Annie Which Way

  • Reading time:4 mins read

I’m thinking that it’s the shortcuts an artist takes that tend to date a work. I’ve had Smooth Criminal in my head for a litlte while. And it’s an excellent song, for what it is. It’s well-written — but the entirety of that album is cheap synthesizers, with MJ singing on top.

That song could have been properly orchestrated and performed. And you could trace what decade it came from, stylistically, but it wouldn’t sound “dated”, in the sense that it’s somehow… no longer as relevant? The synth is so cheap and tinny that it’s distracting. And again, the entire album is kind of like that. It was a way for Jackson to have complete control over what he was doing. Which is fine, but then he didn’t go back and flesh it out. The synth was “good enough”. So twenty years later, it sounds like a bit of a cop-out.

And I’m just projecting here, but it strikes me that many of the things that seem laughable or outdated in film or music or videogames are similarly cheap compromises. Some kind of a contemporary easy solution. Whereas the things that still seem relevant today, however you might trace them to a particular era stylistically, tend to find all their own custom solutions to their problems: The Maltese Falcon; The Good, the Bad and the Ugly; a lot of the later-on Beatles stuff.

There are phases that a medium goes through, artistically. Pop trends in simple solutions. Videogames go through a lot of them. “Oh, here’s the proper way to deal with this.” Which is one of the things that bugs the hell out of me with that Ludology business.

Ludology is the academic study of videogames. Which is, you know… it generally tries to be very objective, in studying what videogames are, and how they work right now, and what has been done before, and how to hone that model. It’s proscriptive by implication of description. So what it tends to do is it objectifies videogames as an end unto themselves. As opposed to, you know, exploring how this tool set might be used to say something new or interesting. And it’s got that whole academic sniffiness about it, just to make it the more obnoxious.

An analytical breakdown is useful, but in context. In service to a greater goal. Videogames are about communication, as is all art. Though to a certain extent more overtly than most. Any analysis should be about exploring the mechancis and ramifications of that discussion. Rather than focused on What Videogames Are.

Anyway. I guess this kind of ties into the shortcut thing — the objective treatment of a work, using the standards of the day, tends to in the long run turn the work into a bit of an artifact. So. Basically, there’s something complex going on when you throw a band-aid on and say “yeah, this’ll work.” In a few years, the patchwork will become opaque, and it will begin to define your work.

And that’s also how genres get dumb, when people say “Oh, I like that — I’m going to do something just like it!” That’s the same thing. You’re taking someone else’s solution and applying it out of context. You’re taking a subjective goal and treating it objectively. Until the solutions begin to define what things are, rather than what they’re trying to solve.

What’s amazing about something like The Maltese Falcon — the Huston version — is that there are virtually no shortcuts. There’s pretty much never a sense that anyone involved just pulled something off the shelf and said “okay, this takes care of that. No one will notice.” Even though it’s the third version of the same movie to be made by the same studio, in under ten years. So you come at it now, and everything feels like they’re figuring it out for the first time, on their feet. Everything is custom-tailored to the situation. And it’s gripping and relevant and alive, every time you see it. And this is what makes a work timeless.

Where is Zar? Zar is gone.

  • Reading time:2 mins read

Classic screenwriting (both film and TV) does take on something of a middle school essay structure, doesn’t it. Tell the audience what you’re going to do, do it, tell the audience what you just did. I guess with a new medium it’s seen as necessary. Then when people get more comfortable with the grammar, you can stop patronizing them and get down to business.

What’s weird about videogames is that mainstream games at least have kind of gone the other way. Now you buy a top-shelf console game, you won’t even be allowed to play it properly for the first half hour. Unless it’s Zelda. Then you might have to wait three or four hours before you get started. Whereas in 1987… plop. There you are. Make sense of it the best you can.

Is there a good reason in there to assume the audience has, on average, grown less sophisticated over the last twenty years? And Wii Fit aside (which is kind of a different issue), is there much evidence that patronizing the audience leads to greater sales? Generally the only people who buy videogames are people who buy videogames (which is where Iwata comes into the discussion, and then leaves by the back door). And generally they only get to play them after they’ve made a purchase.

It’s one thing to make a game accessible. Not to overburden the player with complications right from the start. That’s just good design.
The hand-holding that’s been going on, the last ten years though — that’s something else. Something insidiously banal. It’s not just that the art hasn’t been progressing since 1998; it’s been moving backward.

