Sunday, August 7, 2011

Mario Climbing the Ivory Tower

In the recent debate as to whether or not video games can be considered art, there is one thing both sides can agree on: as a whole, video games have yet to be taken seriously by the academic community.

There are exceptions to this, of course. Video games have been looked at from an anthropological perspective, examining the cultures that build around specific games or genres. There have been psychological studies of gamers that looked to ascertain the effect of games on the player, or the relation between player and avatar. Game theorists have largely embraced games wholesale, as well as people interested in game design for game design’s sake. But works examining a game itself, looking at the story, the design, the theory, music, etc. etc., are limited to a few outliers. Any examination of the narrative of a game is largely restricted to one line questions, much like the ones that follow this colon: What does the Halo series say about organized religion’s place in modern society? What does Red Dead Redemption say about an increasingly politically divided America? How does Final Fantasy X exemplify and work out the disagreements between Freudian and Lacanian theory?

Of course, the average gamer probably won’t pay any more attention to a sudden surge of video game theory than the average reader would care about what academicians think about Stephanie Meyer’s latest work. And that’s perfectly fine. But the acceptance of video games into academia would signal (or signify, I always confuse the two) that video games are worthy of serious, prolonged thought, as I believe them to be. But before video games can be ushered into the elevator and fast-tracked to the Ivory Tower Penthouse, there are a few things that need to be worked out.

First, what is a video game? This isn’t something I ask flippantly; the term video game is given to a vast and varied array of works. Pong is a video game. So is Mass Effect. So is Farmville. One of the first things a good theoretician does is define his/her terms. So how do we define video games? I think we can agree that there is some sort of player interactivity, whether it’s pushing a button or making a choice. And to make it a video game, there would have to be some sort of technology involved. But beyond that? I don’t have the answers, but there are a few options I can imagine. We can leave the definition as is, which isn’t a great option, but is an option. We can set up different game design style genres: a puzzle game with no discernible plot could simply be a puzzle game; a puzzle game with a narrative could be a puzzle narrative. We could separate games into plot genres: Mass Effect would be a sci-fi space opera; Mirror’s Edge is a noir; Fable is a coming-of-age story, or a kind of bildungsroman. Entire papers have been devoted to arguing the genre of a particular work (No one thinks that Charles Chesnutt wrote in the Gothic tradition, but Aha! Have you considered this?), so that last one may not work. Or maybe it would. Or perhaps some combination of the second and third option. Or something someone else comes up with after much thought. Regardless, it is a question that has to be answered. Readers across the world may not agree on what makes a good novel and what makes a bad novel, but most could agree that any given novel is, indeed, a novel.

Secondly, how would a video game be cited? If I want to make a point about the scene in The Great Gatsby where Gatsby drinks a gin rickey, I put the page numbers at the end of the sentence in parenthesis, with the author’s last name (Fitzgerald 117-118). Likewise, if I want to talk about death and sexual awakening in Ellen Raskin’s The Westing Game. If I want to cite a movie, I can give the points in the running time (at the 1:14:32 mark). I could do the same with a song. But all of those rely on a shared experience, an agreement about where things are located. We may completely disagree about what the first line of Dorianne Laux’s “Facts About the Moon” really “means”, but we at least agree that the first line is “The moon is backing away from us.” But video games, especially larger, longer ones, are not experienced in linearity. I might play a certain segment three hours in; you may have ignored that segment until you were nine hours in. Or maybe I played a mission that is only available if your avatar is a female, or only available if you’re playing the game in a cutthroat fashion. In some games, the experience of it drastically changes depending on how you play the game. So, how to cite it, so that the reader of the article can go to the exact part the critic is referencing? A partial solution to this is also the solution to the third problem.

A single word can change everything. There’s a deep canyon of difference between “He moaned” and “He whimpered” or “She demanded” and “She implored.” A critic’s argument can sometimes hinge on one or two words, or one or two plot points. Double checking whether the author (or singer, or poet) used “rafters” or “crossbars” when describing a house is as simple as turning to the page (or the line, or the point in time). With video games, it’s exponentially more problematic. I only have to flip a few pages to see if Ralph Ellison’s Invisible Man starts with “I am an invisible man” or “I was an invisible man.” I may have to play through forty hours of Fallout 3 to check and see what the main character’s father says when he/she finally reaches him. And as long as that’s the way it is, video games’ journey to Academia Land will be stalled. But, this can be circumvented if developers could be convinced to release copies of all of a game’s dialogue. This could be a convoluted process, particularly in games such as Dragon Age, where the choices you make can alter the dialogue you experience. But if a system of organization could be figured out, this could greatly aid critics, especially if a critic wanted to examine the differences choice made in game experience. I imagine it wouldn’t be easy to convince developers to release full dialogs of the game, and some rules may have to be laid down to determine who could access them (for instance, you could only download the files if you had purchased a copy of the game or had a .edu email address), but without this ease of access, teachers and professors who have their hands full already with class loads, committee meetings, and departmental conferences are not going to have the time to look at games through a critical lens. I’m afraid there’s no way around it.

