXT Tag champions Vaudevillains are out, it's very confusing what they're trying to achieve.
Smackdown! 9-24-15
1) Tag match with Rusev/Owens vs. Ryback/Ziggler was really good. Highlight spot: Ziggler manges to suplex Owens and Rusev and then overselling the shit out of the back pain it caused while making his way to tag Ryback. Crowd popped big time for it. Not exactly a scholar on Dolph Ziggler history but it's kind of astounding this guy isn't one of the company's top faces. Actually, lemme do a bit of research . . . this guy apparently won the WHC twice (before the unification) . . . and one of them was because the title was stripped from Edge by Vickie Guererro because he used the Spear. Say what you will about WWE in 2015, it sure isn't WWE in 2013.
The match exists seemingly to remind you that that awful Rusev vs. Ziggler feud is still happening, despite the fact that Lana is injured. But hey, if they didn't take Ziggler's injury as an indication to kill this thing dead, nothing will stop it until Lana and Rusev are back together . . . who were only broken up seemingly just so this feud could happen. Storytelling, everyone.
2) The main event (Rollins vs. Ambrose) was solid, though (spoilers) it represents Rollins' third loss in 4 days, so with that plus NoC I wonder how much weaker they're going to let him get, the main event title picture is a mess right now given that there's no way Kane actually goes over without going full demon, which would mean Kane would break from The Authority, which would mean going face and aaaaaaaaaggggghhhh modern face/heel logic.
3) The New Day fought Neville and the Lucha Dragons. New Day. Neville. Lucha Dragons. It was good. Neville and Lucha Dragons work well together since Neville is just a British high-flyer anyway, but if they wanna commit to this combo (they also fought the dark match at Night of Champions vs. Stardust and The Ascension, who I also wanna see a lot more of) then holy hell one of those motherfuckers is gonna need to get on the mic at some point, I don't think I've seen Neville on the mic once since he jumped to the main roster from NXT, and that's a shame because they all have incredible potential.
On a separate note: why are the Lucha Dragons basically jobbers now? (I have the same question for The Ascension. I do not have the same question for Los Matadores.) These guys tore it the fuck up in NXT. It doesn't help that they have no characters other than "we're the only cruiserweights left on the roster", especially since the only other story they have is "well we had to do something with SinCara." My friend Ian suggested that maybe they're eventually going to fire SinCara because the name is so tainted at this point and push Kalisto on his own, which is a fine idea, but something makes me doubt that's where they're going with it.
4) Booking a tag titles match for the MSG show makes me think the Dudleys will have to go over (Joey Styles is even going to be there. PLEASE PUT HIM ON COMMENTARY. FOR THE LOVE OF GOD.) That makes me sad, but ultimately it is totally fine as long as The New Day stay in the picture, especially now that it looks like they're trying to put the Prime-Time Players back in it as well. If WWE knows what they're doing, this will eventually result in the match of the year at TLC. Just imagine Titus O'Neil flying off of a ladder and sending Big E through a table. Thinking about that makes me emotional man.
Overall Notes
1) The main event title picture needs someone who isn't Kane, but I doubt this feud is going to last very long. The real question is, who will go up against Rollins? Storyline-wise, no one has really challenged him, but if I had to pick someone I want to see with the belt, it's Ambrose. Safe pick, I realize, but that guys is electric. The only way that won't work is if Daniel Bryan shows back up and smarks DEMAND he become champion.
2) In theory it's really lame that they're playing up Charlotte's relationship with her father instead of letting her be her own person (the Diva's Revolution: we'll get this angle over as long as we remind them that some of these women have familial relations to men!), but also, Ric Flair is someone who could drop dead tomorrow, so it makes sense they're letting him have his moment. If you listen to his podcast at all (which you should, it is frequently hilarious)
3) NXT: Respect is probably going to be crazy good.
RAW 9-21-15
1) They're actually trying to make Big Show look good before his match with Lesnar. If those two have a great match, fine, but I doubt it will be great beyond Brock Lesnar somehow being able to do one of his two moves on Big Show 25 times, who will score absolutely nothing by losing to him. Meanwhile, to build him, they had him beat Cesaro (FUCK. YOU. WWE.) which put Cesaro's loss streak at "zero of the past three" and "hasn't won on PPV in actual years." I can't say it was a huge mistake since they refuse to make Cesaro look good despite spontaneous crowd love for him and his incredible talent, but it really was just fuel on the fire.
2) This Kane thing has me skeptical since we now know they're actually calling it a split personality thing. Could end up being very offensive. Wait, wait a minute, we're just getting word that . . . yup, on SmackDown Jerry "The King of Not Knowing When The Fuck Shut Up" Lawler (he was never a good commentator and you know it, he just got to sit next to JR and scream all the time) just claimed he doesn't think Kane as split-personality and he's just doing it to get under people's skin.
