Five That Didn’t Fall

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by [name redacted]

Part nine of my ongoing culture column for Next Generation. After the popularity of my earlier article, I pitched a companion piece about companies that had lived past their remit, yet technically were still with us. On publication we lost the framing conceit and the article was split into five pieces, each spun as a simple bottled history. In turn, some of those were picked up by BusinessWeek Online. Here’s the whole thing, in context.

A few weeks ago we published a list of five developers that made a difference, helped to shape the game industry, then, one way or another (usually at the hands of their parent companies), ceased to exist. One theme I touched on there, that I got called on by a few readers, is that although in practical terms all the listed companies were indeed defunct, several continued on in name (Atari, Sierra, and Origin), living a sort of strange afterlife as a brand detached from its body.

This was an deliberate choice; although Infogrames has been going around lately with a nametag saying “HELLO my name is Atari” – and hey, why not; it’s a good name – that doesn’t make Infogrames the historical Atari any more than the creep in the purple spandex with the bowling ball is the historical Jesus. (Not that I’m relating Infogrames to a fictional sex offender – though he is a pretty cool character.) The question arises, though – what about those companies which live on in both name and body, yet which we don’t really recognize anymore? You know who I’m talking about; the cool rebels you used to know in high school, who you see ten years later working a desk job, or in charge of a bank. You try to joke with them, and they don’t get a word you’re saying. You leave, feeling a mix of fear and relief that (as far as you know) you managed to come out of society with your personality intact.

The same thing happens in the videogame world – hey, videogames are people; all our sins are handed down. This article is a document of five great companies – that started off so well, ready to change the world – that… somehow we’ve lost, even as they trundle on through the successful afterlife of our corporate culture. And somehow that just makes us miss them all the more.

The Nose Before Your Face

  • Reading time:12 mins read

by [name redacted]

Part eight of my ongoing culture column; originally published by Next Generation, under the title “The Value of Simplicity”.

So lately we’ve been swinging back toward thinking about games as a medium of expression. It’s not a new concept; way back in the early ’80s, companies like Activision and EA put all their energy behind publicizing game designers like rock stars – or better yet, like book authors – and their games as unique works by your favorite authors. This all happened just after figures like Ed Logg and Toshihiro Nishikado started to extrapolate Pong and SpaceWar!, incorporating more overt narrative frameworks and exploring more elaborate ways of interacting with the gameworld. From this initial explosion of creativity came Steve Wozniak and the Apple II, providing an easy platform for all of the early Richard Garriotts and Roberta Williamses and Dan Buntens to come.

Then stuff happened, particularly though not specifically the crash; the industry changed in focus. On the one hand we had ultra-secretive Japanese companies that – like Atari before them – usually didn’t credit their staff for fear of sniping and for the benefit of greater brand identity; on the other, what US companies remained tended to inflate beyond the point where small, expressive, intimate games were economically feasible. And then there’s just the issue that, as technology grew more complex, design teams grew larger and larger, making it harder for any one voice to stand out, leading to more of a committee-driven approach.

Desktop Graffiti

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Windows should have an option to “tag” every file (much like blog posts), to allow a person to immediately rifle through and find every related and relevant file on one’s hard drive, wherever it might be stored.

Boundary Scout

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My brother has been hounding me about how to recreate that crazy mysterious glitchy feeling from old NES games, and this whole time I’ve been telling him that I figure it’s impossible. But uh, I guess not!

Apparently the trick is to actually focus on making it seem mysterious and glitchy!

Well, the focus here is on the glitchiness — mostly because I think that would be a cool-n-subversive way of doing things. I think the real point is in the kind of thoughts and emotions and behavior that those glitches trigger in people who are prone to pick at them. I think all of those qualities are very close to the ideal purpose and potential of videogames in general.

It’s that feeling of breaking through the boundaries of an established system — of the suggestion of unknown yet possibly grand potential hidden somewhere beyond the mundane, that you — as a free agent and very clever person — are specially qualified to unlock.

The way a person might break through the boundaries could be mechanical or emotional or intellectual. Some of the best touches in some of the best games borrow from this principle. See the scanning in Metroid Prime, how it comes directly out of the themes at hand, then ties everything together, hinting at a sort of order and coherence and reality to the entire Metroid series and everything in it that you never really suspected before. Yet it never shoves the stuff down your throat; it’s just there for you to put together on your own — much like all of the abstract stuff in the original Zelda and Metroid and whatnot, except deliberate and intellectual rather than incidental and material.

