Saturday, October 22, 2011
Slash Fiction as Feminist Activity
A friend recently said to me that he thought that any gay material at all in a given piece of work was both "necessary and sufficient" to keep me interested. Which isn't true, but it got me thinking about counterexamples. When do I not need gay characters or gay undertones to enjoy something? When do I dislike something if it doesn't have those qualities? For the most part, there's one common thread that binds these distinctions: the presence or lack of interesting female characters.
I've only recently started to notice how very few interesting female characters there are in media, particularly in the games industry. I mean, I've always been aware of the problem, at least peripherally - but somehow recently it has come into much sharper focus for me. It might have something to do with this rather interesting article I read, linked by a friend: To my someday daughter. But everywhere I turn, I feel like I'm seeing new examples of stupid, vapid, shallow presentations of the feminine.
Case in point: my boyfriend and I just bought an indie game called "Dungeon Defender." It's a good game - a hybrid of action RPG and tower defense that is better than any other attempt at the genre mix that I've seen. The narrative isn't anything particularly novel, but it's cute enough to be less tired than it by rights should be. There are four character classes you can play as, all of which have predefined genders. They are: the squire/knight character (male, human), the sorcerer's apprentice (also male... presumably human? Hard to tell under the robe and hat), the monk (male, human), and the huntress (female, elf).
When you are on the character select screen, choosing which hero you would like to customize to play as, each character has a little animation upon selection. For the three male characters, this is basically a battle animation. They hold up their sword or staff, or in the case of the monk, go into a meditation pose. Know what the elf girl does? She turns around and wiggles her butt at you. That's right - she's even wearing a low-slung belt so you can see the small of her back and the very top of her butt when she does it. And this is the indie scene - don't even get me started on the triple-A atrocities.
Little things like this didn't used to bother me, but the older I get, the more they do. Maybe it's just that as I grow up, I expect the people around me and the things I'm consuming to also grow up and be more mature as well, and it seems like they're falling behind. Or, as I'm sadly realizing, they fell behind long ago. Most big game studios aren't even pretending anymore.
So what does all this have to do with slash? Well, consider the average romance featuring one of these women. Who am I supposed to identify with? The shallow save-me damsel that exists solely to be captured and to be the reward for the hero upon completing his quest? The bad-ass leather-boot-clad action dominatrix whose sole qualities are "is hot" and "can blow shit up"? Why would I want to identify with these women? They're not real people. They're cardboard cutouts. Not only do I not feel kinship with them, I feel abhorrence towards them.
So if I'm going to identify with someone, I'm much more likely to pick the character that matches me emotionally - or at least has emotions I can empathize with - than I am to pick the character that has boobs. And because I like men, I want the character I identify with or care about to like men. It seems the natural extension or progression of my empathy. It's not that simple, of course, but it proves to be surprisingly true across a very broad variety of cases. The characters I slash are most often the characters I feel empathy for. I hardly ever feel empathy for female characters in anything these days. Because they're barely characters.
Going through the media that I've been consuming lately, I started asking myself - who do I slash, and why?
Avatar: the Last Airbender
I don't slash anyone. Katara is an awesome, complex female character, as are support character females like Toph and Suki.
Supernatural
I slash Dean and Castiel. There are interesting female characters in the series, but they're only ever bit characters; one-or-two-episode players. Mostly there are just NO female characters on the show.
Glee
I'm interested in the canon gay couple, but I don't slash anyone non-canon. I find Rachel and Quinn, while stereotypes, to still be somewhat interesting - at least enough that I care about their emotions and what they're going through. And the shallowness of their characters is balanced out by the fact that the gay couple is actually canon.
Kingdom Hearts
I slash the hell out of this series - Sora and Riku particularly (although one-sided), and Axel and Roxas as a close second. Female characters? Basically one - Kairi (and Namine, who is also Kairi). Know what she does in the game? Mostly get captured. And sometimes wait longingly on an island for her man to return. At least Riku and Axel are somewhat interesting.
Community
No slash pairings, despite the tempting target of Troy and Abed. Annie, Britta, and Shirley are at least as complex as any of the male characters. (They are still fairly simple as characters in these sorts of comedies are, but they can at least be described with actual personality monikers - Naive, Uptight Activist, Religious, etc., rather than as "the girl.")
Sherlock (BBC)/Sherlock Holmes
Very slashy, in both cases. In Sherlock (the slashier of the two, in my opinion), essentially no female characters, barring one bit character who is the female counterpart to an identical male character and a bland love interest non-character who's in about three scenes total. In Sherlock Holmes, two female characters whose personalities are, respectively: "love interest" and "feisty love interest."
I'm not saying this is a hard and fast rule - like, if there is a good female character, I 100% won't slash, and if there isn't I 100% will. I'm just saying, I'm most likely to take an interest in the emotional states and emotional underpinnings of characters that actually have emotions. Most of the time those characters are male. Asking me to care about the doings of a shallow piece of eye-candy is not only ridiculous, it's frankly insulting.
So there you have it - yet another reason to like slash; it's the feminist thing to do.
Sunday, June 27, 2010
E3 Impressions
Before it gets far away enough to be irrelevant, I thought I'd write out my impressions of everything I played while at E3. I played a little over a dozen demos, and had a blast. ^_^ Here's what I thought of each, in no particular order.
LittleBigPlanet2
Unfortunately, the demo for this was (understandably) only of the gameplay elements, and it seems most of the innovation on this game between versions 1 and 2 was on the content creation side. Still, I liked what I saw - it looks like there are a huge number of new tools, both for use in levels and in creating levels, and you can apparently make mini-games now, to play inside the standard levels! I'm really excited about that; making things is always at least half the fun of games like that.
As to the gameplay itself, I have to say I was rather disappointed with the multi-player they provided as a demo. It controls the same as a standard LBP game from the first one, with the added twist of a grapnel-gun in the level that was available for demo, but the camera following for multiple players was really weird. The moment one player got even slightly ahead of the others, the other players would find themselves off-screen, with nothing to do but wait until player 1 hit the next save point, causing them to re-spawn. So as co-operative play, it seems like it would involve a lot of waiting around for other players to catch up, and as competitive play, it seems like an initial lead would completely determine the game's outcome.
Assassin's Creed Brotherhood
Here's another multiplayer game, but this was one that's way different from what I'm used to. This game was surprisingly similar to real-life games like assassins, red-light green-light, and so on - and it was definitely a good twist on your standard shooter death-match, which have been pretty much done to death (no pun intended) at this point.
The whole idea with this game is subtlety. You're one of six characters in a crowded city made up of clones of the six characters. One of each character is the real assassin, controlled by one of your opponents, while the rest are all mindless NPCs that wander around the map. You are assigned one of the other assassins as a target, but you can't be certain which member of the crowd is your specific target unless you see them move in an unusual way - running, climbing walls, shanking someone, etc.: all things that the NPCs can't do.