Lacking the How-Do Ken

  • Reading time:2 mins read

I wish it were still possible to go into an arcade and wander around, seeing new things, doing things I hadn’t done before in a videogame. Like when the arcade was full of new things like Rolling Thunder and Double Dragon.

I remember what a revelation it was that you could run over and pick up the bat, or duck behind the tires. And any multiplayer was generally cooperative. You watch someone play, you think “hey, that looks neat”, and you jump in to help him.

When Street Fighter II was new, I could just go in and play it the way I’d play Final Fight. It was like a complicated eight-stage boss run.

Then everything became about penises, and today there’s no point even going into arcades anymore. The moment you start up a game, someone more obsessive sidles up to punish you for the affrontery and take over the machine. It would be neat to go out and see some of these new games, like Street Fighter IV and KOF XII, but the novelties have mostly become a thing of nuance. And if I’m not going to be allowed to play them unmolested, and study them at my own leisure, why bother? I’ve got enough things waiting in line to irritate me, without actively seeking them.

The thing is, this is all an aberration. Today the hardcore competitive aspect has gained dominance, but that’s what happens to unchecked hardcore competitive anythings, usually to their eventual downfall outside of that core group that enjoys butting heads. Some people just like to eat their soup without others homing in and pissing in it. I’d wager they would stand in the majority, actually…

Doesn’t help that games are rarely just a quarter anymore. I spend my dollar, whatever, I want to get the most out of it. If I choose not to pay the panhandler, I don’t want to get chased for a block and shouted at. (Which may sound familiar to San Francisco residents.) Maybe it would be different if there were, like, a set fee that you pay going in the door. But on a pay-by-play basis, fuck that.

If there’s a reason that arcades barely exist anymore — well, I’d put this at the top of the list.

Lack of food makes you obstreperous.

  • Reading time:1 mins read

Bangai-O Spirits is like Treasure Sudoku Challenge. No structure, no context; just a smörgÃ¥sbord of random levels. It’s… kind of hard, right from immediately. And the controls and rules are both way more convoluted than the Dreamcast version.

It does, however, have the best level editor ever, and (apparently) the best means of sharing. Not seen fit to reach out yet, however. This reminds me of my NES Lode Runner days. All those “programmable series” games with their non-functional save functions, fresh and unedited off of their Famicom Disk System and jammed into a solid-state pre-battery cartridge — who needs a save function? A blackboard and colored chalk did me fine.

I always wanted one of those NES controllers for handicapped people, where you moved a D-stick with your chin and you used a straw for the buttons. Suck for A, blow for B. Imagine combining that with the Power Pad and Power Glove. Eat your heart out, Fred Savage.

(Still need to reply to a few people. Hurm.)

Gitchy-good

  • Reading time:1 mins read

After procrastinating for over a year, I got Earth Defense Force 2017 at the same time as Bullet Witch. It is equally awesome in different secret ways.

Something to consider, however. Bullet Witch traces the future of Earth, year by year, until 2013. Earth Defense Force traces the future of Earth from 2013 to 2017.

So why didn’t they just use magic to blow away the aliens?

Braid Day

  • Reading time:1 mins read

Just to mention, Braid is out today on XBLA. Go download it.

(I’m in the credits.)

It’s basically the Portal of 2008. Or in my chronology, Portal was the Braid of 2007.

Anyway. Some people seem to like it.

Portrait of Rumination

  • Reading time:2 mins read

You know, having initially dismissing Portrait of Ruin — I only played for maybe half an hour before rejecting it; hadn’t played it in a year and a half — I went back to it the other day. And… it’s actually pretty good, once you’re past some of the initial tedium. Thanks to Mr. Koshiro, the music is the best since Harmony of Dissonance. It controls really, really well. The animation is pretty good, actually. A lot of the enemies are redrawn — though there’s a big disparity in style between the new ones and the recycled ones. The new ones all look like they’re by the Circle of the Moon guys, and the old ones are so clearly Sorrow carry-overs.

There is actual, legitimate level design in places — which is novel. More of it than in Dawn of Sorrow, in fact! It’s just, 1/3 of the real level design in DoS was right at the start, whereas in PoR it doesn’t come in for a couple of hours. (Until then it’s a combination of tutorial and convoluted system introduction, against monsters-on-shelves design.)