And then there’s Riven.

I think my point with the overt fake-bugginess was to exaggerate and glorify the whole pointless search process that we go through — poking the edges of the scenery, seeing what’s possible within the world, experimenting, and only rarely being rewarded with anything for our effort. And when we are rewarded it feels cloying and false, like those dumb treasure chests that have to be at the end of every single cul de sac in every single dungeon, to overtly reward you for going down and simultaneously make you feel obligated to go down every one.

It’s working on the suggestion that maybe this behavior has a real purpose behind it after all, that sometimes — just sometimes — there’s something magical and special and completely unprecedented to find. And the point to that is to bring into light that whole behavior, that whole mindset — which, again, I think is implicitly what videogames are made to suggest, yet which I don’t feel is often really addressed for all (or even much) of its potential.

I think this mode can be addressed in less gimmicky ways, even if the gimmick is maybe one of the clearest ways to illustrate it. The problem is that a videogame has to work on a couple of levels at once. It needs to have a completely workable status quo, that feels solid, that the player is convinced is meant to be solid, for the player’s subversion of that status quo to mean anything. There’s a lot of psychology here; the player shouldn’t know immediately whether he’s supposed to be able to do what he’s doing, and that it has been accounted for; just that, for whatever reason, he’s able to.

Beyond the psychology and the multiple layers to keep track of, the game of course has to be designed and programmed as well as possible, to avoid unintentional exploits. So there’s a certain level of virtuosity required here.

Maybe I’m overstepping the line a bit, in defining the importance of these characteristics. The basic nature of a videogame lies in the causal relationship between the player and the gameworld; the basic potential lies in the narrative ability of that causal relationship (what it means for the player to act, given the established boundaries of the gameworld). The natural mode of player action is to explore those rules and challenge them. I suppose it doesn’t follow that the player need subvert a status quo as-such; it’s just, this is a good way to illustrate that mode of player interaction and its narrative and emotional potential.

The player should feel free; that he is at all times in control over his immedate decisionmaking, and that through his decisions he is just perhaps blazing into unknown territory, doing something nobody else has done, having a unique and visceral personal experience that’s entirely generated by his own free will. Half-Life 2 is great at making the player feel clever and subversive for doing exactly what the game is expecting.

I think it’s a misdiagnosis of this quality that has led to this sandbox nonsense (most recently reined in and made less inane by Dead Rising), and sense that players want “freedom” in their games.

I’ll get back to this. Will post what I’ve got now.

Tying into the previous post, sort of…

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I also think it’s a bland way of explaining the eighth’s regeneration – “Oh he died in a war”. I like to think of the Time War as a bit more complex than that.

I believe the word you want is “mythic”. That’s one of the big reasons for the War being there: it creates a new myth, putting everyone — old and new viewers — on the same level, and suggesting unrecountably grand and mysterious things, creating a new wonder, a new quest for knowledge, a new drive for the show to realign it with its original appeal. Also, curiously enough, the War serves to “fix” the arguably unsatisfactory resolution to a lot of the original mysteries by ditching the Time Lords and Gallifrey, the revelation of which earmarked the end of the show’s original era, and the start of something arguably less intriguing.

Doctor Who’s about the travel; not the destination. Soon as you stop and resolve something, it becomes real; mundane. The magic’s gone, as is any driving force it provided. Which isn’t to imply that you can’t create a new driving force — since that’s just what Davies did. And what ho; it worked.

I just don’t know if fact can do any better than legend, for something like this.

A completely unsaleable idea

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A vague concept came to me a couple of hours ago:

Take a game that, ostensibly is… this one thing; it’s of a particular genre, with certain goals — and it’s entertaining enough, if mired in its genre and a little buggy. If you’re so prone, you can poke away at the seams all over the place, and get effects that probably aren’t intended. The first model that came to me was something like a…

Side note: Wi-Fi DS or Wii Pictionary could be interesting. Not for this, necessarily; just had the thought.

Anyway. Something like a video board game; an adaptation of a very famous Game of Life clone that you’ve never heard of, or a Mario Kart or Mario Party clone. Something vapid and small in imagination and ambition, though diverting. The kind of trash that builds up on the store shelves and you never think about, though maybe with a little more personality and irony about itself.