Behaving like an NPC isn't necessarily a failsafe; everyone has a sort of radar that allows them to home in on their target gradually. But you're also warned when an assassin targeting you is approaching, so you can break into a run and then hide in order to save yourself. So it's a balance between stealthily stalking your target, and making sure someone doesn't sneak up behind you and shank you while you're ambling along.
I have to say, I was pretty bad at this game. (I came in second-to-last in the first round, and dead last in the second round.) But I still really enjoyed playing it, which I think is a sign of a really good game. I also felt like I could perhaps become good at it with time - another good sign. I had never played any assassin's creed games before this, but this demo really made me want to start.
Super Scribblenauts
When the first Scribblenauts game came out, I played a friend's copy and was rather enamored with it. I'm sure the novelty wears off after a while, but there's something really great about being able to summon Cthulu at will if you get frustrated with a level.
What Super Scribblenauts has going for it is adjectives. And with that simple addition, the playful, childish novelty increases exponentially. If you're trying to have fun being silly in the game, you're probably not going to summon a paintbrush or guitar unless you really have to for a level; they're not really particularly fun or clever objects. But a ludicrous paintbrush? An eclectic guitar? Suddenly any object can be made interesting via simple juxtaposition.
I have to say, probably my absolute favorite item that came out of my demo play was the "suspicious envelope," which ended up being an envelope that was, itself, suspicious of things. When it popped into existence, it had a little purple suspicion mood bubble, and immediately tried to make for the corner of the game screen. I also got quite a kick out of our "lively sentient chair," which immediately picked up the "happy angry sad cat" that we'd left around earlier, and then proceeded to bounce up and down. This worked out fairly well, until the happy angry sad cat decided that it was in an angry mood at the moment and injured one of the innocent bystanders, which unfortunately lost us the level.
Castlevania: Harmony of Dissonance
This was an 8-bit Castlevania game in hi-def. I know what you're thinking: WHY? Turns out, not a completely useless combination. The fine detail means that the player can zoom out far enough that they can see the entire castle - every single room - on one screen, before zooming back in to themselves so they can navigate. This allows you to plan out your route from a distance, and then execute it.
Supposedly this game is multiplayer, although I demoed it playing by myself. The castle seemed to have a lot of elements that interacted with other rooms far away from your location, so I can easily see how it could be a lot of fun to zoom out, note where your friends are going, and then take the quickest path to help or hinder them. As a single-player venture, I wasn't particularly moved, however. An adequate 2-D 8-bit platformer, with a little bit of oddball-ness thrown in. I suppose you can't ask for more, given the nature of the game.
This is, of course, not to be confused with the full 3-D Castlevania by Hideo Kojima that was also there. I didn't play that one myself, although my friend Mike did and said it was about what you'd imagine of a Castlevania game from the creator of Metal Gear Solid.
Invizimals
Invizimals is an AR (Augmented Reality) game for the PSP, using the PSP camera. I say game, but from what we saw, it really seemed more like a tech demo for AR. (Or else, something that might be whipped up in one of the advanced game classes here at USC.) Basically it's an AR Pokemon. (Man, did the demo guy get offended when I said that.) You use the camera to focus in on brightly-colored objects, and find the creatures hiding there. Once you find them, you use a little AR trap to isolate them (put the little piece of paper down in physical space over the creature within view on the camera), and then you have to play a mini-game to capture them. Once captured, monsters can be evolved and battled, thus completing the Pokemon/Digimon/Monster Rancher/etc. parallel.
It was cute, and apparently has a story mode as well, but the controls were not exactly seamless, and overall it didn't seem particularly deep to me. There's an argument that it doesn't have to be, if the new technology is interesting enough, but we'll see if that argument pans out for the Kinect, and then re-evaluate from there.
Epic Mickey
If you'd told me a decade back that someone would make a dark, scary game featuring Mickey Mouse, I would've laughed. But since then we've had Kingdom Hearts, where Mickey is a badass, black-cloaked, keyblade-wielding king of a planet, and so times have changed. My actual reaction to the demo was that it wasn't dark enough.
The game was marketed as super edgy and unexpected, particularly in the amazing concept art. But I'm guessing the dark and edgy images didn't get past certain family-friendly higher-ups at the smile-like-you-mean-it monolith that is Disney. Instead the game looks like a fairly generic adventure game, complete with fetch-quests and collectible items hidden in bushes. The game's central mechanic - drawing things in with paint versus erasing them with thinner - flirts dangerously close with being your standard black-and-white moral choice system where angelic good and satanic evil are your only two options.
There's been some nod to the idea that, as designer Warren Spector put it, "play style matters," in that there are multiple ways to solve various quests and/or puzzles, and which choice you make effects the game characters and game world. Okay, fine. I appreciate the effort, I guess. But I would've gladly sacrificed that element of choice if the game had instead delivered on the darker aesthetic that was promised in these amazing pictures.
Fable 3
Speaking of black and white moral choice systems, I also played the Fable 3 demo at E3. I ended up playing side-by-side with a friend who was at the neighboring console, where he got a mission that involved beating up giant mechanical vulture statues and shadow monsters from dripping pillars of darkness, and I got a mission that involved dressing up in a giant chicken suit to round up some missing hens.
Sigh.
I don't really know what to say about Fable. I never played the second one, so my only point of comparison is the first game, which isn't really a comparison at all. I can't tell you if this game is trying to be a Sims-like life simulator in a fantasy setting with more direct control, or a gritty fantasy action game a la God of War, or something else entirely. The two demos were so disparate, it felt like they came from different games. Nevertheless, I'm not sure I'd say I didn't like it, per se. I guess I was too confused to really get a full impression. Mostly it seemed kind of funny and interesting, but I'm not sure it'd be enough to hold my interest for the full game length.
Lost in Shadow
This was one of the few games I played at E3 that I had never heard of before, as I imagine most others haven't either. The idea was that you play as a shadow of a person, navigating across the shadows of a physical world. The environments reminded me strongly of Ico, which endeared me to it immediately, and the puzzles were just bordering between intuitively easy and clever (but then, I only played the very beginning; I'd imagine they get harder). As a shadow person, you run across the shadow platforms created by railings, walls, and so forth, while avoiding sunlit drops and the spiky shadows cast by the tops of gates and things. You have some limited control over what happens in the physical world, which allows you to change the way shadows are cast, and therefore how you can move. As a mechanic it has a lot of potential, although I didn't really get to play enough to see if the makers capitalized on that potential.
What this game really reminded me of was a more polished version of many indie games, which tend towards side-scrolling action-platformers; essentially what this game is. It reminded me of something like Closure, say, or Shift (both games that I loved and highly recommend - they're free online flash games, and the latter has a number of equally interesting sequels) where you have one central mechanic that's exploited in a variety of interesting ways. The relative interesting-ness of Lost in Shadow's puzzles and mechanical exploits remains to be seen. I'm considering picking this one up when it comes out largely from pure curiosity, and a desire to encourage the game industry to try more interesting things.