If it results in Kane going full-demon and getting away from the Authority so he can either tag or feud with Taker before Taker's retirement at Wrestlemania XXXII then this will be fine in the long run.
3) John Cena and Seth Rollins could wrestle the main event of every pay-per-view for the rest of time and I will watch. What could've been a total throwaway show of ego by Rollins by trying to get the US title off of Cena turned into 4 matches of pure and absolute gold.
4) Rollins sure has lost quite a bit in the past few days hasn't he? I wonder how much they're going to weaken him as champion considering they just had him beat Sting clean. His title run has been a lot of fun, and now doesn't seem like the time to bring it to an end, especially since the only other name in the picture right now is Kane.
I love Kane. Anyone in their right mind loves at least some of what Kane has done. Kane is not your next WHC.
4) I'm sad that they killed Rollins' chances for being double-champion again so quickly, but to me that says they're either looking to continue the US open challenge (good thing) or they're looking to use it to push someone else in a Cena feud.
NXT 9-23-15
1) Apollo Crews didn't wrestle, but they did book a match for NXT: Respect between him and Tyler Breeze. If you're asking, yes, Apollo Crews not wrestling docks you points.
2) Kana was signed and they're calling her Asuka, that plus the coming debut of Nia Jax means good things for the women's division in Florida, which was looking bleak with Bayley being the only
3) Every chant during any Eva Marie match can be boiled down to "I watch Botchamania and I know everything, and I will never forgive you for how much you used to suck." She's had good matches the past two weeks, and her botch at the finish of last week has a lot more to do with WWE's obnoxious trope of trying to get wrestlers to kick out at 2.999999 seconds rather than just letting them kick out at 2, or even 1. As a side note, Marie, like many other women wrestlers, may be partially selling herself based on her beauty, but can we give her credit in a world filled with Bellas that Eva Marie is trying to look like a sexy adult rather than overgrown cheerleader? There's always been a bad habit of infantilizing the women wrestlers and that doesn't really apply to Marie.
4) I still have no idea what the point of the Dusty Rhodes classic is. I know he meant a lot to everyone down in Florida, but I'm not sure if he has any significant connection to tag wrestling, and now that NXT Tag champions Vaudevillains are out, it's very confusing what they're trying to achieve.
Smackdown! 9-24-15
1) Tag match with Rusev/Owens vs. Ryback/Ziggler was really good. Highlight spot: Ziggler manges to suplex Owens and Rusev and then overselling the shit out of the back pain it caused while making his way to tag Ryback. Crowd popped big time for it. Not exactly a scholar on Dolph Ziggler history but it's kind of astounding this guy isn't one of the company's top faces. Actually, lemme do a bit of research . . . this guy apparently won the WHC twice (before the unification) . . . and one of them was because the title was stripped from Edge by Vickie Guererro because he used the Spear. Say what you will about WWE in 2015, it sure isn't WWE in 2013.
The match exists seemingly to remind you that that awful Rusev vs. Ziggler feud is still happening, despite the fact that Lana is injured. But hey, if they didn't take Ziggler's injury as an indication to kill this thing dead, nothing will stop it until Lana and Rusev are back together . . . who were only broken up seemingly just so this feud could happen. Storytelling, everyone.
2) The main event (Rollins vs. Ambrose) was solid, though (spoilers) it represents Rollins' third loss in 4 days, so with that plus NoC I wonder how much weaker they're going to let him get, the main event title picture is a mess right now given that there's no way Kane actually goes over without going full demon, which would mean Kane would break from The Authority, which would mean going face and aaaaaaaaaggggghhhh modern face/heel logic.
3) The New Day fought Neville and the Lucha Dragons. New Day. Neville. Lucha Dragons. It was good. Neville and Lucha Dragons work well together since Neville is just a British high-flyer anyway, but if they wanna commit to this combo (they also fought the dark match at Night of Champions vs. Stardust and The Ascension, who I also wanna see a lot more of) then holy hell one of those motherfuckers is gonna need to get on the mic at some point, I don't think I've seen Neville on the mic once since he jumped to the main roster from NXT, and that's a shame because they all have incredible potential.
On a separate note: why are the Lucha Dragons basically jobbers now? (I have the same question for The Ascension. I do not have the same question for Los Matadores.) These guys tore it the fuck up in NXT. It doesn't help that they have no characters other than "we're the only cruiserweights left on the roster", especially since the only other story they have is "well we had to do something with SinCara." My friend Ian suggested that maybe they're eventually going to fire SinCara because the name is so tainted at this point and push Kalisto on his own, which is a fine idea, but something makes me doubt that's where they're going with it.