Then if the player happens to be bored enough — happens to keep picking away at the discrepancies, at the bugs and exploits, happens to keep veering out of bounds, he’ll wind up… out-of-bounds. And then the real game will begin. If not, the dippy little game, with its goals and rules, is all you’ll ever see.

As for what’s out there, I don’t know. It could start off just seeming like an error — the Metroid Secret World sort of effect. Random garbage that it’s interesting to screw with. Then keep picking through the garbage, and eventually there’s something grander beneath that. Like you’ve just emerged from a dungeon into the blinding sunshine. And it just keeps getting more and more mysterious. There’s no explanation for any of this; you have to piece it together on your own, through exploring and continually picking away at the edges of what’s possible and observing and filing things away in your head.

What would be even better is if the initial part of the game had some kind of license — say, a videogame version of Jeopardy! or some other known quantity — to further cover up what’s really going on.

And then put the game out and say nothing. And see how long before someone finds the secret, and word begins to spread. Then see the noise grow and grow, and paranoia develop about the glitches in every other game under the sun, as people wonder if they lead to anything secret and special — the way we used to, twenty years ago when we didn’t know any better.

I don’t know. I think it would be kind of neat. If impractical. It would require a Kenji Eno or some other funster, to take charge then sit in the background and not be credited.

The Web of Change

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Yeah, still working on the column. I know it’s late. Sorry! It’s… complicated. Almost done, though.

Anyway. You know what I’d like to see? A utility that will allow a person to track… game evolution pathways, I suppose. It will accept data from a few input fields, and store it in a database. This could easily be online. The primary input would be a game’s title, the second set of inputs would be other games that were inspirations for that game; the third set would be games that the primary game helped to inspire. So on a linear path (which this wouldn’t necessarily trace), you’d get something like Pong -> Breakout -> Space Invaders -> Etcetera.

The utilty would have a few other facets; one would graphically illustrate a web of all games and links stored in the database. Simple illustration — just spheres with text connected by green and blue arrows, say. Another would trace the most popular “hubs” — your Pac-Men, your Ultimas. Maybe the latter would be somewhat incorporated into the former, showing more popular hubs larger or in a different color. Perhaps there could be a spectrum of hot to cold.

I’m sure this wouldn’t take more than twenty-five minutes for someone who knew a bit of the proper scripting. I, however, don’t, offhand!

Museum of Terror

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So after rattling around the city for a while, I eventually turned up a copy of this — the first localization I’ve been really proud of. Actually, a few poorly chosen words aside, I really like it. It’s been long enough that I barely recall writing any of it, so I guess I’m in a fair position to be impressed.

Aside from the localization — which really does flow well, I must say — the overall package is just handsome. Appropriately schlockish typeface and blurb on the back cover. Nice quality paper and printing. Complete, in order, and well-documented. And hey, they even superimpose the sound effects over the panels themselves, instead of simply noting them in the margins — a novel approach for Dark Horse. A nice package, overall.

Here are a few carefully-chosen samples, captured about as well as possible on the weird scanner in the other room:


So. I recommend it! And there are at least two more of on the way, both of which I recall as superior in at least one respect. The only problem you might have is in actually finding a copy. Although it’s part of the same push that Dark Horse has been giving to Kasuo Umezu’s Scary Book series, you can find the latter anywhere and — I swear — nobody’s ever heard of Museum of Terror, much less put out an order on it. The only place I managed to track down a copy was in Japantown. If your local Borders doesn’t carry it, I just suggest ordering it online. Amazon’s got a good price, especially for how damned thick this thing is.

A Cosmetic Conundrum

  • Reading time:13 mins read

by [name redacted]

Part seven of my ongoing culture column; originally published by Next Generation, under a different title; something like “The Problem With Game Consoles”. People seemed to take this article more seriously than I intended.

In May I finally saw a PlayStation 3 up-close – and dear lord. Whereas the Xbox 360 at least puts on a pretense of tenability, sucking in its gut like a real man, Sony’s system sets a new standard for girth. Maybe it was the rotating display, walled behind likely-bulletproof Plexiglass – yet I swear it must be the most outrageously massive game console that’s ever been designed. And that’s on top of looking like a space ship based on the template of a waffle iron. Whereas the Sega Genesis looked like you could top-load a CD into it, the PS3 looks like you could top-load a side of bacon.

“Grown?! What bollocks!”