Kingdom Hearts: Birth by Sleep
I went into E3 HUGELY looking forward to this game, so it's almost not even fair for me to comment on it. I played a little bit of Deep Space, which is apparently Stitch's level, as well as an unknown generic Disney area, and all I can really say is that I saw nothing that would make me hesitate to buy the game.
What I saw of the (slightly) new combat mechanics (rechargeable special moves) seems interesting, and I've heard bizarrely fascinating things about the leveling up system (a board-game based mini-game?!), but the bottom line is that I'm in this for the story and the world-building, and for that you need to play the full game to give it a thumbs up or a thumbs down. I trust Squeenix, and I trust the Kingdom Hearts franchise. Every time I've been skeptical so far (a card-based battle system? A third girl who looks EXACTLY like Kairi and Namine?) they've managed to allay my fears and provide me with a solid, fun gaming experience, and so I'm willing to just take their word on this one and get it. The real question is, can I justify getting another PSP enough to buy the super special bundle pack when it comes out?
Okami-den
It's Okami but with baby animals on the DS. Enough said. I'm sold.
Avatar: The Last Airbender
This is a tough one for me, as I'm a huge fan of the animated series, and am feeling some serious trepidation about seeing the movie. Even if you're not a fan, though, I have a hard time seeing how this game could excite you. Looked at independent from its IP, the demo seemed like a fairly generic Wii game, where you press A repeatedly to attack, and then give a directional swing of the wiimote when the pop-up command indicates that you should do so. It might as well be God of War with exercise for your wrist instead of your thumb.
As an example of the Airbender IP, I really couldn't tell you. The character you play in the demo is the Blue Spirit, a character who doesn't use any form of bending - only physical combat. Which makes me wonder why they made that decision for the demo, since bending is the central mechanic of the series, and the action that the players will be most eager to perform in the game. It should be the most interesting part of the game, and the one that would be best suited to the Wii motion controls. So why didn't they demo that? Are they ashamed of how generic it is? If it's the same as the combat that was in the demo, then they should be. The A:tLA brand presents amazing opportunities for a motion control system, and unfortunately, I think this game is going to be just another lame movie-tie-in brand extension. I'd love to be proved wrong on this one, but somehow I doubt it.
Ghost Trick
Apparently this game is from the same developers as the Phoenix Wright series, and it shows. In this DS title, you play as a ghost that can posses items in the world and cause them to perform actions, or "tricks." You've lost your memory, and so the game is about trying to figure out who you were and why you died. The mechanic is simple, and I can't imagine all that much you could do with it past a certain point, but the demo was adorable and really quite funny (and broke the fourth wall in some very refreshing ways), and so I may have to pick this one up just for the sheer novelty. I think it's worth playing a game just for the sake of silliness every now and again.
Kirby: Epic Yarn
What you can say for this game, aside from "it's a Kirby game," is that it has quite the interesting aesthetic. I'm not sure I've ever seen "yarn-punk" before, but this would probably fit that description, if anything would. (Or, perhaps, "yarn-core"?) The game takes place in a fabric world, where you and everyone else are made of yarn. That's right, yarn. You're a little yarn outline, fighting other yarn outlines. You jump on stitches, hide between layers of fabric, and swing from buttons. Altogether, the aesthetic is fairly seamless (no pun intended), and affords some interesting mechanics and visuals.
The game is co-op for the Wii, and I played with a friend of mine that I was touring around with. The co-op reminded me a little bit of playing Four Swords, and also of the LittleBigPlanet 2 demo, in that there was a lot of, "Hey! Put me down!" and "Oh, sorry, I didn't mean to grab you!" and "Throw me over the ledge! Throw me over the ledge!" But I'm of the opinion that we should have more games like that, so count it as a positive aspect coming from me.
Other than that, not much to say about this game. Playful, adorable adventures. Kirby. From those key words, I think you should know what you need to know about whether you'll like it or not. Oh, and the two playable characters combined to form a giant tank made of yarn at one point. I guess that bears mentioning.
Overall Impressions
E3 was loud, it was glittery, it was full of shine far past the point of substance, but I think there was still enough meat buried under there that I feel confident about what's coming up in the industry and in the market. I could care less about generic shooters 1, 2, and 3, but there was a surprisingly high amount of content at the convention that wasn't generic, and even many of the sequels seemed like they were trying to push themselves and do something new. Overall, I think we're going to be okay. (And also, I'm seriously looking forward to more news on 'El Shaddai.' That trailer has some really darn pretty sequences. And also also, OMFG Portal 2 trailer. Seriously.)
Sunday, March 14, 2010
Games That Don't Think You're Stupid (OR, Why I Like Final Fantasy Games)
It's been a while since I've had the pleasure of starting a completely new Final Fantasy game, and FFXIII is making me remember why that sensation is so special. There's something about Final Fantasy games that's kind of amazing, even when it's the exact same formula. It starts with a fly-over of the game world, stunning graphics and amazing, unique details for the player to gorge their eyeballs and curiosity on. Then - something's happening! Then suddenly there you are, in the middle of gameplay, with little to no explanation and, if you're lucky, a bare tutorial. (In FFX there was no tutorial at all for the first combat, mimicking the confusion and unpreparedness of the main character.)
Maybe it's the early hinted depth of the world, maybe it's the continuously unique atmosphere, maybe it's the ease of slipping into the menu-based combat, even though it can change drastically from game to game, or maybe it's just the trust I have in Final Fantasy, but there's something about this state that makes me go, "Alright! Yeah! I have NO IDEA what's going on, but let's do this, Bitches!" And from there on, it's straight into adventure.
One of the things I like the most about the Final Fantasy series is the way it doesn't hold your hand narratively. Characters bandy about unfamiliar terms as though you're supposed to know what they mean (in FFXII we already have Fal'Cie, L'Cie, Cocoon, and Pulse, to name a few, and I'm only a few hours in...), and the game just lets you soak it in and try to keep up. And yet inevitably, by the time I'm fully immersed in an FF game, I feel in total control of the game world, narrative and all. I bandy the terminology about myself, as though I've been using it all my life. Zanarkand and the Aeons? Of course. What would that highly religious land be without its slumbering guardian spirits? Now, who's up for a game of blitzball?
FFXIII is new in that it has a file of reference sheets about the world. I've been reading them, but honestly, I don't think I need to. It's nice to have the extra reference, but I got immediately that the "Focus" was the task that the Fal'Cie order their L'Cie to do. It makes total sense. Or else they turn into those crazy zombie monsters (Cie'eth, I believe, although I haven't been playing that long yet, and it's possible I got that wrong). I get it. Cool. Awesome. I'm totally with you on this one. Let's rock this, FFXIII.
This kind of reminds me of one thing that I really like about the Kingdom Hearts series. Invariably, whenever I saw an ad for a Kingdom Hearts game, I would have two reactions: the first would be a general, overall impression of "That looks AWESOME. I must try it." The second would be a more detail-oriented look at the hints about what they were doing with the thought, "How the hell are they going to make that work? That doesn't make any sense at all. That's gonna be so stupid." And ALWAYS I have been proven wrong. Examples:
Game 1, Kingdom Hearts
Initial Thoughts: A Square game with Disney characters? This is going to be so lame. They're all completely separate universes. You can't just throw Donald Duck into a party and hope it works.
