The Method

  • Reading time:5 mins read

So.

* Zelda 1 and 2.
* Dragon Quest in general.
* Riven.
* Shadow of the Colossus.
* Metroid II.
* Half-Life 2.
* Phantasy Star II.
* Metal Gear Solid 3, in particular.
* Lost in Blue.
* OutRun.

There is a common thread to all of these. It has to do with the gameworld, and the player’s method of interaction with it.

Stacking boxes to make your own path or eating the parrot in Half-Life and Metal Gear are the same as the magic wand in Zelda 1 or the structures in Wanda that serve no apparent purpose except to look at them, climb on them, stand on them, ponder about them. Building a spear in Lost in Blue is the same as gaining that level or buying that copper sword in Dragon Warrior, as finding a heart container or a boomerang in Zelda, as making that leap of logic in Riven, about that device halfway across the island.

The technique names in Phantasy Star are the same as the number system in Riven, as the clues in Zelda, as the Erdrick lore is in Dragon Warrior, as the artifacts are in Lost in Blue. And these are the same as the boxes and the parrot and the spear and the boomerang.

These are all different approaches toward the same, or similar, ideals. Player progression relies on personal growth and curiosity. Within its own laws, the gameworld is responsive to nearly all actions allowed the player. There is a strong focus on trial and error. On exploration on both the micro and macro levels. On pushing the limits of the gameworld to see what happens, and maybe being punished half the time. On intuitive leaps of reasoning, within the given laws. On patience. On innate appreciation of the intangible within a greater scheme.

The laws and structure of the gameworld are a framework filled with an open question. Rote progression is never a problem, and yet the purpose never particularly lies in the plot. Or in completion. Any story, any imposed goals are simply excuses. MacGuffins. They’re there to get you out the door. To give you an anchor, a point of reference. Maybe a path to walk down. The real joy, the really important material, comes in the unimportant treasures of providence provided by the player’s presence in the gameworld, by interfering as an outsider in a self-contained system.

The player, as Link in the first Zelda in particular, is not particularly meant to traverse Hyrule. He has no weapon. He has no defense. He has no health. There is no path specifically laid out for him, and yet there is a certain logic to be exploited — inconsistently, though consistently enough. At no point does the game call for the boomerang, or the wand. The game can probably be beaten without the sword, if the player is so inclined. Yet the tools are there to be made use of.

The world of Riven is alien to the player, and presents a barrier at every turn — and yet there is a logic behind it all; a reason why everything is where and as it is. As an outsider this lack of familiarity is an initial barrier. Later that same outside perspective and status puts the player in a rarified position. The simple joys of Riven come again from a whimsical turn of that same relationship with the gameworld — from sitting on a sun-baked stone stairwell, listening to the birds and the insects and the surf below. Imagining the coolness of the shadows and the moss on the stones. Appreciating what would go unappreciated were the player to belong here. Finding one’s own treasure in a broader system.

And yet none of these games are wholly open. Unlike Morrowind or Fallout or Baldur’s Gate, there is a clear and immediate structure. There is a limit to the options available to the player. The rules and the logic of the worlds are all simple and compact. There are only so many actions. There are only so many items. There are only so wide a world, so many levels, so many set pieces, so much of a variance in direction. There is a specific ultimate task before the player, a specific direction to move in. Save the princess. Learn about these Biomonsters. Figure out what’s going on in this world. Defeat the Metroids. Survive and maybe escape. Defeat the Colossi.

The secret to success in all cases is in understanding the reasoning of the gameworld, and the method of understanding — as in life — is experimentation. It is in the quirks, the exceptions, the trivialities — that with no clear explanation — that the searching mind finds the most wonder and curiosity. And it is in these quirks that such a mind imbues the most meaning, specifically for their lack of meaning, their lack of purpose. Their lack of structure, and all it implies about the gameworld and the player’s presence within it.

It is in these imperfections that we find beauty and we find reality. In which humanity and therefore something we identify as truth shows itself. In which we see hints of a structure or a randomness beyond our comprehension, that is greater than us, that is greater than our mission and yet that leads us to our fate. It is here that we find significance, that we find meaning, that we find verification for our continued efforts.

It is this which drives us on.

Touch Survival Kids

  • Reading time:3 mins read

Lost in Blue feels a lot like Zelda 1. Same sense of constant danger, being stranded somewhere to fend for yourself. In Zelda the danger is mostly from monsters and things. Can’t explore too far or they’ll kill you. Have to work your way up. In Lost in Blue, the dangers are hunger, thirst, and exhaustion. I’m just gradually building myself up to explore further and further inland. I keep finding miraculous things like an empty glass bottle, washed up on shore, that lets me carry water with me. And long sticks, that I can fashion into spears. And logs, that I might be able to build something with eventually.

It’s a lot like the treasures in Zelda, which you just sort of find, and which mostly seem special because they’re something you found, that might help you, rather than because they’re the key that unlocks the next door that lets you go forward (as in the later games). Though they might have that effect, It’s not that direct.