There are, of course, problems beyond these three. For instance, it could be argued that there is a world of difference between writing or reading the line “Saren can still be saved” and choosing the line “Saren can still be saved.” Those first steps into video game criticism will be murky, no doubt. What is the difference, if any, between playing the game and “reading” the game? Are sports games right out? Or could the argument be made that the career mode of, say, MLB 11: The Show, is a viable text?

Again, there are many questions that will have to be sorted through as the field of video game criticism is slowly opened up. But if we don’t start answering through them, now, then video games will never achieve the level of accepted art form that they deserve.

How to Handle Ambient Challenges, or The Plea

Let me start by saying that ambient challenges aren’t going anywhere. Whether they’re used as game-length padding (Fable 3), to add to the tone of the game (Red Dead Redemption, Saints Row2), or to annoy the hell out of gamers everywhere (Gear of War, Soul Caliber IV), they’re here to stay. And that’s fine with me; well-implemented ambients can add another layer of depth and challenge to the game for the player that wants it, while not getting in the way of players who just want to make it through the main game/story. The problem is when ambients are poorly implemented.

Let’s start with Red Dead Redemption. On top of a top-notch main story, Redemption offers a diverse lineup of ambients. You can go treasure hunting, following vague to very vague treasure maps to bars of gold. You can go hunting, sharpshooting, flower picking. You can go bounty hunting. You can break horses, work as a night watchman, search for new outfits that give you various benefits. And all of this is pointed out to you. Pull up the menu screen and there’s a listing under Challenges. Pull up your map and it points you toward wanted posters, jobs, good hunting areas. There’s no hand holding; even if you know where the cougars are, you still have to kill them with your knife to complete one challenge. The rewards are great: money, fame, unlocked abilities.

On the other hand, Fable 3, a short game to be sure, is padded with two extensive ambient quests: Find (and shoot) 50 gnomes and find 30 books. Both challenges have their problems. The hunting of the gnomes is aided by a counter on the map screen that tells you how many gnomes are in any given location and how many in that location you have found. Because of this, I enjoyed the gnome quest. It was still a challenge (knowing which needle the haystack is in saves you time, surely, but you still have to go through the straw), but I never felt like I was wasting my time on it. The books, on the other hand, are another story (that’s a joke about books). For 25 of the 30 books, you’re given no direction. Nothing. When I finally gave up and went to the Internet, I found that I had walked right by most of them. But, because I was walking a foot to the right instead of a foot to the left, my avatar (I believe his name was Steve) had no idea a book was there. Granted your dog will sometimes point a book out to if, if he isn’t busy fighting/running around/barking at treasure/being hung up on a corner, but for the most part, you walk right past them.

Fable 3’s books commit the double mistake of a) not offering the player a way to narrow down the search and b) not offering a reward for finding them. The gnomes challenge also offers no reward beyond a completed quest, some seals, and some gamer score points. And that’s for, let’s say, 3-5 hours of game time per quest, depending on how Internet happy you get. Even Fallout 3’s bobble heads offered substantial stat bonuses in return. The quests aren’t bad ideas though, they’re just poorly implemented. Some sort of reward system would have made me feel like Lionshead valued my time as much as I do, as would a helpful way of narrowing the search down.

Bad ambient can even sometimes spoil a game. Soul Caliber II is my favorite Soul Caliber game, largely due to its extensive Quest Mode, that has you criss-crossing a map, engaging in different challenges (Don’t block in this battle! Use your mind to press the buttons! Blindfold!) for money and new weapons. But I stopped playing Soul Caliber IV after a few hours, largely due to its Tower of Souls mode, which has you climbing a tower and completing challenges for new pieces of equipment (armor, swords, hats). The difference is that the game doesn’t tell you what the challenges are. Instead, you’re given vague clues (Guard! Look to the stars! Embrace the abyss!). Here, there is reward, but no direction. You’re just told that there are things to unlock, and everything is unlocked differently. That’s no way to run an ambient challenge.

Of course, I can just run to the Internet to find out how to unlock new hats or find gnomes or dog tags. But I shouldn’t have to; that’s poor game design. It’s great that it’s an option (an option I used toward the later end of Redemption’s Treasure Hunt challenges), but it shouldn’t be a necessity, as it is with Soul Caliber IV and Fable 3. Video games, more than any other form of media, can be an immersive experience, but going to the Internet to hunt down a list that tells you where meaningless trinket #37 is takes you out of that experience.

Ambient challenges aren’t going anywhere. And I’m fine with that. But they need to be implemented in a way that respect’s the gamers and respects game design. A good ambient challenge should be a challenge and should have some sort of reward, beyond gamer score points. The gamer should be made aware of the challenge at some point throughout the game in a clear and concise way (this can be highlighted in the story or pointed at in the Achievement list or a separate challenge list). And the challenge shouldn’t require the Internet; it should be doable, in game, without send you on wild goose chases.

This isn’t a definitive list of requirements; some of Halo 3’s skulls were hard to find and Braid’s hidden stars are ridiculous in their hiding places, but then, they offered rewards. But these are things that designers need to consider when designing ambient challenges.

And please, don’t use them to pad game length. If your game isn’t good to begin with, having to find 50 gnomes/books/bananas isn’t going to help.