And it does actually feel different enough as not to just feel like another GBA/DS Castlevania — which is the fate suffered by Dawn of Sorrow.

I’d say this is definitely not the worst handheld Igavania. Harmony and Aria still compete for the best; Harmony for its feeling and Aria for its reason. I’d have to play some more, but I think I’m now enjoying this about as much as Circle of the Moon…

The Process

  • Reading time:9 mins read

Following some earlier points, a forum I frequent saw some discussion on the apparent deification of the Doctor over the last few series of Doctor Who. Someone strongly objected to what he saw as Davies’ “all-powerful, all-knowing, ‘he’s a Time Lord, he can do anything’ approach to the Doctor”. Thing is, that’s not really what’s going on.

Generally Davies tries to undermine that concept, and show that it’s just bravado. Both in and out of the fiction, that myth is just the way that people perceive him, and the image he tries to project.

There’s a long discussion of this on one of the Moffat commentaries, amongst Davies, Tennant, and Moffat himself. They talk about how, for all of the facade he puts on, all the mythology that springs up around him, some of which he encourages, there’s nothing really special about the Doctor. His only real asset is that he can (usually) talk his way into anything.

“He’s almost a charlatan,” Moffat said, “in a good way. He poses as this god-like figure, but he’s just a bloke under there.”

Man and Myth

So much of the new series is about people’s perceptions of the Doctor, counterposed with the reality of the Doctor. This is precisely what “The Girl in the Fireplace” is about. Look at the way Reinette mythologized the Doctor in her own mind, and turned him into this huge figure from her childhood, a man of magic and awe. And there he was, just bumbling around, doing his thing as best as he could. Occasionally showing off. Occasionally acting like a complete ass.

And we, as adult viewers, see both sides. We know that the Doctor is just this guy, doing the best he can, yet we also know him as a figure of myth and legend who brings us monsters and death, because that’s what he chases and that’s what we tune in for — but then he does his best to put it right, and usually succeeds.

It’s not that he’s innately special; he just operates on a different plane from what most people see as normal life. Specifically, he lives the life of the protagonist to a long-running TV fantasy adventure. In that, he sees things that most people don’t see, and does things that most people don’t do. And to be credulous and put ourselves in the weekly companion role, that allows him to introduce us to fear and wonder, and just maybe expand our perspectives, with the assurance that everything will be all right in the end. Roughly. Usually.

So basically the new series is just being postmodern, and aware of itself as a modern myth. And it toys with that. (See “Love & Monsters”, that Clive guy in “Rose”.) Granted, in execution it’s gotten a bit lazy of late… But going by the commentary, everyone still seems to be working on the same wavelength they were in 2005.

Jesus Guises

Of course, “Forest of the Dead” plays a lot with the notion of an all-powerful Doctor, from River Song’s tale of the man Tennant becomes to his apparently new ability to enter the TARDIS by snapping his fingers. As far as River Song is concerned, though, that’s her mythologizing him again. It’s just her own personal impression of the man. Assuming she’s referring to a particular event, and knowing how the Doctor does things, you can imagine the sort of circumstance in which a whole army would run from him. As much as she talks it up, the actual event was probably some bizarre and desperate slight of hand on the Doctor’s part. Yet it sounds impressive if you don’t know the details! As things do.

Everyone believes in the Wizard of Oz, but he’s just a schmuck behind a curtain.

The snap is a little different. I halfway expected that to be revealed as Donna opening the door for him, but no. Then again, you know. TARDIS. It likes him. If anything is truly special, it’s his box. With a little thought, given the Doctor’s bond with the TARDIS, the snapping really isn’t that remarkable. It’s a bit of a parlor trick, really. Consider that Rose flew the thing just by staring into its console and wishing.

Then there’s that ridiculous floaty denoument from last year, which a lot of people point to. That’s not a good example either. It really, really wasn’t executed well, but that’s supposed to be about the power of humanity and hope and faith (to contrast with the Master’s message of despair), with the Doctor as just a focal point of all of those emotions. It’s only in encouraging everyone to believe in him, in becoming a legend, that he gained his power — which is sort of the concept I’ve been talking about, except made clumsily explicit and practical.