But: It did. They explained the separate universes, they justified the Disney characters as RPG material, and they connected it all in a well-thought out and internally consistent plot.
Game 2, Chain of Memories
Initial Thoughts: A card-based battle system? Are you kidding me?
But: They actually bothered to justify it narratively. And it was a real-time combat system, despite the cards, that actually worked quite well and was incredibly fun to play.
Game 3, Kingdom Hearts II
Initial Thoughts: Really. Two characters that look just like Sora and Kairi? How does that work? And are they really going to try and justify a whole new enemy type just to have some combat variety? And the guy in the hood is obviously Riku. Why are you even bothering to hide his face?
But: The Nobodies were not there for variety, but for the expansion of the world's internal logic. The two characters that looked like Sora and Kairi were integral to the plot and its unfolding. And beneath the hood was Riku, but- OH MY GOD ARE YOU KIDDING?
Game 4, 358/2 Days
Initial Thoughts: Oh. Great. ANOTHER girl who looks like Kairi. How original. They're just doing that to complete the aesthetic set of three. There's no way they're going to be able to justify that.
But: In fact her presence made total internal sense with the game logic so far, and culminated in an actually quite creepy and heart-rending ending.
I haven't played "Birth By Sleep" yet, but I'm already wondering how they're going to justify a character that's identical to Roxas (who never really existed in the first place anyway), but some 10 years in the past. It doesn't seem possible, but they've proved me wrong every other time, so I'm heartily looking forward to them doing it again when the game comes out in English this summer.
I like these games because they don't think the audience is dumb. They don't think we have to be coddled or talked down to, and they acknowledge that we'll notice if they don't have internal consistency. They tell the stories they want to tell, no-holds-barred, and I respect that. Even when using familiar tropes, even bound as Final Fantasy is to Chocobos and Moogles and Cactuars and Cids, they never stop re-imagining themselves, never let the player rest and get so familiar as to become complacent. Every game is an adventure into a new world, even if it's one where, the moment I get there, I already feel at home.
Monday, February 1, 2010
Some Products of this Weekend

This weekend saw the both the Global Game Jam and the deadline for the Gamma 4 1-Button Game competition. As a participant in both, I'd like to share the fruits of our labor.
"Uniscorn" is a game about social anxiety and a donkey pretending to be a unicorn. Match the unicorns' outfits to sneak by them without getting "uniscorned," and find the truth behind their secret schemes. This game was made for the Global Game Jam over the course of 48 hours by myself (Kyla Gorman), Mike Sennott, Greg Nishikawa, Samantha Vick, Dai Yun, Juli Griffo, and Aurora Wang.
Uniscorn can be found here: http://globalgamejam.org/sites/default/files/uploads/2010/4291/Uniscorn_0.swf
(Here is the official GGJ site for it: http://globalgamejam.org/2010/uniscorn)
"Dear Moon" is a one-button game where you play as the moon. A young tree, eagerly growing in the daylight, has come under attack from evil herbivorous gremlins. Luckily, moonlight summons the tree's guardians, little tree sprites, who will use the night time to collect stars and make cannons to hold off the gremlins. You win by surviving to the full moon with at least 4 star cannons. Hold down your button (clicking, in this case) to bring out the moon. The game is meant to be peaceful and relaxing, and was made by myself (Kyla Gorman), Mike Sennott, Teddy Diefenbach, and Joe Osborn.
Dear Moon can be found here: http://god-bear.com/DearMoon.html
Sunday, August 30, 2009
Emotional Experiences in Gaming
So I've been thinking recently about emotional experiences I've had playing games, and what causes them. Games, especially good games, have given me quite a few to consider. In "Portal," for instance, I've had moments of genuine laughter, and of genuine panic and fear. Games have given me and others moments of real sadness, and a very real feeling of achieving victory. So what is it about these games that can make me feel so much? Emotional experiences in gaming, I've found, tend to break down into two categories, according to cause: those caused by narrative elements, and those caused by game elements.
Emotional experiences caused by narrative elements are similar to those in other fiction media. When Aggro hurled me over the edge of the crumbling bridge in "Shadow of the Colossus," and subsequently fell to his own (presumed) death, I felt real anguish. Aggro was a character I had grown attached to. He was my sole companion throughout the game, my vital aid in many previous missions, and though I was occasionally annoyed when he had a slower reaction time than I wished, I had really come to think of him with fondness. In fact, I didn't realize just how attached I had become to that horse until I watched him plummet into the canyon.
Most of us are familiar with this sort of experience. Many of us remember crying when we first read "Bridge to Terabithia" or "Where the Red Fern Grows." We become absorbed in fictional worlds, attached to their characters, and invested in their plots. The process of storytelling gives us mental models in our minds of people and events that are as real as those models we create to represent people, places, and things that actually exist in the real world. The things that happen to fictional characters are as real to us as the things that happen to, say, celebrities, sometimes more so - since we often know more about a fictional character's life and motivation than we ever know about the mysterious lives of the rich and famous. So it's not strange when emotion is evoked by a story. We're sort of used to that.
The other way games evoke emotion are through the experience of gaming - the feeling of "yes, success!" when we accomplish a difficult goal, for instance. Puzzle games can be particularly pleasurable for the feeling of cleverness and self-appreciation we get when deciphering a particularly complex brain teaser. We feel a sense of triumph - over the machine, over other players, even over the rules of the game itself. Likewise we can feel defeat, frustration, determination, unease, and even fear, concerning the goals of the game and our progress towards them. Just yesterday I felt such successes and failures when playing a fighting game with a group of friends.
This second type of experience doesn't require story - it comes straight from our real-world experience with the act of playing the game. I can be argued therefore that this type of emotion is therefore more "real," although that term seems to belittle the story-based emotional experiences, which can often be incredibly powerful - sometimes even more than these so-called "real" emotions. (In my opinion, both sets of emotions are real, whether the source they stem from is fictional or not. After all, both emotional experiences take place in the same centers of our brain.)
These two methods of evoking emotion have historically been very segregated in their study. The practice of evoking emotion with fiction has long been the study of the creative fields - creative writing, film-making, literary study, theater, and so on. Whereas the evocative powers of games, when studied at all, tend to fall more into the psychology or sociology category - how do humans deal with success and failure? With stress? With competition? It is perhaps because of the vast separation of these two fields that it becomes somewhat difficult to think about the unifying of the two types of emotional experiences.
Some of the most moving emotional experiences I've ever had in games, however, come not from either of these categories, but from clever hybrids of the two. Video games are in the unique position of being able to provide a game experience and a story experience at the same time. Here are a few examples:
When I first played "Portal," and completed the last of the official missions, I was feeling very satisfied with myself. I'd been doing very well, thinking around obstacles and proving myself to be smarter than the machine. GLaDOS was just congratulating me on finishing the test.