4) Booking a tag titles match for the MSG show makes me think the Dudleys will have to go over (Joey Styles is even going to be there. PLEASE PUT HIM ON COMMENTARY. FOR THE LOVE OF GOD.) That makes me sad, but ultimately it is totally fine as long as The New Day stay in the picture, especially now that it looks like they're trying to put the Prime-Time Players back in it as well. If WWE knows what they're doing, this will eventually result in the match of the year at TLC. Just imagine Titus O'Neil flying off of a ladder and sending Big E through a table. Thinking about that makes me emotional man.
Overall Notes
1) The main event title picture needs someone who isn't Kane, but I doubt this feud is going to last very long. The real question is, who will go up against Rollins? Storyline-wise, no one has really challenged him, but if I had to pick someone I want to see with the belt, it's Ambrose. Safe pick, I realize, but that guys is electric. The only way that won't work is if Daniel Bryan shows back up and smarks DEMAND he become champion.
2) In theory it's really lame that they're playing up Charlotte's relationship with her father instead of letting her be her own person (the Diva's Revolution: we'll get this angle over as long as we remind them that some of these women have familial relations to men!), but also, Ric Flair is someone who could drop dead tomorrow, so it makes sense they're letting him have his moment. If you listen to his podcast at all (which you should, it is frequently hilarious)
3) NXT: Respect is probably going to be crazy good.
Monday, September 21, 2015
Critical Switch: Feedback Loops
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Last we heard from each other, I was talking about how videogames can use the difficulty curve, or as I prefer to call it, the resistance curve, to indicate narrative pace as well as express an idea of how gamers are meant to engage with that game, and how manipulation of the pacing curve can allow a game's nature to change gradually.
Last we heard from each other, I was talking about how videogames can use the difficulty curve, or as I prefer to call it, the resistance curve, to indicate narrative pace as well as express an idea of how gamers are meant to engage with that game, and how manipulation of the pacing curve can allow a game's nature to change gradually.
This week,
I'm going to be talking about how a game can use a well constructed
feedback loop to create narrative pace within its set of
interactions, particularly in the context of combat scenarios, as
well as noting how certain types of feedback loops can imply certain
narrative concepts when applying creative interpretation.
Last week I
played semanticist by renaming the difficulty curve the “resistance
curve”, here I think there's not as clear a good alternative for
what we call the “feedback loop” so I think I'll stick to
defining it for those not familiar. In essence, a positive feedback
loop in game design is when a certain decision in interactive systems
is encouraged by rewarding the player for making certain decisions
often in such a way as they are put in a position to make that same
decision again. That was . . . particularly wordy, so I'll also note
that Ernest Adams in an article for Gamasutra
from 2000-diggity-2 says that: “positive
feedback can be defined as occurring whenever one useful achievement
makes subsequent achievements easier.”
Levels and Experience Points in Role-Playing Games are among the most notable examples. By participating in combat, rather than fleeing, character avatars are slowly strengthened in said combat scenarios through gradual increases in certain attributes, which thus makes them more capable combatants, creating a loop wherein participation in combat is encouraged and rewarded. As the genre of role-playing games progressed, especially in the Japanese games, leveling systems took on increasing significance as well as metaphorical indications of a character's growth as a person on an emotional level by matching it to their prowess in combat. Vivi starts FFIX as an unsure little mage who only knows the basic fire spell, but after wrestling with the inevitability of death and coming out on top resolute in his intention to live with purpose, he ends the game capable of summoning a meteor onto the battlefield and crushing all who oppose him.
Metal
Gear Rising
has extremely solid core combat mechanics such that the basics of
parrying and choosing between light and heavy attacks would create a
compelling game on their own, but the game gets a lot more life out
of those mechanics by adding Blade Mode, and subsequently, Ripper
Mode. Blade mode slowly consumes a percentage of a meter below
Raiden's health bar, and is the primary method for executing enemies
in MGR,
as low level guards will usually die to a single slice in blade mode,
allowing Raiden to clear out the small fry in fights quite easily and
then focus on more dangerous foes, who require a little more work
before hand and then are also killed by a single slice in blade mode.
What makes this a feedback loop is that when executing enemies Raiden
takes their spines and crushes them in his hands to restore the
entirety of both his health and blade mode bars. This is already an
especially smart design decision as it increases the accessibility of
the game to those unfamiliar with character action games, but what it
also does is serve to vary the pace of individual combat encounters.