Bibliocranium

The encyclopedic knowledge business is getting tiresome, however. “Silence in the Library” is probably the worst offender yet, on this front. As “Midnight” shows, often it’s dramatically better not to have a clue what you’re facing.

The problem, as I see it, in the Doctor already knowing what he’s facing most of the time is that it removes a sense of discovery and danger and wonder from the proceedings, and all the emotions and ideas those might conjure up, and skips right to the business of solving things — a process that the new series (rightly) considers so obligatory as to use all of these shortcuts (sonic, psychic paper) to speed it along.

It’s meaningless to hear someone name something fictional, then watch him fiddle together some random fictional nonsense to defeat it. What really gets the head and heart going is something like The Empty Child, where — although there are hints along the way, and the Doctor may have more or less figured it out by halfway through episode two — the threat largely remains undefined until the end of the story, leaving the protagonists to react the best they can to their immediate circumstances.

Which isn’t to say that every story need be a mystery; it’s just that having bottomless resources is boring, especially when all you’re conjuring up and babbling about is fictional fact. Show, don’t tell! If the Doctor has seen it all before and can defuse any situation by pulling random convenient facts out of his hat, that basically tells us that what is happening right now doesn’t actually matter; that the show is just a sequence of doors and keys, and the Doctor already has most of the keys on file. So why are we watching it?

Keys are for Doors; Heads are for Thinking

You can do a certain amount of this with a smirk and call it postmodern, but you have to be deliberate and do it well — as in “Rose” or “Aliens of London”. “Doomsday” treads a bit close, but gets away with it on the basis of sheer chutzpah. Lately, I think the handwaving has just become a smug excuse.

It’s a similar feeling to what I get with post-NES era Nintendo games — Zelda, Mario, Metroid. It’s all about hunting for the correct key to pass the appropriate tile, and moving on to the next section. Interpretation, picking away at the cracks, the sense of endless possibility you get in something like the original Zelda or Metroid — all gone, in the face of cold, arbitrary mechanics. Which ties into the whole modern fallacy of the Videogame, that assumes that doing things, simply pressing buttons, is and should be rewarding in and of itself.

Mind, this isn’t a crippling problem with the show — yet. As I said, though, it is getting a bit tiresome. And I think this year in particular, it’s starting to undermine the storytelling. As with the dismissal of killer shadows as “Vashta Nerada — the piranhas of the air!” God, what’s more interesting: shadows that can KILL you, or some kind of gestalt entity with a pretentious name, that the Doctor conveniently knows how to detect and whose canned history he can spin off at a drop of his bottomless hat?

Finding and Doing

So basically, yeah. I see the things that people are complaining about. I just think the explanation is a bit off. The Doctor isn’t particularly powerful; he’s just arrogant. The sonic screwdriver and psychic paper and occasional ironic doodad like anti-plastic work in the favor of efficient storytelling. Take away his ability to quickly solve problems and the story will become cluttered with meaningless procedure.

Take away his ability to quickly identify problems, though, and stories may become far richer. Allow him to dismiss any scenario by identifying it off the bat, and unless the writer really knows what he’s doing, the entire story is in danger of collapsing into meaningless procedure.

I’m reminded of an old review of the Dreamcast version of Ecco the Dolphin (narrated by Tom Baker, don’t you know). It’s a beautiful, atmospheric game with a clever story by David Brin. I’ve described it more than once as an underwater Shenmue. The problem is that it’s just about imposible to play. You can know exactly what you have to do (and it’s usually not that tricky to figure out), and still you need to fight with the game for half an hour, trying and dying and trying and dying and waiting for the game to reload each time, to get through a simple hazard.

I think it was an IGN review that praised the game’s difficulty, saying it was the perfect balance — you always know what you need to do, and the challenge just comes in doing it!

… What? Just, what? I mean, granted, IGN. These guys probably give extra points to a game that comes in a bigger box because it looks more impressive on the shelf. But what?!

Meaning comes from extended and nuanced exploration of a topic. Yet you have to balance the reward of any insight against the frustration involved in realizing it. You don’t want to labor too much in the exploration or in the solution; smack your hand too long on anything, and you will lose grip on the threads you’re grasping, along with any sense of perspective you might have been developing. What you want is to cover as much ground and see as many sides of the issue as you can, collecting strands and weaving them together until you’ve completed the picture as well as you may.