I’m surprised the game doesn’t make more use of the touchscreen — even in the menus. Strange to have to actually press the start button when it says “PRESS START”. And it’s weird that you can’t just dump stuff on the floor of your cave. It’s not like the twigs would go anywhere. I can see a certain limit, like after a certain point the girl complaining that, what with her unable to see (you step on her glasses near the beginning), she’s liable to trip if you clutter the place any more.

I found raspberries!

Castlevania is… there. It is what it is. It’s another Castlevania. A pretty good one. I think my save file getting corrupted just soured me on everything. It was my own fault. I think I turned the system off while it was saving.

The first part of the game is wonderful. Then it gets boring. Then more boring. Then more boring. Then it gets better, then better, then more boring, then a little better. You actually aren’t ever in The Castle, as such. Though when you’re on the fringes of this mess of a hideout, things are much more well-defined. The level design is just really good in the first two sections of the game. And it looks interesting and has great music. The two towers are great. The best clocktower ever. And there are some great touches. In between, though…

The whole middle section is just monsters on shelves, that you cut through to get to the next room. It’s weird, because there are such good parts on either end. It’s like the level designers fell asleep for half the game. Maybe they just left the whole middle section open, figuring “we’ve got the outlines; we’ll fill the rest in later.” Then deadline approached, and they just went and scribbled in every middle square as quickly as they could. That the map is so well-conceived overall seems to support this impression.

I got disenchanted somewhere around the ballroom, and I don’t think I ever quite recovered. A shame, considering how much good there is here.

This Week’s Releases (Sep 26-30, 2005)

  • Reading time:15 mins read

by [name redacted]

Week twelve of my ongoing, irreverent news column; originally posted at Next Generation

Catching up from a strong PSP showing at TGS, the DS has begun its cavalcade of fall delights. Also, some decent compilations and a creative D&D game. Check it out!

Today (Monday, September 26th)

Trace Memory (DS)
Jinx/Nintendo

In Japan, this is called “Another Code”. Neither name is that memorable, I’m afraid. The game itself is (as with Lost in Blue, below) one of the new slate of adventure games that serves to demonstrate how the DS hardware might be used. Trace Memory is in essence a Myst-style adventure game – nothing special on its own right, except that point-and-click games have generally been alien to the console and handheld side of the industry, due in part to interface issues, in part to the different mindspace projected by a PC and a TV environment.

In their intimacy, handheld games are a little closer to PCs than are console games – so in theory, the only real hurdle should be the interface. With its stylus and touch screen, the DS is perhaps even more ideal than a PC-and-mouse setup; simply tap where you wish to look. Beyond this, Trace Memory blurs a few edges between PC adventure games and console-style adventures by displaying an overhead view on the top screen and leaving the bottom screen for your character’s first-person perspective. Use the control pad to precisely navigate, or use the touch screen to point your way around. You can think of the bottom screen as a heads-up display or the top screen as a mere map, if you like.

The game is short, from what I gather. That seems just as well, for what the game is. There was a little buzz around Another Code a few months ago, even before people stopped dismissing the DS out-of-hand – so it should gain a small and reasonably loyal following on release. Even if it doesn’t sell through the roof, it still should be valuable to study.

This Week’s Releases (Aug 22-26, 2005)

  • Reading time:21 mins read

by [name redacted]

Week seven of my ongoing, irreverent news column; originally posted at Next Generation

Today (Monday, August 22nd)

Advance Wars: Dual Strike (DS)
Intelligent Systems/Nintendo

Now, there’s nothing wrong with the Wars series. This is, what, the fourth Wars game announced in the West, after the two GBA iterations and the endlessly-delayed and frequently-renamed GameCube iteration. And it looks every bit as good as previous games. I understand it’s to make some decent use of the touchscreen with a real-time mode where you move things around with the stylus. Good and well; this is something the DS should excel at. I’m surprised we haven’t seen more strategy games and RPGs for the system.

The name, though – why is it still Advance Wars? The answer is the same as why Retro’s second Metroid game is called Metroid Prime 2, instead of just “Metroid: Echoes” and why Metal Gear Ghost Babel became simply “Metal Gear Solid”; it’s an issue of branding. The assumption, from a Western marketing perspective, is that you need “brand unity”. If you’ve got a successful product, you need to cash in on its name as far as you can. So if you’ve got a new cereal, you’re better off introducing it as, say, Cinna-Crunch Pebbles and putting Fred Flintsone in it, rather then letting it fend for itself, on its own merits.

The thing about the Wars series – well. It’s been around for a long time. Going on twenty years, actually. It began on the Famicom as Famicom Wars, then moved to the Super Famicom and Gameboy as Super Famicom Wars and Gameboy Wars. Thus we have Advance Wars. And since the GBA games were the first we were introduced to over here, every future game in the series must have the word “Advance” in it.

Well, to be fair, we’re to receive the GameCube one (called, inexplicably, “Famicom Wars”) as (even more inexplicably) “Battalion Wars”. I guess that complicates the theory right there. And the Western title for the DS game is no less arbitrary than the Japanese one (again, simply “Famicom Wars DS”). That doesn’t make this trend any less irritating.