Then the platform I was riding turned a corner, towards a bank of fire, and I panicked. An eerie, tense techno theme rose in the background as thoughts flashed through my mind: 'Oh no, GLaDOS betrayed us' - 'I'm going to die, what should I do?' - 'Where can I put a portal?' - 'So that's why the lab is empty, this is what happened to everyone else' - 'Ohshitohshit! I'm gonna die! I have to jump!'
This series of thoughts illustrates the combination of emotional occurrences. On the one hand, my panic was engendered by fear for my game success. I had only seconds to make a difficult decision, solve a puzzle, or else the result would be failure. Actions I had been performing more or less at leisure the rest of the game were suddenly put under extreme time pressure, which caused an equally extreme anxiety.
But on the other hand, part of my panic was entirely story-related. I realized that my character had been betrayed. That all along, the AI had been planning to get rid of my character after she analyzed my abilities. I realized that this must have happened before - that all the test subjects who came before me must have been hurled towards this same fire, that maybe they'd found a way out, but maybe they'd burned to death in the flames. I panicked wondering how I - how my character - was going to get out of this situation.
Another such powerful experience comes from the game "Call of Duty 4," and is one I've written and talked about often before. In the game there is a sequence where one of the characters - a character which the player has been controlling for about half the game thus far - is caught in a nuclear explosion while trying to escape by helicopter. The helicopter goes down, and the player assumes that the character has died.
But wait - he's alive! The GPS locator in the game's loading screen focuses on the character, finding him amidst the wreckage, and the game drops you down into the man's body once more. You awaken to find yourself in the midst of the helicopter wreckage, so injured you can barely move except for a slow crawl. As you stumble out of the twisted hulk of metal, you find yourself in the midst of the nightmarish aftermath of the explosion. An enormous mushroom cloud towers over you on one side, while the wind blows pale-colored dust and debris in a fierce storm all around you.
It quickly becomes horribly obvious: this situation cannot end well. There is no reasonable hope of escape. Everything around you is dead, dying, or destroyed. The faint hope you felt at finding your character alive quickly dwindles into a shocked acceptance of the truth: you are going to die.
The emotional impact here is once again two-fold. On the one hand is the obvious impact of the story elements, the horror of nuclear war, the desolation of the environment, the doomed fate of a well-liked character. But on the other hand, the despair is also game-based: there is no way to win. All the previous missions (with the exception of the "mission" over the opening credits, which is almost more of a cinematic sequence, and should probably be considered differently for a variety of reasons which I won't get into here) have always had a win state, a goal to accomplish, a way to survive. Now, the player must gradually come to terms with the fact that there is nothing he can do. There is no way to win, no way to save the situation, or keep this character around for later use. This is it. You lose.
By combining these two emotional impacts, the game delivers an exceedingly strong message about the danger and destructive force of nuclear war. Neither emotional resonance on its own would do the trick - just forcing you to lose a mission without the story context would be meaningless and frustrating, while having you watch a static story-based cutscene about the character's death would seem preachy and cliche. But together, the combination of the two delivers a startlingly effective experience, reaching out to the heart and soul of the player.
Because of the strength of this impact, I think it's very important in the study and creation of games for us to think about the nature of such emotional experiences - after all, the ability to evoke emotion is one of the strongest powers of Art, no matter what its format. We must learn to appreciate the nature of games in both their capacities to evoke emotion, and think long and hard about the best ways to combine them.
Saturday, August 22, 2009
Indirect Storytelling in Facebook's Packrat
I didn't start thinking about Packrat as a form of narrative until recently - perhaps because they've only just started using it as such in a more blatant fashion. It's not direct, obvious narrative like you'd find in a novel or a movie, but much more subtle. It arises from the nature of the card sets, and how they're designed. Allow me to explain via example. The following is one of the current sets of cards, "The Razor's Plunder," and the cards required to make each card:
Base Cards:
Pickaxe
Shovel
Treasure Map Fragment
Metal Detector
Trail of Treasure
Iron Heart (a sort of steampunk engine)
Stone of Fortune
Marked Palm Tree
Unfortunate Treasure Hunter (a skeleton)
Built Cards:
Captain's Gig: Iron Heart x3
Treasure Cave: Metal Detector, Marked Palm, Unfortunate Treasure Hunter
Captain Auger Confrontation (a fearsome-looking pirate with a sword): Treasure Map Fragment, Trail of Treasure, Stone of Fortune
Converted Cutlass Arm: Pickaxe, Shovel, Iron Heart
Swashbuckling!: Treasure Cave, Captain Augur Confrontation, Converted Cutlass Arm
The Razor Triumphant (the Captain with a handful of gold): Swashbuckling! x2, Captain's Gig
Consider the direction in which these card combinations leads the mind. Like a connect-the-dot drawing, the makers of Packrat lay out a few key points along the way to allow the player to construct a narrative of swashbuckling pirates, hastily assembled mechanical limbs, and a struggle over hidden treasure. The details of the narrative may differ from player to player as they construct it in their minds, but the essential plotted course is there.
"The Razor's Plunder" is not the only Packrat set with an implicit narrative. Recently released sets include an "Independence Day" set wherein you make Ben Franklin, Thomas Jefferson, and John Hancock, and combine them to form the Declaration of Independence. "Ink Wars" told the story of two rival tattoo parlors, one upscale and one rundown and sketchy, and the tattoos produced by each. Currently in progress is an "Ants & Grasshoppers" set, which seems to be a slightly revised version of the classic tale about work and procrastination. (The high card in that set is called "Bug Summit," and seems to be a meeting between the emperor of the grasshoppers and the queen of the ants.)
Packrat is an interesting example of a non-traditional narrative - but one nonetheless clearly intended by the game's creators. The combinations within each set are clearly intended to evoke some very specific images and causal relations. But the narrative itself - including its timeline - must be literally constructed by the player from these building blocks. It's a good reminder that our current models of narrative are not all-inclusive, and that it is still possible to think of storytelling in new, and entirely radical ways.
Thursday, March 12, 2009
Required Playing: Eternal Darkness
Reading a description of the plot of Eternal Darkness might not give you the greatest confidence about the game's innovation; the plot reads more or less like a cheap Lovecraft ripoff. When I played it the first time, I was looking specifically at its "fourth wall"-breaking elements. I was not expecting to be completely blown away by the narrative structure. Since I played it, it has become my opinion that this game should be required playing for anyone discussing narrative in video games - its narrative structure is one of the most unique and well-designed that I have ever seen in a video game.
Eternal Darkness goes like this: a young girl named Alexandra is told that her grandfather has been murdered, and goes to his house to find out what happened. There she discovers a mysterious book - the Tome of Eternal Darkness - containing a legend about the Elder Gods, each of whom is trying to come into our world and take it over. The legend also tells of one of the God's undead servants, a former Roman soldier called Pious Augustus. While reading, Alex notices that most of the book is missing - it seems to have been removed. She inspects the house to find the other chapters.