MGR
can be a very chaotic game, whose freeform combat mechanics allow for
very loose decision making and input choices, but the addition of
blade mode slows the game world down and reduces the game to a matter
of few and extremely precise
inputs. On top of that, in the middle of the game, and subsequently
in New Game Plus, Raiden has access to Ripper Mode. While in Ripper
Mode, the Blade Mode meter drains continuously, and damage is
increased dramatically, so dramatically that one risks outright
destroying enemies while forgetting to grab their spines. This is
important because in high level play, Ripper Mode becomes incredibly
important for destroying stronger enemies, but when executed poorly,
leaves Raiden at the end of a fight with no blade mode meter going
into the next one, thus leaving him effectively toothless until he
can build it back up again. So MGR
creates falling and rising tension in combat by giving Raiden access
to different modes of attack, each of which feed into each other and
rely on similar resources. While this is a smooth system design, it
also feeds into MGR's
continuous narrative tension between “Raiden”, the idealist who
fights as a mean to and end, and “Jack the Ripper”, a ruthlessly
violent person who fights simply for it's own sake. Thus, each combat
scenario in MGR,
especially on high difficulty and in high level play, creates
contrasting tensions between these various states of identity for
Raiden, and also feed into each other.
On
a simple pacing level, Kingdom Hearts II's
biggest problem was fixing the relatively static combat of the
original game. While not a particularly long game, it also wasn't
particularly varied in how to approach combat, leading to lots of
mashing the X button for regular attacks, especially since MP could
be so hard earned, leading players to save it as a healing resource.
Two things were implemented to make this no longer be the case. One,
MP would now slowly restore after Sora used the complete bar, and the
curative spells now simply cost “the rest” of the MP bar, such
that Sora now had access to good offensive and defensive magic, and
would so as long as they had any MP to speak of, and then if they
didn't get back MP, they'd have some soon anyway. They also
implemented Drive Forms, which allowed Sora to briefly transform into
a stronger version of himself who could wield two keyblades and
magically float around. Drive bar itself is about as hard-earned as
MP in the original, but then the designers had the brilliant idea to
intertwine the two mechanics: When MP is empty, the Drive Form bar
builds gradually, and when Sora enters a Drive form, his MP bar
refills instantly. Thus, the stodgy resource conservatism in Kingdom
Hearts was transformed into a
system that was constantly encouraging gamers to be using every able
resource. Thus, there creates a good visual pace to combat that
distinguishes between a Sora using colorfully-animated magic spells,
high-flying acrobatic melee combat, and . . . foofy anime nonsense
that's really fun to look at. The narrative element of that is a
little weaker to me than in Rising,
but the pacing element is a bit stronger since we get to spend a
little more time with each different type of Sora, and the most
powerful variant feels earned.
This
also creates a nice intertextual element in comparison to the
original Kingdom Hearts,
where Sora's control of his weapons and magic was much more awkward,
whereas in Kingdom Hearts II
he's a much more experienced combatant, and we get to see that growth
from game to game.
In
both the Rising and
Kingdom Hearts II
example, we can see how the pacing that their feedback loops create
is not only a visual distinction between different sets of
interactions that rely on (for lack of better terms,) different
rulesets, but also alter pacing by adjusting the resistance curve on
a moment-to-moment basis.
While
I think that these games largely have system designs thought of
independently of their narrative content, since they were each made
within a mostly ludocentric context, I think they're already powerful
tools within their extant contexts that, if and when they are used by
designers with different, shall we say “alternative” ways of
thinking about games, we'll see games whose design fundamentals and
artistic ideas interact in ever more striking and meaningful ways.
I could still use your help making rent for October if you can afford to help.
From Olympia, WA, I'm Austin C. Howe
I could still use your help making rent for October if you can afford to help.
From Olympia, WA, I'm Austin C. Howe
Critical Switch: The Resistance Curve
The
Resistance Curve
Critical
Switch is the premiere
videogames criticism, history, and theory, internet radio show and
my colleague, Zolani Stewart, and it I s supported by listeners like
you at Patreon.com/CriticalSwitch
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
Saturday, July 11, 2015
A Brief Disclaimer to Be Read Alongside "Intro to Game Design and Drama"
I
specify on newer “art games” that offer too little resistance to
effectively convey drama, but suffice to say, this is absolutely also
a problem in commercial games, including the older, experimental
commercial games that I adore.
It is just as problematic that at no
point in Dark Souls
fiction am I sufficiently convinced that the player character would
ever be able to overcome these challenges as it is that the late game
of Final Fantasy VII
can have it's drama utterly nullified by a powerful combination of
overpowered spells that I can repeat over and over again to end
dramatically important battles in single turns.
As well, there are at
least a few “art games” whose interfaces are bizarrely resistant,
resulting in less meaningful interaction with their fiction or
aesthetics, which is something Zolani will tell us about with his
upcoming episode on Naissance.
-
Austin C. Howe, Olympia, WA, 2015
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