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The TARDIS is clearly engineered in the original series (just look at it!)

According to Davies in a DWM column, the TARDIS interior can be “skinned” rather like Winamp — which is probably a function of something like a chameleon circuit, I’ll wager to speculate. Though not ever stated before, this seems at least consistent with the established lore — especially given how easily various Time Lords seem to reconfigure the insides at will.

For the rest of your argument — well, uh. There’s nothing to say there’s no element of engineering in TARDIS construction. If anything, a TARDIS seems largely an artificial construct — one that involves a certain controlled organic development, presumably for the most basic architecture and… “spirit”, if you will. Then things get bolted onto that, taking advantage of more overt Time Lord technology, like the chameleon whatsit and the console controls and whatnot.

I don’t see anything particularly far-fetched for a stage of controlled organic engineering, especially given how far ahead Gallifreyan technology is. If anything, it sort of makes sense, given how complex and seemingly random the darned thing is. The Time Lords never seem to have absolute control over the machines — which probably is due in part to their treating them completely as machines (if partially organic ones), under their will. The Doctor seems relatively unique in having come to terms with the apparent sentience of his TARDIS — though even he often forgets that he’s not always so much in control of the thing as giving it general suggestions.

That his TARDIS is so persnickety — so insolubly “broken” — might, and here I’m wildly speculating, be a result of its will having become much stronger than usual for a TARDIS. It’s too spirited, and doesn’t always obey orders just because they were given by its “owner”. Thus, it’s broken. A flaw in its system. Sounds very Time Lordy to me. There are parallels in many other works of fiction, of course. Popular anime in particular (Ghost in the Shell, Eva) keeps coming to mind.

No More E3: Now that’s what I call a duck!

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Wow, yes. This is a good thing! Both Tim and I have been arguing for a while that this circus should have been behind us years ago. That it still existed was a symbol of sorts of the whole inward-tuned wankathon that has been the game industry for a number of years. Sort of an embarassment, really. And it’s not the booth babes that were the problem, either.

It seemed clear that the changes this past year were a sign of desperation: either clean things up and change, or the expo will become completely irrelevent. The industry has actually started to move again, the last couple of years, and E3 really didn’t seem necessary anymore in its current form. The basic conclusion, from the people I’ve talked to, is that E3 really wasn’t any different this year. Maybe a little less annoying — and yet without the most ridiculous excess to distract a person, it became clear just how tedious and ill-conceived the whole thing was. It seemed clear that E3 was on its way down.

That they should have pulled out so abruptly is a surprise, though. Not an unwelcome one, mind! I just expected a more gradual, kicking, screaming, choking death until nobody cared anymore. I’m impressed, frankly. This is one of the more heartening things I’ve heard in a while, in regards to the industry in general — not just the “death” of E3; the boldness in simply pulling the plug like this, rather than clinging. The whole change in attitude that this suggests — well. It’s good! I like it!

The Crying Game

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by [name redacted]

Part six of my ongoing culture column; originally published by Next Generation under the title “Can Videogames Make You Cry?”.

A few weeks ago, Bowen Research published the results of a survey, on the role of emotion in videogames. Hugh Bowen polled 535 gamers on their own views and history, with the end goal to rough some kind of an objective analysis out of their subjective experiences, and thereby maybe to shed some light on what emotional effect videogames have had in the past. The paper is well, and humbly, written; its conclusions, though, are less than revelatory: the only genre that tends to elicit reasonably complex emotion is RPGs (presumably Japanese ones), while other genres all inspire at least some basic kind of motivational urge in the player – be it rage or fear or what have you. Meanwhile, the paper is full of comments about Aeris, and the profound affect of her death on people who had never played Phantasy Star II.

The problem, I suppose, is in the question being asked: “Can videogames make you cry?”. It’s a binary question about a complex issue, much like asking whether Americans are happy and then concluding “sometimes!” And indeed, Bowen’s answer seems to be “well, yes… probably. In theory.” A second issue is the way Bowen approached the issue as a matter of statistics – and then based his analysis on the subjective responses of a skewed sample. “Gamers”, as with any obsessives, have by nature a peculiar perspective of their medium – a medium which, furthermore, is not yet refined as an expressive platform.