The first chapter features a young woman in an ancient temple, bearing the very same book. At this point, however, the legend is all the book contains. As the young woman progresses through her journey, she writes down her experiences within the book. At the end of her life, she finds herself trapped within the temple.
As she has finished reading, we return to Alex in her grandfather's study. We now have all the information that the young woman in the chapter learned, including any spells she discovered. Alex can use these spells to uncover the next chapter of the book in the house. This chapter features a new character, and his autobiographical segment. Because he has inherited the book after the young woman of the first chapter, he too has access to all her information and spells. He adds his own as he discovers them, thus giving these same powers to Alex.
This goes on for 10 characters, each giving the next piece of the story of the Elder Gods, and providing further clues about what happened to Alex's grandfather. Each character has his or her own strengths and weakness, different items, and different fighting style. The controls, however, are similar enough across characters that the player can easily adjust to a new character within moments. By the time she has completely reconstructed the book, Alex has all the information she needs to defeat Pious Augustus and his Elder God.
The structuring here is brilliant. The multiple flashback system allows for a fascinating nonlinear narrative, while at the same time the inheritance feature of the book allows for completely plausible linear character ascension - the player continues to gain more and more powers, never losing ones she had previously, but without any sort of artificial feeling of "leveling up." Each character is entirely unique, and gives a refreshing change to gameplay (younger characters might have more strength, religious characters have greater sanity, older characters tire more easily, etc.), without being so different as to require the player to learn a new control scheme every time.
The flashbacks are even played with in the narrative in other ways; certain levels will take place in the same maps as previous levels, but with gaps of often hundreds of years. Therefore, things the player does in previous levels, as previous characters, can affect what the player can and cannot do in subsequent levels. (For instance, if you retrieve the longsword the first time you are in the monks' abbey, you can find it again on that character's corpse when your new character returns there years later.) All the stories interweave effortlessly with each other and with Alex's frame story.
As if this astoundingly well-crafted narrative wasn't enough, the game also provides some really interesting breaking of the fourth wall. The game features a "sanity meter" (it is not the only game to do so, but as far as I know, it's the only game to handle it quite like this), where the character you are currently playing has a limited amount of sanity, measured by a green vial on the screen. Witnessing strange and unbelievable horrors will drain your sanity meter, as will falling under the gaze of the game's monsters.
As your sanity drops, you begin to experience some strange effects. Blood might drip from the walls, the floor turns to quicksand, statues turn to watch you as you go past, etc. This is all your standard horror-genre sort of fare, but the game doesn't stop there. It also tries to mess with the player directly. When sanity gets low, the game might throw up a message that the controller has been disconnected, just as you enter a room with a huge crowd of enemies. It might tell you that the TV has been muted, or that the console has been restarted. All these effects are completely outside the context of the game, and aimed specifically at you the player, meant to make you doubt your own sanity. I will admit to being caught in at least one or two of them, and I knew they were coming! This clever little gimmick might be worth checking out on its own, even if the game wasn't a must-play for narrative structure.
I think games like this are a must-play before anyone argues that games can't have innovative or unique narrative structures. True, most games are linear or tree-style narratives, but just because many are, doesn't mean they have to be. I have never been as pleasantly surprised with a game as I was with Eternal Darkness, and while it may not be the most popular game in a commercial sense, I do believe it should be required for all Game Studies academics.
Thursday, March 5, 2009
Readings in Game Studies: What Video Games Have to Teach Us
This book is excellent - I highly recommend it for anyone interested not only in gaming, but in anything to do with teaching, learning, and literacy. Gee uses the medium of games and how they teach skills as an example to express the necessity of teaching (particularly in schools) in dynamic and involving ways. The writing style is engaging and his analysis is fascinating. Definitely a good read, even for the non-academic.
As for relevance to my own work, I marked so many passages in this book that I actually ran out of post-it notes halfway through and had to go out and buy more. There are so many quotes from his book that I find useful that I'm not sure I'll be able to fit them all in a single post. So, while very much of his work directly impacts my own, I'd like to focus for the purposes of this post on a single section that I felt was of the most interest - Gee's categorization of video game identity.
Because I've been studying narrative theory a lot lately, I've been getting caught up in the terms they use to describe the voices that go into the telling of a story and the reception of it. Terms like "implied narrator" and "implied reader" and so on. However, when one tries to transfer these personas to video games, the terms start to break down. The narrator is the character through which the "text" is experienced, but in a game, that same character is also the implied reader, since the player is assuming that character's role. It seems the previous literary terms must be discarded in favor of a new system of terminology. That's where Gee comes in.
Gee breaks the identity of the video game player down into three categories, each with different degrees of actual existance. His categories are the virtual identity, the real-world identity, and the projective identity. The real-world identity is the player playing the game - James Paul Gee, or Kyla Gorman. The virtual identity is the character in the game - Sora from Kingdom Hearts, or Gordon Freeman of Half-Life. The projective identity, in my opinion the most interesting of the three, sits somewhere between the two. The projective identity is the player as character. This identity represents the player's imagining of herself in the role of character - a "projection," as well as the player's wishes for the character to develop in a certain way - the player's "project."
Video games use this intermediary projective identity as a way to equate the other two identities, drawing them closer together and creating the player/character empathy I'm always harping on about. Through the projective identity the player feels involved on two levels - the level of experiencing the events of the character - the projective-virtual connection, and the level of removed interest in fulfilling an implicit game goal, controlling the character's development - the real-world-projective connection. By linking these three identities together, the real-world identity can mentally place herself in the position of the virtual identity, through the projective identity. This creates immersion and empathy, which in turn is responsible for much of the power of digital storytelling.
(If this sounds interesting to you, you really should read the book - Gee's identity formulation can be found in Chapter 3, "Learning and Identity: What Does it Mean to be a Half-Elf?")
I'd like to start by sharing the Gee quotes I've marked about identity, followed by the quotes on immersion, of which there are also quite a few. Finally, I will add the other miscellaneous relevant quotes to finish. I fully realize that there is a great deal of quotation here, but keep in mind that this is AFTER I have pruned what I marked and taken out the less-relevant remarks. As I said, Gee is a very insightful guy.
