The New Generation – Part Three: Infrastructure

  • Reading time:20 mins read

by [name redacted]

Originally published by Next Generation.

Videogames are finally finding their way. They’re moving in small steps, yet whether by need or inspiration change is in the air – a whole generational shift, an inevitable one. It’s the kind of shift that happened to film when the studio system broke down, or painting broke out of academia and… well, the studio again. In short, people are starting to get over videogames for their own sake and starting to look at them constructively – which first means breaking them down, apart from and within their cultural, historical, and personal context. When you strip out all the clutter and find a conceptual focus, you can put the pieces back together around that focus, to magnify it and take advantage of its expressive potential.

Over the previous two installments we discussed some of the voices heralding the change, and some of the works that exemplify it. In this third and final chapter, we will cast our net wider, and examine some of the cultural or circumstantial elements that either led to this shift, reflect it, help to sustain and promulgate it, or promise to, should all go well. This is, in short, the state of the world in which a generational shift can occur.

The New Generation – Part Two: Masterminds

  • Reading time:23 mins read

by [name redacted]

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be.

The New Generation – Part One: Design

  • Reading time:15 mins read

by [name redacted]

Originally published by Next Generation.

An idea is healthy only so long as people question it. All too often, what an idea seems to communicate – especially years and iterations down the line – was not its original intention. Context shifts; nuance is lost. To hear adherents espouse an idea, measureless years and Spackle later, is to understand less about the idea itself than about the people who profess it, and the cultural context in which they do so.

In 1985, an obscure Japanese illustrator slotted together a bunch of ideas that made sense to him that morning, and inadvertently steered the whole videogame industry out of the darkest pit in its history. Since that man’s ideas also seemed to solve everyone else’s problems, they became lasting, universal truths that it was eventually ridiculous – even heresy – to question.

So for twenty years, skilled artisans kept building on this foundation, not really curious what it meant; that it worked was enough. They were simply exercising their proven craft, in a successful industry. Result: even as technology allowed those designers to express more and more complex ideas, those ideas became no more eloquent. The resulting videogames became more and more entrenched in their gestures, and eventually spoke to few aside from the faithful – and not even them so well. Nobody new was playing, and the existing audience was finding better uses for its time. A term was coined: “gamer drift”.

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.

Tomb Raider: Legend

  • Reading time:6 mins read

by [name redacted]

Expanded from my weekly column at Next Generation, and posted on the game’s release date.

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. The last few levels were thrown-together and buggy; still, at the time it was Lara and Mario. Lara was your 3D update to Prince of Persia – all atmosphere and exploration. It had a snazzy, strong female lead, when that was unusual. (At the time, I had a friend who wouldn’t stop complaining that the character was female. He couldn’t understand why they’d made such a dumb move, since the rest of the game was so good. Go figure.) The game felt fresh and new, and – right or wrong – just a little more sophisticated than what Nintendo had to show.

Then, immediately, Core and Eidos started to listen to the fans. They listened to the media. Posters on the original Tomb Raider message boards kept complaining of a lack of thumping music. They kept asking for more human opponents to blast away, instead of these stupid animals of the first game. They wanted more and more outfits for Lara. And of course, there was the whole “nude code” business.

So a year later, there’s a sequel with the same engine – fair enough – with most of these concerns addressed. It was less interesting, less atmospheric, less intimate than the original game. Still, not too bad. Then a third game, and a fourth, and a fifth, with barely an update to the game engine – since, hey, who has the time for that with a yearly schedule – and less and less focus on what made the game so appealing to start with. The game became the Lara Croft franchise, and everything else became secondary to her new look, her new abilities, her new weapons – because these are the things that fans yammer about, so therefore this was the feedback that Eidos got.

This Week’s Releases (April 10-14, 2006)

  • Reading time:11 mins read

by [name redacted]

Week thirty-five of my ongoing, irreverent news column; originally posted at Next Generation. Two of the sections are expanded into full articles, posted later in the week.

Game of the Week:

Tomb Raider: Legend
Crystal Dynamics/Eidos Interactive
Xbox/Xbox 360/PlayStation 2/PC
Tuesday

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. And what it seems Crystal Dynamics has done is go back to the framework of Tomb Raider 2 and to break it down, analytically. What they chose to do is bring the focus back to exploration – in part by introducing some new gizmos, in part by making the environments more fun to navigate. Reviews nitpick a few fair issues; still, the overall response seems to be a huge sigh of relief. Maybe it’s not the best game in the world, or all it ever could be. Still – it’s not terrible! The theme that keeps coming up is one of nostalgia – that, for the first time, someone has managed to recapture what makes Tomb Raider interesting. And that sentiment is itself interesting.

Western Deconstruction

  • Reading time:2 mins read

Structure of the first half of Leone’s The Good, The Bad, and The Ugly:

  1. Title sequence
  2. Showdown #1; The Ugly identified
  3. Showdown #2 (and aftermath); The Bad identified
  4. Showdown #3 (and aftermath); The Good (such as he is) identified
  5. Back to The Bad; he beats a woman, showing how bad he is
  6. Back to The Ugly; the strange gunshop scene, where he displays his strange character traits
  7. (in the restored version) Added scene setting up the logic for the following scene; helps to space things out and show a little more of Tuco’s character
  8. Back to the Good, via Tuco; Blondie shows how sensitive he is, with the gun-cleaning scene; the outside world interferes for the first time, saving Blondie and setting the rest of the movie in motion
  9. (in the restored version) Back to The Bad; Angel Eyes’ eye-opening scene, where he is exposed to the effect of the war; some logic, to help explain why Angel Eyes returns when he does
  10. Back to the Ugly, then the Good; the squabble resolves. Blondie is again saved when the outside world (the stagecoach) again interferes, thus giving a greater goal for the movie and setting the third leg in motion.
  11. (in the restored version) Added scene setting up the logic for the following scene; helps to space things out and show a little more of Tuco’s character
  12. Tuco and Blondie at the mission; Tuco’s eye-opening scene, where he is exposed to the effect of the war; Tuco’s character is fully established, making Blondie more sympathetic to him
  13. Tuco and Blondie get caught up in the prison camp, to finally intersect with Angel Eyes
  14. etc.

I’ll fill the rest in later. It’s all downhill from here. Very… clean.

The removed scenes mostly help with the plot. Only one (aside from the boot thing, which is lovely) strikes me as important to the tone of the movie; that’s the early scene with Angel Eyes. The others are all nice to have, and make the movie feel fuller. More complete. I can see why they were cut, though, if cuts had to be made.