The question should not be whether videogames are capable of eliciting complex emotion – as, given the complex analog weave of our brains, anything can result in an emotional response of any depth and sophistication. Rather, what Bowen might have asked is how innately bound any emotion is to the current fabric of videogames (that is, whether it has anything to do with what the medium is trying to accomplish), how much emotional potential videogames might ideally hold, and – assuming some degree of innate potential – how best to insinuate emotion into the framework or theory of a videogame. Or rather perhaps, how best to cull emotion from that same framework.

Headspace

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In case you’re curious, most of my “culture” columns on NextGen have been renamed for headline-grabbing power. Here are some of my original titles, with links to the articles, so you can see what (if anything) changed:

The Ends of the World (Original article)
And Then There Were None ( Original article )
Home of the Underdogs ( Original article )

They’ve been growing less artsy, as I’m getting a feel for what will and won’t be changed. Generally the subdivisions remain intact, though. You can probably tell when a header isn’t mine.

It’s-a Heem! Again!

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So far, New Super Mario Bros. isn’t as annoying as I expected. Kind of flavorless, yes. Well-made, though. Some nice ideas in here.

I like how they’ve stripped down everything except the mushrooms, fire flowers, and turtle shell — and then refocused the game so it’s basically all forward momentum. There’s plenty of stuff to dink around and find; that’s kind of peripheral, though. The overworld map pretty much drives the point home: it’s a straight line from the first level to the final castle, with only the occasional tangent to access an alternate route or a special item. The levels themselves are much the same. And the way the secret routes and items are hidden is nice and old-fashioned; reminds me of Mario 1 and Sonic 1.

Likewise, the focus on Mario’s size-changing is interesting. In past games (except Mario Land), there’s never been much point in being small. Here, not only is being small occasionally of value; you can also be smaller than small. And to trade it off, you can be bigger than big. Conceptually, it’s definitely got its stuff together; this is kind of like how Gradius V focuses on the Options. In execution — well.

The problem, as Toups pointed out earlier, feels like a lack of confidence. That seems to be an issue with a lot of Nintendo games these days. A shame. I mean. With more confidence in its own ideas, Wind Waker could have been really amazing. And again, whoever conceived of this game was a really clever person. You want to revive an imporant series, you break down what defines it and you build upon that. In this case, you focus on Mario’s growing/shrinking ability and on forward momentum; ditch all the suits and playground design and as much clutter as you can get away with, then slowly build back up with an eye toward the central themes.

Even the level design is often quite snazzy. Same with the very limited treasure hunt aspect, and how that ties into the world map: spend the coins however you like, whenever you like; go back and dink around to find the other coins whenever you feel like it. No pressure to complete everything; to the contrary, the game’s constantly pushing you forward. Yet it allows leeway if you want to explore. Again, sorta reminds me of early Sonic. Heck, Mario even runs like Sonic now.

Partly because of all that, I really wish this thing felt less generic. Less… cardboard. Whereas Gradius V and OutRun2 almost supplant Life Force and OutRun, this comes off more like a tribute game than something important in its own right.

EDIT: Actually, I want to say it reminds me a lot of a milquetoast follow-up to Super Mario Land. You’ve got some of the same ideas in it: better use of Mario’s size and working it into level logistics; more thematic enemies, and levels with memorable one-time quirks. I keep expecting the fireball to work like the Power Ball, and bounce all over, allowing me to collect coins. Instead, it just creates coins. (Not sure of the in-game logistics there. I think the Mario Land model would have fit better.) What Mario Land has that this doesn’t is a bizarre and quirky personality of its own, allowing it to stand as a response to Super Mario Bros. rather than just a new take on it.

Home of the Underdogs

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by [name redacted]

Part five of my ongoing culture column; originally published by Next Generation, then reprinted by BusinessWeek, under the title “The Lasting Impact of “Failed” Consoles”.

The videogame industry is usually portrayed as a battle of titans: Xbox versus PlayStation versus the Nintendo Whatever, butting heads over the biggest market share. The winner, by virtue of winning, will lay the law for future generations. This is a tough industry, where the ruthless survive and the weak or incomprehensible are savaged and devoured.

A curious thing about videogames is that, underneath the bluster, you’ll nearly always find that the “losing” platforms – from the Sega Saturn to the Turbografx-16 – are in many ways either objectively superior to or subjectively more intriguing than what “won”; what they typically lack is balance. Like root beers or politicians, typically the top candidates rise to the top not out of pure excellence; they rise because they serve the basic desires of the greatest audience while offending the fewest.