On Identity
"Each of these traits [that the player can customize] will affect how your character--that is, you--carries out dialogue and action in the world of Arcanum and how other characters in the world respond to you." (46)
"First, there is a virtual identity: one's identity as a virtual character in the virtual world of Arcanum--in my case the half-elf Bead Bead. I will represent this identity as "James Paul Gee as Bead Bead," where Bead Bead is italicized to indicate that, in this identity, the stress is on the virtual character Bead bead acting in the virtual world of Arcanum (though I am "playing/developing" her)." (49)
"The successes and failures of the virtual being Bead Bead (me in my virtual identity) are a delicious blend of my doing and not my doing. After all, I made Bead bead and developed her, so i deserve--partly, at least--praise for her successes and blame for her failures." (49)
"A second identity that is at stake in playing a game like Arcanum is a real-world identity: namely, my own identity as "James Paul Gee," a nonvirtual person playing a computer game. I will represent this identity as "James Paul Gee as Bead Bead," where James Paul Gee is italicized to indivate that, in this identity, the stress is on the real-world character James Paul Gee playing Arcanum as a game in real time (though Bead Bead is the tool through which I operate the game)." (49-50)
"A third identity that is at stake in playing a game like Arcanum is what I will call a projective identity, playing on two senses of the word "project," meaning both "to project one's values and desires on to the virtual character" (Bead Bead, in this case) and "seeing the virtual character as one's own project in the making, a creature whom I imbue with a certain trajectory through time defined by my aspirations for what I want that character to be and become (within the limitations of her cpacities, of course, and within the resources the game designer has given me)." This is the hardest identity to describe but the most important one for understanding the power of games like Arcanum. I will represent this identity as "James Paul Gee as Bead Bead," where the word "as" is italicized to indicate that, in this identity, the stress is on the interface between--the interactions between--the real-world person and the virtual character." (50)
"The kind of person I want Bead Bead to be, the kind of history I want her to have, the kind of person and history I am trying to build in and through her iss what I mean by a projective identity. Since these aspirations are my desires for Bead Bead, the projective identity is both mine and hers, and it is a space in which I can transcend both her limitations and my own." (51)
[In discussing the difference between the three identities as exposed by the way failure is represented differently by each.] "The projective identity of Bead Bead as a project (mine) in the making can fail because I (the real-world James Paul Gee) have caused Bead Bead (the virtual me) to do something in the game that the character I want Bea Bead to be would not or should not do." (52)
"It is not uncommon, even when young people are playing first-person shooter games featuring a superhuman hero (like Master Chief in Halo)--a character that, unlike Bead Bead, they usually cannot choose or develop but must take as is--that they will redo a given fight scene because they feel they have "let their character down." They want to pull off the victory more spectacularly, as befits a superhero. They feel responsible to and for the character. They are projecting an identity as to who the character ought to be and what the trajectory of his or her acts in the virtual world ought, at the end of the day, to look like." (53)
"As a player, I was proud of Bead Bead at the end of the game in a way in which I have never been proud of a character in a novel or movie, however much I had identified with him or her. [...] my satisfaction with Bead Bead is thinged with pride (it could have been regret had things turned out differently), at various levels, in and with myself. This feeling is not (just) selfish. In a sense, it is also selfless, since it is pride at things that have transcended--taken me outside of--my real-world self (selves), if I am playing the game reflexively." (54)
[on students in science classrooms, projecting their identity as scientists] "They want their scientist to become this sort of person, whether or not they are themselves anything like this in their "everyday" lives. In good science learning, learners are not just role-playing being a scientist of a certain sort (their virtual identity). They are also proactively building that virtual person as a certain kind of person with a certain kind of history. They are projecting their own hopes and desires onto that person." (62)
"The learner, in this case, gets to customize the identity the game offers him to a certain extent--this, in fact, is an important feature of good video games." (37)
"Thus, Von Croy's remark [about which buttons the player should push] perfectly melds and integrates talk to Lara and talk to the player. This melding is part of what marries the player's real-world indentity as a player and his or her virtual identity as Lara. This type of talk is very common in video games." (118)
"Such language is one among many devices in a good video game that encourages the player to relate, juxtapose, and meld his or her real-world identity (actually, multiple real-world identities) and the virtual identity of the character he or she is playing in the virtual world of the game. Such a process also encourages the player to adopt [...] a projective identity." (121)
"...when you are playing as a virtual character in a video game, that character, (you) is the hero (center) of the story and in that sense the "good guy" no matter how bad he or she might be from another perspective." (147)
"Good video games offer players strong identites. [...] In video games, players learn to view the virtual world thorugh the eyes and values of a distintive identity [...] or one they themselves have built from the ground up." (216)
On Empathy
"Players can choose strategies that fit with their style of learning, thinking, and acting. This, of course, is highly motivating both for learning and for playing the game and a rich source for reflecting on one's own styles of learning and problem solving (and, perhaps, experimenting with new ones)." (78)
"When the character you are playing dies in a video game (and it is always, of course, a main character), you can get sad and upset, but you also usually get "pissed" that you (the player) have failed. Perhaps you even feel that you have failed yoru character. And then you start again, usually from a saved game, motivated to do better. The emotional investments you have in a video-game story are different from the emotional investments you have in a book or movie." (80)
"Players are placed, by the very design of the game, in the same psychological space as Lara--learning from Von Croy but not subordinating themselves entirely to his old-fashioned professorial need for dominance. The game's design encourages the player to take on a certain sort of attitude and relationship with Von Croy--and, more generally, a certain sort of personality--that represents, in fact, just the sort of person that Lara is." (117)
"As we said earlier, the player is encouraged by the very design of the game to be more Lara-like--playful and willful--leaving behind fears and hesitations about authority and the risks of exploration." (122)
"But, alas, Heinrich got me in the end. I went down with more pride and dignity (remember, in my projective identity, I care about such things), but I went down nonetheless." (127)
The movie Saving Private Ryan [put the audience in the middle of a full-scale battle] as well, but the game puts the player right in the midst of the action, pinned to the ground, surrounded by deafening noise and woundedm, wometimes shell-shocked soldiers, and facing the near certainty of a quick death if he or she makes one wrong move." (145)
"Video games have an unmet potential to create complexity by letting people experience the world from different perspectives. Part of this potential is that in a video game, you yourself have to act as a given character. As you act quickly, and not just think leisurely, and as you (while playing) celebrate the character's victories and bemoan his or her defeats, you must live in a virtual world and make sense of it." (159)
"[...] players feel a real sense of agency, ownership and control. It's their game." (217)
Other
"The experience brought home to me, forcefully, that learning should be both frustrating and life enhancing, what I will later call "pleasantly frustrating." The key is finding ways to make hard things life enhancing so that people keep going and don't fall back on learning only what is simple and easy." (3)
"Rather, [people] think best when they reason on the basis of patterns they have picked up through their actual experiences in the world, patterns that, over time, can become generalized but that are still rooted in specific areas of embodied experience." (9)
"Finally, despite some claims to the contrary, the fact of the matter is that the effect size of video-game play on aggression is smaller than the effect size for television, thereby rendering the claim that there is something special about the interactivity of games as a source of aggression suspect." (11)
"The game [Pikmin] encourages him to think of himself as an active problem solver, one who persists in trying to solve problems even after making mistakes, one who, in fact, does not see mistakes as errors but as opportunities for reflection and learning. It encourages him to be the sort of problem solver who, rather than ritualizing the solutions to problems, leaves himself open to undoing former mastery and finding new ways to solve new problems in new situations." (36)
"The story line ina video game is a mixture of four things:
1. The game designers' ("authors'") choices.
2. How you, the player, have caused these choices to unfold in your specific case by the order in which you have found things.
3. The actions you as one of the central characters in the story carry out (since in good video games there is a choice as to what to do, when to do it, and in what order to do it).