In all things, logic should be always a method; not an impediment, not an answer. When process becomes a barrier to development, or is mistaken for development itself, there is an inherent flaw in the system.

Incidentally, it’s out today.

  • Reading time:2 mins read

I was invited to the launch party for Star Soldier R, a couple of days ago, in an informal capacity. It was pretty great, actually. I sat and chatted with the new president of Hudson USA, whose name escapes me, for quite a while. And the game is pretty good, for what it is — which is a sort of score attack thing, not unlike Pac-Man CE. I asked, in all fatuousness, if it came with one of those Takahashi Meijin tap-timing controllers — and… it sort of does, in that there’s a special game mode for that.

Eventually there was a competition for the highest score in 2-minute mode — and I came in second place! That’s out of the few-dozen people there. Maybe thirty, forty, fifty people? The guy ahead of me chose, as his prize, a six-month supply of beef. Which I’m sure he will enjoy! I chose six months of coffee, and the third-place winner (whom I sort of know) was left with a supply of barbecue sauce.

It’s a good thing that I recently began to drink coffee — if irregularly.

As we left, everyone was expected to take a gift bag; as many did not, I found an extra one ceremoniously shoved into my hand, meaning that I also wound up with an extensive cache of wine, cookies, and chocolate.

All in all, a profitable evening.

NORMAL GAME NORMAL MODE

  • Reading time:1 mins read

Hey, the Xbox version of Ikaruga has the poetry in it — translated, even! Mind, it flashes by too quickly to read. Still, hey! It’s complete!

Except for the neat slow-mo walking dude menus in the Dreamcast version. Those are gone.

The Remake of Samus

  • Reading time:4 mins read

Someone put a lot of effort into addressing the common complaint that the entire Metroid series isn’t exactly like Super Metroid, with different maps.

You know what a Metroid II remake would really need? Complex lighting. And lack thereof.

Lack of ambient lighting, a lot of the time. You’d get some from lava, from certain bioluminescent materials, and whatnot. Maybe some areas would be brightly lit. Mostly, though, and at times exclusively, you’d be relying on a certain tapering bubble of light around Samus. Outside of that you’d get a vague hint of shapes and motion. This would also give the game a somewhat monochrome appearance.

Maybe the more injured Samus is, the smaller the window or the dimmer the light, or the more flickery.

Heck, maybe phaser shots would set things on fire, creating light and attracting/distracting certain monsters.

Maybe, instead of a map, a way of marking the terrain. So you’d know if you’d been somewhere. Like, if the spider ball were to leave a faint residue behind…

Shepard: You could even have upgrades that enhance how much light Samus gives off, as an extra bonus.
Like maybe your gun shots are a little more sparkly now.

Me: I can see an argument for adding the charge shot.
Just hold the charge to light the room, pretty much.

Shepard: Try to tune it so that Samus’s ambient light increases as the environmental light decreases.
So at the beginning you’ve got all these fungi and lava pits and glowbugs.
And by the end it’s just… a dead pit.
Maybe the occasional nigh-dead Chozo lamp.

Me: I like how a lot of the natural lighting will be a deep, threatening red.
From all the lava.

Shepard: Mmm.

Me: A lot of the game, where there’s color, it will seem tinted.
Oh heck. And light would generally just show the surface of things. So outside a certain number of pixels (one “block” or so), walls would be flat black.

Shepard: Yeah.

Me: A narrow, well-lit corridor would still leave half the screen dark.
Creating a sort of letterboxed, managed feeling to the space.

Shepard: I wonder how that would look if you had the rare, fully-lit-even-penetrating-the-tiles room, for Chozo Artifact rooms.
I get the feeling players would want to just chill out in those rooms.

Me: That would seem comparably tranquil, wouldn’t it. especially if the light were to have a sort of ethereal, light blue cast to it.

Me: I want to play this now.
Heck, this sounds closer to what Metroid should be doing in general.

Shepard: It is warm inside the power suit.
Everywhere else is cold.

Me: The third game set too much of a template for laying everything out in front of you like a videogame. Here’s this kind of tile, which needs this kind of key to break. You need this to get through here. Everything laid out clearly; you just have to go through the motions. All very rational. Of course, it’s a lot less obnoxious about this than other games that followed (and preceded it). Still, Metroid shouldn’t be an action puzzle game. It’s supposed to be mysterious, oppressive, anxious, and a little wonderful.
The first two games have this.
Fusion does, a little, in its completely different way.
Prime does, pretty much. The first one.