4. Your own imaginative projection about the characters, plot, and world of the story.
The first and fourth of these itmes are true of books and movies, as well, but items two and three are true of video games only.
Thus, in video games like Deus Ex, stories are embodied in the player's own choices and actions in a way they cannot be in books and movies." (79)
"The intertextual principle is concerned with the fact that after players have dealt a good bit with certain types or genres of video games and the texts associated with them, they can begin to see these texts themselves as a gmaily or genre of related texts." (106)
"...the episode is also meant as a training module where the player is explicitly coached on how to play the game." (116)
[on a character referencing the control scheme for instructional purposes] "Now this is, if you think about it, a strange thing to say. However, it does not seem the least bit strange when one is actually playing the episode. Von Croy is tlaking to the virtual character Lara, a character who walks and jumps in the virtual world but has no computer whose keys she can press, push, or hold." (118)
"In a good game, the player leanrs to play the game by playing in a "subdomain" of the real game. This is an important learning principle and, again, one regularly ignored in school. [...] Furthermore, this episode usually offers a concetrated sample of the most basic and important actions, artifacts, and interactions that the player will need to deal with throughout the game." (122-123)
"This and other games have brought home to me that I hold cultural models about learning like: "The final goal is important, defines the learning, and good learners move toward it without being distracted by other things" and "Good learners move quickly and efficiently toward their goal." I also hold other models: "There is one right way to get to the goal that the good learners discover (and the rest of us usually don't)" and "Learning is a matter of some people being better or worse than others, and this is important." These models all get entrenched in school repeatedly." (173)
"In playing video games, hard is not bad and easy is not good. The six-year-old mentioned earlier was once asked whether easy or hard was better in a video game. Without a pause, he said hard is always good, easy is not. Would that children said such things about learning in school." (175)
Monday, February 16, 2009
Personal Pronouns in Discussing Games
Depending on the person of the pronoun a player chooses, she might be talking about a variety of different perspectives on a gaming experience. The first-person "I" denotes something that the player in particular did at a given point. Third-person "he" or "she" usually refers to an action taken by the character being played. The second-person "you" refers to an action that any player may or must take in a given situation. (This last is often used on shows like G4's "Cheat," to describe how a game can be played - "Pick up the gun and get onto the platform before you press the button to go up," etc.) Think of these pronouns as three entirely different (although perhaps not entirely separate) levels of gaming:
Level 1: He/She/It
The game's intrinsic story, as presented by the game designer. This level includes the immutable actions performed by the player - static cutscenes, character dialogue, and so on. This is largely the game's "context," or the self-contained world of the game itself.
Level 2: You
The game as a playable (not played) experience - all the decisions and dynamic elements that exist in the game in potentia, elements that may or may not be expressed depending on player choice. A sort of theoretical game experience that could apply to any gamer that might play the game.
Level 3: I
The actual played experience, as opposed to the level 2 playable experience. What actually happened when the player played the game. The decisions she made, the weapons she chose, the direction she decided to go in. The dialogue path she enacted, or the character skill tree she selected. This level corresponds to a single instance of game play, an actual performed example of the level 2 theoretical layer.
While the different levels that can be designated by pronoun use is interesting, what really fascinates me is the way players use these pronouns in conversation when they are discussing games. Players routinely switch back and forth from one to the other, bounding across the layers of designation, sometimes using multiple persons in the same sentence. The experience of playing the game is such a complex one that it cannot merely be related on one of the three levels - the player holds all three in her head at once, and a memorable moment can occur on any of the three planes. This can lead to some confusion of speech, as in the following (not directly quoted, but very typical of the sort of story that players might relate) description of the beginning level of Kingdom Hearts (for those unfamiliar with the game, "Sora" is the name of the player's character):
"So you run across the beach towards the island where Sora and his friends play, only to notice that Sora's friend Riku, who he was fighting earlier, is standing there, apparently surrounded by darkness. So Sora sort of skids to a halt and they have this conversation where Riku's being all weird, and then Riku opens this vortex, and you almost get sucked in, but then you wake up with this weapon, and hear these voices talking about a keyblade. So then I remember that weird cave that I explored on the island earlier, and head back to it, but when I get there it's turned into this huge white door, like the one Sora saw in his dream. And I'm like, 'oh shit,' because that door was really big and important when you run into it before."
I first took note of this phenomenon when it was pointed out to me that I myself was doing it. I had just finished playing Kingdom Hearts 2, and was rather enamored with the game. I was relating my experience to a non-gamer friend with enthusiasm and wild gestures when she smiled at me and gently reminded me, "You know that you're not the main character, right?"
I realized that I had been talking in the first person about unchangeable game events, as though I myself were in control of them. ("And so I run down the mountain, trying to catch him, because I'm pretty sure it's Riku...") It must have seemed silly to my friend that I was saying "I" when I was in fact talking about a young spikey-haired boy with mystical powers. But my connection to the game was so strong that I did feel as though I were in control of these actions, even the immutable cut scenes.
Even though Sora is characterized in a way that is completely different from myself as a player, I still felt a strong enough connection to him, a deep enough immersion in the story, that I experienced it from his point of view. His confusion was my confusion, his actions were my actions. It probably helped that I personally felt very connected to and interested in this story, just because it's the sort of genre I happen to enjoy - but other games accomplish this effect with more widely-applicable immersive tools, such as silent and/or generic (implicitly rather than explicitly characterized) protagonists, or dynamic storylines that actually change depending on player action.
To me, this sort of pronoun confusion indicates that we don't really know who we are when we play games. If we're immersed in the story, the character might be "me," otherwise, a character we feel distant from might be "him." If we're trying to describe to a friend how to play a game, we might put that friend in the position of main character, and the character might be "you." And strangely enough, all three of these persons can apply to the very same gaming experience, in the same telling, interwoven with one another. It truly speaks to the power of gaming as an immersive experience, that it can confuse our very concept of who we are.
Thursday, February 12, 2009
Allow me to introduce myself
Who?
Currently I am a senior at Hamilton College, working on a "senior fellowship" project about narrative in video games. My background at the college has consisted of a double-major in computer science and creative writing. My personal background consists of a great deal of reading, writing, and gaming.
What?
This blog is intended as a way for me to share my current thoughts and research, in the hopes of reaching out to the academic game studies community (as well as the pop culture gaming community) for their thoughts, insights, and experiences, in the name of furthering the study and reputation of video games.
Why?
Because games deserve to be recognized for their academic and artistic merit - though the medium is in its infancy, there is much that can be accomplished with the unique tools it has to offer. Video games do not deserve their reputation as "mindless" diversion - in fact they're very interesting and worthwhile diversions, as books and films are. They just need a few good champions to demonstrate that to the rest of the world.
How?
How do you pronounce the name of my blog? Well, there are a number of ways. Personally, I prefer game-strogen, although I would also accept game-estrogen. It should definitely not be gam-strogen, however, nor gam-estrogen. That would just be silly.