Shepard: It turned “do it because I said so” into the actual story.

To add to earlier ideas: surfaces glisten. So (depending on the potency of a light source and the reflectivity of a material) to things just outside the range of full lighting, you’d still get some faint one-pixel-wide reflection off any surface parallel to the light source, partially outlining an otherwise black mass. Which would be incredible if there were several living things around the edges of the screen.

Combine this with the business about spider balls leaving residue, and there’s a lot of complex stuff going on with edges.

Maybe an infrared visor upgrade, that you can toggle. Danger of flaring sometimes, especially when you’re shooting. When exploring and travelling, generally speeds things up.

The Nuance of Uncharted Character Design

  • Reading time:1 mins read

by [name redacted]

Uncharted had about a three-year development cycle; a year of pre-production, followed by two years of active production. Early on they began to research all manner of pulp adventure fiction, from Tintin to Doc Savage, to seminal movies like Gunga Din and more recent stews like Raiders of the Lost Ark and The Mummy.

Beyond the hair-raising, larger-than life quality of these stories, the team wanted, wherever possible and appropriate, to capture the “certain lightness of tone” in the source material, to contrast with the current standard for Western games, which Lemarchand described as “overwrought and all a bit emo.”

( Continue reading at GamaSutra )

GDC: The Top Ten Peter Molyneux Quotes

  • Reading time:3 mins read

by [name redacted]

Although the concept got an enthusiastic approval, the officially published article was toned down a bit. Fair enough. But there’s no holding back Peter Molyneux. So here this is.

On Friday, the syrupy and gracious Mr. Molyneux held a session to show off his half-complete mega-opus, Fable 2. There are, however, a few problems in covering the session, in that a valiant effort in spin control has stifled what Molyneux can actually discuss. Most of what he was left to reveal, therefore, had already been revealed at an earlier keynote. The rest of the material was generally familiar from a much smaller press gathering a year ago, at which Molyneux personally served cookies to all interested parties. Which was… mostly this writer.

Nevertheless, in lieu of actual information, one can always rely on Molyneux himself as a topic of interest. Let us, then, revisit the session and stroke our chins to the form, if not the content, of Molyneux’s message. Since most of these quotes are more fun out-of-context, the explanations have all been spoiler-tagged. Highlight to reveal.

Busy busy busy

  • Reading time:3 mins read

So for the last two months I’ve been under a boulder, localizing a sort of insane Russian RPG. It’s taking way longer than it should, for a bunch of reasons (most of them out of my hands, for once!), and it’s kind of driving me batty. As if that’s not enough, last week I had GDC to contend with! So that put back the work another week, while I saddled up the BART and began to regularly drink coffee for the first time in my life, just to keep myself moving.

Most of the fruits of my labor, for what they’re worth, are now up. Pay especial attention to the content of the last one. (That’s the animation panel.) There’s a real howler coming up; I’ll amend this post when it goes live.

There was also a session on using games as tools for meditation, that I just didn’t have the time to write up. I’ll go into more detail if anyone is really curious. I thought there was some neat stuff in there, even if three-quarters of the session was an infomercial for a new agey revival of early ’90s-style multimedia starring Deepak Chopra & Company.

EDIT: I just noticed that someone switched around a few things in the animation article, such that it’s not completely accurate. (I also notice a lot of grammatial errors; this is what happens on an instananeous deadline.) Early on, the hour-long program they were discussing was literally just all the cutscenes from one game or another, edited together. They example they used was Prince of Persia: The Two Whatevers. The third game, you know, that’s got both the good and the evil Prince in it. (Or the sixth game, if you include the originals, plus that weird 3D thing for the Dreamcast.) Hi ho!

EDIT 2: All fixed! Well. As far as information goes. It could still use a copy edit.

EDIT 3: See above!

The Future of Animation is Games (No, Really!)

  • Reading time:1 mins read

by [name redacted]

Bill Kroyer of Blockade Entertainment and Mark DeAngelis, VP of programming and development for Voom Networks HD, sat around on Thursday and talked about their vision for the future of machinima: namely, mainstream broadcast animation.

( Continue reading at GamaSutra )